Lord of the Undead

Lord of the Undead

Creature — Zombie

Other Zombie creatures get +1/+1.

{{1,B}}, Tap: Return target Zombie card from your graveyard to your hand.

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Printings View all

Set Rarity
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Eighth Edition (8ED) Rare
Planeshift (PLS) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Lord of the Undead occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Lord of the Undead Discussion

DasButch on Das Zombie

1 week ago

Thanks for the input Balaam__! I've got 2/3 in my Lombie Zord deck. Lord of the Undead would likely be the most useful for the graveyard retrieval, but this deck does not go wide. All recurring creatures and tokens get fed to the Carrion Feeder! (He likes zombie brains)

Thanks! Das Butch

DemonDragonJ on No Prayer for the Dying

1 week ago

This deck definitely deserves an upvote for its name (are you a fan of Iron Maiden?), but I do have several suggestions: first, I would swap Adaptive Automaton and Metallic Mimic for Lord of the Undead, Cemetery Reaper, and/or Undead Warchief, all of whom shall provide the same benefits, and much more.

Also, is there any room for Soulless One and/or Graveborn Muse in this deck? They would both be awesome for a zombie tribal deck.

Ishio on Mono-Black Discard Matters

1 month ago

dbsharkeyjacoby: The reason for the zombie lords isn't for the zombie tribal theme, but the buff they offer. Death Baron gives us the ability for our zombies to have Deathtouch, so unless we're getting swung with flyers, our opponents will think twice about swinging towards us. Lord of the Undead gives us the ability to recur a vast majority of our creatures, which are zombies. Undead Warchief reduces the cost of our zombies. Out of the 20 creatures in the deck, 50% of them are zombies.

Due to these effects, you'll see why I'm not running Lord of the Accursed, all it does is give our zombie duders menace, which would require us to need to swing more. If our game gets to that point where we need to turn sideways, I'd rather use Liliana, Defiant Necromancer and/or Geth, Lord of the Vault to steal creatures, and any of our other beefy boys and swing with.

Cryptbreaker was in the deck originally, but was cut due to not having enough utility. You need to tap three zombies to draw a card? Okay, that's three creatures less we have to defend with, and defend our Lili's with. The discard outlet is fine, but unless Ensnaring Bridge is out, we don't wanna be dumping cards from OUR hand, we wanna be dumping cards from either everyones hand or our opponents hand.

Ruthless Sniper costs mana for it's give -1/-1, not really ideal. Bone Miser is a fine card, but it's very costly. Archfiend of Ifnir is a good card, and I'll consider it, if I find myself in games coming across a common dead card in hand, to swap it out with.

As for the Lili's, Liliana, Dreadhorde General has been considered, however her cmc is way higher and will destabilize the curve more, as well as she runs more in Zombie Tribal. The only value I feel I'd get out of her is killing my creatures to draw a card, which may work, but I fear it'll be way too situational. Liliana, Death's Majesty runs best in a more zombie tribal theme.

The biggest thing to keep in mind with some of these higher cost suggestions is that we are running mono-black. We don't have access to ramp outside artifact ramp, and Nykthos, Shrine to Nyx.

Joe_Ken_ on The Scarab God

2 months ago

Lord of the Accursed , Lord of the Undead , Risen Executioner , Undead Warchief , and Death Baron are all good zombie ‘lord’ creatures that will make your entire bird hit harder.

RNR_Gaming on Zombie Commander

7 months ago

Seems a tad land heavy and zombie light. This was under the help section so if you specify the kind of help you need the community could help you more. At first glance you're missing some core zombies Undead Augur , Undead Warchief , and Lord of the Undead

RNR_Gaming on Zombie

7 months ago

Modern is very fast and I don't think you'll do particularly well with this build. My suggestion would be to proxy up some of the good zombies and test against some established decks like tron or uw control and see how you fair. Tribal outside of humans and merfolk is a bit rough due to the efficient removal and cheap pay offs other decks have and most tribes feel like they're lacking from one or more things but here are the cards that may help you break into modern a bit better; though their price point is a bit much for some

Bloodghast - 2 devotion and recurs itself simply by playing a land

Death Baron - all tribes should have lords and this is one of the best

Lord of the Undead - another lord with a very relevant activated ability

Gravecrawler - very good 1 drop

Relentless Dead - lots of text and good stuff going on with this guy

Cryptbreaker - a really all around great value engine

Carrion Feeder - sac outlet that gets huge

Grey Merchant of Asphodel - very good pay off zombie

Geralf's Messenger - does something when it comes in and comes back again

Affinity_for_MTG on The Meat Grinder! - (4-Color Zombies)

8 months ago

ScionsStillLive: I think Null Caller is worse than Diregraf Colossus and Lord of the Undead , which do similar things. However, it could be okay in the sideboard if you play against a lot of slow grindy decks regularly, probably in Shalai, Voice of Plenty 's slot. :)

SideBae on Dimir Zombies

9 months ago

I don't think you need more combos... I think you need better mana, tutors and card draw to make your current combos more consistent. Running one or two combos is probably good enough, especially since zombie decks tend to be good at the beat-face plan, too. Counter-magic is worth considering, though not everyone likes running it.

Mana: Ramp is a big part of EDH. Having fast, reliable access to your colors is indispensable -- this is part of the reason two-cost rocks are better than three-cost rocks. I think Talisman of Dominance is probably better than Commander's Sphere . It comes down a turn earlier, and it allows you to cast your general turn three. Cards like Charcoal Diamond , Sky Diamond and Coldsteel Heart are also good, though their coming into play tapped is a real setback. Underground River is a land you should consider, as are Morphic Pool and Drowned Catacomb .

Tutors: Demonic Tutor and Vampiric Tutor are the gold-standard here, though they're also rather hard to get ahold of. I like Dark Petition and Diabolic Tutor ; you might want to consider Entomb or Buried Alive to get your Gravecrawler and friends into the 'yard. If you include Animate Dead , Reanimate , Necromancy , Exhume and/or Dance of the Dead you can get out your Grave Titan or Overseer of the Damned real fast. Reanimation packages are good.

Card Draw: There're a few cards I think you either didn't know about or overlooked in this area.

  1. Graveborn Muse : This card is BUSTED in zombie decks. Even staying out for just one turn cycle can get you four or five cards easily, making it a way better Phyrexian Arena . If you choose to run something like Whip of Erebos , you can pretty easily recoup the life.

  2. Night's Whisper / Chart a Course : Two-mana draw-twos have always been pretty good. In a top-deck war, these can make all the difference.

  3. Cantrips: Ponder , Preordain and Brainstorm are all excellent cards; in Vintage, these are signatures of Xerox-decks. They'll dig you to lands if you need them, and get you past lands if you don't. Note that Brainstorm goes from OK to really good with the inclusion of shuffle-effects, like your Evolving Wilds . Running more of these lands, like Prismatic Vista , Flooded Strand , Polluted Delta , or even just Bad River or Rocky Tar Pit is a good idea.

  4. Treasure Cruise / Dig Through Time : These are good ways to utilize lands or similar non-functional-in-graveyard cards you mill with Gisa and Geralf . Depending on how full your yard typically ends up, running one or both of these is probably a good idea.

  5. Skullclamp : Pair this with your Gravecrawler for instant value.

  6. Distant Melody : I'm not sure how many zombies you have, but having an average of four or more zombies will make this worth including.

  7. Slate of Ancestry : This is similar to Distant Melody , but is more repeatable.

  8. Undead Augur : This card will help you out-draw opponents.

  9. Corpse Harvester : While not technically card-draw, it is a good form of card-advantage. It'll get you both swamps and whatever creature you need. If you include Fetid Pools , Sunken Hollow or Watery Grave , you can fetch those, too.

  10. Fact or Fiction : This is card-draw and self-mill all packed into one card.

Beat Face:

  1. Zombie Master : Pair this with Urborg, Tomb of Yawgmoth and your creatures are unblockable.

  2. Cover of Darkness : This is a good secondary evasion plan. Lord of the Accursed is a similar card that also buffs your guys.

  3. Death Baron , Undead Warchief and Lord of the Undead : These lords make your dudes all the more potent. Note that buffing toughness makes the Gravecrawler + Skullclamp loop harder to pull off.

  4. Patriarch's Bidding : This is a great way for tribal decks to come back from a boardwipe.

  5. Coat of Arms : This is a lot of mana to invest in an easily-killed artifact, though it is worth considering. This can rather easily pump your guys with +5/+5.

  6. Gray Merchant of Asphodel : This is a good way to recoup life, while at the same time pressuring your opponents' life totals.

  7. Rot Hulk : I'd run this in any zombie deck.

Counter-Magic: Force of Will , Mana Drain and Pact of Negation are the gold standard, though difficult to get ahold of. Consider the following:

  1. Counterspell : This is a better form of Cancel .

  2. Spell Snare : This is a good, affordable counter spell that can take out an opposing Demonic Tutor or Flash -combo without difficulty.

  3. Negate / Countersquall : This will hold off boardwipes and keep your guys alive.

  4. Exclude : In a creature-heavy meta, this is probably worth running as it does not cost card advantage.

  5. Cryptic Command / Dismiss : Four mana is a lot to leave up in this sort of deck, but these can be powerful. You should at least consider them.

Right -- that's all from me. Good luck!

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