- 3x Diregraf Captain
- 4x Diregraf Ghoul
- 3x Evil Twin
- 4x Gravecrawler
- 2x Havengul Lich
- 4x Undead Alchemist
Thoughts and Suggestions are Welcome!
The Idea is pretty self explanatory
Lots of cheap control to hold down the early game while the zombies amass. Can lead to a simple win with just damage. Or Alchemist comes out and the Milling begins.
Can use Bone Splinters on the Alchemist if I a mass enough zombies to kill him with damage. Geralf's Messanger, and Gravecrawler work well with Bone Splinters again.
Right so took to FNM came 8th, I have since added 3 Cyclonic Rifts, realising i need a board cleanser, and more bounce, than I need Index. Having now tested it against my friends Vampire Deck which came 1st, and another friends U/R Delver. It works much better now and is more competative. It can now win purely with Zombie beatdown, as I can hold the board long enough, and the Alchemist, has lead to some spectacular wins. One of the best was have 25 Zombies, and unsummoning the Alchemist and Swinging for 50 dmg !.
After like 20 loses, and only a few Win against my friends Vampire Deck, Which admittedly is probably a bitch for me to play against cause they fly.....
Anyway in light of that I have reduced the amount of Counter etc in Favor of a Grimgrin, Havengul, 3 Ghoulraisers.
Grimgrin not to sure on might be better with another Havengul, but Havengul is to Double up on Undead, and get them from graveyards if they get sapped (which happened far to often against the vampires)Ghoulraisers again for graveyard farming, and keeping the Zombies going.
Ye I dunno, I did manage to win a few games, but of the 5 or so I won only 1 was from Milling them to death
So Started my sideboard.
I've gone for Negates for Izzit DecksTormod's for GolgariCavern of Souls, and Zombie Apocalypse for Azorius Killing Wave for Selesnya Token Farmsand Finally Dead Weight, against decks that rely heavily on mana ramp, and potentially B/R or Other Zombie decks to whack things when they are small.
Again feel free to critique
October 1, 2012 1:30 a.m.
No particular reason lol just the first one i saw for 1UU :P. That probably would be better yes just incase its play from grave. Ill change it lol
Ye i play tested it against my mates vampire deck and it won 3-1 before we got bored. Some games just the amount of cheap control enabled the zombies to just amass and kill him, and the one game the alchemist arrived and it worked wonders once a few tokens had amassed.
October 1, 2012 1:37 a.m.
I myself have built a zombie mill deck, though I cannot remember everything off the top of my head (recently built though very effective) here is what I can remember.
GravecrawlersBlack CatsHighborn GhoulDiegraf CaptainUndead AlchemistGrim GrinHavengul (the 2U 2 other that taps 3 to exile creature from graveyard to place a 2/2 zombie onto the field while placing 1/1 counters on each zombie you control)Misthollow griffin (can be cast from exile)Endless ranks of the deadMurdersNow this isnt everything obviously, but from what I can remember its the best I can do lol
So the idea behind it, is to have quite a few one drops two drops zombies to get out there fast, (problem I had was too slow before) and stall to get Undead alchemist out, start milling for more zombies, with grimgrin.havengul/griffin combo you can sac the griffin to untap grim, then use havenguls pay 3 to exile it to put another 2/2 zombie and put 1/1 counters on everything, and then pay 4 to cast griffin back into play from exile. Even before getting that combo out (mid to late game combo) I had over 30 zombies, all 6/6's (from exiling other creatures from graveyard) and milled them in one hit for everything. Tons of fun, and milling people really pisses them off lol
October 1, 2012 4:07 a.m.
October 1, 2012 5:59 a.m.
Just simpler for a cheap shot don't wanna rely on a creature dying.
October 1, 2012 1:32 p.m.
October 1, 2012 8:41 p.m.
Ye but its to nerf mana ramp, and cheap drops. Which i can sort out in my turn anyway. Like this 1st turn Gravecrawler or Diregraf, 2nd Turn Splinter/Deadweight Something, or if Nothing keep for Essence Scatter, Ping them. 3rd Turn much of the same, now with Dissapate, Could Drop a Captain. 4th Alche, and Hopefully you have stiffled the opponent enough for his to start his milling. The Zombies grow hectically from there and as I recall it took me 3 Turns to finish a friend off (Granted it was a Vampire deck and had a lot of creatures but i guess most decks have around 1/3 of their deck creatures)
I mean assuming a clean board from your opponents side, from all the counters and kill cards. On 4th Turn you probably have Undead and 2 of either Crawler or Ghoul, that leads to 4 Milled and around 1 creatures, 5th turn either Jace or a Captain, which would lead to 17/22 Milled and 6/7 Creatures. Assuming they have around 49 Cards on the 4th turn (7 Draw, and 4 Turns), that would lead to 41/22,19. And ye 6th Turn finisher with probably both a Captain and a Jace out and 47ish Cards Milled in that Turn.
So ye in that sense prehaps my explanation isnt in depth enough in the beginning, but everything is aimed at keeping the board controlled while the Alchemist gets going.
Tragic Slip may be Better Suited if he drops a bigger creature but i still have 3 Splinters and 7 Counters for it.
October 2, 2012 1:35 a.m.
October 2, 2012 1:46 a.m.
+1 I like this version of the Zombie mill for standard. Almost forgot that Bone Splinters was reprinted in AVR.
October 2, 2012 1:37 p.m.
October 2, 2012 5:03 p.m.
Change that, take out the Dead Weight s and add the Blades in their place.
October 2, 2012 5:04 p.m.
I've used a zombie mill in a Standard tournament, only after much anguish did I come down to something that now works )Mind Pulp. Trepanation Blade is awesome, and really works. Any other mill cards are worth it if you've got an Undead Alchemist out. I played with 3 Mind Sculpt and was exiling all sorts of creatures (a perfectly timed Wolfir Silverheart for starters, not to mention just milling other cards).
October 2, 2012 6:45 p.m.
October 3, 2012 1:33 a.m.
Unsummon could work ye, I think ill probably side board all the various bits for this FNM and see how it goes. Tweak it till its sorted. I'm not to sure it needs much more Milling power. Better off having more control and making it easier for the Alchemist to ramp up. But I may be wrong :P
October 3, 2012 2:37 a.m.
Nice deck. I used the same idea on mine as side. If you want to take a look, WU Mill / Control. I'd maybe change only the Tragic Slip and Bone Splinters for few more counterspells, and keep those two cards as side. Counterspell you can use either to cancel the opponent creature, such as any other cast he try.
October 3, 2012 10:13 a.m.
Just a thought, but what about switching out Dissipate for Negate? Dissipate costs 3 whereas Negate only costs 2, and you still have Essence Scatter to take care of creature spells. You definitely need Tormod's Crypt in the sideboard for this, also.
October 6, 2012 1:09 p.m.
Ye no Negate was for Side Board. I will probably still be Dissapating Creatures TBH. The aim is to keep the board as clear as possible during those intial turns when Undead Alchie is up. After that its largely unstoppable save your Opponent Wiping the Board. Which again I could hopefully Dissapate lol
Tormod I'll defo add to the sideboard. And Negates.
October 7, 2012 2:22 a.m.
Dissipates are awesome since they can counter both types of spells, so I can't blame you for keeping them in there--just thought Negates instead might help lower your mana curve a little :) I'm definitely trying this deck out when I get the cash though! Seems super fun!
October 7, 2012 4:30 p.m.
Hey great deck! Looks fun to play! Wouldnt change a thing.Check out my simmilar U/B deck Mill for the kill
+1! Great job.