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Stir the Sands
Create three 2/2 black Zombie creature tokens.
Cycling 3B (3B, Discard this card: Draw a card.)
When you cycle Stir the Sands, create a 2/2 black Zombie creature token.
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Stir the Sands Discussion
7 months ago
Stormcaller, I'm planning to buy Dictate of Erebos the next time I order some cards for this deck. Your other 2 suggestions I've never heard of, but Spawning Pit might make the list along with the Stir the Sands suggestion by hgjlesv.
7 months ago
I might recommend some removal, cut down on some of the 5+ cost dinos, play some extra lands and maybe ramps spells like Hour of Promise or even Stir the Sands and good removal spells in your colours are Abrade and Lightning Strike, and some nice sweepers would be good too with Sweltering Suns and/or Hour of Devastation.
7 months ago
First off, welcome to Magic!
First improvement I would recommend making: improve your mana base. Cascading Cataracts does nothing for your deck, and should be cut. For a budget option, I would recommend adding four copies of Caves of Koilos and four copies of Tainted Field. Neither is particularly expensive, and will drastically improve your colour fixing.
Overall, I think you have too many cards that cost you 6+ mana--perhaps cut a few of your higher end cards, and add more easy-to-cast zombies. Zombies are a fairly aggressive tribe, so tend to work best when you flood the board with a massive horde in the early game.
I would also recommend running 4 copies of your most powerful/important low-mana-cost cards. Then run 3 copies of a bit higher costed cards. Your finishers--high costed cards that seal your victory--should generally be the only cards where you only run 1 or 2 copies.
Here are some suggestions of cards you might want to consider adding:
Tidehollow Sculler is a pretty decent card as you can disrupt your opponents' plans by exiling the next card they are likely to cast.
Endless Ranks of the Dead is a very fun win condition in a zombie deck.
Diregraf Colossus is quite a good card in zombies. In the early game, it comes in as a low power creature that will provide you numerous tokens as the game progresses. In the late game, it enters as a powerful creature and strong finisher.
Here are some cards I recommend cutting:
Ondu War Cleric is a bad card, as you have to tap two creatures for a paltry two life. Further, you cannot actually use the card, as you are not running any other Allies.
Never / Return is not that great. Sorcery speed removal is less than ideal, and spenind 4 mana for a 2/2 is pretty insignificant. Exiling a card from a graveyard is powerful against certain decks, but there are generally better ways to do this, if that is of concern to you.
Stir the Sands is pretty mediocre. You are spending either 6 mana for 3 vanilla (lacking an ability) 2/2s, or 4 mana for one vanilla 2/2, and replacing the card in your hand. Neither are particularly good deals.
Cruel Reality is not that great of a card. 7 mana is an extremely high amount of mana to play for something that does not outright win you the game. By the time you have 7 mana, they probably (a) have some extra creature to spare, and (b) the game is already close to the end of the game, and will not last long enough for Cruel Reality to make much of a difference.
Hope some of this helps!
8 months ago
Also, for Torment of Hailfire, cards with an X in their casting cost must choose a zero for that X when being cast without paying the mana cost, so, unfortunately, that doesn't work with Wildfire Eternal.
8 months ago
Great suggestions, Oculus84! I ran this deck with Drake Haven and/or Faith of the Devoted at some points both main- and sideboard, and they didn't do much. This deck's worst matchup, I would say, is UW Approach control. They usually have enough mana to get around Censor, Haze of Pollen doesn't do anything, and Gideon's Intervention kills this deck, so, naturally, I want more diverse wincons. That's where these two would come in, but draining 2 or making a 2/2 flier won't do much against lifegain. Stir the Sands just as underwhelming as Drake Haven.
Kefnet, Kefnet, the least appreciated god, and yet my favourite, how did I not think of him for this deck? Blocker against aggro, lowers my curve, draws cards, and finally, can return excessive cyclelands to my hand to draw even more cards! I'm an idiot. Thanks, Oculus84.
10 months ago
11 months ago
Hm. Whilst I like the idea of Gisa and Geralf and reviving my creatures, I don't see myself doing that often here, as I mostly derive creatures from non-creature cards, and as such, they may hurt me more than help.
And as for Stir the Sands... you're probably right. It is a bit iffy to have out there, so I think I'll remove it for now.