Updates
TheWhaler, 3 years ago
This deck list is not as rough as I first thought. It actually works pretty well, but I've been working to try and optimize my list. I have made some changes here that I hope will work out well. With the release of the Innistrad Midnight Hunt commander Wilhelt, the Rotcleaver, I got some new goodies to play with, including Wilhelt himself, to help upgrade my deck. I tried to remove some of my creatures and replace them with what I hope ends up being better options. I swapped out Plague Belcher for Midnight Reaper because I feel that overall, getting more cards into my hand will be better in the long run because I have plenty of zombies I can spit out for massive amounts of damage, in addition to The Scarab God's effect each upkeep. I had a hard time trying to figure out what creatures to cut to make room for new cards. I pulled out my Scourge of Nel Toth and Risen Executioner because I felt that I have better ways to get a creature out of my graveyard that are less restrictive. I also pulled out Prized Amalgam but that was tough because I do have a lot of ways to get other creatures out of my yard and it's always fun to have him piggyback along for the ride. I pulled out Grave Titan for the sole reason that he is not a zombie (even though he's really good and I will still keep him in my maybeboard). I also pulled Phyrexian Delver and Havengul Runebinder to make room for other cards.
The creatures I swapped in to replace are Tomb Tyrant because you can never have too many zombie lords, Ebondeath, Dracolich since he is easier to get out my graveyard, Hordewing Skaab because who wouldn't want to give all my zombies flying and let me do a little looting, and Gravespawn Sovereign in the hopes that I can bring back the creatures that either die or are discarded away. I also put in Ravenous Rotbelly to sac some tokens or others and force my opponents to sacrifice their creatures. This one might get pulled back out if the self sacrifice is too oppressive for my board state and game plan, but with how many tokens this deck should be able to churn out I don't know that it will be an issue. These are in addition to Wilhelt and Midnight Reaper, as previously mentioned.
I also got a couple of fun new spells to also try and play with too. I swapped out Skullclamp for the Wand of Orcus because that equipment is so much more powerful than Skullclamp in this particular deck. I have enough other methods to draw cards that I think giving my zombies deathtouch and creating more zombies will be better for me in the long run. I replaced Liliana's Mastery with Open the Graves because I believe that will be more synergistic with this deck. I have enough zombie lords that I shouldn't miss the +1/+1 buff from it, and ideally Open the Graves will produce many more zombie tokens than Liliana's Mastery because of how many zombies I run. I decided to replace Stir the Sands with Empty the Laboratory because if I get a solid number of creatures on the battlefield, I should be able to sacrifice them (tokens included) to spit out a large quantity of zombies from my deck. I think this will be a fun card to add a little spice to the deck and hopefully will be more useful than Stir the Sands. I also decided to swap out Fact or Fiction with Drown in Dreams for two reasons. One, I can draw cards and ultimately aim to mill myself and get extra zombies in my yard if I need to, or I can still draw cards and punish my opponents by forcing them to mill as payback.
All in all, some of these swaps were pretty tough, but I feel that these (especially Hordewing Skaab, because there is nothing scarier than flying zombies) should help optimize the deck

Maybe Some Stax?
DreadKhan, 3 years ago
Thinking of tossing in Static Orb and Tangle Wire for the time being. This is already not very 'fun' arguably, being pretty invested in discard effects and other effects that punish people for continuing to play the game with me, so these two cards would both be great I think. Static Orb is hilarious if I've got a few discard effects along with some damage effects, it is pretty brutal for a lot of decks. Might be wise to switch Shrieking Affliction for Megrim, but this deck usually can keep opponent's hands shrunk, I just suspect with more locking of the board, people will feel those Megrim effects more than a Shrieking Affliction if they usually can't play anything for turn.
I have a few other cards I'm thinking of putting in, Ghostly Pilferer, Disciple of Deceit, Necrogoyf, Master of Death, Lazotep Chancellor, and Chasm Skulker mostly newer stuff that seemed like good fits. Goyf looks like a future gem, Madness is great on a discard engine, and it's also a potentially big beater if you can make it unblockable. Chasm Skulker is just a solid card with no downsides, I'm not sure if Chancellor will make the cut, but 1 mana to pump my army every time I pitch stuff sounds okay, this deck can have extra mana.

v1.85
KBK7101, 3 years ago
OUT - 1x Island, Nimbus Maze
IN - Flooded Strand, Deserted Beach
Pulled Flooded Strand out from another deck. Midnight Hunt didn't really offer too much in the way of artifact synergy, but Deserted Beach seems good. Debating Moonsilver Key. Thoughts?


Slight edits
copepodcollector, 3 years ago
-Replaced _Nyx-fleece Ram_ with _Sythis, Harvest Hand_ -Replaced one _Forest_ with _Branchloft Pathway_ -Will be replacing either _Auramancer_ or _Monk Idealist_ with _Sanctum Weaver_
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bekeleven, 3 years ago
Cut: Ravaging Blaze, Invoke the Firemind, Mountain, Metallurgic Summonings (5 mana is infinity mana in this deck) In: Izzet Signet, Arcane Signet, Ingenious Mastery, Thassa's Intervention. Also, 1 mountain + 1 island for izzet guildgate and shivan reef. The guildgate's foil.True Blood: GoT
McDeity, 3 years ago
Archghoul of Thraben is too good to exclude. More 3's are hard to pack in, but he'll see play.
Speaking of, Headless Rider is something. I think the body is better on average than the card from Archghoul of Thraben, as the deck gets stuck on mana.
Fell Stinger is more delicate. Is a Mulldrifter what this deck needs? It's worse than the Archghoul, but a Tribal Sign in Blood is a good card.
Overcharged Amalgam is rough at 4 mana, but provides a hitherto unknown form of interaction. I struggle to think how this deck could pass with 4 mana up, but if there's a way to do it, the payoff is here.
Graf Reaver is potent removal, if more planeswalker removal is desired. Mostly, he's a playable two-drop. He mat not be needed right now, but he's a fine inclusion.
Necroduality. A bomb, but a questionable one. It could be great, or it could be too slow. If the deck speeds up I think it'll get better. Endless Ranks of the Dead was cut a long time ago for being too slow and situational— how different is this card? I guess you could pair this with Reflections of Littjara to maximize the effect, I just don't know how effective it'd be. Shambling Ghast, Havengul Lich, and a sac outlet does infinite things, but...what?
Cards on the watch list: The Scarab God, Siren of the Silent Song, Narfi, Betrayer King, Gravespawn Sovereign, Dictate of Erebos.
-Liliana's Reaver, + Headless Rider
-Draugr Necromancer, +Archghoul of Thraben
-Awaken the Erstwhile, +Wilhelt, the Rotcleaver

None
bekeleven, 3 years ago
Island (down to 30) -> Glasspool Mimic. Card seems pretty well suited for this deck! Command Beacon -> Castle Vantress. Don't want to go down on islands, don't want to go up on lands that die to tsabo's web, and command beacon is a loose fit given that Keiga almost never ends up casting more than 10. Stifle -> Tale's End. Let's see if +1 MV is worth it.




HMMMMMNH
temeref, 3 years ago
So I've been working on other MTG projects for a bit now, and due to the absurd speed of new releases I haven't properly had time to go through them all and test out new potential additions.
That said, there are two really solid creatures and two other cards I picked up which I'm wanting to implement into this list. The first is Malevolent Hermit Flip for his excellent Disturb side -- I excluded Grand Abolisher a while back to try and make things more fun for the rest of the table, and this fella should be the perfect replacement. He doesn't stop other removal and can be cast directly from the grave after a huge Traumatize or Mirror-Mad Phantasm activation. Might remove Spell Pierce for him.
The next card I'm wanting to add is Shadow Kin, which combos excellently with both the aforementioned Mirror-Mad Phantasm and the deck's reanimation strategy in general. Flash makes it much more likely to stick, and even without controlling the top deck with Vampiric Tutor there's still a high chance of milling something good. Really wanting to add this one in but I'm stumped on what to remove. The deck's tuned to a point where each include is near impossible to replace; the only potential cut I can think of is Bribery, which is an amazing card, but also just "goodstuff" at the end of the day. Tough to use over webcam too.
Third up is Temporal Trespass which I picked up recently. The current iteration of this deck has little use of general graveyard numbers, rather using Traumatize as a pseudo-tutor effect, so a huge card with Delve is easy to consider. If I don't end up going with Shadow Kin, there's a good chance I'll replace Bribery with this. The main thing I fear is that it will end up being a win-more card that's only playable after the deck already did what it wants to do. I should note that Bribery and Shadow Kin are both strong cards to play early to keep the ball rolling, and with how many cards this deck is willing to go negative to set things up with Magus of the Bazaar, I really wonder if an extra turn like this is really worth it's while.
Fourth and last is Fell the Mighty, which works excellently with this list's low-power creature base. I'm not sure how much it's needed with Horobi, Death's Wail, Cowardice, and Out of Time putting in so much work -- I'd guess it's more meta dependent than anything. Not super worried about slotting this one in right now.
Words words words, I'll have to test these new includes soon. Too many new cards are coming out; it's impossible to keep up!

Sharper madness
Joumba, 3 years ago
-1 Crackling Doom, -1 Bogardan Hellkite, -1 Harvester of Souls, -1 Blinding Angel, -1 Dualcaster Mage, -1 Ethereal Absolution
+1 Read the Bones, +1 Path to Exile,+1 Drakuseth, Maw of Flames,+1 Archfiend of Despair,+1 Archangel of Thune, +1 Deflecting Swat
Tuning !

Kingpin and Fast Mana:
JackNavi, 3 years ago
Krenko was able to find some different Shinies on his last Venture:
Mana Crypt, is finally available to the Horde! Mox Opal is here to take advantage of the other Trinkets!!
Long live the K I N G P I N !! !!

Run of the Mill Changes
Idoneity, 3 years ago
Zirilan of the Claw is oddly absent ever since the inclusion of Altar of Dementia.
Change 1
JewishBanana, 3 years ago
Lose: Aura Gnarlid, Cold-Eyed Selkie, Gift of Paradise, Heavenly Blademaster, Loyal Drake, Ravenous Slime Add: Explosive Vegetation, Market Festival, Mirari's Wake, New Horizons, Rampant Growth, Weirding Wood
I hope this combo isn't tempting too often
Zeddicuus, 3 years ago
Found a new combo I haven't considered in this deck
Bolas's Citadel + Torment of Hailfre OR Exsanguinate while having a lot of Life you can pay = potential game ender.
Almost too tempting in Commander, where you could....you know...pay like 20 life to make X=20 for Torment of Hailfire. Can you avoid the temptation of pulling this off if you happen to draw into it?
edit scratch above paragraph it doesn't work with bolas Citadel. Since you pay life for the cmc, x= 0 as you are not paying for x. Ah well...
Further update: Got a trade going on to get the cards in the maybe list, as well as an Undead Augur and a Bladewing's Thrall, which should round out the strategies to the deck really well.

1st Showing
twonickelsandadime, 3 years ago
Misread Metalwork Colossus when I built the deck, it doesn't count creatures and I found my non-creature artifacts getting removed frequently, so removed from deck and replaced with Archetype of Aggression to give my 10/10's trample.
1st Game: (3 pod, 4th couldn't make it) Victory vs Gisa reanimate and a Slogurk +1/+1 counters deck. Game lasted a while, going into turn 9 before I closed it out with Lodestone Myr, massed around 12 copies through tokens mixed with a Shared Animosity.
2nd Game: Was able to resolve a Desolation Twin fairly early thanks to mana accelerants, but was constantly chumped by smaller creatures. Assessed that I needed trample as getting 10/10's blocked by 2/1's felt real bad. Despite having 8 10/10's on board, was unable to close out. Debating on fitting a Dragon Throne of Tarkir to add damage to the alpha strike.

Version 1.0
nenekoxkun, 3 years ago
This is where I want to have the base of the deck start. and any changes I make from here on out I want to try and write down here to see how the deck evolves over time. :D
None
NoopyNolife, 3 years ago
Replaced 2x Counterspell with 2x Simic Charm for more interaction with resolved creatures. Harbinger of the Tides might serve a better role here, but I keep 2 of those in the sideboard for now. Moved 1 Incubation / Incongruity to mainboard in favor of the 3rd Inkwell Leviathan. Incubation can find a leviathan when necessary (even with just 4 in the main) but serves many other purposes too.

Made a specific order for Elesh.
MMK0042, 3 years ago
Added some fast mana, Mana crypt, Basalt monolith and more.