|Commander / EDH||Legal|
Printings View all
|Commander Anthology 2018 (CM2)||Uncommon|
|Commander Anthology (CM1)||Uncommon|
|Eternal Masters (EMA)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Promo Set (000)||Rare|
Combos Browse all
Creature — Incarnation
As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
4 days ago
Saw your request for suggestions. My #1 is: increase evasion for your creatures. When you deal damage, you get to steal stuff, and stealing creatures is a fine way of dealing with creature decks... So you need to deal damage to the player, which means you need evasion. You can do it with creatures like Archetype of Imagination or Wonder (or Deepchannel Mentor which is more on theme), or with enchantments like Levitation , or artifacts/equipment ( Whispersilk Cloak et al).
5 days ago
Nezahal, Primal Tide is very strong, but I sometime have a hard time to find the 7 mana to cast it. Consecrated Sphynx cost less, have evasion, give you instant reward no matter what opponent cast, it is sadly harder to protect though.
So far verity circle is still in the deck and do good most of the time.
The list have been updated.
1 week ago
Hey, nice first Commander deck, lots of good cards here :)
My advice is to improve the manabase. 10x Island is a lot when the majority of the early game Zombies you want to play are black especially one drops. Instead of 10 Islands add more Dimir dual lands to have more black sources while also having blue sources. Urborg, Tomb of Yawgmoth would also help.
I see Command Tower in the maybeboard; it's the number one card to add to your deck. Thankfully it's not expensive :) Because of budget concerns if you have to cut some cards to clear enough price for dual lands than I would do that. Cards such as Phenax, God of Deception , Rite of Replication , Coat of Arms . These expensive cards are good, but they aren't vital to the Zombie strategy. Other lands to consider adding:
- Underground River
- Watery Grave
- Tainted Isle
- Morphic Pool
- Darkwater Catacombs
- Unclaimed Territory : can help to cast Kefnet.
- Ash Barrens
- Esper Panorama
- Fetid Pools
Other ways to help to get blue mana are by adding some mana rocks:
Buried Alive is good with Scarab tutoring for three creatures and putting them into your graveyard to then exile with Scarab or reanimate. Wonder is good with Buried giving Scarab and all your other creatures flying. Gravecrawler and Prized Amalgam are also good with Buried because they can be reanimated.
Cards with mana costs are going to be problematic to cast because there's so many Swamps in the manabase. The exception is God-Eternal Kefnet because it's a powerful Zombie. My advice is to cut the other double blue cards such as Cancel and replace them with alternative single blue mana cost cards or all black cards. For example, Arcane Denial or Negate can replace Cancel. Good luck with your deck.
1 month ago
I don't really disagree, but I have Biomancer's Familiar in there to serve as a back up Training Grounds for Deadeye and Biogenic Ooze's abilities. I was considering maybe cutting Wonder and Entomb for Akroma's Memorial and Master Biomancer . That way I retain my ability to give my creatures Flying.. and they get a ton of other keyword abilities too.
The only issue is the increased CMC of Akroma's Memorial and the greater ease of removing it.
1 month ago
I've been piloting a Scarab God commander deck recently as well, he's one of my favorite commanders by far. I think I may have some advice to give, haha.
The way I've built mine is with more of a focus on SG's first ability, and poured a lot of spots into token generation. Cards like Grave Titan , Cryptbreaker , and Ghoulcaller Gisa are fantastic additions to this deck, and you can get double the mileage out of the titan via SG's reanimation, along with other reanimator effects. I'd recommend Nim Deathmantle for this. Ashnod's Altar is a phenomenal card to have in a token focused deck, and since it's at instant speed you can just throw one of your tokens under the bus to pay for that last bit of mana. It's also got some insane combo potential with Nim Deathmantle (the two combo infinitely with Grave Titan if you're interested).
In regards to zombie anthems, cards like Metallic Mimic and Adaptive Automaton usually fly under the radar, and there's a few more than the ones you have in here already (though you've likely seen them at some point). Wonder is a great thing to put in, because a horde of 5/5 flying zombies is not something you want to be on the receiving end of. A couple more anthems for your deck I'd recommend are Undead Warchief for cheaper zombies and Lord of the Undead for recursion on them. Finally, depending on how many non-zombie cards you end up with in here, I'd check out Arcane Adaptation . You don't have too many at the moment, but I'm putting it on your radar just in case.
Hope I've helped!
1 month ago
If you are worried about running more non-zombies (I see you have about 4 currently in the deck, but you have more in the sideboard) you may want to consider running Arcane Adaptation . Super helpful for rounding out the creature types and still allows you to run powerful cards like Grave Titan and even Wonder . I highly recommend trying to find a spot for Noxious Ghoul because from time to time he can be a real nifty board wipe especially if you drop Rooftop Storm and unload your hand.
This isn’t a budget suggestion but Dream Halls will be super helpful for the theme of this deck. Just be mindful that it affects all players, but in most scenarios you’ll probably be the only one wanting to discard. I know stuff like Ashnod's Altar and Grave Pact start to fringe on combo plays but sacrificing just seems so natural in zombie decks. grim-grin, corpse born may be a sweet add-in as a big beater (which reminds me check out my zombie deck here if interested. I’ve spent some years working on it but it may inspire you in some ways I hope! Im jealous you can add-in a little white with Varina but I just can’t seem to break away from Grim grin.
Anyway, sweet start on the deck!
2 months ago
2 months ago
I think for the final cuts it should be some of the 'fun-but-grindy' cards.
Conjurer's Closet only triggers once per round and only the Orrery can sneak these artifacts into play, which means you have to commit a turn to this.
Minion Reflector is awesome because of the haste, but should probably get cut for the same reason as above. Moreover, Rashmi wants you to play a spell on each of your opponents turns, which makes main phase casting less appealing. I think you'll find yourself not casting these if you have flash creatures you'd rather keep up.
Brawn or Wonder or both. These are great and the pro's are good but so are the cons, of which I'm sure you're aware but here are two for this deck specifically: 1) The Profaner and Scourge you added work very effectively as "evasion" granters, and are more gratifying to cast (and loop with bounce effects) 2) we don't have many methods of reliably dumping them into the graveyard ourselves other than Profaner and Vannifar or flashing them in as a surprise blocker (combo decks won't be attacking)
The final cut: These are all really good, at this point we're cutting power or utility so this one is again up to your preferences and playgroup. Any of them are worth keeping. Here are some thoughts though on the remainder: - Winged Coatl not as splashy? feels bad to trim unique and signature cards though - Diluvian Primordial is super fun and has a high ceiling powerlevel, but sometimes can be a dud. If you need to trim a fatty, this one doesn't protect your wincons like the Archetype of Endurance. - Protean Hulk always value, but really asks to be in a sac-then-recur deck as we can't Pod it ourselves or recur it reliably (Vannifar and EWit notwithstanding). - one of the clones
Wonder occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%