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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.
Stir the Sands Discussion
2 months ago
I would recommend taking out some more mana intensive spells, like Overwhelming Intellect and Stir the Sands , and adding in more land. A good mana base for a commander deck is usually 35-38 lands. 29 is generally too low unless you have plenty of ramp. Now stay with me here,
4 months ago
4 months ago
I would love to add Cryptbreaker but I feel like the discarding a card is a little scary when I would be losing creatures but at the same time replacing it for Read the Bones and Diabolic Tutor sounds like a plan when I get the funds.
Diregraf Colossus looks freaking beautiful and I think would be a great replacement for Stir the Sands and two more Swamps and maybe Undead Warchief could be squeezed in somewhere... Idk. There's too many good zombie cards.
6 months ago
You have a lot of sorceries. They're not necessarily bad, but they are taking up space where zombies could be. You can get rid of innocent blood (use fleshbag marauder instead), aether snap, twilight's call, life's finale
You don't really need vensor's journal or whispersilk cloak. You don't really have big creatures that do anything on combat damage to a player.
For instants I think tendrils of corruption, grasp of darkness, murder, go for the throat, and doom blade do well in mono black
And you got some jank creatures. What is that vulture? no. No dross hopper, no gangrenous zombies, no zombie brute, gutless ghoul is kind of crap, you have a lot of things with activated abilities and I just don't think you're going to be using them that much.
You also don't have card draw. You have a sign in blood and that's it really. Black has some good pay with life card draw cards.
You have the sanguine bond/exquisite blood combo, but your sanguine bond is completely useless. You don't gain any life except from vensor's journal and you don't have much card draw, so it's not going to do much.
Good zombie cards to add: Fleshbag Marauder (so good with mikaeus) Ghoulcaller Gisa Ghoulraiser Graf Harvest Grave Betrayal Grave Defiler Graveborn Muse Gravecrawler Infernal Caretaker josu vess Liliana's Mastery Lord of the Accursed Maalfeld Twins Necromancer's Stockpile Necromantic Selection Noosegraf Mob Open the Graves Grave Titan Liliana's Reaver Cadaver Imp Corpse Connoisseur Accursed Horde Archdemon of Unx cemetary recruitment Cryptbreaker Diregraf Colossus Doomed Dissenter Empty the Pits (is hilarious) Ever After Overseer of the Damned Plague Belcher Rakshasa Gravecaller Relentless Dead Risen Executioner Rot Hulk Shepherd of Rot Stir the Sands Zombie Infestation
I think I have some of these. You can have them if I do
1 year 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.
1 year 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.
1 year 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!
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