Lord of the Accursed
Creature — Zombie
Other Zombies you control get +1/+1.
, : All Zombies gain menace until end of turn.
Price & Acquistion Set Price Alerts
Lord of the Accursed Discussion
13 hours ago
You have so many ways to make use of extra mana, and lots of creatures. Cryptolith Rite would be amazing here, i suggest adding 2-3 copies. It can help you really go over the top by generating a lot of extra mana.
Heroic Intervention, while a cool effect, isn't something i would want more than 1-2 copies of in my maindeck. Keeping up 2 mana is a very real cost, and it doesn't even protect you from Engulf the Shore or Yahenni's Expertise.
Compulsory Rest is an odd choice for a removal spell, since it doesn't really answer creatures with powerful static abilities like Metallic Mimic, Lord of the Accursed, Winding Constrictor or Tireless Tracker. You might want to consider Stasis Snare or Declaration in Stone to replace it.
21 hours ago
Randsome, Walking Ballista is very good with Winding Constrictor and seems like an auto include in a deck using the snake, but if you don't want to get Ballista's then you could use it's slots for anything really, Negate is even an option. Never / Return or Ruinous Path are fine in it's place, but I don't think you really need any more removal main deck, 4x Fatal Push and 3x Grasp of Darkness is enough. Aethersphere Harvester is good at pressuring Planeswalkers. Saying this I would definitely sideboard 1-2x Never or Path as some Planeswalker removal. I would also sideboard 4x Transgress the Mind which can hit any Planeswalker.
Some possible cards you could use in Ballista's place who go with the theme and with the snake are:
- Longtusk Cub
- Glint-Sleeve Siphoner
- Rogue Refiner
- Bristling Hydra
- Tireless Tracker
- Rhonas the Indomitable
As far as strengths and weaknesses of Sultai and Temur I think it really comes down to which kind of deck you want to play. Even though Sutali has energy I consider it more of a counters deck because the power of Winding Constrictor is in counters not energy. Temur is more of an energy deck that's also using counters, but energy is the main theme. If you like energy play Temur and if you like counters than play Sultai.
Sultai Strengths and Weaknesses:
- Better manabase having access to 7-8x fast lands that can make green mana.
- More powerful curve of Winding Constrictor, Rishkar, Peema Renegade and Verdurous Gearhulk. By itself a curve of Constrictor into Rishkar can be game winning.
- Better sideboard options for Marvel matchups and control matchups. Transgress the Mind and Negate can both stop Marvel. Transgress can hit Torrential Gearhulk.
- Less reliant on energy if keeping Elves.
- Constrictor is a huge target for removal and unfortunately the deck very much relies on him to be alive without him the power level drops a lot.
- Problematic removal options, other than Fatal Push all other removal has double black casting cost. Push is ok, but not great right now in Standard.
- No cheap removal that exiles the creature it kills.
- Not as versatile or as many creature options in black.
- Access to no three mana sweeper that does 3 damage to all creatures. Yahenni's Expertise is as close as it gets.
Temur Strengths and Weaknesses:
- Can still function without losing a key card in other words there's no Constrictor. Less reliant on a nice curve.
- More cards make and use energy. The energy theme is front and center.
- Magma Spray is a very good removal spell right now in Standard.
- Harnessed Lightning is unconditional creature removal that with energy can kill easier than Fatal Push.
- Access to three mana 3 damage to all creatures sweepers.
- Glorybringer adds an additional power level to the top end.
- Worst manabase having to use reveal lands from Shadows Over Innistrad which can be problematic at times.
- Worst sideboard options for Marvel and control matchups. Other than Negate and other counterspells.
- Relies much more on energy to overall function.
In my opinion red is better as the third color for this deck than black right now because of Magma Spray, Harnessed Lightning, Glorybringer and Radiant Flames. These cards do more for the deck than Winding Constrictor, Fatal Push, Grasp of Darkness and Transgress the Mind can. I like the combination of Spray and Harnessed over Push and Grasp because Spray can exile Scrapheap Scrounger and/or Dread Wanderer, especially Scrapheap because he's such a menace in Mardu. Spray also hits a ton of creatures in both Zombies and Mardu making it not just for the recursive creatures.
Creatures that Spray can't kill Harnessed can due to the amount of energy the deck can make. Glorybringer is great at pressuring or killing Planewalkers and gives me another flying threat. Putting counters on Glorybringer is also nasty fun. Flames in combination with Spray is very potent vs Zombies. I've found that I really need a sweeper to consistently beat Zombies because the battlefield can be flooded with them very fast. Red has access to two three mana sweepers that can deal 3 damage to all creatures, Flames and Sweltering Suns. Doing 3 damage is important because of Lord of the Accursed. Black has Yahenni's Expertise which can kill 3 power creatures, but it costs four mana instead of three. Flames can also only do 2 damage to each creature if I only use two different colors of mana to cast it. It's flexible this can be relevant as a one sided board wipe.
Push is a great removal spell, but the strong presence in Standard of both Aetherworks Marvel and Zombies takes it down a notch. Zombies wants you to spend a card to kill a single Zombie this is giving them an advantage. Spray is some what taking away this advantage even though I'm still spending a card to kill a single creature the creature is exiled which is relevant. Marvel plays all three drops except Servant of the Conduit and higher and very few creatures. Push is still excellent in the Mardu Vehicles matchup because it can kill Heart of Kiran, but so can Harnessed.
Thanks for the tips on using the stack. You're right I can't tap Rishkar, Peema Renegade the turn it's played to crew Aethersphere Harvester and then put a counter on Harvester with Rishkar's trigger. I would have to use another creature to first crew Harvester and then play Rishkar. I've been doing this Rishkar and Havester play for a while now and no one has said it's wrong, haha... My mistake is I didn't know that if an ETB trigger has to have a target(s) the target(s) must be declared the moment the trigger goes on the stack. I was declaring targets when the trigger resolved from the stack which is wrong.
2 days ago
zekhet: Okay so Harsh Mentor is a card I'm... Really not too sure of myself. He's extremely situational and to be honest I think as far as Aetherworks Marvel decks go, Manglehorn is just the better card even though it's higher CMC. And, yes, the activations need to be from an artifact, creature or land on the battlefield. So things like Scrapheap Scrounger or zombies/embalming are happening from the graveyard and dodge the Mentor's hate. However things on the battlefield will be triggering Mentor, here are a few examples:
- Vehicles like Heart of Kiran, any time you crew, take Mentor damage
- Pretty much any Tap abilities that don't produce mana, this includes Aetherworks Marvel's tap ability to do it's free spell.
- Honestly everything with a colon like Cost:Effect
There's a crap load of those types of effects. And since I'm on the subject, here's a quick look at the Top 8 Decklist and what cards Harsh Mentor will trigger on.... For both our benefit xD
- Cryptbreaker - Both abilities
- Shambling Vent - Don't forget these lands that can turn into creatures, that's a trigger for Mentor as well as Evolving Wilds
- Lord of the Accursed
- Westvale Abbey Flip - not super effective against but hey every bit counts
- Shielded Aether Thief - tap ability
- Whirler Virtuoso - SUPER important here! They'll think twice before losing 2 life to make a 1/1 thopter.
- Woodweaver's Puzzleknot - now only gains them 1 life when they crack it from the battlefield
- Aetherworks Marvel - now costs 2 more life to spin! Wish it triggered that first ability though :(
- Lumbering Falls - Sneaky lands
- GB Energy
- Walking Ballista - here's where Harsh Mentor is probably best, aside from his ETB ability, the other two here are triggers for Mentor
- Longtusk Cub as well as our very own Bristling Hydra and Electrostatic Pummelers are actually triggers for Mentor. In a mirror matchup, you will want to bring Mentor in to punish those activations.
- Hissing Quagmire - Sneaky lands again
- I mentioned it already but, again, Heart of Kiran and crewing any vehicles is a trigger.
Okay, think that should cover most of the big meta things. It was actually really helpful for myself to type that list up because I totally DIDN'T sideboard Harsh Mentor the 4c energy deck I played against tonight who had 4x Longtusk Cubs and that would've been the perfect answer.. All well. Now we're both prepared xD
3 days ago
Cemetery Reaper, Cryptbreaker, Death Baron, Gravespawn Sovereign, Liliana's Reaver, Lord of the Accursed, Lord of the Undead, Noxious Ghoul, Shepherd of Rot, Undead Warchief, Vengeful Dead, Zombie Master, Empty the Pits, Feeding Frenzy, Dread Summons, Syphon Flesh, Call to the Grave, Graf Harvest and Liliana's Mastery.
4 days ago
I'd prefer Plague Belcher over Lord of the Accursed actually since plague belcher can somewhat make up for the lack of a pump ability by its own higher power, but also guarantees more damage with the death ping. the -1/-1 counters are negligible since you can always bring them back, and in the case of Geralf's Messenger, the counters cancel each other out allowing undying to be triggered again.
not too familiar with the current meta, so i'll let someone else answer the sideboard question
4 days ago
So after about a careful year of continual tweaks and trials, this deck is firming itself up quite well. With the newer Zombies we've received from both Shadows Over Innistrad and Amonkhet, I feel this deck got a bit stronger, more resilient.
Notably, I've completely replaced Diregraf Ghoul, which was always a great play on Turn 1, with the new Dread Wanderer. It carries the same power I'm looking for with some additional resiliency built it! I've also included a playset of Lord of the Accursed as an additional Lord to pump up the team.
I've dropped all creatures with CMC 4 or greater to better synergize with Collected Company. I've also reduced the land count from 23 down to 22 as a result. Thanks to bold44 for the land makeover. Adding in two basic forests for the first time to guard against Bad Moon and reducing the Mutavaults down to 2 and the Cavern of Souls down to 3. Bold44, you suggested I go down to 2 Cavern of Souls, but I tell ya, it's really great to get one early against a control player.
empes, I saw that you linked up this deck to your Tribal Library that you created, and I appreciate the inclusion! Thanks for the mention there as well as the suggestions you were throwing in!
There are some cards in the Maybeboard that I think are worth considering, and cards that other members here have suggested. I do think they are great suggestions, but for the life of me, I'm finding it just too difficult to see where they fit in and, more importantly, what comes out to make room for them. Help is always appreciated.
I have outstanding questions! Of note:
Another big question is what's better: Thoughtseize or Inquisition of Kozilek in the sideboard. What's better? Not getting pinged for life but grabbing anything you want out of their hand, or saving the life but putting a restriction on what you can take?
Lastly...Grave Pact. Too cutesy? Way too awesome in this deck not to have?
5 days ago
With only 3 blue mana symbols in your entire deck, you're better off finding something else that can fulfill a similar purpose using black mana. I would recommend some Zombie Anthems like Cemetery Reaper, Death Baron, Lord of the Accursed, or big zombies like Diregraf Colossus. Vile Rebirth and Shamble Back are good ways to get creatures out cheap, because right now you only have 3 creatures below 3 CMC.
6 days ago
You only have 4 zombie creatures in your deck, I would suggest removing Lord of the Accursed and adding in a creature that might be better for your theme of minus counters, for what you built it with it is good though. Here are some budget options to consider for your deck: (this is assuming you are not going to go all in on zombie tribal and stay in mono black)
a playset of Gifted Aetherborn Murder or Never//Return instead of demolition and Final RewardGrasp of Darkness (if you want to splurge in place of Fatal Push if you really want to spend)with only one cartouche, Trial of Ambition isn't the most productive card in your deckDark Salvation if you want to do zombie stuffPlague Belcher more copies if you want zombie stuff
good luck, mono black is just hard to build right now cheaply since a lot of the "competitive" pieces are about $5 each per creature card.