Graveborn Muse


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Tenth Edition Rare
Legions Rare

Combos Browse all

Graveborn Muse

Creature — Zombie Spirit

At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control.

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0.05 TIX $0.48 Foil


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Graveborn Muse Discussion

PookandPie on Baby's first Zombie deck

3 weeks ago

So.... what kind of advice were you wanting? I have a fair amount of experience with Zombies for whatever it's worth (I've had a Zombie deck since I've begun playing Magic back in 2006 or so, and it's worked well enough without major overhauls since 2009). Zombies can do aggro, midrange, or even extend into combo, so I'll merely list off a grouping of cards so you can decide better in which path to go:

Grave Crawler is among your few options for 1 drop zombie that's worth anything. You have 1, but you should look into obtaining 3 more for a full set. Similarly, there's Sarcomancy and Diregraf Ghoul if you can't obtain more Gravecrawlers.

Gempalm Polluter is the best late-game two drop you could add to the deck. Yes, it's a 2 drop, you should never be casting it. Cycling it to make your opponents lose life is extremely good. Even better, you can return it to hand with things like Lord of the Undead to continue utilizing your reach on your opponents (perfect for breaking stalemates).

Lords- Lord of the Undead, mentioned above, Death Baron, Cemetery Reaper, Undead Warchief. Lord of the Undead enables shenanigans with Gempalm Polluter and Korlash, Heir to Blackblade (this lets you ramp out your lands extremely hard, making your Korlash on field gigantic and giving you plenty of mana to cast your Zombies with). Death Baron is just solid all around and is probably the best of the Zombie lords, while Cemetery Reaper isn't anywhere near as costly but is still very useful. Undead Warchief costs more than the others, but also provides twice the power buff and cheapens your other zombies- which is powerful as all hell. Zombie Master is another lord that can be included, and he's extremely powerful with Urborg, Tomb of Yawgmoth to make your whole Zombie army unblockable (also good for protecting your army against sweepers).

General advice: Get this down to 60 cards. Use 22-24 land, and drop a bunch of the chaff zombies.

If going for aggro, securing decent 1-2 drops is extremely important. Grave Crawler, Diregraf Ghoul, Highborn Ghoul, etc., will be the cards your opponents see and have to deal with the most. Diregraf Colossus could be fun in either the aggro or midrange ideas, and it's not too pricey, either.

If going for midrange, Undead Warchief is invaluable. A method of drawing or obtaining card advantage is also important in a midrange build- Grave Defiler and Graveborn Muse are pretty decent. Similarly, you can cantrip off of Gempalm Polluter to make people lose life while you continually draw more cards, but that requires an engine to bring it back to your hand (like Lord of the Undead). This also beats stalemate boardstates.

If you're doing a sacrifice combo kind of deck, Carrion Feeder is incredible, as is Living Death. Carrion Feeder works very well with multiples of Grave Crawler to beat a stalled game state. If you splash blue for Diregraf Captain, sac'ing and re-casting Gravecrawler can be a win condition.

Self mill isn't all that important when you could just cast Grave Defiler and put Zombies straight into your hand. Unholy Grotto is still a good card to run, same as Lord of the Undead if you want the recursion.

Midrange wants Cabal Coffers and Nykthos, Shrine to Nyx. Aggro maybe just wants Nykthos.

Gray Merchant of Asphodel is fun in black-heavy decks, is a zombie, and is probably better than each other 5cmc+ zombie in this deck.

Hope this comment wasn't too long and you find something you like in it. Just remember: Keep yourself limited to 60 cards to maximize the consistency of your deck, and try to play with more 4 ofs and 3 ofs than 1x card slots.

bushido_man96 on Volrath the Fallen (Stepping back in)

3 weeks ago

dlamars: I kind of agree on the tutors. They're nice if you need combo pieces, but this isn't a combo deck, and I like the randomness of the game. And more tutors mean fewer creatures. You make a good point in Graveborn Muse, so I'll add it to the Maybeboard.

Memory Jar is an old favorite of mine. I used to play it in a deck in combination with Megrim. Loved it. And its great for shaking a game up.

dlamars on Volrath the Fallen (Stepping back in)

3 weeks ago

Meh Tbh tutors aren't super important, most of the time I go for lands like Cabal Coffers or Nykthos, Shrine to Nyx so Expedition Map or more draw is fine.

I use Graveborn Muse more like a second Phyrexian Arena, I like that it can come out a turn earlier than Bloodgift Demon and has the potential to draw more even if it's only 2. I've even tried Grafted Skullcap and Memory Jar with some success, though it is a slow way to go.

bushido_man96 on Volrath the Fallen (Stepping back in)

3 weeks ago

Pieguy396, I do have a Jet Medallion, Sol Ring, and Charcoal Diamond I can add.

dlamars, I like Liliana of the Dark Realms! And I could go $7 for that. I don't think I have enough of a zombie theme to really reap the benefits of Graveborn Muse. I do, however, own some of the other black tutors: Demonic Tutor, Vampiric Tutor, Diabolic Tutor, Diabolic Intent. I just have them spread out in other decks, and I hate doing the card switcheroo. But I could get a few of them to run in the deck.

dlamars on Volrath the Fallen (Stepping back in)

3 weeks ago

I definitely second Nykthos, Shrine to Nyx, its just too good. Expedition Map is a really good option for searching for Coffers etc. Since you are keeping it budget I won't suggest the other tutors, but if you can I really like Liliana of the Dark Realms. She didn't seem like much to me at first, but she really is great card advantage that flies under most radars at a table. Graveborn Muse is my favorite card draw in black if you can't use Necropotence due to the exile/discard downside. Skullclamp/Solemn Simulacrum is in almost every deck I make, though you may not fully take advantage of them they are pretty amazing.

MacNulty on Geth, the Library Destroyer

4 weeks ago

You're very tribal so Coat of Arms is a huge risk, you should replace with Door of Destinies or you are dead to almost any token / elf deck as you're empowering the rest of the table with the Coat.

I've played Geth for a year and half, gone through a lot of permutations and honestly they are based more on what mood I am in, boredom or just the attempt to try new things with my favorite commander.

Running Coat has killed me a number of time, running the Door has only killed the door.

Also that Bloodchief Ascension recommendation... no offense to anyone but I would ignore that. It ensures you are everyone's target early game and you are weak early game as you are playing a slow deck.

You should dump it and mainboard the Amulet of Vigor . I mean, when Geth is working his magic, having creature come in untapped can make a big difference. Huge.

I agree about the Graveborn Muse , she is fun for a couple of turns but becomes a big liability.

I focus more on lifegain than you are. It helps me to play a slower game because if I'm climbing high on life total I sometimes seem less impactful of a target. It's reverse logic but there it is.

That Shepherd of Rot shouldn't be underestimated. He's actually a real killer in a zombie deck with decent token generation and conversely having Noxious Ghoul and Vengeful Dead is really satisfying as you know that you are making people pay for the arrival , depature and mere existence of zombies :)

Which is such a good feeling right?

The downside to Zombies though is that they don't fly. Your deck is a huge target for flyers atm and you need to fix that asap. At least get the Stromgald Crusader in there, its very useful early game and a good protector considering the popularity of white.

Rise of the Dark Realms is rarely impactful. It seems like a win, but I've almost never had it go off and not had my board wiped before I had the chance to use what I have taken. The closest I've seen to it working was when an opponent who had red and thus the ability make everything he had have haste, steal the card from my deck and end everyone that turn.

This is where Amulet of Vigor helps sometimes, at least you have a little more potential to do stuff.

I love your Undercity Informer that isn't something I've tried.

If this is useful info, let me know and I'll be happy to talk to you about making more use of the creatures you steal. I mean there is not Sadistic Hypnotist here and there ought to be. It's worth thinking about a variety of things you can do with what you steal other than creating mana or using the creatures/ artifacts next turn.

Panzerforge on Heaven's Happy Horde of Horrors!

1 month ago

This is a really good start to a deck, though you should look out for Graveborn Muse, as she could easily backfire and cost you a LOT of life!

I suggest (and might know someone who has...) Rise from the Grave in that spot, as it gives you another opportunity to grab creatures from any graveyard you like.

Otherwise, keep an eye out for tutors like Diabolic Tutor, or Diabolic Revelation to help find the right zombie for the right time.

Looking good!


shub on Wizards of the Grave // Zombie/Wizard Tribal EDH

1 month ago

Graveborn Muse for some intense card draw?

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