Grimgrin, Corpse-Born

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander's Arsenal (CMA) Mythic Rare
Innistrad (ISD) Mythic Rare

Combos Browse all

Grimgrin, Corpse-Born

Legendary Creature — Zombie

Grimgrin, Corpse-Born enters the battlefield tapped and doesn't untap during your untap step.

Sacrifice another creature: Untap Grimgrin and put a +1/+1 counter on it.

Whenever Grimgrin attacks, destroy target creature defending player controls, then put a +1/+1 counter on Grimgrin.

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Grimgrin, Corpse-Born Discussion

Saljen on Muldrotha 2.0

1 week ago

Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.

The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.

One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.

If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.

My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.

Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)

Xeksholi on Budget Gisa and Geralf Commander

3 weeks ago

Thank you for the suggestions, Firstmiracle.

I also thought about Gravecrawler and Grimgrin, Corpse-Born, but at this moment they are too expensive. Living Death is new to me, but also too expensive. So as long as i don't swap them for something similar expensive, i can't play them.

I would like to play Secrets of the Dead and would replace Pilfered Plans with it.

Boza on Grimgrin, corpse-born Question

4 weeks ago

It always applies.

Let's use this opportunity for a teaching moment on status. This is a two-part ability - the first part that modifies Grimgrin, Corpse-Born's status:

_110.6. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories. _

110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.

Additionally, the second part of the ability is related to the very first step of the turn - the untap step. Unless otherwise stated, all permanents that started the turn tapped become untapped during it. Grimgrin, Corpse-Born's first ability prevents that.

502 Untap Step

502.2. Second, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.

TLDR; Imagine that Grimgrin, Corpse-Born enters the battlefield and immediately has Claustrophobia cast on it that you can never remove.

Ouroboros_47 on Grimgrin, corpse-born Question

4 weeks ago

Does the "doesn't untap during your untap step" part of Grimgrin, Corpse-Born always apply or just until you untap him for the first time? I'd assume it would always apply, but the "and" confuses me.

goblinguiderevealpls on Nekusar, the Mindraper

1 month ago

if you want zombie tribal i would suggest Thraximundar, Grimgrin, Corpse-Born, Varina, Lich Queen or Sidisi, Brood Tyrant, as nekusar is honestly the worst possible zombie commander creature wise. even Sedris, the Traitor King and Lord of Tresserhorn are far better zombie generals.. and the former of the 2 is much more suited to a reanimation creature base anyways..

Daynger42 on Doube undead Army

1 month ago

As already mentioned, Grimgrin, Corpse-Born has great combo potential. If you have Gravecrawler and Rooftop Storm you have an infinite sac engine which pairs with other cards and enchantment to create other infinite combos. Liliana, Death's Majesty is also a good planeswalker choice.

Saljen on DIMIR Zombies

1 month ago

I've been playing The Scarab God Zombie EDH deck for a long while now. He's a great combo commander because his passive ability is aggressive and helps you hit combos while his active ability perfectly plays along with the zombie theme.

That being said, you've made some weird card choices, especially among your creatures.

Here's some Zombie's that I'd suggest to replace the many non-Zombie creatures you're running:

Balthor the Defiled, Cryptbreaker, Ghoulcaller Gisa, Grave Titan, Graveborn Muse, Gravecrawler (this is the most important combo piece in the deck), Gray Merchant of Asphodel, Havengul Lich, Lazav, the Multifarious (as a shapeshifter, he is a Zombie), Lich Lord of Unx, Lord of the Accursed, Lord of the Undead, Mikaeus, the Unhallowed, Noxious Ghoul, Razaketh, the Foulblooded (can pull all combo pieces in 1 turn, and play all 4 for 6 mana), Relentless Dead, Risen Executioner, Sidisi, Undead Vizier, Taigam, Sidisi's Hand (not a zombie, but fills your graveyard with them and has built in removal). These guys would go a long way to improving the consistency and power level of your deck.

Here's a few non-zombie cards that synergize with them very well:

Attrition (repeatable removal and sac engine), Dictate of Erebos+Grave Pact (combos well with Gravecrawler+sac outlet), Secrets of the Dead (works with all the ways we can play zombies from our graveyard and combos with Gravecrawler), Herald's Horn (draw + ramp), Urza's Incubator (ramp), Vanquisher's Banner (pump + draw), Whip of Erebos (lifelink zombies + graveyard play), Buried Alive (use this to put Gravecrawler, Wonder, and Risen Executioner into your graveyard for a great little combo that instantly gives you access to 3 cards), Search like Diabolic Tutor, Demonic Tutor, and Diabolic Intent helps to get out combo pieces.

The main combo I keep talking about is Rooftop Storm + Gravecrawler + a sac outlet, usually Grimgrin, Corpse-Born, and something to abuse like Grave Pact/Dictate of Erebos, Diregraf Captain/Plague Belcher/Noxious Ghoul/Bontu's Monument. These are all pieces that are individually good, but when put together will instantly win you the game in one way or another. Razaketh, the Foulblooded can be used to grab all 4 combo pieces, then you only need to play Rooftop Storms and you can play the rest of the combo for free! It's a really great card in black combo decks like this.

Anyways, feel free to take a look at my deck if you want any ideas. Zombies are my favorite tribal and are always a blast to play. I love that they can be so combo heavy, yet still be an unstoppable horde if you can't combo out thanks to all the +1/+1 anthems that Zombies get. Good luck with your deck!

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