Army of the Damned
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|Have (3)||MrShhh , orzhov_is_relatively_okay819 , danaran117|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Army of the Damned Discussion
1 month ago
Removed Army of the Damned
Added Living Death
2 months ago
19 lands is super low. I would recommend you need at least 20 lands if most of your cards are 1-2cmc (and nothing above 3cmc). The second you start running lots of 3-drops, or anything costing 4cmc-or-above, you start needing 22-23ish lands at a minimum.
Cabal Stronghold is a trap card (in that it looks good at a glance but is actually terrible), i’d suggest ditching it. You need it and 4 swamps in play just to break-even (i.e, produce 5 mana with 5 lands).
I would suggest ditching all your high cmc cards from the deck. Modern is a fast format, and you’re never going to be able to practically cast Army of the Damned. Likewise, Eldrazi Monument and From Under the Floorboards are going to gum-up-your hand and lose you the game more often than provide value.
From the vantage point of keeping your land count lowish, i’d also recommend ditching all your 4cmc cards, or just restricting yourself to 2 cards at this slot at a maximum (perhaps 2x Endless Ranks of the Dead?). Having even just 2 4-drops means you’ll prolly be needing to run 22 lands.
Running the full playset of Champion of the Perished and Gravecrawler would be strong. Including a playset of Carrion Feeder would also help you create an engine that can quickly make very powerful zombies.
I think i’d suggest ditching Bad Moon. You’d be better off playing more zombies than trying to make them bigger (they’re generally big enough already)
2 months ago
Hey, nice upgrades of Demonic, Acererak, Stitcher, Gravecrawler, Grim, Sidisi, Cryptbreaker, Master, Undead, Remembrance, Titan, Victimize, Misty, Drowned, Clearwater.
Interesting choices to cut the mana rock ramp other than Sol from the precon and reduced the lands from 40 to 31. Reducing the lands is fine because 40 lands in the precon is too much. Although, only 31 lands is pretty risky; I wouldn't play below 34 if I'm not playing green. The problem is you haven't compensated for the reduction of lands by adding more ramp to have enough mana or more low CMC draw to help to draw lands or some of both. It looks like you have cut lands to add more high CMC cards which is the wrong approach when upgrading a precon.
With a budget of $400+ consider adding the mana rocks? The precon has Arcane Signet, Talisman of Dominance and Crowded Crypt, all these are good. Add to these Dimir Signet and Thought Vessel; these two are upgrades for the Diamonds. More low CMC draw can also replace lands such as Brainstorm, Preordain, Deadly Dispute, Frantic Search, Village Rites.
Dreadhorde Invasion is a two drop in the precon and it's a good repeatable Zombie source for Wilhelt. Sac the Zombie Army token at your end step on each of your turns for a repeatable draw source that only costs you 1 life on your turn. Midnight Reaper is also in the precon and it's a Zombie who can be a repeatable source of draw especially with Gravecrawler.
Some cards to consider cutting because they're not as good as others here:
- Lord of the Forsaken
- Sludge Monster
- Eternal Skylord: don't need it because you have Hordewing Skaab.
- Dread Summons
- Ghoul's Night Out
- Oriq Loremage: don't need it because you have Vile Entomber.
- Syphon Flesh
- Whispersilk Cloak
- Empty the Laboratory
- Liliana's Mastery
- Open the Graves
- Risen Executioner
- Phyrexian Crusader
- Ebondeath, Dracolich
- Army of the Damned
I don't think you have the mana to support X spells such as Summons and Empty to get enough from them to be worth casting. Adding Cabal Coffers + Urborg, Tomb of Yawgmoth would help also with casting Army.
- Blasting Station: can be the win condition with either Gravecrawler or Factory combo.
- Carrion Feeder: one drop Zombie.
- Ashnod's Altar: combos with Havengul Lich + Rooftop to repeatedly reanimate/sac/reanimate all Zombies in all graveyards.
- Altar of Dementia: infinite mills all your opponents when you control Factory by repeatedly sacing just one Zombie. Can also be the win condition with Gravecrawler + Rooftop.
Good luck with your deck.
3 months ago
Sorry, some of the cards won't be so budget. But they could help you a lot I think.
Hellish Rebuke can really hurt the token or aggro deck
Nighthowler can make your commander lethal.
3 months ago
Some quick ideas to strengthen this deck while keeping Prossh at the helm.
- Add Korvold, Fae-Cursed King to the 99 as a backup big damage dealer and card draw engine when sacrificing creatures
- Add Hatred as an instant speed win with Prossh or any creature (if you have enough life)
- Add Vampiric Tutor for more ways to get key cards
- Replace Phyrexian Arena with Necropotence for better card draw
- Add Second Harvest as a way to double tokens that are already in play rather than needing an enchantment ahead of time
- Add Chatterfang, Squirrel General as a cheap way to double tokens
- Add The Meathook Massacre as a boardwipe and drain enchantment
- Add Pitiless Plunderer as a way to ramp when sacrificing creatures
- Add Dockside Extortionist as a awesome ramp card
- Add Moldervine Reclamation as a card draw engine
Some cards I would consider removing:
- Vicious Shadows seems very conditional as it requires people to have a few cards in hand by the time you can play a 7 mana spell. It also does nothing the turn it comes out without some previous setup
- Army of the Damned seems very expensive. It makes a ton of tokens but also leaves no mana for responses unless you have ramped a lot (which the deck doesnt seem to do at the moment).
4 months ago
Ah, Dimir. Blue-black is where you come to turn an opponent’s soul these exact colors, sidestepping their defenses in order to slip a scalpel right in their feels. Combining the thematic terror of black with all the manipulations of blue, if you think about it, is one of the most disturbing, creepy tactics in magic. Forget psychological warfare: blue-black is about marinating the psyche of your opponent in anxiety, slow-roasting it over the fires of depression, lathering it in the sauce of their own inadequacy, and finally feeding them their own deliciously barbecued will to live. Think I'm exaggerating? Consider these titles. Glimpse the Unthinkable. Ashiok, Nightmare Weaver. Freaking Brainbite!!!
If you think this comes from a place of dislike, think again. I have a deep affection for this nasty little mix. Making opponents flip their collective gourds in a sporting way makes me very, very happy. Today, we’ll be going over three primary themes of commanders who embody Dimir chicanery: Mill, Rogues, and Theft. As always, please bear in mind the point isn’t to discuss the competitive but rather to celebrate the thematic.
The magic equivalent of memory loss, mill suffers in commander: eating through 99 cards is a tall order, and opponents with an original eldrazi titan somewhere in there may well fetch you the worst insult of all and ignore you. There are ways around that, of course, but this is an inarguably uphill climb. Which, of course, makes for a delightful challenge the Dimir will gleefully help you meet. Just ask Nemesis of Reason. It’s very, very hard to protect one’s library, and there’s something truly horrible in watching all your goodies piff away without even hitting your hand.
If you’ve read this series through, you might remember that my oldest deck is mono-green. It’ll be no surprise to you, then, that when I was learning commander I lived in abject horror of Oona. Anyone running a mono-colored deck is going to feel targeted by this hideously nasty commander. Do you even need a strategy to play her, beyond ramp? Honestly, she rather plays herself: even outside her chosen prey, “Exile X” on a stick is very, very spicy, and when you’ve got your chosen prey they may well scoop when you play Kindred Discovery. Remember those eldrazi? Screw those eldrazi.
Hail the mighty poo beetle. No, it doesn’t actively mill, but HOLY BALLS OF ROLLING SHIT does it reward milling! There is a fine, fine pool of zombies in dimir colors, and when that palls you can make your own. I’ve never seen this played, but to be honest I don’t want to, especially since the mighty poo beetle will always be five mana… maybe I want to see this played. By me. Scry X? Bleed X? Army of the Damned, anyone?
Now this is general damage. This is also, in my opinion, a genuinely bad idea for those who aim for winning rather than fun. Seven mana for a 5/5 flyer who doesn’t actually do damage to opponents? Less than competitive, shall we say, but certainly neat and themey. Stuff like Dauthi Voidwalker or Leyline of the Void do nothing to undermine Szadek’s growing spree, and embiggening this already self-embiggening boi could make for a very, very scary board presence. And seeing this work, making this work, would be undeniably fun.
I say ‘rogues’ not as the creature type, but as the overall concept of sneaky sneaks sneaking off to perpetrate sneakiness. See Rogue Class or Dimir Cutpurse and you’ll get where I’m coming from. Dimir is the guild of spies and intrigue, so it’s no surprise that blue-black rewards the “Doink! Nyuk-nyuk-nyuk” playstyle. If your passion drives you toward little bodies that pilfer, plunder, or otherwise profit on the swing, look no further.
Zareth is an odd choice to be commander. He functionally has Ninjutsu, but unlike a certain upcoming favorite has no provision for command zones. If you like thinking around corners, there is actually a fair bit of support to be found. Run an aura theme, for instance, and stick Necromancer's Magemark on a spare dude. Or Phantom Wings on the man himself. Zareth will reward you, and as for the second half of his text, it’s a doozy. Mill/kill your opponent’s stuff, then steal it. Good times.
This is a heavily themed card, combining tribal, milling, and draw elements in a nice little vampiric package. Not quite the unpleasant beast that the original Anowon is, but still nice. Be sure to include Notorious Throng.
Instead of a profitable army of petty thugs, you may prefer just the one guy. For actual command damage, Szadek’s replacement has an inarguably better grasp of the job. Mill yourself. You know you can. Clone yourself an unblockable midget, then switch into a Phyrexian Dreadnought (or something similarly large but more affordable) before you tag them. This guy is an absurdly versatile toolkit. Just avoid jerks with Lignify. Hehehe…
We’ve talked thieves, now let’s talk actual yoink. Blue and black are the only colors with access to consistent, long-term swipage, and combining them inevitably brings you to a natural conclusion: why make a plan when you can steal someone else’s?
Keiga, the Tide Star called. She’s pressing charges on the grounds of copyright infringement. Dragon? Check. Six mana? Check. Theft? Big ol’ check. When combined with blink and a sac outlet, this big and greedy cheese can steal an army. And, if you do this to a super-friends player, maybe lose you a friendship.
This guy’s just neat, especially if there’s some cocky twit in your local meta who likes taking extra turns. Mill him a bit, then tag him. He’ll stop that right quick. Bonus points if you get somebody to make a custom version of this guy as a certain cosmic entity. Ph'nglui mglw'nafh, Cthulhu R'lyeh wgah'nagl fhtagn.
Do you like Sen Triplets, but not artifacts, white, or being thrown out of playgroups? Xanathar doesn’t pilfer hands, but libraries are fair game. The utility of certain tutors is suddenly very, very much in the eye of the beholder (sorry, I had to). Run stuff like Thoughtpicker Witch, Painful Memories, or Sealed Fate, and enjoy your monopoly on topdecks… I kind of want this one too.
And, for my personal favorite...
My darling, dearest Yuriko. Readers know my love for Kamigawa, so imagine my roaring delight when this beauty was released. There are 346 rogues currently in print. There are only 22 ninjas, and not all of them are good, but even the piddliest ninja becomes horrifying when Yuriko is out (and thanks to ninjutsu, she’s ALWAYS out). There’s a weird imbalance encouraged here: lots of inexpensive bodies digging for absurdly expensive spells. At the worst, you draw some cards. At absolute best, you smack the table for eleven damage by revealing Temporal Trespass… which you then cast for three mana, you magnificent bastard.
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Rakdos!
4 months ago
5 months ago
Scarab God is tough to build competitively especially if you're on a budget, and the good zombies are not very cheap anymore. It looks like you have a lot cards from Amonket and Hour of Devastation. I really love those sets personally but most of the zombies in them are pretty lackluster in commander. I would cut a whole lot of these guys especially 4+ CMC zombies.
I recommend adding a lot more card draw, mana ramp, and single target removal. 10-12 draw spells, 10-12 ramp spells, and 5-10 removal spells are recommended for most EDH decks. The best draw, ramp, and removal spells are not really budget friendly anymore since pretty much everyone is playing them. But, there a few sleepers out there that, in my opinion, are really powerful budget cards.
Card draw spells:
Necrologia is like a budget Ad Nauseam but you can only play it at your end step.
Read the Bones is a classic that let's you dig into your library.
Stinging Study gets you 5 cards in this deck.
Underworld Connections is like a budget Phyrexian Arena, and it can draw you an extra card each turn.
Village Rites gets you 2 cards for 1 mana and it's a 1 time use sacrifice outlet.
For mana ramp generally you want to go with 1 or 2 CMC mana rocks that enter untapped if you aren't playing green: Sol Ring, Arcane Signet, Dimir Signet, Mind Stone, Liquimetal Torque, Thought Vessel, Prismatic Lens, and maybe an Ornithopter of Paradise, it's a decent mana dork. Add Talisman of Dominance if you want to pay $7 for one.
For Single Target Removal you want to stick to 2-3 CMC instant speed removal spells that can target as many different types of permanents as possible. A few cards I like are:
Feed the Swarm
Power Word Kill
Go for the Throat
Personally, I really like Imprisoned in the Moon and Oubliette. They decomission your opponent's Commander. And both cards ate cheap since they were recently reprinted.
Also Counterspell cards can be very powerful.
There are a lot more really great cards out there you can add, but I just wanted to list a few to get you started.