Creature — Zombie Barbarian
, Discard a card: Return Undead Gladiator from your graveyard to your hand. Play this ability only during your upkeep.
Cycling (, Discard this card: Draw a card.)
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Undead Gladiator Discussion
joshuaizac on Gisa
1 month ago
hey there ... looks like some fun stuff...
+1, hf & gl
1 month ago
As strong as Victimize is, i feel you do not have enough targets early (Putid Imp and Doomed Necromancer) to justify it as a 4x.I don't think you would sacrifice one of your better creatures to get two. I would up Exhume to 4x and add Reanimate.
Also Eldritch Moon gave us a second "putid imp" in Olivia's Dragoon which may deserve a spot.
I also feel Undead Gladiator can help with drawing cards, and getting creatures into the graveyard, and is reusable for longer games.
I would remove Doomed Necromancer, Teneb, the Harvester, Chancellor of the Dross, and maybe Vorinclex, Voice of Hunger as doubling your black isn't helping you cast other praetors so the only benefit is keeping opponents lands tapped (so maybe a sideboard choice)
Most good reanimators have answers to the different arch types, think about reanimation targets that counter those decks.EX: Elesh Norn, Grand Cenobite > Massacre Wurm for weenies and agro
EX: platinum emperion or platunum angel for burn
Ex: Legendary Eldrazi (in sideboard) against Mill
Think about your meta and plan accordingly...
4 months ago
Door of Destinies, Mesmeric Orb really good for self mill to feed you graveyard and really piss off your opponents. Pox, Small Pox, Syphon Flesh, Vengeful Pharaoh, Undead Gladiator, Raving Dead, Helldozer, Liliana's Reaver, Gravespawn Sovereign, Geth, Lord of the Vault there are lots of good zombies here are some and if you like check out my mono black for a few other zombies and such for poss. ideas. like the deck plus one mine if you don't mind.THE DAMNED INFECTED (ZOMBIE TRIBAL)
6 months ago
Veilborn Ghoul (great with Necromancer's Stockpile among other things), Undead Gladiator, and Lord of the Undead with Gempalm Polluter can eat a LOT of players alive if you can't get the swarm through for whatever reason. Vengeful Dead can make boardwipes a suicidal proposition....Corpse Harvester is another often overlooked/underestimated card for Zombie Tribal Decks...granted he's a 5 drop, but fetching the right zombie for the job at hand, not missing midgame land drops, deck thinning all in one shot for the cost of 2 mana and a zombie token ? Grave Betrayal is pretty funny with Call to the Grave, Necromantic Selection and In Garruk's Wake kind of stuff.
Other thoughts....not a huge fan of Sanguine Bond + Exquisite Blood combo shenanigans or any infinite combo for that matter... but aside from each other theirs no way to go off on this....and sanguine is a completely dead card on it's own....this really should just stay in Orzhov decks...preferably ones that are nowhere near me :)
Raise Dead - underwhelming lots of zombies already do this...
Plea for Power - 4 mana for 3 cards...not bad but not great either, and only crazy ppl will give you a timewalk.
Split Decision - equally as janky as it is unreliable utility/control spell.
these 3 could all be better control spells or draw then discard spells like Frantic Search, Breakthrough, Read the Runes, Careful Study or something. If you wanted to get really dirty; a few more of these type cards along with Urborg, Tomb of Yawgmoth and Filth is pretty sick.
Possessed Skaab - almost always gonna self-exile...low value for 5 drop.
Necromaster Dragon - cool foil goodstuff card, has flying which most of your deck doesn't....has a little extra value...but still underwhelming...Wonder would be a much better choice for this slot imo.
...my thoughts atm....hope some of this helps....hf & gl
7 months ago
I had a look at cheap cards that could get creatures into the graveyard. What do you think of Undead Gladiator, Cryptbreaker,Entomb,Pack Rat ? I prefer to keep the mana cost low because the curve is already on the high side. But one question remains: what do we take out ?
7 months ago
NotaNetDeck I'm really excited for a lot of the new generals and right off the bat I'll say both are versatile enough to squeeze into an ayli deck or visa versa; but in my opinion are different enough to warrant entirely different builds doing entirely different things.
I'm really fond of Tymna right now and I can see - or perhaps fantasize - two routes that a deck could drive her towards. The first being a redux of the infamous "flying men" build with Edric, Spymaster of Trest at the helm (found here http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/216887-donalds-edric-spymaster-of-trest). In theory, we'd run with kydele as a partner commander and load up on 1 drop mana dorks and evasive creatures. Aim to resolve Tymna at t2 or t3 and Kydele t3 or t4, draw into counterspells and extra turn effects via Tymna and cast them easily with Kydele. Rinse, repeat and finish the game in this fashion. The problem I'm seeing is that in a 4 man pod, Tymna's ability has a strict upper limit of 3; whereas Edric is bound only by the number of creatures that connect, which can go far and above 3 and thus increases the likelihood of hitting an extra turn effect. Furthermore, mana fixing with 1 and 2 drop dorks reliably for 4 colors might prove to be a challenge, and the land base must be carefully crafted and rigorously tested for consistency. There are obvious upsides to this idea though, with Kydele as our partner we get access to a larger array of spicy 1 drops. Serra Ascendant is the obvious pick, but I'd like to point out Vault Skirge as well as an effective potential 1 drop that is evasive and helps combat the life loss of Tymna's ability. Additionally, we get Judge's Familiar, Mother of Runes, Devoted Caretaker. Avacyn's Pilgrim, Elves of Deep Shadow, Bloom Tender, and more that I currently can't think of off the top of my head. Of course, we also should acknowledge Kydele's ability to provide the colorless mana needed to fire off higher cmc extra turn spells. In the end, the biggest thing stopping this idea is probably the hard limit of X = 3 for card draw...the only thing that comes to mind to assuage this problem is by backing off on the evasive creature count and loading up even more on extra turn effects. We can consider the addition of R/G or R/U for extra combat steps but extra turns is far more powerful for the untaps...
My second idea was something similar to tempo / control / slightly aggro hybrid build that perhaps would like to run hatebears (many of which come with evasion such as Hushwing Gryff or Aven Mindcensor) to generate virtual and tangible card advantage while slowly grinding down the board. There's not really much to say on this end since the scope of something like this is fairly wide. You'd want to balance the presence of your board state and card advantage to prevent over-committing, while constantly monitoring your ability to have an effective board state that can net you cards when you need it to via combat damage (and I would like to reaffirm that the amount of damage is irrelevant, second only to the necessity that we dealt any damage to X opponents that we meant to deal damage to). Finally, we may want to keep mana up to actually use all the card advantage we've acquired to tempo down our opponents. This means that while a typical control deck is content with "draw go" and only casting spells when they can spare the mana to at the end of opponent's phases, a Tymna player would probably do something like "swing...go." I think this strategy is likely more resilient than the one I mentioned before, though lacks any sort of convincing finisher outside of grinding opponents down in a staxish manner of small combat pings. I imagine a partner with blue in this build could be extremely useful; we get a plethora of evasive flyers and efficient counter spells that we won't be afraid to fire off because our ability to recover in card advantage is superior to our opponents. Perhaps Ludevic for the additional end of turn draw and political prowess?
In regards to Ravos, Soultender; I'm actually fairly underwhelmed. This is mainly because his casting cost is so high; and for what he provides at mythic printing I would have preferred him to be 4 or 3 CmC. Putting that singular qualm aside, I can see some personally interesting ways to abuse him. If you've read my Athreos guide than you know that I'm fond of graveyard to hand interactions more so than straight reanimator strategies - and this guy just gives it to you. Its like one of creature cards in yard has become Squee, Goblin Nabob for a turn in addition to everything else you need in that card. Without even considering the partner mechanic I'll throw out Bog Witch, Balancing Act, Death Cloud, Pox, Chains of Mephistopheles, Street Wraith, Undead Gladiator, Twisted Abomination, Eternal Dragon, Faerie Macabre, Ill-Gotten Gains, Oppression, Entomb, Buried Alive, Spirit of the Labyrinth. These are cards that, on the essence of discarding or minimizing draw effects alone will net you card advantage in a situation that creates card disadvantage for your opponents; a.k.a can help you break the parity. We have not even touched sacrifice mechanics yet, and I'm sure on that topic you may already well versed or can easily become so. If it was not already obvious, I'm suggesting Ravos is a potentially devastating stax commander BY HIMSELF, and we are only talking about half of the colors you can be using. To this end I think the spectrum of possibilities is wide as well...
Green gives you access to effective mana dorks which can serve to pump out Ravos on earlier turns and also allows you the option to survive Armageddon and similar effects. We also get Survival of the Fittest, Fauna Shaman, and Jarad's Orders
Off the top of the dome, those are my thought's on the matter of Ravos and Tymna. I'm very satisfied with the outlook of orzhov in the EDH scene as its own colors and among other pieces of the pie and when I get the chance will be getting back to putting up some more builds for my other decks..maybe even updating Athreos for those interested in more competitive styles of play. Thanks for checking out my guide NotaNetDeck!
11 months ago
Card Draw, Spells, Cool Zombies, and other cards to get advantage.
Dromar's Charm, Brilliant Ultimatum, Reviving Vapors, Azorius Charm,Painful Truths, Agent of Erebos, Corpse Augur, Corpse Harvester, Drakestown Forgotten, Scourge of Nel Toth, Stitched Drake, Stronghold Assassin, Unbreathing Horde, Undead Gladiator, Angelic Renewal, Behind the Scenes, Zombie Infestation, Necromancer's Stockpile, Dark Tutelage, Dawn of the Dead, Hatching Plans, Military Intelligence, Reparations, Soul Snare, Vampiric Rites, Recoil, Witch's Mist, Spear of Heliod, Sinister Concoction
1 year ago
Oh yeah, Necromancer's Stockpile and Undead Gladiator can really help with card draw and set you up for reanimate effects. Living Death can be a really one sided board wipe, especially if you're ditching a lot of zombies in trades, sacrifices, or to the stockpile.