Shambling Shell

Shambling Shell

Creature — Plant Zombie

Sacrifice Shambling Shell: Put a +1/+1 counter on target creature.

Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

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Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Common
Duel Decks: Izzet vs. Golgari (DDJ) Common
Ravnica: City of Guilds (RAV) Common

Combos Browse all


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

Shambling Shell occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Golgari: 0.09%

Shambling Shell Discussion

Noire_Samhain on Varolz Power/Combo

3 months ago

While I can't recommend what to replace, Golgari Thug , Stinkweed Imp , Shambling Shell , and Golgari Grave-Troll might be interesting for getting stuff into the graveyard with Dredge to then Scavenge or even revive.

Cartrix on Cartrix

5 months ago

Honestly, after reviewing and goldfishing Tombstone and Dredge, you may want to combine them. Dredge may get more of your zombies in the grave faster. There is one dredge zombie, Shambling Shell .

multimedia on New player looking for a ...

10 months ago

Hey, DrukenReaps gave you good advice; keep it simple for your first Commander deck. Play one or two colors to start out :) Green Black is called Golgari and to get you started on your new Commander adventure with Golgari consider getting the Guilds of Ravnica Golgari Guild Kit? Scroll down the page to the Golgari one. This Kit is selling for $20 and has many good cards you can use in a Golgari Commander deck including three different legendary creatures to choose from for Commander.

Good cards in the Kit:

The Guild Kits are in my opinion some of the best products Wizards has recently made. The value of the cards in the Kit is about $22.

I second both of dbpunk's suggestions as Commander options for you to choose from. Jarad, Golgari Lich Lord is included in the Golgari Guide kit and is a budget Commander option, good creature to give trample. The Gitrog Monster is a more expensive price option as a Commander. If you can afford Gitrog go with him because not only is he a big creature who has deathtouch, but he's also a good creature to give trample too and his abilities are a little more complex than Jarad, more fun to build around and later expand on. Jarad can be a card in the 100 card deck of Gitrog.

dhannum on

11 months ago

Golgari Grave-Troll -> Stinkweed Imp

Dredge is great, but the Imp is cheaper and has other utility

Siege-Gang Commander -> Shambling Shell

More dredge! The deck is less tiny tokens and more beefy tokens. For example, there's no Craterhoof in here.

Ghoulcaller Gisa -> Disciple of Griselbrand

I needed more ways to sac for value and the Disciple does it, plus is a way to gain life, plus is tutorable. Gisa is great, but she's so slow and see what I said above about how this isn't a token deck

Mountain -> Lord of Extinction

Happy to see this one drop in price. It's a wincon, either attacking with Brawn or thrown at people with Jarad. The land I think I can afford to lose, but no more

discollama on The Meren Midrange Machine

1 year ago

The last update on this deck was 4 months ago, have you considered adding some newer cards? I find that Krav, the Unredeemed has put in a TON of work for me. The growth, the card draw, and the lifegain can quickly get out of hand and it's pretty hard to beat a single : sac as much as you want ability! Razaketh, the Foulblooded and Journey to Eternity  Flip haven't done as much heavy lifting for me yet, but have huge potential as Razaketh is a nearly free sac outlet and instant speed tutor once out, and Journey is just another great way to recur creatures. Another thought if you wanted to go with +1/+1 counters (which I realize that this particular deck doesn't focus on) would be to include Shambling Shell as it dredges 3 and gives out a +1/+1 counter as well.

I also had some questions for you... Do you really find Awakening Zone and From Beyond to be worthwhile inclusions? I already own a copy of From Beyond, but it seems kind of slow on the token generation and never seemed that useful in my early builds, so I pulled it out. I also see that you're running 37 lands, while my deck runs 34 and I almost never hurt for lands with all the ramp and land tutoring. Just starting out with a Sakura Tribe Elder in your hand and basic Forest and Swamp is often enough to get a ton of mana on the board from my experience, do you have issues getting mana flooded?. One last question, I promise! Have you thought about Reassembling Skeleton? It's done a lot of work for me as an early sac target to get XP counters, and once you get Skullclamp out, together they basically read: ", : Draw two cards", but you know, with the added bonus of all the death triggers.

Thanks for a great deck tech, you've given me some ideas to tweak my own deck! I hope that we see you do a tech on other Meren builds like tokens and +1/+1 counters!

rickmillward on Sidisi Zombie Tribal

1 year ago

When I first saw your deck, I laughed and assumed it was just an excuse to use Ghoultree, but when I read the commander text, I see a lot of cool potential to use classic golgari dredge graveyard spells and abilities to fill up the graveyard. Some suggestions off the top of my head:

Shambling Shell, Life from the Loam, and Dakmor Salvage.

Green/Black also has lots of spells that self mill or tutor and put something in the graveyard. Jarad's Orders is just one example.

Keep brewing! love the idea

multimedia on Izoni Self-Mill

1 year ago

Hey, consider speeding up self-mill by adding more two drops? A plan should be to be able to consistently self-mill a dredge card turn two/three this sets up the game very well for you. There's a lot of powerful green two drop spells that self-mill, in my opinion even though these spells are not creatures they're too important to set-up dredge in the early game while also potentially getting you a card. These cards also help in the early game to set-up Loam by putting it or lands into your graveyard. Since you're not playing any Fetch lands you want other ways to get lands into your graveyard in the early game.

Cards to consider adding:

The nice thing about Salvage/Commune/Grapple is they can potentially get you a land. When you're self-mill/dredging while also trying to get to six lands to play Izoni this is helpful to make your land drops. Hermit is less good when playing lots of Basic lands, but it is still one of the fastest ways to self-mill the most cards in green. His ability is repeatable each turn, that's great for self-mill and it's good that he can also find a land.

Dredge is important with a self-mill plan, but dredge cards are problematic because they go back to your hand after dredging. You don't want dredge cards in your hand therefore adding some cards that can allow you to discard cards from your hand are helpful. Sometimes you even want to be able to discard Loam because you don't have lands in your graveyard to target, but mostly for the dredge creatures (Grave-Troll, Stinkweed, Thug, Shambling) to get them back into your graveyard. Consider these discard outlets:

Fauna is great with dredge creatures because they can be constant fuel to discard because they can keep coming back to your hand after dredging to then be discarded to tutor for another creature. Getting dredge creatures into your graveyard while also tutoring for another creature is pretty busted. Existence is nice to be able to discard a creature card and then recur a creature, good with value creatures who have ETB/die abilities such as Wayfinder, Sage, Tribe Elder, Visionary, Plaguecrafter, etc.

Being able to sac Izoni is good because she can't sac herself. Spending her back to the Command Zone or into the graveyard is good for you to be able to play her again to make more Insects. No mana cost sac outlets are also helpful with the Cutthroat/Archer plan of making your opponent's lose life and are busted with Skullclamp. Consider these other creature sac outlets:

Creature ramp is wanted with Izoni. Creatures because they can help to ramp or be fuel for Izoni when self-milled/discarded. Deathrite is great, but can sometimes be less consistent as ramp, you want more reliable ramp. Consider these other ramp creatures:

To speed up dredge you want other ways to draw, other than the card you draw at your draw step. Low mana cost creatures who draw are helpful:

Other cards to consider:

If you self-mill/dredge Dread then you can potentially reanimate something for free the turn you play Izoni by sacing Izoni and two other Insects or just three Insects. Dread is powerful with Insects. Intent is one of the best budget tutors in Commander especially when sacing a creature is very beneficial. Sidisi is a creature who's also a tutor and self-sac. Sage is pretty much a green staple for Commander. Plaguecrafter is an updated Fleshbag/Executioner, an effect that makes all opponents sac a creature/Planeswalker can be very helpful in some situations. Shambling is another dredge creature, even though it's the least good of these creatures, it's more dredge.

I realize I have suggested a lot of cards to add; if you would like help with what cards to cut I offer more advice.

Good luck with your deck.

Brolamog_the_Infinite_Higher on Mulch -- $13 Golgari Graveyard

1 year ago

So, I think the main issue that I and other commenters seem to be getting at, but not saying is that deck as is seems fairly inefficient. I’ve read why you don’t want Wild Mongrel or Putrid Imp in the deck and that’s fine reasoning, but at the same time Midrange thrives on being mana efficient and right now the deck is relying on 3-4 Mana beaters which relies on you casting multiple 2 mana spells to be active consistently. This simply isn’t where we want to be as far as Midrange in Pauper is concerned, as the format has both cheaper threats and cheaper removal that makes this deck susceptable to losing mana and card advantage. Because I assume we want to keep the Delirium sub-theme, I’m not going to say “Play G/B Morbid or G/B Tortured Existance instead” but I will say that this deck could probably cut some inefficient cards like the Rhizome Lurcher and Shambling Shell as well as Drown in Filth and Grapple with the Past to instead round out the 3 ofs in your deck to playsets as that will increase consistency. That will leave some blank slots however, too which I would add Thorn of the Black Rose and Grisly Salvage as card advantage engines as well as Executioner's Capsule as an efficient kill spell that turns on Delirium easier. Hope this helps!

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