Carrion Feeder

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Carrion Feeder

Creature — Zombie

Carrion Feeder can't block.

Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.

wallisface on Skeleton Control

1 month ago

The list at the moment looks a lot better than what was there before, so good work!

The current adjustments i’d make are:

  • go down to just 2 copies of Skeletal Swarming. I’m not convinced you need a third. Between that and the 3 Grave Pact you have pretty good odds of putting your opponent in an awkward position.

  • Fatal Push instead of Assassin's Trophy. Trophy is good but risks ramping your opponent into their win condition. If you play with sideboards, Trophy fits really well in there.

  • i’d play Carrion Feeder or Viscera Seer over Vermin Gorger. Feeder helps be aggressive, while Seer helps you find your combo.

papafranku99 on Unholy Frenzy

1 month ago

You're welcome :) I'm using my paper deck that i've been playtesting on forge. I think Champion of the Perished will work especially well, and Lord of the Accursed will be a brutal way to bolster your attacks. I'd be interested to see how it plays now if you can get your combo going with Carrion Feeder, Gravecrawler, and Champion of the Perished. I'll play against it some more and let you know what i think

TheVectornaut on Dead of Night

2 months ago

I think the biggest weakness of this deck is that it's hard to curve out early with so many of the slots occupied by cards at 3 CMC or higher. The ideal play pattern is probably to slam down Champion of the Perished on turn 1 and then follow up with a zombie or 2 every following turn until finishing with a bomb. This is difficult to do with Relentless Dead as your only 2 drop, and if you don't draw Champion, the lack of 1 drops makes things even worse. I'd recommend adding something like Gravecrawler, Diregraf Ghoul, Cryptbreaker, or Dread Wanderer to provide early pressure in the absence of a champion. Then, on 2, I personally like Undead Augur for the draw, especially paired with a sac outlet like Carrion Feeder. Other 2s could be Waste Not with a discard package, Graveyard Marshal as a lordless Cemetery Reaper, or you could dedicate the slots to cheaper removal. Invoke Despair is very flashy but seldom as efficient as a Thoughtseize or Fatal Push. On 3, you have enough cards, although I would still offer Geralf's Messenger, Diregraf Colossus, and Lord of the Accursed as other options to consider. To make room, the most obvious place to start is the bloated 6-slot, and as much as I love using him in my Mazirek, Kraul Death Priest EDH deck, Champion of Stray Souls is very slow in 60-card formats. Helm of the Host, Liliana, Dreadhorde General, and Killing Wave (without a drain package with Gray Merchant of Asphodel) also seem underwhelming to me. It should be noted that I'm using modern as the basis for my evaluation. If your local casual meta is slow enough, running more big guys isn't as big of a problem, although I'd still try for more 1s and 2s just to avoid games where you're bricked until turn 3.

onlyjoking on Weak Sauce Graveyard

2 months ago

Apologies for the misunderstanding. Since your deck is already at the ideal size of 60 cards, that's a good starting point. Here are some specific suggestions to improve your deck and enhance its graveyard mechanics:

Add more efficient creatures: Look for creatures that provide value when they enter or leave the battlefield. Cards like Bloodghast, Stitcher's Supplier, or Glowspore Shaman can help you fill your graveyard and provide additional creatures for Lumberknot's growth.

Include recursion: Adding cards that allow you to retrieve creatures from your graveyard can be beneficial. Consider cards like Eternal Witness, Gravecrawler, or Phyrexian Reclamation to bring back key creatures from your graveyard.

Enhance graveyard filling: In addition to the mentioned Grisly Salvage and Mulch, you can also consider cards like Grisly Salvage, Satyr Wayfinder, or Glowspore Shaman. These cards will help you fill your graveyard while providing additional benefits.

Consider a sacrifice theme: Adding cards that allow you to sacrifice creatures can provide additional value and fuel your graveyard strategy. Consider cards like Viscera Seer, Altar's Reap, or Carrion Feeder to sacrifice creatures and gain advantages.

Improve removal options: It's essential to have efficient removal spells in your deck. Consider cards like Assassin's Trophy, Abrupt Decay, or Victim of Night to deal with problematic creatures or other threats.

Include graveyard hate: Since you're relying on graveyard mechanics, it's a good idea to include cards that can disrupt your opponents' graveyard strategies. Consider adding cards like Grafdigger's Cage, Tormod's Crypt, or Scavenging Ooze to prevent opponents from utilizing their graveyards.

onlyjoking on Weak Sauce Graveyard

2 months ago

Apologies for the misunderstanding. Since your deck is already at the ideal size of 60 cards, that's a good starting point. Here are some specific suggestions to improve your deck and enhance its graveyard mechanics:

Add more efficient creatures: Look for creatures that provide value when they enter or leave the battlefield. Cards like Bloodghast, Stitcher's Supplier, or Glowspore Shaman can help you fill your graveyard and provide additional creatures for Lumberknot's growth.

Include recursion: Adding cards that allow you to retrieve creatures from your graveyard can be beneficial. Consider cards like Eternal Witness, Gravecrawler, or Phyrexian Reclamation to bring back key creatures from your graveyard.

Enhance graveyard filling: In addition to the mentioned Grisly Salvage and Mulch, you can also consider cards like Grisly Salvage, Satyr Wayfinder, or Glowspore Shaman. These cards will help you fill your graveyard while providing additional benefits.

Consider a sacrifice theme: Adding cards that allow you to sacrifice creatures can provide additional value and fuel your graveyard strategy. Consider cards like Viscera Seer, Altar's Reap, or Carrion Feeder to sacrifice creatures and gain advantages.

Improve removal options: It's essential to have efficient removal spells in your deck. Consider cards like Assassin's Trophy, Abrupt Decay, or Victim of Night to deal with problematic creatures or other threats.

Include graveyard hate: Since you're relying on graveyard mechanics, it's a good idea to include cards that can disrupt your opponents' graveyard strategies. Consider adding cards like Grafdigger's Cage, Tormod's Crypt, or Scavenging Ooze to prevent opponents from utilizing their graveyards.

wallisface on Modern Zombies

4 months ago

Some thoughts:

  • Cabal Stronghold is not a good card, and i’d suggest ditching it. As its not a swamp itself, you need it and 4 swamps in play (5 lands total) just to break even. You don’t even get positive returns until you have 6 lands in play, and at that point you’re already at the top of your curve. Meanwhile, all the time before then it can’t offer black mana (only colourless), so is just going to mess with your early game tempo.

  • Modern is a fast format, and has no real place for very high mana cards like Liliana, Dreadhorde General and Open the Graves - they cost too much mana, and are far too weak for the investment. I’d put Undead Warchief in this same bucket.

  • You’re missing some key zombies like Carrion Feeder, Gravecrawler, and Undead Augur

  • Ghoulish Procession feels very weak imo.

  • Fatal Push > Feed the Swarm. Feed is a sideboard card at best.

DreadKhan on EDH Merens Reanimator

5 months ago

In my Meren deck, I don't run a lot of bigger creatures, even though the deck has decent odds of ending up with huge amounts of mana, stuff like Beast Whisperer/Grim Haruspex draw cards off of creatures either entering or leaving the battlefield, there are lots of variants of both of those effects, and these will let you play many spells in a turn, rather than play one huge thing. I don't think your MVs are a huge problem, but the 'top of my curve' creatures are Razaketh, the Foulblooded, Protean Hulk, and Sheoldred, Whispering One, the first two can win on the spot or very quickly, while Sheoldred is a bit more questionable, a lot of people find stuff like Sheoldred tends to be too slow in todays game, so even that is a card I'm considering switching out for lower to the ground stuff. I checked and atm I have 14 1 drops, which is a few more, there are plenty of decent 1 drop mana dorks you could throw in to both lower your curve and possibly raise your consistency, though the best is Elves of Deep Shadow, since your deck cares more about Black mana.

As a general rule of thumb for Meren, if you can do a thing with a creature instead, you probably should unless the creature option is truly awful, I run 55 creatures in the 99, and I'm still thinking about sneaking more in by taking out things like Artifacts. Creature payoffs are better than artifact payoffs in Golgari, and Meren can't recur non-creatures.

For sac outlets, you ideally want a selection of 'free' sac outlets, ones that only use a creature and no other input, so stuff like Viscera Seer, Carrion Feeder, Woe Strider, any of the good altars (Phyrexian Altar, Ashnod's Altar, and Altar of Dementia are my all very good), Sadistic Hypnotist is insanely useful (it is a 5 drop though), if you have 4 drops that matter you can use Dimir House Guard because Transmute is a good mechanic if you care about the MV and it's also a free sac outlet. I think you can throw in a few sac outlets that are more limited, stuff like Helm of Possession, Phyrexian Tower, Hell's Caretaker, Altar of Bhaal, and Ritual of the Machine are all beefy effects, even if you can only use them once per turn. I really like stuff like Sakura Tribe Elder because the card provides it's own sac outlet (but only for itself), ymmv but I think you're taking a risk by running something like Solemn Simulacrum over Dawntreader Elk or Diligent Farmhand, 4 mana is a ton and it lacks a self destruct feature.

One option some people end up taking is replacing Meren as the Commander, not because she isn't strong enough but because the play patterns are pretty consistent, once you've figured out what your deck is trying to do, Meren is usually very predictable, so some people prefer something like Baba Lysaga, Night Witch. She offers card draw and a sac outlet in the Command zone while caring a lot less about creatures in particular, so you'd have more freedom in terms of card types.

Hope some of this is helpful!

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