Creature — Zombie Warrior
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When Lifebane Zombie enters the battlefield, target opponent reveals his or her hand. You choose a green or white creature card from it and exile that card.
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Lifebane Zombie Discussion
3 weeks ago
Relentless Dead is too slow on too small of a body in modern. I could see keeping 1, but personally I would rather run 2x Bile Blight and 1 Tasigur, the Golden Fang/Gurmag Angler/Bontu the Glorified/Erebos, God of the Dead/Kolaghan's Command instead.
Profane Command is a waste of sideboard space. I really don't think Tragic Slip warrants additional space either. If it's within your budget I would suggest 1x Sword of Fire and Ice or 1x Sword of Light and Shadow.
Crumble to Dust, Blood Moon, Fulminator Mage, Deathmark, Demon's Horn, Lifebane Zombie, Damnation, Phyrexian Crusader, Phyrexian Arena, Pithing Needle, Boil, Flashfires, Terminate/Dreadbore (in place of Go for the Throat) are all viable options as well.
1 month ago
UBQRLQL Seize the Soul, Lifebane Zombie, Nightveil Specter are all the options of a desperate man. The fact that we're even considering these cards for Merfolk goes to show how close the matchups can be. Although, I will say that double Desecration Demon is very very good.
1 month ago
Black Knight is a cheap, efficient creature that your friend will never be able to block.
Dystopia could help against enchantments, if that's what your friend is going for.
Gloom will be essential, especially if you decide to go the discard route.
Hand of Cruelty is like Black Knight.
Inquisition is inexpensive, and gives you some reach.
Jovial Evil is similar to Inquisition.
Knight of Infamy, Knight of Stromgald, Order of the Ebon Hand and Stromgald Crusader would be good if you decide to go aggro.
Lifebane Zombie is a solid pick, especially for the discard route.
Marauding Knight could be a bomb against your friend.
Self-Inflicted Wound gets around protection.
Stromgald Cabal should probably go in no matter what.
Virtue's Ruin should definitely go in no matter what.
1 month ago
The two cards that make the Merfolk matchup the most difficult are Silvergill Adept (because each Merfolk is a threat, that demands a removal spell - this is always a two for one) and Merrow Reejerey (makes defense impossible). Also, Desecration Demon is unfortunately not the stone wall he usually is against aggressive strategies, because of islandwalk, and because of "free" creatures like Adept and Master of Waves tokens. Sometimes, Cursecatcher can slow the game down enough to buy the Merfolk player just enough time to steal the win.
Our best cards in the matchup are Kalitas, Traitor of Ghet and Damnation. In conjunction with Thoughtseize and other removal, Merfolk can be reduced to a pile of bad creatures. However, Vapor Snag can be a beating.
Believe it or not, this matchup is one of the reasons I wanted to play Lifebane Zombie. That card makes it possible to race, with the help of targeted removal. I've even considered Nightveil Specter as a way to block and grind out advantage.
Right now, my plan against the deck is disrupt, kill, and keep a Kalitas in play. I take out Pack Rat because it can't block too often, and is really slow in terms of offense. I take out Shadow of Doubt because it doesn't do anything; I take out Erebos, God of the Dead because paying life to draw cards while also paying mana is too slow, especially since it is difficult to establish the board state necessary to turn Erebos into a creature.
As a result, overall, the matchup is draw dependent. I'm not yet certain of what exact tweaks to make to help the matchup, but I'm considering several options. I do like the discard, since Merfolk is synergy dependent. Obviously, the removal is fantastic as well. I dislike how draw dependent the matchup currently is, since it can feel like Merfolk just can't be answered sometimes by our cards if they have a great draw and we have an okay one (unlike, say, Burn), but there isn't a "hate card" for Merfolk the way there is for combo/affinity.
Also, for the most part, I tend to ignore Aether Vial, unless the opposing hand doesn't work without it, or is slowed down a lot without a Vial in play. Killing the creatures is a bigger priority.
1 month ago
I wouldn't cut Fulminator Mage for either Stony Silence or Pithing Needle in most metas, just because Tron is such a beating otherwise (Scapeshift, too); but I definitely can see cutting Lifebane Zombie. That is definitely an experimental or meta-based card, whereas Pithing Needle or Stony Silence is just always going to be good in the side.
That is another very good point about the Demon. It can be better than Obliterator in that the opponent can't just "bite the bullet", as it were, and block with a bunch of creatures, sacrifice a bunch of permanents, and get it off the board.
1 month ago
Haha, g0r3gr1nd3r, I play competitively with intent to take decks to GP's, so I have to put thought into my deck choices. The Obliterator has been on my radar, however, and he may find his way into the sideboard at some point. Right now, the extra threat slot is occupied by Lifebane Zombie, but this is still being tested. In theory, it's very good against Gx based decks or people who like playing Voice of Resurgence and Kitchen Finks; in practice, we'll find out.
2 months ago
I tried going all in on Demon and cut down on Fulminator Mage as well, but on the whole, I did not like that strategy as much as being able to destroy lands against Tron and Valakut.
Elves has not been an issue for me so far simply because I have enough removal in the early turns of the game to not have to go all in on t4 Damnation (indeed, it may even be incorrect to do so, given that they are probably just going to recover immediately with a CoCo). Flaying Tendrils is definitely an option, but it is not one I have liked much in the past; unless you want to dedicate specific sideboard slots to a meta of Abzan Company, affinity, and Elves, I would not recommend it. Tendrils just doesn't do enough in other matchups - Merfolk are too big with Lords being vialed in to count on Damnation; Zoo is full of x/3's; Death's Shadow and Tarmogoyf obviously laugh at it.
With regard to fighting t2 TKS - unless you have a Fatal Push ready to go, the only way you're beating that is if your opponent doesn't have a follow-up, or if you draw a Damnation. Cutting Hero's Downfall against a deck with Seers and Smashers and Drowners is simply not correct, since Brutality kills nothing except dorks. And if you do want to keep in Brutality, you might even want to take out a Gray Merchant/Liliana/Erebos before you take out Hero's Downfall. Unconditional removal against that deck is king.
3 months ago
Since you're adding a Cavern of Souls then you should consider dropping a Nykthos, Shrine to Nyx. In a deck with 22 lands, I wouldn't run more than 3 colorless lands. Sure Nykthos, Shrine to Nyx can be good on occasion but it's the weakest of your utility lands. Mutavault has synergy with Gravecrawler and your lords, Cavern of Souls still provides colored mana but Nykthos, Shrine to Nyx can't do anything without an already established board state.
I would also immediately go up to 4 Fatal Push. It's just too good of a card not to be running 4. I would drop 1x Diregraf Colossus and 1x Cryptbreaker for it. Diregraf Colossus is good but because of the point it comes into play you really only need 3. Cryptbreaker in my experience is less than stellar and would be an easy cut.
I may be missing something (am I?) but I see no value in running Nameless Inversion. It could be good vs Merfolk I guess but due to the anti synergy you can't use it to pump your own creatures which leaves a less than desirable Ulcerate. I would replace it with a 1-2 Bile Blight or a Go for the Throat.
In order to make this as competitive as possible you really need to ditch the deck extensions on the SB.
Army of the Damned may fit the Zombie theme nice but I can't think of a single match that siding in an 8 mana card is going to help you out?
Mikaeus, the Unhallowed may be good vs Alley's or White Weenies but both of those decks are Aggro decks and will close the game out way before a 22 land deck reaches 6 mana.
Endless Ranks of the Dead this is the definition of a win more card. It's useless when you're loosing and if it's good you're already winning. The 1 MB copy is fine for flavor but siding it in isn't going turn the tides of any match up.
Sidisi, Undead Vizier Tutors can be good but this is just too slow and comes with a significant down side. You've already decided it's not good enough for the MB and it's just wasting space on the SB.