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Dawn of the Dead (BR Zombies) Game Day Winner

Standard Aggro BR (Rakdos) Combo Discard Reanimator UBR (Grixis) Zombie

Sour_Patch_Ninja6


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So, I won Game Day with this deck.

So, this is my take on Black Red Zombies. This deck is very fun if you play it right, and pretty much never runs out of gas. This deck is an aggro deck that abuses Prized Amalgam to get in with tons of damage. The deck is aggressively complex though, and should take some thought when playing the deck. I use this deck at Game Day and it stole a crud-ton of games. Another BR Zombie deck took first on Saturday, and I took first on Sunday; To show that you don't need to play Vehicles or Constrictor to get top 8.

This deck is a graveyard based deck. Since there is no sort of viable graveyard hate in standard, this deck takes games unexpectedly and aggressively. BR Zombies relies on discard outlets such as Cathartic Reunion , Key to the City , Cryptbreaker , etc. to throw Haunted Dead , Prized Amalgam , and Scrapheap Scrounger into the graveyard. When you have some of those creatures out, you bring them back! Prized Amalgam follows anyone who wants to leave the graveyard, so start activating you Haunted Dead s and Scrapheap Scrounger s to get a big board state.
So, like I said in the previous panel, your main wincons are supposed to be discarded. Prized Amalgam follows Haunted Dead and Scrapheap Scrounger to the battlefield. This is a very strong combo to pull off, however, doing it right is also the trick.

First thing's first. REMEMBER YOUR TRIGGERS! I can't stress this enough, because this is important when it comes to sanctioned standard play. You have to tell your opponent about Prized Amalgam 's Trigger when you are bringing back one of your dudes. If you don't, you won't get it back at the end of turn, especially at a GP. Judges will not let you get back your Amalgam(s) if you forget the trigger.

Another thing, Activate your reanimate abilities during your opponent's turn. This feels like a minor "Spike" move, but you won't believe how much that affects the game rather than activating a Haunted Dead during your main phase, that leaves your opponent to get the upper hand. Activating your reanimate creatures either during their combat phase or during the end step can be a good combat trick and leaves your opponent to deal with them before your turn. leaving them sometimes tapped out for you to be risk free on your turn.

Im gonna start with the small spells and work my way up.

Fatal Push is a 2-of because I found that having some Sinister Concoction s is a lot more valuable than having 4-of Push. Don't get me wrong, Fatal Push is a good card, its just that Sinister Concoction is amazing in this deck. Push will get rid of small dudes and maybe a big one, there isn't really any sac outlets for push to get revolt going, but its still good removal.

Sinister Concoction Gives you full value sometimes. Discarding a Haunted Dead or Prized Amalgam along with milling one to kill a creature is straight up value. I can sometimes get the combo going early game due to this card.

Lightning Axe is a discard outlet and removal all in one card. Why wouldn't you play a few? I mean, you wouldn't 4 of Lightning Axe but its good to have a couple in the main.

Fiery Temper is pretty much Lightning Bolt in this deck. You have so many discard outlets, so having 4-of Fiery Temper can kill creatures, or your opponent if he is at 3 or below.

Voldaren Pariah   is pretty much our only "mass removal" spell in our deck, so you have to play it cautiously. You usually want to cast it for madness, but sometimes that's not the case. I suggest casting it when you have 3 or more creatures and you need to get rid of creatures fast.

And, finally Distended Mindbender for its mass discard. You can sac it to Haunted Dead easily and cast it turn 3.

Release the Gremlins is our biggest way of killing off artifacts, so boarding it in for decks with tons of artifacts will be very handy.

Collective Brutality is good control and a strong discard outlet. If your trying to go greedy with your opener and this is in your opener, its a good strategy in the early game.

Transgress the Mind is a must-have for control and combo variants, so we have 4 in here.

Lost Legacy for combo decks along with mirror matches. We want to get rid of their Haunted Dead s and Scrapheap Scrounger s quick.

Chandra, Torch of Defiance is for when we face off against creature decks and sometimes control strategies. Her -3 kills off almost anything in standard, and her +1 kills the opponent fast, or gives you free cards.

Kalitas, Traitor of Ghet has been the strongest black tech for agrro decks since his release, so there is no way we don't have him in the sideboard.

And one Distended Mindbender for control and combo decks.

I've been playing this deck since Kaladesh has been out, and its one of my favorite standard decks by far. I've had so much fun playing this deck, and I'm super stoked that I won Game Day with this build. It's definitely worth a try. If you remember your Prized Amalgam Triggers and plan out your discards and reanimate triggers right, you should be fine.

Feedback is always welcome and thanks for reading!

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

0 - 4 Mythic Rares

26 - 7 Rares

10 - 4 Uncommons

10 - 0 Commons

Cards 60
Avg. CMC 2.47
Tokens Emblem Chandra, Torch of Defiance, Gremlin 2/2 R, Spirit 1/1 W, Zombie 2/2 B
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