Plague Belcher

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Plague Belcher

Creature — Zombie Beast

Menace

When Plague Belcher enters the battlefield, put two -1/-1 counters on target creature you control.

Whenever another Zombie you control dies, each opponent loses 1 life.

Price & Acquistion Set Price Alerts

AKH

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Recent Decks

LEG 3 / 0
EDH 0 / 1
EDH 3 / 1

Plague Belcher Discussion

Force_of_Willb on Shade of the Past

4 days ago

There are many ways to build mono black, and there aren't many different cards that I can suggest that haven't been included in your maybe list. Typical builds of mono black that has had some success in modern include Zombies or Vampires. The deck formula is usually the same. ~22 lands, ~26 creatures (8 1-drops, 8 2-drops, 6 3-drop, 4 4+ drops), and ~12 disruption spells consisting of discard and removal. Some problems I see with your current deck is that the curve doesn't flow as your lowest creature CMC is 3 and you would only have about a 17% chance to have one in hand by turn three. Another problem with mono black is that it runs out of gas compared to other colors, your current build has only 2 draw spells (and not a great one at that).

If i was to build i would try out something like this: Creatures (in order or preference):

1 - drops (8): Gravecrawler ($) or Bloodsoaked Champion / Dread Wanderer (budget) - recursion, threats that continue late game and can recover after a sweeper (maybe even one you cast yourself)

Shadow Alley Denizen - makes other creatures difficult to block (worse against other black deck matchups)

Typhoid Rats - unfavorable to block, trades favorably on defense late game

Hex Parasite - Usual for removing counters / killing plainswalkers (Meta Choice)

Vampire Lacerator, Guul Draz Vampire, or Cryptbreaker, Diregraf Ghoul - choices if you build vampires or zombies

2 - drops (8): Bloodghast, Scrapheap Scrounger - recursion threats

Gifted Aetherborn - Vampires - difficult to block, gains life, good on defense

Most modern decks use Dark Confidant $$$ - some budget options to help draw cards could include Glint-Sleeve Siphoner, Pain Seer

3 - drops (6): Vampire Nighthawk is the best option in the three spot and should be a 4x of.

if building zombies you have other options, usually they use the 3 spot for lords DeathBaron ($), Diregraf Colossus, or Lord of the Accursed (budget) pumps and makes blocking harder.
Geralf's Messenger can remove 4 life without even attacking, trades favorably once and gets bigger - downside is the coming into play tapped. or Plague Belcher which is good if you have a gravecrawler to target the negative counters.

Ruin Raider and Grim Haruspex can hep draw you cards to keep you gassed.

4+ Drops (4): These are you finishers, if budget is not an option than Phyrexian Obliterator is the choice.

For zombies you could try a combination of Gray Merchant of Asphodel and Korlash, Heir to Blackblade as the legend multiples rule doesnt really count against him. Grave Titan could be an option too.

Vampires the choice is Vampire Nocturnus

Budget considerations include values cards like Nekrataal/Ravenous Chupacabra or Desecration Demon which has seen some success before.

For your removal package you need to think about a balance that supports your deck. If you are playing aggro with creatures that have recursion than hand disruption that targets instants and sorceries are weak. I would focus on creature removal with high kill spells and Harsh Scrutiny. If your creatures are weak to removal or have high amounts of evasion then the protect package Duress would be better. Obviously cards like Thoughtseize which targets both is better, but stick to one type that best suites the deck you build and place the other type in the sideboard.

For lands I would cut to 22, they can be all swamps but you can try out cards like Leechridden Swamp/Piranha Marsh/Desert of the Glorified/Ifnir Deadlands/Scavenger Grounds (meta choice) or Terramorphic Expanse/Canyon Slough/Fetid Pools if speed isn't too important

DoIStillLoveIt on Josu big Black

3 weeks ago

Might I suggest Plague Belcher and Azor's Gateway. You don't need Renegade Map or Evolving Wild in a mono-color deck, and to maximize Cabal Stronghold, you may want to swap the deserts for swamps.

Some card draw would be good here, like Dark Bargain and Arguel's Blood Fast

TheDuggernaught on Sacrifice Control

3 weeks ago

What did you splash green for? Splashing additional colors is supposed to do the opposite of that since you gain access to a greater card pool. The downside of adding colors is your mana is less consistent. But in only two colors, the mana base should be easy to fix.

There are lots of zombies that would fit in a zombie tribal sacrifice-centric shell with Gravecrawler, Cryptbreaker, Relentless Dead, and Lord of the Undead. Geralf's Messenger, Undead Warchief, Plague Belcher, Nantuko Husk, Fleshbag Marauder, Skinrender, Smuggler's Copter, Mutavault, Death Baron, Black Cat, Lifebane Zombie, Rotting Rats, Tattered Mummy, Sidisi, Undead Vizier, Liliana's Reaver, Lord of the Accursed, Gray Merchant of Asphodel, Call to the Grave, Liliana, Heretical Healer  Flip, Phyrexian Obliterator (not a zombie, and does not like to be sacrificed... but is just a really good card in mono black), and Diregraf Colossus would all be cards to consider. You of course would not be just limited to just zombies, but you would want a fair number of them if you wanted to abuse Gravecrawler and Relentless Dead.

Yes losing 1 life every turn might feel bad on paper, but the advantage they offer far exceeds the drawback. Your life is a resource. You only lose if you get to 0 (unless you have Phyrexian Unlife in play...). You can spend it to gain advantages. I am personally not a huge fan of Bitterblossom overall as I feel it is great in your opening hand, but a terrible card to draw any turn after turn 2. But that is simply because it does not do anything the turn it enters play, and is not a high impact play for most decks in those later turns when high impact plays are needed. But in a deck with Blood Artist effects, you dont actually lose 1 life a turn. With just 1 Blood Artist effect in play, you actually go even, and cost your opponent 1 life. Multiple effects in play begin to net you life and hurt your opponent more. Bitterblossom is just a stream of free bodies to generate advantage off of. Phyrexian Arena is similar. While it does not provide you bodies, it gives you a lot of "free" cards that are often bodies to sacrifice, or answers to your opponent's board. In most trading card games, if you have more cards than your opponent, you are probably in a good place to win the game just because there are so many more additional lines of play you can make since you have access to more resources.

So do you think you want to go with more of a zombie shell? Did any more of those cards spark your interest?

Saljen on The Scarab God and Zombie Tribal

2 months ago

Some cards I'd recommend:

Temple of the False God - Solid little bit of EDH ramp.

Caged Sun/Gauntlet of Power - Since you seem to be going high mana and abusing anthems, these could be strong.

Door of Destinies - This card is surprisingly strong. A little slow to turn on, but left unanswered it can win games.

Ghoulcaller Gisa - You can sac anthem'd up zombie tokens to produce a ton more zombie tokens that come in just as large as the one you sac'd. It can be quite a fun card.

Lord of the Undead - The last zombie anthem that you're missing, other than Mikaeus, the Unhallowed and Death Baron.

Noxious Ghoul - Effective non-zombie board wipe when paired with tons of spells in your deck.

Plague Belcher - Secondary wincon for your sacrifice combo.

Wonder - Gives all your zombies flying!! Works great with Buried Alive.

Unearth - Brings back pretty much all of your zombie anthems, which are primary targets for removal.

Counterspell - I know you got mana drain, but counter spells are so powerful and this is the second best one.

Hinder/Spell Crumple - Yet these ones also let you counter your opponents commander in a way that they can't send it back to the Command Zone.

Soul Manipulation - Pretty sweet situational counter/draw. I find a lot of use out of it.

Endless Ranks of the Dead - Slow... Sure... But so much fun. Super strong if unanswered.

Vanquisher's Banner Another anthem that also gives crazy draw.

I have a bit more counters in my zombie deck, and Grimgrin is my commander so the deck focuses more on the Gravecrawler combo. Here's mine if you want to check it out:

LittleBlueHero on [[Profane Twilight of the Crested Sun]]

2 months ago

I can't make FNM do to work but I play in standard showdowns on sundays at my shop. I love brining in a random brew and having it succeed. It means a little more than simply piloting a proven deck to me.

Most recently I went 3-0 with a rakdos zombie tribal that ran Plague Belcher, Festering Mummy and Ammit Eternal to great effect along side The Scorpion God and Liliana's Mastery.

Most matches started with my opponent thinking I was playing mono black aggro after I played a Dread Wanderer. Then thinking I was rakdos control once they saw the mountains and Earthshaker Khenra. by turn 3 they were very confused using targeted removal on a lot of stuff then mid game I was able to drop scorpion god or Neheb, the Eternal and I actually had a two games where the opponent scooped because they hadn't played for that kind of threat. Afterwards everyone was saying "that was awesome, really glad someone found a way to play the scorpion god" or "Neheb the eternal is a surprisingly annoying card to play against.

Thats what its all about for me, I built the deck because I wanted to play Neheb, the Eternal. He didn't really fit in anything in the current meta so I built something where he was at least playable and it turned out he was more than playable.

That was one of the times it just worked, most of the time it takes a while to get my deck to play how I want... and sometimes it just never does. But thats ok, I have fun trying!

StuckOnEuropa on The Great and Majestic Necropolis

3 months ago

FaiberJC

I dont think The Scarab God will ever be top tier competitive. Hes actually better without all the zombies. Gisa and Geralf might be better for zombie tribal. I never play 1v1, but lets see what I can think up for you.

Bloodchief Ascension + Duskmantle Guildmage + Mindcrank

Pretty sure this goes infinite.

The deck isnt the fastest,so...I would consider cards like Propaganda & No Mercy to slow down aggro.

Reviving a Void Winnower or Jin-Gitaxias, Core Augur can be a real pain for an opponent.

Gravecrawler + Phyrexian Altar + Diregraf Colossus

All the mana and zombies you could ever need.

Add a Diregraf Captain or Plague Belcher to the combo and inflict all the damage you will need.

Add an Altar of the Brood to the combo and mill them for the win.

Traumatize + Fraying Sanity

Mill an opponent.

Theres some cards I couldnt find foil version for like Corpse Dance that you may want to think about.Let me know what you think.

stensiagamekeeper on B & B - Zombie Deck

3 months ago

I commented on the first version of this you posted and I like the changes you've made so far. BTW I'll comment on the deck shown not the one you reference in the description because I've already given my opinion on it last time.

A couple of cards I think might be helpful in your deck are Plague Belcher and Festering Mummy. PB is a 3/2 menace zombie with evasion that can be a 5/4 for three in a pinch plus has zombie synergy. FM is surprisinly good against fast aggro and both have incidental synergy with The Scorpion God on top of being zombies. Also if you where going to include a sideboard you could save FM for exclusively aggro matchups as you desperately need spells to play on your early turns.

Speaking of sideboards my suggestions would be Negate and Duress for combo and control, Moment of Craving and Festering Mummy for aggro and auras and Harsh Scrutiny or Aether Poisoner for stompy a.k.a. dinos.

Now on to the more nit picky suggestions: Impale is certainly not a bad card but the fact is there are just better options in standard right now such as Never//Return, Walk the Plank and Daring Demolition even. And, while exile is a nonbo with The Scarab God and The Scorpion God, Hour of Glory and Vraska's Contempt are irreplaceable in getting rid of your opponent's Gods, Rekindling Phoenixs or Angel of Sanctionses. I'd suggest swapping a Mountain for Island so your opponent can't cut your on blue with Field of Ruin. Also I'd use Supreme Will over Disallow as because it'd be easier to cast with your budget manna base and the restriction isn't that big a deal. If your opponent can pay it is late enough in the game that you should probably wait for something big enough that they can't or just use it's second mode to dig for Bolas or something.

Anyway, that's all from me. Have fun testing.

sonnet666 on competitive mikaeus

3 months ago

Ok, so lets talk about main game plan before we start nitpicking particular cards.

I've never tried to build Mikaeus myself, but from what I know about combo decks there are three categories of pieces that make the deck work: 1) Creatures that can re-undie with Mike's ability; 2) Sac outlets to feed them to; and 3) Death triggers that can create a win condition.

From the looks of this deck, what you tried to do was to load up on as many of each these as you could to get the best chance of drawing into the ones you need. Here's what you have of each category:

  1. Walking Ballista, Triskelion, Crystalline Crawler, Chainbreaker, Spincrusher, Banewhip Punisher, Wingrattle Scarecrow, Tatterkite, Plague Belcher, Skinrender, Lingering Tormentor, Pith Driller, Soulstinger, Cinderhaze Wretch, and Carnifex Demon. 15 Total

  2. Altar of Dementia, Blasting Station, Phyrexian Altar, Ashnod's Altar, Viscera Seer, Yahenni, Undying Partisan, Bloodthrone Vampire, Carrion Feeder, Spawning Pit, and Tainted AEther. 10 Total

  3. Zulaport Cutthroat, Blood Artist, Altar of the Brood, Grim Haruspex. 4 Total

So, all in all, 29 of your deckslots are focused on nothing except your main win condition. That's a lot of bloat for a deck that needs to ramp at least to 6, and should be packing disruption aimed at its opponents on top of that. Considering you're in the color with the best unconditional tutoring, I think you can get away with cutting a lot of those redundant combo pieces, and right now the first category is what you have the most of. I'd say anything that doesn't reduce the need for additional pieces or generate infinite mana is worth cutting.

I'd cut all of the following:

For more tutors, draw, and ramp. (That would also lower your curve to where Ad Nauseam is viable.) Leave Banewhip Punisher, Chainbreaker, and Spincrusher since they're the cheapest, and Banewhip Punisher is semi-decent removal.

I also recommend Skullclamp in terms of draw, as it goes very well with the reccruing creatures and sac outlets. You could also consider a bit of a reanimator strategy to get your combo pieces, since black can tutor to the graveyard.

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