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Grab that Liliana, Untouched By Death btw. It's gonna be a sick include in any zombie deck from here on out.
July 15, 2018 1:13 a.m.
Damn that Wonder is a spicy include, I totally overlooked it before and I absolutely need one for now.
Living Death has put up results when I played it since I aim to have as many creatures in the yard as I can, which usually ends up being far more than any of our opponents, sometimes even more than them combined. Don't forget a lot of our creatures come in with EtB kill abilities, so consider this is on our turn we can arrange the stack as we want, meaning we can have those creatures go off first. Having a Phyrexian Obliterator, Duplicant, Hostage Taker, and Overseer of the Damned come in and wipe the 4 biggest threats on the board really makes Living Death more viable than you'd think, and with cards like Buried Alive you can pick and choose what you want on your board after the LD. Plus, you can always rip problem cards out early using SG's ability. Your meta might be more creature-heavy though, so be careful if so.
Keep running that Zombie Apocalypse btw if you like it. EDH is the flavor over function format and it's not a bad card at all, especially if you're running as many zombies as you are. My build barely runs any zombies at this point so I saw no success with it, but that card has a ridiculously high ceiling in a deck like this so have fun with it.
I hear you on the Cabal Coffers thing btw. I wanted one for a long time when I first got back into the game, but the more I play it the more I realize how much it sucks for me outside of mono decks. Crypt of Agadeem is where it's at and I'm happy to see it in this list.
So yeah, def like where this is going. Got some real spicy includes with cards like Training Grounds (which I want but am too cheap for after finishing off my modern decks) and Curse of the Bloody Tome which I'm gonna find some ways to add in. Really digging this list though, looks great.
July 15, 2018 1:11 a.m.
Yeah no prob man, just keep in mind that using SG's second ability feeds into his first one more than you'd think. My shift from zombie tribal -> EtB tribal (I guess you could call it) really helped. Nothing wrong with making it heavily zombie-focused, just make sure you pick ones that you won't mind getting board wiped or sacrificed to be brought back with SC's ability.
PS: Scratch the Unburial Rites. I totally forgot it can't be playe
July 10, 2018 1:13 p.m.
2 other things I forgot:
1.) Zombie Apocalypse sadly isn't as good as I expected it to be. It's probably the best flavor card in any zombie deck so if you're going for straight flavor it rules (especially if you can snag the full art promo one), but otherwise it's just a more limited Living Death for an extra .
2.) Crypt of Agadeem and Songs of the Damned are going to score you ridiculous amounts of mana. I was consistently netting 11-14 mana per turn off of Crypt in the late game, and usually getting at least 4 or 5 in the mid. Cabal Coffers isn't a bad idea if you can afford it, but definitely not as necessary as Crypt.
July 8, 2018 3:36 p.m.
Hey man, I've been running a deck like this myself, and a couple of points I've been learning while building:
1.) Don't be afraid to use Scarab God's second ability. Ik you're looking to exile as few creatures as possible, but it's way better to use it and cast something like Overseer of the Damned, Sheoldred, Whispering One, Phyrexian Ingester, or Sidisi, Undead Vizier (all of which are great in a UB grave deck). If you can, use other recursion spells first before using this ability, but overall don't be afraid to use it.
2.) Milling is key. Last game I played I dropped a Mesmeric Orb turn 2 and was turning everyone's grave into my own personal toolbox, stealing stuff like Eternal Witness to grab recursion spells back to my hand for even more use.
3.) Graveyard tutoring is important. Cards like Buried Alive and Entomb can drop important cards into the grave to be used by Scarab God, Victimize, Dread Return, Living Death, Unburial Rites, and Ever After, all of which have been powerhouses combined with Buried and Entomb.
4.) Add a couple more board wipes and exile effects to deal with problem creatures on the board. Damnation is a great start, but add a couple more just in case. My personal favorite so far has been Living Death which for SG decks is a total game ender most of the time. Life's Finale acts as a way to tutor up our opponents' creatures while clearing the board, and if you really want to piss off your entire group throw a Cyclonic Rift in there to completely finish everyone off.
5.) I'd recommend upgrading the landbase, which can actually be done in EDH for pretty cheap. Slow fetches, Terramorphic Expanse as a second Wilds, Battlelands ( Sunken Hollow in UB), Tainted Isle, River of Tears are all great duals that work well in EDH. Don't be afraid to play a tapped dual every so often since EDH doesn't really rely on speed most of the time (unless your meta is more aggro than anything). It might be a good idea to check out something like Mutavault too to add to your zombie count.
I've got a semi-budget build going on here: ( Toolbox of the Dead ) if you want to check it out. I'm not a great EDH player by any means, but I've definitely been seeing better results with some of the changes I've made by shifting more from zombie tribal -> ETB centric.
So yeah, hopefully some of this helps out.
July 8, 2018 1:08 p.m.
Commander / EDH
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|Playing since||Dark Ascension|
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|Favorite formats||Pre-release, Modern, Pauper, Limited|
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