Seagraf Skaab

Seagraf Skaab

Creature — Zombie

Browse Alters View at Gatherer


Have (1) Smokingclays
Want (0)

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common

Combos Browse all


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

Seagraf Skaab Discussion

Anski on Blue/Black Zombies

3 years 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.

  • Cryptbreaker 1 mana zombie with a major upside is pretty good. Its ability lets you get Haunted Dead into the graveyard so you can use it ability easier.

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 :)

AllClar on Zombie Mill

3 years ago

I mean main suggestion to take out is the Seagraf Skaab. Yes it's a two drop 1/3, but it doesn't really do anything other than be a meat shield, and you only have one of them.

keevel on Freaking Zombies!

3 years ago

I believe that decks are build from the mana base up. I's say that you'd want 24 lands. I like the 4x Choked Estuary and would match it with 4x Sunken Hollow.

Relentless Dead, Cryptbreaker, Diregraf Colossus and Prized Amalgam are what you should be focusing on building out playsets of.

Cards with good synergy that I do not see here Main board here: Scrapheap Scrounger and Haunted Dead

Together this brings down the Converted average mana cost and increase the consistency of the mana.

I'd also look at Grasp of Darkness for removal.

Weakest Cards: Drunau Corpse Trawler, Gavony Unhallowed, Forgotten Creation, Lamplighter of Selhoff, Noosegraf Mob and Seagraf Skaab.

As much as I hate hard casting Advanced Stitchwing that second ability is great synergy. 2 of seems right.

casmiel on Freaking Zombies!

3 years ago

Just out of interest, is there any particular reason for you to only run 2 of each nonland card max? Seagraf Skaab for example, is for very obvious reasons (no effects at all, 1/3 weak body) a terrible card, and yet you run the same amount of those as you run Prized Amalgam, Cryptbreaker, Diregraf Colossus etc., actually very strong Zombie cards. I can try to help you with the deck, but I'd certainly break your 2 nonlands max rule while doing so.

Berryblue on Zombros

3 years ago


Thanks for linking that! The first cards I ever started gaining interest in were Blue, so I never put much thought into a UB deck without many sorceries or instants. One question I'm having right now: Am I playing with a little too many sorceries? Ideally with enough time I would want to use Ever After to cast two Noosegraf Mob back to the field. Prized Amalgam would sync up perfectly with that. I think I would feel good about throwing a couple in the deck, and maybe replacing Seagraf Skaab. I've used Relentless Dead initially to help stall by keeping him out, but having a few more would make me feel more confident about using their secondary skill and I think it would give me the option of running less Cemetery Recruitment.

Thank you for the link and for the feedback!

Ryjo on blue/black zombies

3 years ago

Wailing Ghoul mills you, so it can pump the Diregraf. Also, it's 3 points of toughness means it has the chance to block without dying. Shambling Ghoul it a bit slow, but can dish out a bit more damage than the Wailing Ghoul. Walking Corpse is a vanilla 2/2, but if you're just looking for something to do on turn 2, it should be fine. Seagraf Skaab is the blue Wailing Ghoul minus its mill ability. Screeching Skaab also mills, but is a 2/1, so it will die pretty easily. Rancid Rats is a 1/1 with deathtouch and skulk, so while it is not powerful, it can sneak damage in or be used as removal for an opponent's creature.

If you're running some reanimation effect outside of Relentless Dead (Ever After,Liliana, Heretical Healer  Flip, Rise from the Grave, Necromantic Summons, Gisa and Geralf), I would go with the Wailing Ghoul for its ability to stock up the graveyard.

Tommy_Mag22 on U/B Zombie Control

3 years ago

I'd remove Seagraf Skaab for Wailing Ghoul you can get the creatures in the graveyard a lot quicker

koluminar on

3 years ago

i like the deck, +1 upvote, now ill also mention that there are alot of horrors coming up in EMN, that being said for this standard legal deck, the Thing in the Ice  Flip isn't gonna return too many of those Eldrazi creatures back to thier hands, id add 2 more Compelling Deterrence and maybe a couple copies of Seagraf Skaab

Load more