Creature — Plant Zombie
Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on Vulturous Zombie.
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Vulturous Zombie Discussion
1 week ago
Not that I think many people would care, but technically Necromancer's Covenant and Vulturous Zombie are not legal in the deck. Since your commander's color identity is blue/black/red. Only cards of those 3 colors and cards with no color identity (like most artifacts) are allowed.
2 weeks ago
thelaymensgamer I would run playsets of: Aetherborn Marauder , Necroplasm , Lifecraft Awakening , Thriving Rhino , Vulturous Zombie , Ornithopter . What I would do from here is base the deck around Aetherborn Marauder . With these cards the deck would become a counter deck. Basically, create a bunch of +1/+1 counters, then play aetherborn, move all to the counters to him. Now, you have a big creature with flying and lifelink. You attack for alot of damage, and get it all back. The easiest way to make the counters is either with Necroplasm or with Ornithopter and Lifecraft Awakening . You play Ornithopter for 0 mana, then play Lifecraft Awakening , then pay a shit ton of mana and create that many +1/+1 counters on Ornithopter , then next turn (or the turn of) play Aetherborn Marauder and move all of the counters onto aetherborn. You now have a really big creature with flying, lifelink. The other cards that I suggested running playsets of just create +1/+1 counters which is more buff for aetherborn. Hope this helps.
2 weeks ago
tumorman73: This is kind of why I posted this: to get suggestions as to what to run with and what to leave behind. I would like a full playset of Vulturous Zombie, Death's Presence, Thriving Rhino, and Necroplasm but I wasn't sure if that's the direction I wanted to go in. What do you think?
1 month ago
First of all, a commander deck must have exactly 100 cards (including your commander), and you have 106
I suggest you remove some lands, as that takes up almost 50% of your deck
Now, if I were to build a Mazirek deck, I would definitely go with a heavy token strategy, as tokens are relatively easy to produce (especially in Golgari), expendable, and given enough time and resources, can easily win you the game.
So, with that in mind, I suggest you remove these:
-1 Sedge Scorpion, Typhoid Rats, Tormented Soul, Pharika's Chosen, Blisterpod, Black Cat, Elderscale Wurm, Nylea, God of the Hunt, Ghoultree, Gray Merchant of Asphodel, Dark Betrayal, Traveler's Amulet, Kheru Dreadmaw, Hunter's Ambush, Commencement of Festivities, Pulse of Murasa, Nykthos, Shrine to Nyx, Bonds of Mortality, Karametra's Acolyte, Baloth Null
And possibly replace some of them with some of these:
Mycoloth, Ashnod's Altar, Grave Pact, Viscera Seer, Avenger of Zendikar, Yahenni, Undying Partisan, Animation Module, Hardened Scales, Mind Slash, Orochi Hatchery, It That Betrays, Creakwood Liege, Vulturous Zombie, Catacomb Sifter, Endrek Sahr, Master Breeder, Falkenrath Noble, Blood Artist, Necrogenesis, Deathreap Ritual, Attrition, Perilous Forays, Korozda Guildmage, Reaper of the Wilds, Sakura-Tribe Elder, Abhorrent Overlord, Grim Haruspex, Yavimaya Elder, Golgari Germination
That's all I can think of off of the top of my head
1 month ago
Swords to Plowshares
Bred for the Hunt
Champion of Lambholt
Ikra Shidiqi, the Usurper
Bane of the Living
Cauldron of Souls
Prime Speaker Zegana
Cultivator of Blades
Sage of Hours
Retribution of the Ancients
Tamiyo, Field Researcher
1 month ago
I highly agree. As for the wheeling effects, I only have 4 cards that produce that effect. In almost every game I have played, the wheeling ends up being very benefitial (especially if your playing multiple people). I had a game where Vulturous Zombie was out, and I played Whispering Madness on Vulturous Zombie (4 players including me). The zombie ended up getting 17 +1/+1 counters, and Waste Not gave me an additional 7 2/2 zombies for the creatures that were discarded. I used the black mana produced by Waste Not to equip Sword of Feast and Famine to Vulturous Zombie. When I swung, I took one opponent out, and then used my new set of mana to cascade for the win (I also swung with Yidris). Not to mention Whispering Madness popped again during combat and produced a bunch more nastiness via Waste Not.
3 months ago
-Blood Bairn -> +Viscera Seer (cheaper sac outlet) or at least Bloodthrone Vampire (strictly better)
-Satyr Wayfinder (even though Self-mill can be quite good for Meren, therer are better cards for this)
-Grisly Salvage (same thing. The only one I'd tell you to keep is Mulch because it might give you 2 lands)
-Viridian Zealot -> outclassed by +Caustic Caterpillar
-Kessig Cagebreakers (the tokens could be fun, but I don't think they are useful enough)
-Banshee of the Dread Choir (meh)
-Lotleth Troll (meh...)
-Bloodspore Thrinax (growing creatures are not all that good in a commander based on graveyard recursion)
-Mazirek, Kraul Death Priest (growing creatures are not all that good in a commander based on graveyard recursion)
-Vulturous Zombie (growing creatures are not all that good in a commander based on graveyard recursion)
-Champion of Stray Souls (I know you like it, but check out my suggestions first. I don't think they are useful enough)
-Doomgape (same thing. A 10/10 trampler is great, but if you manage to get some 5/5 flying demons, you'll be happier)
MANA BASE SUGGESTIONS-Golgari Guildgate
+Basic Forests and Swamps. There's no need for all this color-fixing and taplands in a deck with just two colors and one of them being green and with access to ramp cards.
GETTING YOUR ELDRAZI EXPERIENCE FARM AND RAMP+Nest Invader (small ramp)
+Growth Spasm (ramp)
+From Beyond and/or Awakening Zone (consistent ramp and experience builder for Meren)
+Catacomb Sifter (scry, ramp, experience)
WIN CON+Rootrunner lockdown when you are ahead
+Triumph of the Hordes for the infect win
TUTOR+Jarad's Orders (2 in 1)
+Corpse Connoisseur (reusable Entomb)
RAMP (besides eldrazi)+Solemn Simulacrum
+Kodama's Reach or Cultivate
DRAW ENGINES+Smothering Abomination (the mandatory upkeep sacrifice won't be a problem most of the times... and you can sac itself if needed be)
+Bloodgift Demon (getting 1 extra card for 1 life and a big flying dude is pretty neat)
+Kothophed, Soul Hoarder (6/6 flying for ? The drawing clause is mandatory and it could be problematic against some decks, but if you remember to have a sac outlet ready, you can sacrifice him if you need to)
+Vampiric Rites (doubles as a sac outlet)
BACK FROM THE GRAVE+Beacon of Unrest is a must have. Gets you a creature or artifact (birthing pod, probably) back.
+Ever After isn't bad either
+Grim Return (sacrifice something and cast that)
OTHER CARDS+Xathrid Demon a second Jarad
+Demon of Dark Schemes is a cheaper Massacre Wurm and it allows you to get creatures from ANY graveyard for some energy.
+Aetherworks Marvel (speaking of energy, this one allows you to cast a card for free for 6 energy. And tokens generate energy as well)
+Riftsweeper is a safeguard card when you get most of your win-cons exiled.
+Deadbridge Chant can be downright amazing in a Meren deck. The initial self-mill won't be a problem 99% of the time.
+Avenger of Zendikar gives you a bunch of tokens.
+Overseer of the Damned (removal and token generator... besides being a 5/5 flying creature)
+Havoc Demon (mass removal -break in case of emergency-, 5/5 flying creature)