Not legal in any format
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Creature — Incarnation
As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
Price & Acquistion
1 day ago
Wow thanks a bunch! If I were to run some of the non-pirate creatures you mentioned like Thassa, God of the Sea, Wonder etc. I might have to run some things like Arcane Adaptation, if there are that many cards that can change my creatures' types. Teleportal has been on the aquire list for a long time, and I might just cave and order it online.
And a cheap one, at that. Keeping the monarch shouldn't be a huge problem if I can solve my evasion issue.
A fine combo! I'm not entirely sure if I can pull it off reliably though. Perhaps I could run Mastermind's Acquisition along with Diabolic Tutor and some other tutor cards to get my hands on the combo more effectively, but it would be tough.
Thanks for the suggestions all! I should have mentioned that I'm trying to keep the mana curve of the deck relatively low (peaking at 4), but honestly I might just cave and get some mana ramp.
3 days ago
Thassa, God of the Sea will let you pay 1U for each creature to make them unblockable.
You could also try cards that give all your creatures flying, fear, or protection. Cards like Akroma's Memorial, Eldrazi Monument, Archetype of Imagination, Frostwind Invoker, Levitation, Wonder, Intimidation, and Vela the Night-Clad.
1 week ago
Some suggestions to consider: take out Manalith, Opaline Unicorn, Embodiment of Spring, and Gruul Keyrune, replace with Gruul Signet, Simic Signet, and Izzet Signet, and Sol Ring. For flying, Wonder provides a similar effect to Archetype of Imagination, and is a little harder to deal with. You will want to add more lands to this deck in order to cast your big creatures on time. I would say 35-38 lands, and cut some of your sorceries for ramp spells like Rampant Growth, Farseek,Cultivate, Kodama's Reach, Explosive Vegetation, or Skyshroud Claim. Thassa, God of the Sea is a more reliable way to make creatures unblockable than Invisibility or Way of the Thief. I always include a copy of Decimate in any deck that can play it. The same goes for Cyclonic Rift and Chaos Warp. Lastly, a few creatures that you could upgrade your deck with: Sakura-Tribe Elder, Joraga Treespeaker, Sylvan Caryatid, Courser of Kruphix, Genesis, Avenger of Zendikar, Prime Speaker Zegana, and Progenitor Mimic.
4 weeks ago
JoeNathan37 Too right, it's certainly a struggle at times, haha. I definitely empathise :P Oh crap, of course I couldn't mirror my legendary creatures, how stupid of me! I'm not going to lie, I've only used the Altered Ego a couple of times since I made this deck as it often ends up milled and isn't worth reanimating usually. The two times I did play it, the first time I copied my friend's big stompy green creature with a couple extra +1/+1s (much to his annoyance), and the other time I copied a zombie Hornet Queen I had reanimated, before I removed it from the deck. It was these times I was referring to when I said it's put out work, but you're quite right, there probably are better options in this specific build :P It's certainly one of the weaker links at the moment.
Door of Destinies can be very, very good if you draw it early like you mention, but you're also correct in that it isn't great lategame... It can literally swamp my opponents with huge zombie token armies in some games and for that I do love it, but it is quite an expensive drop to not have an effect on the turn it does drop, and there's always the chance you're not going to be able to play any zombies for a couple turns too :P conversely, it does pair extremely well with Rooftop Storm at times. Which brings me to my next point... Out of Door of Destinies and Herald's Horn. I'd probably be more inclined to swap out the horn just because it becomes fairly useless once Rooftop Storm is out... Also Undead Warchief does have the same effect with reducing zombie cast costs early game, but removing the horn would mean I'd lose the start of turn ability, which is the best part about it honestly and can put out a lot of work. I'll have to consider about these two carefully and make an informed decision. :) Ah, yes. Wildest Dreams was my initial thought to replace for Muldothra, and now you mention it aswell I've taken the liberty to switch the two on the mainboard ^^ I was thinking about it earlier like 'oh crap, but what if my Muldothra gets milled?', but then I remembered I have numerous ways to reanimate a creature, or to bring them back to my hand. So it is certainly a better option, thanks :)
Torrent Elemental has been in this deck since I started building it and is somewhat of a nostalgia pick for me xD I know it isn't the best in terms of pure synergy, but it's one of those unexpected flavour picks that can catch people by surprise when they think they're playing pure zombie tribal. It has won me a good number of games, I won't lie. If I have Mikaeus, the Unhallowed on the field, it's not uncommon that I would tutor for Torrent Elemental with Sidisi, Undead Vizier or Diabolic Revelation just to apply that extra pressure on the opponent's defenses. It is also extremely nice to exile with delve like you mentioned, but since I removed Temporal Trespass due to not being able to sufficiently hit the triple island around the time the spell would be useful I don't have any delve mechanic cards other than Empty the Pits. Also, the deck did use to have an extreme weakness to fliers, hence the Hornet Queen and Torrent Elemental, but now that I've added Wonder to the build pairing with Entomb, I don't see that being much of a problem anymore and it's certainly an idea to switch out the elemental for something more tribal orientated, to stick with the theme of the deck :P It would likely assist in the final streamline.
Excellent point about Kodama's Reach, I don't own that card but then again I don't own a fair few cards on the mainboard yet, I'm just attempting to organize the final build. I suppose Nissa's Pilgrimage would suffice for the time being, altho Kodama's will be better ^^
Once again, many thanks for the suggestions, I feel like I'm finally getting somewhere on this deck that has eluded my final touches for quite some time now :P will be nice to see it finished, for sure. Cheers for the help dude
1 month ago
FancyTuesday: I like most of those changes. I'm not a great deck builder yet and those points actually help a lot with the learning process. I'll probably make most of the changes but maybe not all? The Vorel of the Hull Clade change and the Fuel for the Cause change worry me a bit. Well, maybe not the Fuel for the Cause... and adding Archetype of Imagination and/or Wonder to my sideboard might do really well.
1 month ago
Were I building the deck I would probably do the following:
Vorel of the Hull Clade -> Coiling Oracle: Vorel is a 3 drop with no ETB and a slow activated ability with a that ties up 2 mana. He has exactly 3 targets on your side he could hit, and for -1/-1s on opponents creatures he's a pretty poor assassin. Oracle hits the board and immediately replaces itself, either by putting you ahead a turn or putting a card in your hand, which gives it added value as a reanimation tool.
Odric, Lunarch Marshal -> Angel of Finality: Odric is highly board dependent. For him to be effective you need your commander and multiple creatures out, and you're not particularly creature heavy. Yeah he spreads the goodness of Atraxa around, but he doesn't spread infect which is what you really need. Angel of Finality comes with evasion and attacks your opponents resources whether or not your commander or anything else is on the board. If it turns out you need more evasion to connect with infect you're probably better served with Archetype of Imagination or Wonder.
Fuel for the Cause -> Corrupted Conscience: See above for my opinion regarding counterspells in EDH, least of all counterspells that cost 4 when you aren't playing a control or combo deck. Effects that steal creatures are incredibly valuable in EDH as they remove an opponent's threat and give you one with a single card, giving them infect is icing on the cake.
Evolution Charm -> Cyclonic Rift: I wager in most cases Charm brings a creature back to your hand or gives a creature of yours flying, both of which are pretty unimpressive effects. Rift can reset everyone else's board, gets around indestructible and hexproof, and in a pinch can bounce a blocker for 2 to get your creatures through.
Any Signet -> Chromatic Lantern: There are a grand total of 8 symbols in your deck including the commander, and the only double is a 7 drop. In terms of mana fixing you're way better off with the Lantern.
Steady Progress -> Tezzeret's Gambit: The instant speed of Progress doesn't give you any huge advantage since you're not playing control and doing the same amount of proliferating between your turns either way. Drawing a single card only replaces itself, it doesn't really give you more than what you put in in terms of card efficiency. If it said "Kicker Pay 2 life: Draw another card" you'd pay it every single time in EDH, which is what Gambit gives you. You don't even need a blue source to play Gambit.
Glistener Elf/Swiftfoot Boots -> Wrath of God/Damnation: Wraths are invaluable card advantage in EDH. Glistener is practically useless outside of your opening hand, and I find the haste shoes are often disappointments.
But I'm not building the deck, so you do your thing! It's all judgement calls and only you know your meta, so it's really all up to you. Good luck!
1 month ago
MOVE Spore Frog to the main deck he is a game changer and tested.
-1 liliana, death's majesty Not really worth it IMO
+1 Nevinyrral's Disk But might cause to much agro not fully tested but it works too good..
Maybe ADD Wonder give us flying for everything... Not tested yet though
I'll report back with my tweaks.
1 month ago
Zur's Weirding and Blackblade Reforged don't feel as good as some of the other options for this deck. I would also drop Wonder over something like Archetype of Endurance or Terastodon. Phyrexian Scriptures is another great way of keeping the board on lockdown aside from the disk and it keeps your commander and more stuff around each time it goes off.