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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
1 day ago
It provides definitely great synergy, and now with that in with the tutors it does great lifegain and semi-recursion since all you will be doing is smashing faces with all dem zombies. I do say Shepherd of Rot is good since you should have more board presence, swing proc the life gain and hold the kill switch xD
1 day ago
I'm afraid of Shepherd of Rot, and ESPECIALLY Graveborn Muse (I was thinking about the second one for a long time when I was building it) because they can kill me easily and there's no option to heal myself :D
I feel like there's not enough lands here, or I just was screwed more than flooded.
1 day ago
Okay some suggestions, you said you had problems with removal. Cards off the top of my head although maybe a little pricey but luckily there was reprints.
One card I also really love in dimir is Havengul Lich, as long you have the mana you can recast your cards in the grave, not only yours but opponents as well.
One card that is also an outlet is Josu Vess, Lich Knight, better than Army of the Damned imo. Graveborn Muse is also another steady card draw. Crypt Ghast doesn't go with theme but really helps you get that mana in a pinch. Vengeful Dead is a great card if you like your zombies dying and keep coming back and dying again xD. Shepherd of Rot is a fun card to play with as well, which can synergize with a Rooftop Storm and deal an ungodly amount of damage. Oversold Cemetery can also help since you will most likely have plenty of stuff in your grave.
Hopefully these suggestions help buddy!
3 days ago
Thx a lot for the feedback! I like the suggestion to play more unconditional removal maindeck, but the thing I've realized with Snuff Out as well as Vendetta is that sometimes the life is too much to pay. I've played a lot of games with this deck that have come down to a matter of a few life points between winning and losing because of the 'suicide' zombies in the deck, and I think there may be too high of a chance of killing myself early. I try to maintain a 1:2 ratio of damage to myself and the opponent in the cards (with a few cards like Piranha Marsh to break the symmetry a bit) and Snuff/Vendetta might mess that up. I'll try out Victim of Night in main though.
I have tried playing a third Anurid in place of a Gempalm Polluter and it worked fine, but there wasn't a noticeable difference in performance. While testing with all 4, the issue of "too many" never really came up outside of niche scenarios where I flooded out and didn't have much board presence; and even then it helped draw some action so it was still useful. In the end I think it comes down to personal preference, and I like having the potential to chain them together and such (there's some sentimental value too <3).
I disagree with you on this point. Shepherd of Rot is a key part of the deck, and it's one of the cards I based the deck off of. Without it, the deck becomes exponentially less powerful, partly because it's a really good card and partly because I tried to fit in as many 1 mana zombies as I could in order to power up Shepherd of Rot and Gempalm Polluter and they themselves aren't very powerful on their own. And what do you mean by situational? The only situation you'd want to be in while playing this deck is in the process of lowering your opponent's life total (which Shepherd excels at), and if the game were to go late and the opponent wasn't on the verge of death the deck has an extremely low chance of winning in the first place (if it gets to that point I generally just concede) so I feel that "it isn't good in the late game" isn't a valid argument. You also say that it subtracts from the deck's aggro-tempo; how so? It's essentially a [weird] 2-mana lord with the downside of not being able to do damage the turn it comes down, but with the upside of being able to deal chunks of damage through blockers. Sure, without other creatures out, it's just a 2 mana 1/1 (<-- is this what situational refers to?), but with even 1 other it's acceptable and with more it's insane. It's a lousy topdeck for sure, but so is almost every other card in the deck; the key is synergy and high damage output. After all, the deck doesn't need to do well in the late game, it needs to win early, and Shepherd helps tremendously in that regard.
Of course, I could also get rid of it and play more Anurids and removal and stuff to bolster the midrange plan, but by then it would be a different deck.
Lifestaff has done really well in testing. It gives a creature +1 attack (every point counts) and with Carrion Feeder it's easily possible to gain a lot of life at once. I have considered Gary, and the biggest concern is whether I'd be able to cast it in time in the aggro matchup. I think Sylvok Lifestaff is the better choice in general, but feel free to persuade me. Also, I don't really get why you'd want a lifegain card for games that drag on; could you explain that to me? Are you talking about the midrange matchup or something? Is there a deck I don't know about?
I've tried Gurmag Angler in the past, but I think I got a ridiculously unlucky streak with it getting stuck in hand and cut it out of frustration lol. Would the Ghoulraiser slots be a good place to try it out?
Hm, Costly Plunder could be good in the control matchup. What would you suggest I cut for it?
3 days ago
I love Ghoulcaller's Chant, I think it's a highly-underrated card in pauper. I know that Nameless Inversion gives you the potential for amazing control recursion, but I think that moving it to the sideboard and replacing it mainboard with Victim of Night or Snuff Out fits better into what you need to compliment your aggro deck. Direct removal via Victim of Night and snuff out will kill a wider range of threats and/or blockers than Nameless Inversion. If after round one you can see that most of their creatures will die to nameless inversion (or they're running black creatures), then you can swap it in safely.
I also love Gempalm Polluter, but I'm not sure that you want a full 4 (maybe 3 instead), since getting 2 in hand any time other than late game will probably mean that you've lost your opportunity to overwhelm them with aggro.
Shepherd of Rot is a really good way to push for the end of the game, but like gempalm it subtracts from your aggro tempo, and does it's own thing. Gempalm should stay mainboard because it will be good near the end/late game regardless since it also draws you a card, but Shepard of Rot is more situational. I think that it could play a key role in the deck as a sideboard against matchups that find a way to consistently fog you or beat you in terms of the combat field.
Sylvok Lifestaff is a great card for stamina, but I'm not sure that it fits here specifically. I think that if you want a lifegain card in your sideboard for games that drag on, or for decks that can stall our your aggro, Gray Merchant of Asphodel is your best bet.
And as always, Gurmag Angler is a frustratingly good card, and it's even a zombie too! It might be a good finisher with 2 copies. It might seem counter intuitive to eat your graveyard instead of potentially recurring it, but Gurmag is so strong it's worth it. Also, if your opponent sides in graveyard hate to remove your graveyard, Gurmag laughs at them and eats it first.
It might be worth consider 2-3 Costly Plunder either sideboard or mainboard, because like your Carrion Feeder, it allows you to get value from a creature that your opponent is about to kill/control, or one of the creatures you can no longer afford to pay life for. Plus it's always nice to have more sacrifice triggers for Festering Mummy.
4 weeks ago
Two things right off the bat:
You need to run more lands, 32 is way too few even for a mono-color deck. Bump it up to at least 36, personally I would run closer to 38.
You're running some creatures that just aren't that great in EDH, namely: Diregraf Ghoul, Highborn Ghoul, Order of Yawgmoth, Shambling Ghoul, and Walking Corpse. While cheap, they're mostly vanilla, low-power creatures which won't get you very far.
As far as upgrades go, some great cards that I didn't see on your list are: Cryptbreaker, Graveborn Muse, Lord of the Accursed, Plague Belcher, and Shepherd of Rot. These cards have more relevant abilities and are Zombie tribal staples.
Something else to consider is running the mono-black mana package since you are able. While not really a budget option, all mono-black decks can substantially benefit from its inclusion.
1 month ago
suggestions from my personal experience with Varina: