Wilhelt's promiscuous zombies

this was the wilhelt precon but i upgraded it but I don't really know what to ad...

Commander / EDH Joslay131
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Will They Blame Me If You Go Disappearing

Commander / EDH temeref

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hey hey hey, it's cEDH day —Dec. 2, 2020

Been on/off tuning this list for cEDH ever since I decided to make the transition. Have learned quite a bit between then and now after some games. I've also worked a bit on a $100 budget list, which has helped me find some obscure tech.

Vague list of changes since the last post:

  • Increase in overall tuning, especially the stax & incremental advantage segments
  • Increase in understanding of my local cEDH meta, and some changes to reflect that
  • More interaction
  • Focus on a harder-to-counter gameplan
  • Better overall synergy
  • Better mana base

//

Some fun additions:

  • Imp's Mischief // Been seeing this a lot in Anje Falkenrath and was inspired to try it out. Best use is a counter-counterspell, but has lots of fringe applications. It costing 1 and a black helps a lot and makes it better than Reverberate in testing.
  • Reality Scramble // so admittedly I didn't know about this card until I stumbled across it by accident. It's another polymorph, but it can be used to try and gamble into something fringe like Chandra, the Firebrand or even better Karn, the Great Creator.
  • Plunge into Darkness // Has some nice fringe uses, but they can be overshadowed by the risk of permanently exiling one of the two polymorph targets. I only have this in at the moment to find emergency answers, because losing ulamog is better than losing the game. Better than Tainted Pact for the sake of not getting fucked by Blood Moon, Magus of the Moon, Back to Basics, etc......
  • Paradise Mantle // another great mana rock I'd forgotten about. A single instance of flex mana like this is often times goes miles when it's used to cast a ritual.
  • Chandra, the Firebrand // doublers will always be great, and one on a planeswalker that works well after a sweeper is also great. Really great with Devastating Dreams since the double doesn't require you to discard, and gets all of the bonuses of the original spell.
  • Contamination // You already know how strong this card is. Cheap to cast, can lock folks out of interaction during a big turn, very little & completely optional upkeep cost. A common misconception about pieces like these is that you have to be able to keep them alive forever -- realistically, even if it's on the table for 1-2 rounds, it'll frequently do enough work.