Shepherd of Rot

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase (HOP) Common
Onslaught (ONS) Common

Combos Browse all

Shepherd of Rot

Creature — Zombie Cleric

Tap: Each player loses 1 life for each Zombie on the battlefield.

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Shepherd of Rot Discussion

multimedia on The Zombeetles

2 weeks ago

Hey, welcome to TappedOut. Very nice build for your first Commander deck.

My suggestions are more two drop draw engines: Necromancer's Stockpile and Arguel's Blood Fast. These both have nice synergy with Scarab.

Zombies: Undead Warchief, Lich Lord of Unx and Shepherd of Rot.

Lands: Fetid Pools, Sunken Ruins and Tainted Isle.

Other spells: Mind Twist and Demonic Tutor.

Consider decreasing the avg. CMC of the deck to 3.0 to start; currently it's 3.9. Cutting a lot of higher casting cost cards will make Scarab more powerful because then you can have a better established battlefield of Zombies before you play him. Scarab is a very mana hungry Commander because he costs five to cast and then four to use his ability each time. Once he's in play your mana is really tied up, dedicated to using his four mana exile ability.

Cards to consider cutting:

Zombie tribal is fun, but you say that you're playing against seasoned competitive players with competitive decks then after a while playing against them with this deck think about how it can be more competitive. The most competitive ability of Scarab is not it's opponents life loss and scry ability equal to the number of Zombies, but it's ability to exile and make a 4/4 copy of a creature from any graveyard.

This exile works with any creature not just Zombies. You could instead of playing Zombies play a deck stuffed full of value creatures with great enter the battlefield (ETB) abilities because in theory you'll get to use these ETB abilities twice. The first time the creature enters play and then again when it's exiled and copied with Scarab.

Value creatures like weak fliers such as Baleful Strix, Mulldrifter, Vendilion Clique who then become 4/4s. Creatures who let you reuse a spell like Torrential Gearhulk and Snapcaster Mage. Others such as Champion of Wits, Hostage Taker and Gilded Drake or great finishers like Jin-Gitaxias, Core Augur.

You can then support these creatures, Scarab and overall strategy with more control: draw, draw/discard, removal, counterspells and hand disruption.

Good luck with your deck.


redknight44 on mono black zombies

1 month ago

Thanks for the suggestions. There is a lot of Lightning Bolt / Shock in my play group, so I tend to avoid the lower toughness creatures. Anything 1/1 is likely to just get zapped instantly.

This being said, I like options such as Death Baron, Lord of the Undead, Undead Warchief, etc. I will probably swap out Abattoir Ghoul for Death Baron, Liliana's Reaver for Undead Warchief, and Ammit Eternal for Lord of the Undead, that way anything I play will boost everything else up.

I'm also considering options like Attrition, Endless Ranks of the Dead, and Call to the Grave, for more board presence and control. Considering that I want all these +1/+1 zombies, maybe it would be good if I had more options to get a lot of 2/2 black zombies onto the battlefield. Shepherd of Rot could also be used late game, because by that time I'll have a few +1/+1 zombies out there so he can't be instantly lightning bolted.

I also don't have much use for Stromgald Crusader, (I don't need flying, my way of getting around enemy creatures is menace / fear) but I approved it because I like the way it looks. I'm simple like that.

krestofu on mono black zombies

1 month ago

Necropotence is amazing. You could replace Read the Bones and add it in. Also maybe throw in a copy or two of Lake of the Dead for some ramp. I'd add in some one drop creatures, maybe cut Harsh Scrutiny and a Profane Command for 3x Cryptbreaker. I'd also add in a total of 6 of the following cutting some of your other creatures and a Sol Ring maybe: Miasmic Mummy, Plaguebearer, Relentless Dead, Shepherd of Rot, or Stromgald Crusader. You could add in some lords... Death Baron, Lord of the Undead, and Undead Warchief are solid. Some other things to consider are Attrition, Curse of Shallow Graves, Endless Ranks of the Dead, and Call to the Grave. Hope this helps out!

Homelessguy on Scarab God Zombies

1 month ago

Paradox Haze and Shepherd of Rot are pretty nifty in this deck I think.

ClockworkSwordfish on Pauper Golgari Midrange

1 month ago

That's a fair point. It can be tricky to get maximum value out of every card. I've had luck with Young Wolf, but it might be a little small for your purposes. Here's something of an unorthodox suggestion - how about Shepherd of Rot? The angler and leech are zombies, and if you can drain your opponent for two or three life a pop, it should wear him down fast. Or is that too many cards that hurt you, alongside the Leech and Snuff Out? You might need to experiment.

By the by, I'm surprised you aren't running Rancor! I know the deck isn't choked with creatures, but you have hardly any evasion, and it's just one mana to turn anyone into a reasonable threat. That might alleviate some of the pressure of having to find creatures above the curve!

Homelessguy on The Scarab God Mill

2 months ago

Shepherd of Rot and Endless Ranks of the Dead will work well in this deck, I think.

IAmACat on The Legion of The Scarab God

2 months ago

Gempalm Polluter is a necessity for any Zombie deck. The cycling is really good.

Graveborn Muse is great to keep your hand full. Combos nicely with Rooftop Storm.

Liliana's Reaver is a good midrange card.

Lifebane Zombie is a great sideboard option vs green and white. With all the recursion in your deck, chances are you'll be exile a whole lot of cards.

Undead Warchief is amazing, and only four dollars.

Cemetery Reaper is a zombie lord.

Call to the Grave is great in that it causes all other players to sacrifice a creature on their turns, while leaving you virtually unharmed. The only problem is that your commander will be sacrificed too, but compared to the advantage, I'd say it's worth.

Soulless One and Shepherd of Rot are both good cards to consider as well.

Door of Destinies makes all your Zombies much stronger. Not to mention the shenanigans with Army of the Damned.

Sedraxis Alchemist is this deck's version of Man-o'-War. It also combos with Rooftop Storm and Door of Destinies for infinite p/t for your zombies.

thegigibeast on Ram Jam

3 months ago

Ok, so you have some interesting choices here, but to better suit the deck for cEDH, I think you may want to refocus it on being a combo/reanimator deck. One of the win line would still be to kill the table through a high sotrm count using either Ancestral Statue or Cloudstone Curio + eldrazis, but I think it should not be played as a storm deck, it should be played more like a combo/reanimator. That way, if you can't combo, you will still have some relevant targets to reanimate and some nice things to do.

Also, for this combo, I have found some interesting synergies that could help you tutor it pretty easily: Demonic Consultation/Tainted Pact(For this one we would need to rework the landbase). You also need to have Eternal Scourge in your deck as one of the eldrazi. The idea is to use one of the exile tutor to get Cloudstone Curio. This way, you have a lot of chance to put Scourge in exile, and with any other eldrazi either in your hand or on the battlefield already, you can storm/win on the spot. It is even better if you have an eldrazi with an actual cast effect that can win the game (Oblivion Sowerbeing the cheapest CMC wise at 6).

For the Ancestral Statuecombo, I think Nettle Droneis really nice. It would let us kill the entire table, and the Drone is not dead outside the combo: it would ease us into casting our commander, and it would later help reducing the mana cost of creatures we want to cast by 3. Even if they are less powerful, I would consider other pingers like Thermo-Alchemist (nice things to do is tapping him -> tutor a creature which untaps him-> tap him again for a total reduction of 6, enough for the Cloudstone combo above), Shepherd of Rot, Lobber Crew. Maybe also Heartless Hidetsugu, but it costs more mana, and I never tested it.

As for the reanimator part I talked about, I think it would synergize well with the combo aspect. We already need to draw a lot, so a lot of cards would go to the graveyard, and there are a lot of wheel effects in cEDH to help refill hands (not only from us but opponents also) like Wheel of Fortune. This could be ussed to put a lot of creatures in the graveyard. You could then reanimate them, stuff like Void Winnower, Sire Of Insanity are some really good reanimation targets in rakdos. We can run spells like Animate Dead, Reanimate, Dance of the Dead, Necromancy...

Going the reanimation route would let us cheat big eldrazis for the combo to work easier, if they ever die/get countered we have easier access to them. We could also even try a Buried Alive/Entomb combo with something in the likes of Necrotic Ooze + Kiki-Jiki, Mirror Breaker + Mogg Fanatic and something to give Ooze haste (like Anger in the graveyard). This could be a backup win condition that can be assembled easily by a single tutor, which is not to overlook.

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