Creature (1)


The Scarab God raids graveyards to create a host of zombies! This deck is more focused on the reanimation effect of the Scarab God than the zombie synergy. My Gisa and Geralf deck is more zombie tribal. This deck is more of a classic Blue/Black control deck that slowly wins through repeated value of reanimating creatures. Like most control decks, it tries to hold up mana until the last opponent's end step. This gives maximum flexible for counterspells, kill spells, draw spells, or reanimating from the grave with the Scarab God. Some powerful zombie cards are included of course.

Please upvote me if you like and give me feedback!

Even though this isn't a zombie tribal deck, it's useful to have some cards that synergize with our God's upkeep trigger.

Graveborn Muse: She works extremely well with our God. Our opponents will be losing as much life as we are on our upkeep. However, we will be able to scry and then draw with her trigger.

Grave Titan: Efficient zombie token producer on a beater.

Overseer of the Damned: The deck runs a large number of kill spells (including this demon). Every time an opponent's creature dies we get another zombie for the upkeep trigger.

Gray Merchant of Asphodel: Doesn't really need an introduction. A staple win condition in back reanimator decks and a zombie.

Our God had control issues. He likes to be in charge of who is allowed to live on the battlefield. This is done through boardwipes creatures with ETB kill effects, counterspells, and instant-speed kill spells.


Toxic Deluge: Solid black boardwipe that gets around indestructible creatures.

Black Sun's Zenith: Also gets around indestructible creatures and can be set to X=3 or less to protect our eternalized zombies.

Life's Finale: Synergizes with theme of the deck by filling an opponent's grave with their best creatures to steal.

Deadly Tempest: Penalizes larger armies with life loss

Damnation: Cheap boardwipe.

ETB Kill Creatures

Fleshbag Marauder + Merciless Executioner: Both get around hexproof and indestructible creatures.

Overseer of the Damned: Expensive but produces zombies as well as killing any threat.

Noxious Gearhulk: Another unconditional kill ETB creature.

Massacre Wurm: A mini boardwipe that can cause a ton of life loss.

Shriekmaw: Usually casted for its cheap evoke cost so that it immediately goes to the grave for reanimation.

Big Game Hunter: Cheap creature that can take down mid to large threats.

Other Removal Spells

Venser, Shaper Savant: Not a kill spell but can slow down an opponent's tempo. Takes care of permanents that Black can't kill.

Dragonlord Silumgar: Steals any creature or planeswalker. Can create large swings if reanimated at instant speed from the grave during combat.

Hostage Taker: Has the potential to steal an artifact or creature. At the very least it does an Oblivion Ring impression and exiles them for a while.

Curtains' Call, Rapid Hybridization, and Hero's Downfall: Efficiently costed instant-speed removal.


Counterspell: The original is still one of the best budget options.

Arcane Denial: Probably the least annoying counterspell as it gives the spell caster a bit of card advantage. Also helps to negate our own card disadvantage by replacing itself with another card.

Rewind: Our God's Eternalize ability is a bit mana intensive. Rewind allows us to counter something and then have exactly enough mana to Eternalize

Negate: Another classic counterspell. It doesn't target creatures but the deck has so many ways to handle those anyway.

Psychic Strike: Synergizes with our God's desire to fill graves with more creatures.

Swan Song: This can't hit creatures but it's so damn cheap. Usually means we have enough mana to eternalize a creature.

The most efficient way to fill graveyards for our God is to mill ourselves and opponents. The following cards help us achieve this:

Mesmeric Orb: For 2 mana this artifact puts in work. Our God will have lots of reanimation targets in just a couple turns.

Entomb + Buried Alive: Throws our best ETB creatures into the grave.

Fact or Fiction, Windfall and Frantic Search: Blue draw spells that also help us throw creatures into the grave for reanimation.

Hedron Crab: Very cheap and can either mill ourselves or opponents if they are running creature-heavy decks.

Memory Erosion: Even if this enchantment is only out for a few turns, it can do a lot of work filling opponents' graves with juicy targets.

Champion of Wits: Great ETB card selection. When eternalized she gives a lot of value, drawing 4 and discarding 2.

Dreamborn Muse: Another milling machine. She populates graveyards rapidly.

Forgotten Creation: A zombie that allows you to "Windfall" yourself each turn if you wish.

Altar of Dementia: Someone about to kill our zombies? No problem! Sac them to fill the grave with 4 more cards each.

This is a control deck that tends to win in the late game. Removal keeps you safe while you reanimate for value.

1) Continuously reanimate your own or others' creatures and keep swinging.

2) Life draining with the Scarab God's upkeep trigger or Gray Merchant of Asphodel.

3) Westvale Abbey  Flip: If you're a Timmy, you'll love finishing with this card. Sacrifice some zombies (or its own tokens) to create a massive flying, indestructible, haste, lifelink monster. He's very tough to stop after transformed.


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