Creature — Zombie Rat
Skulk (This creature can't be blocked by creatures with greater power.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Rancid Rats Discussion
1 week ago
I would replace Rancid Rats with Drainpipe Vermin to add more hand control to the deck, as skulk is not very useful with deathtouch IMO. Nezumi Shortfang is another card that could do well in this deck. My final suggestion, if you choose to truly embrace the hand control aspect Rat decks naturally lends themselves to, would be Waste Not.
1 month ago
1 month ago
1 month ago
I would consider Rancid Rats over the Gutter Skulk just for Skulk usage. Rotting Rats is also commonly overlooked despite its Unearth ability. Even Nezumi Graverobber could be fun if drawn early and provides a bit more utility.
1 month ago
I would agree with you on the more creatures, I'll play around with that and see what works best. As I collect more Dread Wanderer I was thinking of taking out the Rancid Rats. The Dark Salvation I think I really need to keep at 4. At it's absolute lowest cost, it's a 2/2 zombie that nukes for 1 for 3cmc. But typically, by the time I usually cast it, it's generating 2 zombies and dealing 4-6pts of damage... even more if Anointed Procession is out there.
1 month ago
1 month ago
CrowdedMantis96 Thanks! Funnily enough i just ordered some Typhoid Rats as well as some other stuff like Rancid Rats. I also have a full compliment of Wasteland Viper and Ambush Viper I can throw in instead of some of the card draw and maybe get rid of the Sharpened Pitchfork since it doesn't fully sync with my deck (unless I get some Human Cleric tokens out, but if im doing that ive already lost probably lol)
2 months ago
I would definitely cut Rancid Rats, Noosegraf Mob, Seagraf Skaab, Tattered Haunter, Doomed Dissenter from the creatures and Rise from the Tides, From Under the Floorboards and Drag Under from the sorcery slots. I would also probably cut Mindwrack Demon, Geralf's Masterpiece and Lamplighter of Selhoff.
Here's some of my reasoning behind those thoughts.- Rancid Rats I don't think you want to playing a 2CMC 1/1 even though it has death touch, you could be playing something more impactful even on a budget.
Noosegraf Mob 6mana creature is already pretty hard to cast and the fact that it does nothing when it comes on the board feels bad for that cmc. Even though it can take over the game after that, I still think that at 6 mana you would be better of recurring or playing multiple zombies that do more or holding up spells.
Seagraf Skaab 2mana 1/3 doesn't really kill or trade anything relevant, again could be using this slot to focus on having more impactful spells/creaturs.
Tattered Haunter Again doesn't really do anything for whats it worth.
Doomed Dissenter This could actually be playable, but I think you could still be playing something better.
Rise From the Tides This card works better in a deck that is really trying to break it. The zombies entering tapped is a big downside since they can't even block.
From Under the Floorboard I don't think you deck has enough looting effects to really take advantage of this card, Amonkhet also had this card Liliana's Mastery which is the same cmc but pumps your whole team and gets you 1 less zombie. Not sure if I would play even that though, but it is definitely more powerful.
Drag under basically reads "Delay your opponent by a turn, draw a card" or it gets rid of a blocker. But again for 3 mana you could be playing something better. 3 mana is surprisingly costly price to play for a spells that doesn't improve your board state, unless you're hitting for lethal but you need to get rid of a blocker.
Mindwrack Demon this is a powerful card, but it works much better in a deck that is dedicated on getting delirium fast.
Geralf's Masterpiece this is again a potentially powerful card. But it's very hard for a deck like this to have a near empty hand to cast this on turn 5 to get a lot out of it.
Lamplighter of Selhoff probably my favorite art in all of SOI, but sadly the card isn't very good outside of sealed/limited if you get synergies around it.
There are some other kinda bad cards as well like Liliana's Elite that could be cut for something better, but enough of that. Lets see what could help your deck perform a lot better. First of all focusing the on something for recursion or for aggro. Seeing that you're already in the camp I would suggest going for the recursion theme. Playing more 4x cards also really helps with consistency so you get to do more powerful plays more often.
I'll list a couple of cards that I would always run 4x in a zombie tribal with recursion theme.
Prized Amalgam this really the key recursion creature and one of the cards that will make your deck very resilient against removal.
Haunted Dead 4cmc 2/2 that gives you a 1/1 flyer isn't great, but the ability to pay to discard 2 cards and then bring it back is. You can even do things like have this creature die, use the ability target 2x Prized Amalgam in your hand and you would get all of them on the board. Also you can do that at instant speed during your opponents second main phase to get the amalgams ready for attacks on your next turn.
Those are what I would definitely run as 4x every time. Now I can give you some ideas of cards that I might or might not run as 4x but would definitely run 2-4 copies of.
First of all this card Voldaren Pariah Flip not a zombie, but vampire with a sweet art is almost as good right? If you got 5mana with at least 4 and a Cryptbreaker on board you can use its ability to discard this card and then cast it for madness using the zombie token you just created as 1 of the 3 creatures to flip this card and kill 3 of your opponents creatures. Most of the time you want to be probably sacking Haunted Dead and 2 Prized Amalgam since you can then just get them back on the next turn. This is a really awesome card and I would run 3-4 of these.
Lord of the Accursed make your whole team bigger and can even give them menace, very nice card since you're running almost only zombies. I don't know how many of these I would run, but this card looks like it could be worth a shot.
This is the kind of shell I would build for a deck like this other cards worth considering 4xFatal Push annoyingly pricey but a very good card. Some form of card draw is also good, like your Epiphany at the Drownyard for an example. Having 2x Geier Reach Sanitarium instead of 1 could also be nice.
I hope this comment helps or gives you some fun ideas. I didn't really want to become "play THIS or dont play" so please do brainstorm with it a bit and fit it into your own budget. Luckily none of the cards I mentioned are more than 3 dollars (aside from push), so getting a powerful deck shouldn't be very expensive :)