Shambling Remains

Shambling Remains

Creature — Zombie Horror

Shambling Remains can't block.

Unearth {B}{R} ({B}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Browse Alters View at Gatherer

Printings View all

Set Rarity
Duel Decks: Speed vs. Cunning (DDN) Uncommon
Duel Decks: Sorin vs. Tibalt (DDK) Uncommon
Conflux (CON) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Shambling Remains Discussion

Funkydiscogod on Mardu Blinkearth

1 month ago

Many years ago, I had a deck like this during Standard. I used Ooze Garden to sacrifice unearthed creatures when I was done attacking with them. Bonus points for creatures like Shambling Remains , because they created an ooze better than the original. Best use was Zektar Shrine Expedition because it made a 7/7 ooze.

So, I think that's what your deck is missing: you're playing Unearth straight, and I don't think straight use of a mechanic is going to cut it in modern.

You could use Unearth to get back a small horde of Prized Amalgam . It's too bad about the timing on Corpse Connoisseur that it can't both find and trigger an amalgam.

There is an interesting quirk when it comes to Unearth; the official ruling is: "If a creature returned to the battlefield with unearth would leave the battlefield for any reason, it’s exiled instead — unless the spell or ability that’s causing the creature to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If it later returns the creature card to the battlefield (as Oblivion Ring or Flickerwisp might, for example), the creature card will return to the battlefield as a new object with no relation to its previous existence. The unearth effect will no longer apply to it."

I imagine the best target for Ephemerate would be Anathemancer , since it punishes modern manabases quite effectively.

zAzen7977 on CORPSE FLINGER (Jund Zombie Tribal)

1 year ago

Thanks for the suggestions JohnnyBoyG!!! I added Become Immense, dropped the Shambling Remains, and streamlined the deck a bit. I think it runs a lot better now.

I want to include Graveyard Marshal, but its ability exiles a creature in my graveyard, which doesn't combo with Diregraf Colossus or Unbreathing Horde. I had the same problem with Shambling Remains.

Relentless Dead could help bring back a Colossus or Horde, but its ability requires it to die, so I'm conflicted about it.

JohnnyBoyG on CORPSE FLINGER (Jund Zombie Tribal)

1 year ago

It seems like Become Immense could be strong here-it makes Thud more likely to kill the opponent, and you'll have plenty of non-zombie cards in your graveyard to pay the delve cost.

I'm not sure I understand the purpose of Shambling Remains. It's not spectacular when hard-cast, too small to make a good Thud target, and paying 2 mana for 4 damage doesn't seem that great either.

You are a bit light on 2-drops, Relentless Dead and Graveyard Marshal are good options.

Gilgamesh_McCoolio on

2 years ago

I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.

Some highly recommended burn spells: Incinerate, Searing Blood, Magma Jet, Magma Spray, Pillar of Flame

Some good creatures: Ash Zealot, Stromkirk Noble, Firedrinker Satyr, Zurgo Bellstriker, Vampire Lacerator

Some other strong options:Duress, Doom Blade, Tragic Slip, Disfigure

This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).

You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.

If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.

If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.

Just my 2 cents.

Squirrel_of_War on Welcome to the Cult of Rakdos Super Low Budget

2 years ago

I love the super $2 budget! "sweet fuck all" HAHAHA! XD I think you could make a few swaps.

These others are decent, might be worth swapping for something else:

I would also add one more mana so you can do less praying and more smashing face. :)

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