Zombify

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Uncommon
Archenemy (ARC) None
Ninth Edition (9ED) Uncommon
Ninth Edition Foreign Black Border (9EDFBB) Uncommon
Eighth Edition (8ED) Uncommon
Odyssey (ODY) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Zombify

Sorcery

Return target creature card from your graveyard to the battlefield.

Zombify Discussion

DovinBaanned on None

4 months ago

Hey guys! One of the members of Magic the Gathering in China posted in a japanese blog the future changes that comes with Wrath of the Spark. The entire post is in japanese, so I'm tried to translate the best I can do. There are interesting things in that.

---------------- 

War of the Spark is the conclusion of a monumental story that starts in Oath of the Gatewatch, and the end comes with news, like news rules text, template and such. Let's take a look the most important changes. Next articles with be for the minor changes. For obvioulsy reasons, I can't use cards of the WAR set yet, so for this post, I'm going to use most recent cards to give appropiate examples.

1. Ney Keyword: Fury Some creatures are so excited to crush its opponents or have bad humour that have an uncontrollable thirst to battle. Fury is a new keyword that represents an existing ability. A creature with fury must attack if able.

This ability was in Magic since its born with cards like Juggernauth, so give it a keyword is the natural next step (it takes most than 25 years! So...slooow step). The big reason for keyworded the ability is for giving official rules to clarify some situations that people may don't know (like, if a creature with this ability have a cost associated with attack, its controller may choose not to pay it. iF the cost isn't paid, the creature can't attack at all, even if it has fury). Other reason is we wanted to use this ability more often, but not as much to become an evergreen ability. Let's say that the ability now become decidious: we can use it in every set, but that doesn't mean that this ability would appear in all sets onward. And now, the color pie would take this ability more serious: Now Fury is primary in Red (in form of creatures with fury and effects that grants fury permanently/temporary), secondary in Green (in form of creatures with fury), and terciary in Blue (only in form of effects that grants fury temporary). The ability is no longer in Black and White, even if some old white and black cards interact with it in the past.


Example

Angler Turtle

Old

Creatures your opponents control attack each combat if able.

New

Creatures your opponents control have fury. (They attack each combat if able.)

Rubblebelt Recluse

Old

Rubblebelt Recluse attacks each combat if able.

New

Fury.


In WAR, and maybe in the two or three next sets we would try to always put the reminder text of this ability for people to familiarizyte. Gradually, we would put that reminder text less until we don't needed to put at all (at that point, this new ability also would save space in card's text).

In most cases, "must attack if able" becoming a keyword doesn’t represent a functional change. There are two exceptions: - Previously, if a permanent must attack if able by a resolving spell or ability (such as Imaginary Threats), and then that permanent lost its abilities, it would still must attack if able. This was because "must attack if able" wasn’t an ability; it was just something true about the permanent. Now, the permanent will gain the ability fury, and it will lose this ability along with its other abilities. - Previously, if a group of permanents must attack if able by a resolving spell or ability, permanents that joined that group or entered the battlefield after that spell or ability resolved would also must attack if able. This was because the effect that cause them to attack if able wasn’t changing any of those permanents’ characteristics. Now, a permanent that enters the battlefield or comes under your control after the spell or ability resolves won’t have "must attack if able" as it wasn’t under your control at the appropriate time to gain it.

2. New Rules Term: Revive

The War of the Spark set introduces the wording shortcut "revive." The word "revive" on a Magic card simply means "put X creature card from X graveyard onto battlefield." The two phrases are interchangeable. Similarly, the word "revived" means "was put onto the battlefield from a graveyard."

The term "revive" is used only if a creature is moving from a graveyard to the battlefield. (The complete phrase "Put X card from a graveyard onto the battlefield" is used if the object is likely to have a different card type that isn't a monster.)

Many older cards will be updated in the Oracle card reference to use this new term. This is not a functional change.

Like dies, the word "revive" is too intuitive, but for safe reasons (and like the ability Fury), we would try to put a reminder text on cards that revive to clarify that word, only for some sets.

Unlikely dies, "revive" has some variations. Let's take a look:

EFFECT THAT PUT A CREATURE CARD FROM YOUR GRAVEYARD TO THE BATTLEFIELD UNDER YOUR CONTROL

(Don't target) Revive your creature card.

(Target) Revive your target creature card.

EFFECT THAT PUT A CREATURE CARD FROM AN OPPONENTS GRAVEYARD UNDER YOUR CONTROL

(Don't target) Revive one opponent's creature card under your control.

(Target) Revive target creature card from an opponent under your control.

EFFECT THAT PUT A CREATURE CARD FROM ANY GRAVEYARD UNDER YOUR CONTROL

(Don't target) Revive one creature card under your control.

(Target) Revive one target creature card under your control.

When an effect that revives says "your creature card", that means a creature card in your graveyard. When says "one creature card", it can be a creature card in any graveyard.


Examples

Zombify

Old

Return target creature card from your graveyard to the battlefield.

New

Revive your target creature card.

Macabre Mockery

Old

Put target creature card from an opponent's graveyard onto the battlefield under your control. It gets +2/+0 and gains haste until end of turn. Sacrifice it at the beginning of the next end step.

New

Revive target creature card from an opponent under your control. It gets +2/+0 and gains haste until end of turn. Sacrifice it at the beginning of the next end step.

Arclight Phoenix

Old

Flying, haste

At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return Arclight Phoenix from your graveyard to the battlefield.

New

Flying, haste

At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, revive Arclight Phoenix.


3. "[Permanent card name]" to "This [permanent type]"

Abilities on a permanent that functions on the battlefied now refer to themselves as "this [permanent type]" rather than by using their card name.

Furthermore, abilities on a permanent that functions in zones other than the battlefied refer to themselves as "this card".


Examples

Capture Sphere

Old

Flash

Enchant creature

When Capture Sphere enters the battlefield, tap enchanted creature.

New

__Flash_

Enchant creature

When this aura enters the battlefield, tap enchanted creature.

Angel of Grace

Old

When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

{4}{W}{W}, Exile Angel of Grace from your graveyard: Your life total becomes 10.

New

When this creature enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

{4}{W}{W}, Exile this card from your graveyard: Your life total becomes 10.

Nullhide Ferox

Old

Hexproof

You can't cast noncreature spells.

2: Nullhide Ferox loses all abilities until end of turn. Any player may activate this ability.

If a spell or ability an opponent controls causes you to discard Nullhide Ferox, put it onto the battlefield instead of putting it into your graveyard.

New

Hexproof

You can't cast noncreature spells.

2: This creature loses all abilities until end of turn. Any player may activate this ability.

If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.


This change remove the problem for card's text that are long only because the name of the card is long. Also, this change now let us put names a little bit larger on cards without the fear to increase the size of that card's text.

This change would not affect legendary permanents or planeswalkers. Instants and sorceries are also unaffected. Lightning Strike would not say "This sorcery deals 3 damage to any target." Those cards would still use their card names.

3. Cast certain card type

The phrase "Cast a X Spell" has been changed to only "Cast a X". In a Magic game, the only, and only thing that can be "cast" is a spell. You can't cast a token or your library (belive me, you can't). So, since all players already knows that and there is no confusion with that concept, it's no more necessary to remember to players that they are actually casting spells, so the word "spell" would be removed in phares that says "Cast a X Spell".


Examples

Dovin's Acuity

Old

Whenever you cast an instant spell during your main phase, you may return Dovin’s Acuity to its owner’s hand.

New

Whenever you cast an instant during your main phase, you may return this enchantment to its owner’s hand.

Danitha Capashen, Paragon

Old

Aura and Equipment spells you cast cost 1 less to cast.

New

Auras and Equipments you cast cost 1 less to cast.


This change would not affect abilities that don't care type of spells. Abilities that only say "cast a spell" (without specifyng what type of spell) would not be changed in any ways. Furthermore, abilities that preclude a type of spell would also not be changed. So, for example, an ability that says "Non-creatures spells you cast..." would not be changed.

4. Owner's

We are removing the word "owner's" from texts since we noticed this clarification is unnecesary. If a permanent return to the hand, always return to its owner's hand, even if the controller of that permanent when it left the battlefield was not its owner. When you gain control of a permanent, you don't really gain ownership of that permanent (this is not the 95s when the ante was still legal). Removing that word would save space in texts and remove redundancy. This also applies to cards returning to library.


Examples

Exclusion Mage

Old

When Exclusion Mage enters the battlefield, return target creature an opponent controls to its owner's hand.

New

When this creature enters the battlefield, return target creature an opponent controls to the hand.

Swirling Torrent

Old

Put target creature on top of its owner's library.

New

Put target creature on top of the library.


Some few cards care about the owner of a card, or only allowed to return a card to a specific player's hand/library. Those cards would not be affected by this change.

Uff! Those are interesting changes. To end this (huge) post, I would revel two minor changes. The complete minor changes will be revealed one week before the prerelease in the official page. So stay tuned.

1. Attacks/blocks and activate/trigger

We would replace some phrases: a) "attack and/or block" --> "battle".  "activated abilities can (or can't) be activated" --> "abilities can (or can't) be activated" c) "triggered abilities can (or can't) trigger" --> "abilities can (or can't) trigger"

Those change are maded only to reduce the size of card's text.

Triggered abilities are not more considered activated when they trigger. So, the only thing that can be activated in Magic is an activated ability (this is not a functional change). So, an effect that prevents abilities to be activated (like Lawmage's binding) only prevent the activation of activated abilities (too redundant right?). That effect DON'T prevent a triggered ability to trigger.

Lawmage's Binding

Old

Enchanted creature can't attack or block, and its activated abilities can't be activated.

New

Enchanted creature can't battle and its abilities can't be activated.

End of the post.

triproberts12 on Sexy sacks Yahenni

5 months ago

I like Undying Evil for this kind of deck. Does great things with Gary, Tree of Perdition, etc. Also, since you can sac at instant speed, Mesmeric Fiend permanently exiles, since you can sac it in response to the ETB trigger, making it better than Kitesail Freebooter and other newer cards that have been worded to avoid that interaction. I agree that Grave Pact is a must-have. Some more ramp and card draw wouldn't hurt. I'm partial to Jet Medallion , Charcoal Diamond , Mind Stone , and Thought Vessel for rocks, and Syphon Mind is my favorite mono-black draw spell.

I would cut Ritual of Soot, since it scales very poorly in EDH. Crux of Fate , Damnation (if you've got the cash), Decree of Pain , Toxic Deluge , take your pick.

As for lands, Crypt of Agadeem would be good here. Phyrexian Tower just got reprinted. It's a bit pricey, but it is VERY good, and having been $60 just a few months ago with no likely reprint in the near future, pick it up now. Temple of the False God is a bad card, full stop. It is never correct to include it. Ever. That's not just me talking, but virtually every EDH content creator out there.

I'm not sure how you feel about the budget issue with Mikaeus, the Unhallowed , but it would be a very good addition, even before taking the combo with Walking Ballista or Triskelion into account. It's a solid addition to a black deck, and there are some affordable tutors that can get both pieces like Beseech the Queen , Diabolic Intent (on theme, so maybe add it regardless), Sidisi, Undead Vizier (also on theme!), and Netherborn Phalanx .

As for reanimation, Rise from the Grave is pretty inefficient, and upgrading to Animate Dead , Victimize (on theme!), Dread Return (apparently there's a lot of sac'ing in black, who knew?), Sepulchral Primordial (great with repeatable ETB effects), Rise of the Dark Realms (expensive, but a black staple in EDH), Necromancy , Thrilling Encore (great if you can sac with Dictate of Erebos or Grave Pact ), Ever After (one more mana for twice the value), Whisper, Blood Liturgist , Champion of Stray Souls (so much sac'ing), Hell's Caretaker (again, so much sac'ing), Ink-Eyes, Servant of Oni , Rescue from the Underworld (on-theme), Infernal Offering (sac!), Necromantic Summons (strictly better than Rise), Zombify , and Footsteps of the Goryo (...sac).

The last thing I would do is check out the EDHREC pages for Yahenni, the color black, and sacrifice to see what others are running. Good luck!

triproberts12 on Elenda, the Dusk Rose - Aristocrats

5 months ago

Props for not going easy mode with Edgar Markov .

As for suggestions, the best thing I think you could do to improve this deck is to make it more explosive. The way to do that would be to add free sacrifice outlets, along with creatures that provide you multiple bodies.

For bodies, I would add Hallowed Spiritkeeper , Lightning Coils , Belfry Spirit , Promise of Bunrei , Teysa, Orzhov Scion , Sorin, Lord of Innistrad , Sorin, Solemn Visitor , and Pawn of Ulamog .

For sac outlets, Viscera Seer , Indulgent Aristocrat , Bloodthrone Vampire , Bloodflow Connoisseur , Cartel Aristocrat , Blood Bairn , Vish Kal, Blood Arbiter , Vampire Aristocrat , and Yahenni, Undying Partisan are good vampire options. Sadistic Hypnotist , Dimir House Guard , Spawning Pit , Hidden Stockpile , Mind Slash are also good. What's important is that you can go off all at once. You want to sac a bunch of creatures to grow Elenda and sac her the same turn.

The other challenge you'll want to keep in mind is that Elenda, the Dusk Rose must go to your graveyard to get the trigger. That means If you want to recast her, you'll have to reanimate her or exile her from your graveyard. Bojuka Bog , Relic of Progenitus , Angel of Finality , God-Pharaoh's Gift (and Gate to the Afterlife !), Skeletal Scrying , Rescue from the Underworld , Necromancer's Covenant , Cremate , Seance , Planar Void , Goryo's Vengeance , Postmortem Lunge , Purgatory . Despoiler of Souls , Mistmoon Griffin , Purify the Grave , Offalsnout , Coffin Purge , Drudge Spell , Cryptwailing , Treacherous Vampire , and Consecrate / Consume , Angelic Renewal , Karmic Guide , Reveillark (the prior two being an infinite loop combo), Dread Return , Nim Deathmantle (there are combos with it and Ashnod's Altar , which you also want), Palace Siege , Bloodline Necromancer , Profane Command , Unburial Rites , Faith's Reward , Ever After , Ajani, Adversary of Tyrants , Hell's Caretaker . Apprentice Necromancer , Wake the Dead , Second Sunrise , Infernal Offering , Corpse Dance , Zombify , Resurrection , No Rest for the Wicked , and Footsteps of the Goryo , are all good options.

The final piece of the puzzle is making your sacrifices devastating. Dictate of Erebos , Butcher of Malakir , Grave Pact , Black Market , Harvester of Souls , Midnight Reaper , Grim Haruspex , Zulaport Cutthroat , Open the Graves , Blade of the Bloodchief , Ogre Slumlord , Athreos, God of Passage , and Dark Prophecy will help with that.

Teysa Karlov could also be very good in this deck with all the death triggers. Nothing wrong with good old value creatures like Solemn Simulacrum , either.

You could also use a few tribal things like Kindred Dominance , Konda's Banner , Cover of Darkness , Vampire Nocturnus , Vanquisher's Banner , Path of Ancestry , and Metallic Mimic .

triproberts12 on Despicable Me: Rakdos and his Minions

5 months ago

If you're going to build a deck as cheap as $30, you're probably going to have to lean on a theme to make it functional. That can be supplemented with the fact that even mediocre demons and devils are good at not being coin-flipped away, but stuff like Dance with Devils wasn't even playable in Limited.

I see some reanimator stuff going on, so if you go that route, Torrent of Souls , Zombify , and Profane Command are all solid budget options. You'll want some graveyard stocking power to go with it. Mindwrack Demon , Extractor Demon , Archfiend of Ifnir , pull double duty. Cathartic Reunion , Dark Deal , Faithless Looting , Hazoret's Monument , Khorvath's Fury , Collective Defiance , Shattered Perception , and Tormenting Voice all fit the bill.

Also, Flayer of the Hatebound could power a nice subtheme with your reanimation, and you can stock up on cheap Undying creatures like Demonlord of Ashmouth , Hound of Griselbrand , and Pyreheart Wolf to lower your budget and synergize with Rakdos. Charmbreaker Devils could also be a house once you stock the yard.

Also, maybe improve general card quality by splurging on Bloodgift Demon and Demon of Wailing Agonies ? Demon's Horn , Carnage Altar , Rakdos Riteknife , Devils' Playground , Dance with Devils , Consume the Meek , and Rite of Belzenlok , Archdemon of Greed , Temple of the False God , Tomb of Urami , and Kindly Stranger  Flip are all pretty bad. Akoum Refuge and Bloodfell Caves seem like easy adds, as well.

thom-le on Home Alone (Thantis Defensive Deck)

6 months ago

I meant that in my opinion this is one of the most fun to play-commander card in the set. As I'm not a competitive player I always look for interesting abilities and Thantis, the Warweaver looks great. For me this one, Saheeli, the Gifted and Xantcha, Sleeper Agent are awsome. But everyone has a different flavor, and that is good for commander as a format to play, because you never have the right answers against all different possible strategy.

It is in fact one of the hardest thing to cut down some cards, everyone who has brewed for his/her deck knows that. The best thing for me was the following to know:

1) Be clear what's your strategy is. Does {a specific card} help you to improve your deck and this strategy. For you this might be: Let everyone attack, but not me. If they do, they will lose their creatures. If they don't attack you, you will have enough time to build up a big board. Every turn creatures are attacking, so in my opinion it is not good, to have too much creatures. Because you have to attack with them and then you maybe will lose them.. Get in some good defenders, Wall of Stone

2) Collect information of a commander deck. To have the best chances to win a game (or to have the most fun), there are some simple tricks in building your decks.

2.1) Ramp: It is hard, to pass the turn without playing some stuff and having a great 8/8 fattie with awsome ability in your hand. So: Add some creatures with mana abilities. But be aware of your commander: Creatures must attack each turn. Cultivate, Kodama's Reach, or Explosive Vegetation get you early mana access.

2.2) Card draw: Fill your hand afterv playing some stuff. The more card you have in your hand the more options you have. And a better chance of drawing just the right card to the right time. I've mentioned some cards, also Phyrexian Arena, Necropotence, Skullclamp are awsome. At least 6-9 card should be something with card draw. Solemn Simulacrum is classical, it gives you an additional land and a single card draw. Also Wall of Blossoms, at least gives you early safe and a card draw.

2.3) Boardwhipes: In this deck, normally creatures are hitting other creatures and are dying anyway. but sometimes it is helpful to get everyone back to zero. Bane of Progress is a hero, also Vandalblast. Whirlwind against flying creatures. Maybe Bane of the Living, Pernicious Deed - or some red burn spells like Star of Extinction, Blasphemous Act..

2.4) Recursion: Sometimes creatures are going to the graveyard - so get them back. Eternal Witness, Golgari Findbroker or something like that. Zombify is also okay, I guess.

And last but not least: Find special cards! Natural Affinity turns everybody's lands into creatures, so they have to attack with them. Mortivore, cause there are for sure many cards in everyone's graveyard

So find the right balance of strategy, ramp and card draw and you are going to get the most fun out of every deck ;) Just my thoughts for now..

I

candyman5431 on

6 months ago

Dont know what you are trying to do with the deck since you have several cards for others builds in here.Dont see a use for Bloodbond Vampire since you not gaining much life.Bloodhusk Ritualist for my deck wasnt that good. Kheru Bloodsucker not worth since you dont have my creatures for it.No reason for him at all unless its a fillerSkeletal Changeling.Chainer's Edict feel like there are better things that do this. Planar Bridge tutors are better. Not the best for how you have this deck built right nowBlighted Fen. Geier Reach Sanitarium dont use lol. Piranha Marsh use a Swamp. Not worth it Sorin's Thirst. Wound Reflection great card but not made for this deck.

here are some better sacrifice cards: Barter in Blood Fleshbag Marauder Innocent Blood Plaguecrafter Smallpox Tyrant's Choice

better land drawMikokoro, Center of the Sea

Some suggested creatures: Asylum Visitor Crypt Ghast Dark Impostor Drana, Liberator of Malakir Magus of the Coffers Sangromancer Skeletal Vampire Stromkirk Condemned

instant/sorcery: Beseech the Queen Blood Tribute Dark Petition Diabolic Tutor Night's Whisper Read the Bones Zombify Murder Sudden Spoiling Ultimate Price Victim of Night

artifact: Sword of the Animist

vasarto77 on Looking for types of reanimator ...

7 months ago

I am trying to search for cards that can go onto the battlefield if they enter your graveyard from the library. I know there must be at least a couple cards like that, and I am sure I have seen at least a few.

My deck works basically like this. I play cards like grizzly salvage and that black green creature that puts cards from your library into your graveyard, while also having cards like Goryo's Vengeance and Zombify to just flat out bring stuff out that is in your graveyard.

I am also debating on that zombie that comes from the graveyard if a land hits the field too. Anyone know cards that can go into play if they are milled into the graveyard that are black and green?

Also, general suggestions are also welcome. If you guys want, I can post a list later of what the deck currently has. Most of it is placeholders, but I feel I got most of the staples of the deck aside from powerful enough creatures to res. Some Molderhulks and two eldrazi guys. Once Goryo's vengeance form U.M drops a little bit more to like 6-8 bucks in the next two weeks I am planning on getting three more of them.

Honor_Basquiat on Teneb, the Harvester

7 months ago

You're off to a good start.

Here are some budget friendly staple removal spells you should consider running (you don't need to run them all of course):

Here are some budget friendly cards that can help you feed your graveyard:

Here are some budget friendly big bomb creatures you can use as win conditions and/or reanimate:

If you want to go the reanimator angle here are some budget friendly reanimator spells:

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Zombify occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%