Lord of the Accursed

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Uncommon

Combos Browse all

Lord of the Accursed

Creature — Zombie

Other Zombies you control get +1/+1.

, : All Zombies gain menace until end of turn.

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Lord of the Accursed Discussion

Firebones675 on Zombeginning

2 days ago

It's a good start but it needs a bit more work. Here are a few points that i think would make the deck better.

Land count: You have a relatively low land drop count. If you're planning on having your curve end at 3 mana spells 20 is fine but seeing as you have 6 drops in your deck, you might have to add a few more mana sources to prevent them from being stranded in your hands.

Removal: Right now you don't have a huge amount of interaction. Counterspells are good, don't get me wrong but if your opponent resolves a threat you have no way to get it off the board. Having a few spells to kill creatures would help with this

Lords: Right now you have a lot of zombies. Since there are a lot of cards that boost all zombies, running some is a good idea. Cemetery Reaper, Diregraf Colossus, Undead Warchief, Lord of the Accursed, Endless Ranks of the Dead, and Diregraf Captain among others all reward you for getting a critical mass of zombies

Cuts that should be made: There are a few cards in here that I think can be taken out fr some of the other ones I mentioned. Rooftop Storm is a powerful card but since it's the most expensive card in your deck you should be able to cast your zombies and your hand is probably going to be relatively empty anyways. The 2 cards with infect should go as well. Infect decks generally want to run only infect creatures and cards without infect as the main wincon don't want to run infect. The reason is that you will often get to a situation where your opponent is at low life only to draw a card with infect which can't do regular damage. Without having much in the way of enter the battlefield abilities, Displace can be cut too.

Hope this helps!

DrukenReaps on Need help for a Budget ...

1 week ago

I often start here to get general ideas:

https://edhrec.com/commanders/thraximundar

Somehow Rooftop Storm is still cheap.

Interestingly since Thraximundar is a zombie you could do all the zombie lords for buffing and such. It makes for a more robust voltron since it still buffs the commander but also has more than 1 or 3 creatures.

Diregraf Captain, Lord of the Accursed, Cemetery Reaper, Undead Warchief, Zombie Master, Noxious Ghoul, Risen Executioner, Liliana's Mastery, etc.

Unscythe, Killer of Kings

Jacka2813 on Zombie nation

3 weeks ago

Thanks, I like the look of Gifted Aetherborn however the Scrapheap Scrounger I feel wouldnt really work as I mainly want to bring things back as 4/4s. I have already considered the Champion of Wits but Im not sure what Id replace for him.

Thanks for the tips on the removal, as I said in the description Ive still been playing around with the removal/counter spell side of things.

This deck is actually based around a modern deck I made, which works a lot better as there are lots of zombie token cards in modern.

Lord of the Accursed is another card I want to include.

Hunson_Abadeer on Vile Vial

3 weeks ago

Sick list, I would suggest more lords like Diregraf Captain, Death Baron, Lord of the Undead, Lord of the Accursed, Cemetery Reaper, and maybe even Undead Warchief despite him having higher mana cost for an vial deck.

Possibly Graf Harvest too.

Madhava on Zombie Self Mill Trying Again (Please Help!)

4 weeks ago

If you want to be competitive in a Modern setting, then first decide if you want to play Dredge, or play Zombie Tribal. Sadly, if you try to 'pseudo-dredge', it will be the most difficult thing in the world to pilot. Either dredge, or don't dredge. Forget about anything halfway.

Dredge is primarily a RED deck, supported by black & green. It may run a handful of blue or white cards Prized Amalgam, Narcomoeba, infrequently Lingering Souls ...but the idea is not to hand-cast these. With Dredge, you want a majority of nonland cards which are useful/usable from the 'yard (Darkblast, Raven's Crime, et al). Sidisi has no place here; he's slow & he can't recur himself. Dredge cards are the only self-mill engine you'll need.

Dredge runs a handful of zombies; Amalgam, Haunted Dead, & Vengeful Pharaoh. Gravecrawler is questionable, because you won't always have the zombies to recur him with. Dread Wanderer might be better. Bloodghast is better still... albeit not a zombie.

Dredge relies on fast early-game red plays to kick-start the mill engine; Faithless Looting, Insolent Neonate, Cathartic Reunion, Burning Inquiry. Plus Life from the Loam is in there to make sure you hit your land drops. Once you can begin dredging, you will continue doing so all game.

Zombie Tribal can be built a bit more loosely. This is a black deck which sometimes splashes green for interaction (Abrupt Decay, et al), or white for Tidehollow Sculler + key sideboard pieces (Stony Silence), or blue for The Scarab God ...although Scarab God is a tad slow for Modern, so he would need plenty of interaction to support him (Inquisition of Kozilek + Thoughtseize, for starters).

But Zombie Tribal primarily just wants fast, solid, value creatures: Gravecrawler. Cryptbreaker. Relentless Dead. Geralf's Messenger. Diregraf Colossus. A few lords, too; Death Baron + Lord of the Accursed. Ideally, you'd want a few Mutavaults, too... so don't splash more than one color (mono-black is fine!). Try to keep the land-count low-ish... maybe < 21 ...unless you're running Scarab Gods or Dark Salvations.

Your manabase, as it is now, is not doing a lot of good towards either option. Three fetchlands + zero anycolor lands cannot reliably support 3 colors, ever. But that's okay, because neither option calls for 3 colors.

You'll either want to get Gemstone Mines + Mana Confluences + some fetches which find mountains, for Dredge... or else get a few Cavern of Souls, Mutavaults, + a pile of swamps, if you want to build zombies.

GeeksterPlays on Blue-Black Zombies (Revamped)

4 weeks ago

When playing tribal, anything over a 3-drop had better be game-breakingly awesome. The Scarab God does nothing until T6 at the earliest, and a lot of modern games are almost over by then. Liliana's Reaver is a muge mana cost for something that dies to all one-drop removal from Lightning Bolt to Path to Exile to Fatal Push (btw Revolt is super easy to trigger in modern with Fetches etc.). Cut both.

Quest for the Gravelord is a lot of work for only a single 5/5. Modern is packed with value removal spells like Path to Exile, so you need to keep efficient and/or aggressive as possible too.

Already-mentioned card choices that I'll echo: Death Baron, Diregraf Colossus, Lord of the Accursed. Also consider Relentless Dead and Graf Harvest mainly for the Menace ability.

Endless Ranks of the Dead starts off slow, but within a few turns can churn you out huge numbers of zombie tokens; give them buffs and menace from the Lords and you're good to swing a horde in!

Jaytotheareokay on Blue-Black Zombies (Revamped)

4 weeks ago

You need lords. Lord of the Accursed and Death Baron are especially good. Also might want to consider Diregraf Colossus because having all your zombies come with a friend is helpful.

Oloro_Magic on Need Help. Competitive Blue Black ...

4 weeks ago

First off you really need better removal, Fatal Push is the best choice and then maybe a couple Dismember.

The problem with trying to make this deck competitive is that to make something competitive in modern you really need to spend money. In an agro deck like this you really want 4x Aether Vial and 4x Mutavault and 4x Cavern of Souls in the mana base.

Prized Amalgam can go from this list in my opinion, it lends itself to a more graveyard oriented deck, either Death Baron, Lord of the Accursed, Cryptbreaker, or Dread Wanderer can easily slot into that spot. To that same effect Gisa and Geralf and The Scarab God in my opinion can be removed for these more aggressive cards.

Zombies itself is not a very competitive deck, it suffers from a rough sideboard and not having access to the interaction of Merfolk and other tribal decks playing Collected Company. A solid enough agro package with vial though can be competitive however and in my opinion that is the best way to take the deck.

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