Lurching Rotbeast

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Common

Combos Browse all

Lurching Rotbeast

Creature — Zombie Beast

Cycling B

Lurching Rotbeast Discussion

dingusdingo on K'rrik, Son of Yawgmoth

2 months ago

Tyrant-Thanatos

I don't think you quite understand what I was trying to say. Black does have strong incremental draw power ( Dark Confidant Necropotence Phyrexian Arena Mindblade Render ), but for a combo deck that is trying to win on the a combo turn those cards aren't doing a lot besides +1 storm count. Black doesn't have a lot of efficient cards that read "draw cards". Blue has a whole host of cantrips that make storm a lot smoother, like Brainstorm Ponder Preordain Sleight of Hand and the like. Black has Night's Whisper and Sign in Blood , with more mediocre entries like Read the Bones or Ancient Craving . Black is lacking efficient storm draw, which is what Aetherflux Reservoir wants. The current best option for a K'rrik + Aetherflux deck is Ad Nauseum, at which point you might as well as be playing Sidisi for consistency and tutor in command zone.

No one is denying the draw power of any of the cards you listed, but please read for context. EoT trigger with Necropotence isn't doing a lot with Aetherflux when you need to be drawing and playing 15 cards for your kill on the same turn, because of 7 card hand size and exile clause you'll never have the gas in hand from JUST necro to get to 15 spells. Obviously the card would still get slotted in the deck for hand refill but don't get it twisted dude. When I say black needs better card draw for the deck, I'm being serious. Density of small black cantrips that would make an aetherflux reservoir deck work just aren't there, and the ones available don't allow you to shave enough CMC off with this commander to make playing them worthwhile. Having big draw bombs like Necro is great, but using a tutor to get to Necro is a waste when it should be finding DD or Aetherflux, and the draw effects don't dig deep or don't give scry, making it harder to draw/topdeck into the Necro.

Posts like these are why I wish tappedout had a seperate cEDH forum. No reason to incredulously "did I just read a sTrInG oF wOrDs?" or hyperlink banned cards. You didn't add anything to this conversation dude.

Dango

Life isn't nearly as important in EDH as you make it out to be, its a resource you have an abundance of and decks can't pressure 40 fast enough for aggro to be relevant. The problem isn't the life total for Doomsday, its what I said above, lack of black cantrips. Without a good pile cracker in hand or board, you're going to either have to Doomsday and pass (loss) or simply wait for your topdeck/card advantage to bring you a pile cracker. You do make a good point that the piles don't have a lot of flexibility though, its pretty much the pile I listed or a Rings of Brighthearth + Basalt Monolith + Exsanguinate pile. Mono Black DD piles also run into the problem of crumpling under any interaction, which makes them not very appealing.

SynergyBuild

The use of Barren Moor is a great find. There are a small handful of 1 CMC black cycling cards, Fade from Memory Horror of the Broken Lands Lurching Rotbeast Razaketh's Rite Scarab Feast with an honorable mention to Gempalm Polluter and Street Wraith . Unfortunately most of these run into the problem of digging 1 card for 1 mana and being low card quality outside cycling, but this definitely opens up some deckbuilding ideas.

VarietyBlack on Crappy Mountains/Swamp

1 year ago

I'm a sucker for themed decks, and while you may not know it, you've got the foundation for one in Bogbrew Witch, Bubbling Cauldron, and Festering Newt. Running a full 4 copies of the witch and the cauldron will allow you to take advantage of them more often. Also, 4 copies of Supernatural Stamina lets you recur Festering Newt for more shenanigans.

Viscera Seer is a great scry card, letting you set up your draws at the cost of sacrificing a creature.

Zulaport Cutthroat, Blood Artist, and Mogg War Marshal are 2-drops that benefit you when they die, which means they combo decently with your cauldron and the Viscera Seer card I mentioned above.

Cast Down and Vicious Offering are great cheap removal spells; Fatal Push is best if you decide to build something sacrificial.

I love the combination of Cemetery Recruitment with Lurching Rotbeast. That's 12 cards worth of card draw over the course of the game. Adding some Zombies to take advantage of Recruitment isn't bad.

Sorry. I know these are a lot of suggestions. These are what came to mind when I saw this.

KangyKSLG on Zombies B&W

1 year ago

SpooderBoi

Thanks for the feedback! I've made a few chances since I posted it. Non-legal cards removed mostly.

  1. Wretched Camel isn't a must. More of a filler. My collection isn't great so I don't have much choice.

  2. I only have 1 Lord of the Accursed currently so i'll look into getting more.

  3. Lurching Rotbeast is again another filler unfortunately.

  4. The only person I play against at the moment is my girlfriend and she likes to use Waterknot which is why that was included. (I probably should have stuck it in the description).

  5. I'll look into getting more of them as well.

  6. Already removed due to legallity. I only included them to fill space.

Thanks for the feedback you've given me. I'm a new player so i've a lot to learn!

Would you mind telling me what a sideboard is please?

SpooderBoi on Zombies B&W

1 year ago

I have a few suggestions that may help improve your deck:

1) If you want to play Wretched Camel I would suggest running a few Deserts just so that the card has some value.

2) Lord of the Accursed is a great card for this deck, so I would recommend running all four copies so that there's a better chance of it turning up.

3) Lurching Rotbeast is not that great. Even though it has cycling, it's four mana for a 4/2. There are better zombies with more value out there.

4) Demystify is probably better as a sideboard card. (If you plan on playing competitively) It's not guaranteed that your opponent will be playing enchantments.

5) In Oketra's Name is another great card, but you should definitely run more copies so that there's a better chance it will be drawn.

6) Deathgaze Cockatrice and Typhoid Rats are a) not zombies and b) not standard legal so I don't recommend running them.

Hope this helps!

ZorrosRage on The End is just the middle

1 year ago

I would do main deck like below depending on graveyard hate you want. Just feel Faerie Macabre should be main deck as well with so many graveyard use there is.

I would possibly -4 Architects of Will -2 Avalanche Riders +3 Lurching Rotbeast +3 Faerie Macabre with 1Faerie Macabre in the side

ZorrosRage on The End is just the middle

1 year ago

prob would like Lurching Rotbeast i don't see it in list

GaryofAshpodel on Esper Cycling EDH

1 year ago

Looks like a fun build! I have a similar deck, and here's some things I would suggest adding:

Dimir Infiltrator/Drift of Phantasms/Dimir House Guard: These guys can all be discarded in order to get important cards to your game plan. I notice you have a lot of spells at CMC's 2, 3, and 4, so they should be a great fit!

Compulsion: You can now cycle any of your cards!

Cast Out: Cycles, and is a versatile removal spell.

Tortured Existence: All you need is one creature in your graveyard and one creature in your hand to get an insane amount of discard triggers with this card. It's a lot of fun!

Phyrexian Reclamation: This can get back a good creature, or at the very least allow you to cycle something again in a pinch.

Spirit Cairn: Another good token maker on discard in case you feel you need more benefits when you do cycle.

I've suggested 8 cards to add. If I was going to suggest as many to cut, here's what I would say:

Unburden: One player having to discard two is not very helpful in a multiplayer game. This will mostly just make one person your enemy.

Lurching Rotbeast/Sanctum Plowbeast/Winged Shepherd/Djeru's Renunciation: These will mostly end up being part of the deck simply because you can cycle them, which is a good sign that there are better options.

Absorb Vis: Same problem as Unburden. If you want to make one opponent your enemy, great. Otherwise, it exists because you can cycle it.

New Perspectives: When cycling, you typically do not end up ahead on cards. This means that you will rarely end up at max hand size, so this is an expensive draw spell.

Plea for Guidance: You have 4 enchantments, 3 of which your commander can go get you. It is not very helpful here.

Regardless of what you end up doing, this looks like a fun deck. Good luck!

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