|Commander / EDH||Legal|
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Creature — Zombie Jackal
When Miasmic Mummy enters the battlefield, each player discards a card.
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Miasmic Mummy Discussion
3 months ago
Jeez man, decide what deck you want to play. Playing a little bit of Gift, a couple of curses and some good creatures will not compete with anyone playing just as good creatures, but with synergy or a finisher combo, or anything else that makes magic decks strong.
Do you want to go full weenie? Then do so! Cut gifts and curses, add Kitesail Freebooter to ensure that you dont overcommit into a board wipe. Cut curses and gifts, as they only slow you down.
Do you want to follow up small creatures with God-Pharoah's Gift? - Play more gates, cut as many noncreatures as you think you can, and maybe play some discard like Miasmic Mummy and some payoff creatures.
Do you want to go voltron with Yahenni? Add some more protection, pump and evasion, to ensure value.
Dire Fleet Poisoner without a single pirate... Yikes. This deck has several issues. The main thing about your deck: the cards are strong on their own, but you have close to no synergy. The second issue: You will run out of resources so fast, and you dont have a consistent way to keep up the preassure if the opponent plays like Sweltering Suns.
3 months ago
One thing you have to ask yourself when building tribal decks is imply asking yourself why you are going to stick to tribal? If your reason is pure flavor, that is fine. But if you are looking for efficiency, you have to have a good reason why you are intentionally limiting your avilible card pool to play cards that might be worse (but are tribal) than cards that might be otherwise available to you. The reason tribal decks often work is the synergy the have with each other. Allies work because they all trigger each other's etb triggers. Humans work because of the lord effect and the interaction they can provide with your opponent. Merfolk work along similar lines in that they have ample lords and a decent amount of interaction. Elves work because of lords the synergy they have in being able to generate obscene amounts of mana to dump your hand and simply have far more creatures than your opponent can block. The common thing between all of these tribal archetypes? Lords. They make cards that are otherwise pretty meh into cards that are extremely efficient. Zombie lord effects I found were Liliana's Mastery, Cemetery Reaper, Death Baron, Diregraf Captain, Lord of the Accursed, and Lord of the Undead. The downside of these lords is that they are all 3 cmc. You will want to hit all 3 lands drops by turn 3 to ensure you can play your lord effects. As such, you will likely want between 20-22 lands. This will give you between an 86.4% and 90.5% chnance to hit all three lands drops if you are on the draw, and a 79.6% and 84.7% chance if you are on the play. Until you hit your land drops, you likely want some way to interact with your opponent. This can be done through removal (preferably on a body), discard (preferably on a body), or even just by vomiting your hand as fast as possible as elves do. Zombies do not have a ton for great interaction, but there are card like Black Cat, Rotting Rats, Miasmic Mummy, Sedraxis Alchemist, and Fleshbag Marauder. These cards are also all very good with Aether Vial -- which not only lets you play creatures at instant speed, but also helps you vomit your hand a little faster. This is esecially ture with those 3 cmc lord effects. There are also spells like Nameless Inversion, and Crib Swap that count as zombie spells (and can even be returned to hand with Lord of the Undead). Fatal Push is also almost too good to not include, and Liliana of the Veil also tends to play well with zombies and can add some very needed interaction. Liliana, the Last Hope also tends to play well with zombies. Other zombies that can help provide a little extra oomph are Cryptbreaker (card draw, and a way to gain value from extra land drops), Grixis Grimblade (above curve with another grimblade or a Diregraf Captain, Gray Merchant of Asphodel (can be a great finisher with all the heavy costs), and Plague Belcher (works super well with Geralf's Messenger.
3 months ago
You're living in a comfy meta if you can play Dreamstealer reliably without access to Green/Red pump spells.
Your deck will suffer to any form of aggro, even if that aggro is just a 2-drop followed by a 3-drop and nothing else for the remainder of the game. 5 damage on board represents a 4 turn clock, without any mainboard removal.
Fell Flagship seems really really bad when you only have 1 creature who can crew it alone. And crewing it means you can't hit your opponent in the air for 5 damage. Your only other option to crew would be to draw, cast, and tap all 3 Dreamstealer.
3 months ago
I used to play a hand control heavy mono black aggro deck. I would highly highly recommend Miasmic Mummy and Wretched Camel. They slow chip away at your opponent's hand while providing some early aggro or blockers. Its extremely easy to work in cheap deserts in a mono-black deck. Kitesail Freebooter is absolutely excellent as it may steal a card immediately and then eats a removal spell if they want it back. You'll want 4 Kitesails. 4 Deadeye Tracker would only make it into your sideboard to fend off graveyard strategies. Run a full playset of the Gifted Aetherborn hands down. I'd also run Sword-Point Diplomacy over Painful Lesson any day.
Dreamstealer is simply not good enough without access to Red or Green pump spells so I'd cut him. The Ammit Eternal, Fathom Fleet Captain, & Alley Strangler have no synergy with you deck's primary win condition.
Nightmare, Ruin Rat, and Contract Killing are horrible horrible cards in Standard right now. I'd just run 4 copies of Walk the Plank and 2 Vraska's Contempts as your non Doomfall kill spells. If you're on a budget, the Contempts may set you back a bit as they were $8 a pop not too long ago. Contempt removes signature competitive threats like Chandra, Scarab God, & Glorybringer at Instant speed. I've yet to see Trial of Ambition + Cartoush synergy work, but the card advantage it could generate is ridiculous.
5 months ago
Nice to hear that im not the only one to get this potential ;)
Thanks, i did think that Restoration Specialist but came to decision, that its not efective enought. No battlecry (Hearthstone) :) when it comes to battlefield. Arguel's Blood Fast Flip does almost same as Driven / Despair, and you get to use Driven / Despair from your grave and opponent loses his cards.Instead i thought these cards: Bloodcrazed Paladin, not enought consistant i think, but has flash whits helps to make more effective blocks
Miasmic Mummy (im really serious with this one), helps you get instantly on turn 2 same thing as Restoration Specialist grave dumped creature, now i just get to choose, and have 2/2 on board at end of it.Thou Restoration Specialist does help return Panharmonicon and trigger revolt.Revolt isn't really a issue i think, its overall draw i think. You have to kind of get good peaces to get it overwhelm your opponent.Scrapheap Scrounger have not tested yet, might be good?
Is this a Tempo Deck? What you think.
Ps. Those are just suggestions and my thoughts. You should try enchanment version. Give me link after you done :)
5 months ago
Personal preference, I'd take Walk the Plank over Contract Killing, but it's up to you. I suppose that doesn't help you against the surprise merfolk!
I wouldn't recommend raider's wake, as someone else suggested; I tried it in my own discard, but chances are by the time you can cast it they're already bled dry.
Hope this helps!
6 months ago
Necropotence is amazing. You could replace Read the Bones and add it in. Also maybe throw in a copy or two of Lake of the Dead for some ramp. I'd add in some one drop creatures, maybe cut Harsh Scrutiny and a Profane Command for 3x Cryptbreaker. I'd also add in a total of 6 of the following cutting some of your other creatures and a Sol Ring maybe: Miasmic Mummy, Plaguebearer, Relentless Dead, Shepherd of Rot, or Stromgald Crusader. You could add in some lords... Death Baron, Lord of the Undead, and Undead Warchief are solid. Some other things to consider are Attrition, Curse of Shallow Graves, Endless Ranks of the Dead, and Call to the Grave. Hope this helps out!
7 months ago
Wall of Forgotten Pharaohs isn't great. Splashing red would be really helpful since you could run Cut / Ribbons and use the aftermath for another huge chunk of life loss. It also adds things like Shock to help with lowering your oppponents life total. I think you need so more early removal options. The Miasmic Mummy would probably be better as a Magma Spray or Trial of Ambition. Supernatural Stamina isn't a card helping with your win condition. Perilous Predicament or Essence Extraction would be better. You could also upgrade creatures with Noxious Gearhulk.