|Commander / EDH||Legal|
Printings View all
|Modern Horizons (MH1)||Uncommon|
|Eternal Masters (EMA)||Common|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Common|
Combos Browse all
Creature — Zombie
Carrion Feeder can't block.
Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.
Carrion Feeder Discussion
1 day ago
6 days ago
Wow, lots of good card here. It's not every day I see a Candelabra of Tawnos :)
I don't think you're taking enough advantage of having a sac outlet in the Command Zone. Grimgrin's no mana cost sac is his strongest ability.
- Undead Augur > Walking Corpse
- Midnight Reaper > Graveshifter
- Diregraf Captain > Gravedigger
- Plague Belcher > Ingenious Infiltrator
- Relentless Dead > Tattered Mummy
These Zombies give you value when another Zombie dies, when one is saced by Grimgrin.
Some other upgrades to consider:
- Brainstorm > Divination
- Ponder > Scour All Possibilities
- Phyrexian Altar > Ashnod's Altar
- Necropotence > Gruesome Fate
- Diabolic Intent > Grave Betrayal
- Buried Alive > Witchbane Orb
- Reanimate > Return from Extinction
- Animate Dead > Finale of Eternity
- Cyclonic Rift > Kindred Dominance
- Counterspell > Exclude
- Sidisi, Undead Vizier > Risen Executioner
- Gray Merchant of Asphodel > Necromaster Dragon
- Apprentice Necromancer > Graveshifter
- Carrion Feeder > Stronghold Assassin
Black is too important of the color to have in the early game because the majority of Zombies are black not blue. 10x Island is a lot I suggest cutting lots of Islands and replacing them with other playable Dimir dual lands.
Cards to consider cutting:
- Scour All Possibilities
- Gruesome Fate
- Return from Extinction
- Walking Corpse
- Tattered Mummy
- Ingenious Infiltrator
- Stronghold Assassin
- Necromaster Dragon
- Argentum Armor
- Door of Destinies
- Grave Betrayal
- Finale of Eternity
- Kindred Dominance
- Ashnod's Altar
Good luck with your deck.
RNR_Gaming on Zombie
1 week ago
Modern is very fast and I don't think you'll do particularly well with this build. My suggestion would be to proxy up some of the good zombies and test against some established decks like tron or uw control and see how you fair. Tribal outside of humans and merfolk is a bit rough due to the efficient removal and cheap pay offs other decks have and most tribes feel like they're lacking from one or more things but here are the cards that may help you break into modern a bit better; though their price point is a bit much for some
Bloodghast - 2 devotion and recurs itself simply by playing a land
Death Baron - all tribes should have lords and this is one of the best
Lord of the Undead - another lord with a very relevant activated ability
Gravecrawler - very good 1 drop
Relentless Dead - lots of text and good stuff going on with this guy
Cryptbreaker - a really all around great value engine
Carrion Feeder - sac outlet that gets huge
Grey Merchant of Asphodel - very good pay off zombie
Geralf's Messenger - does something when it comes in and comes back again
1 week ago
Well, I mostly say not to play more than 1 Nykthos from personal experience with it in zombies. Zombies doesn't have that many payoffs for a lot of mana (although that's changed since Carrion Feeder is legal now), and I found that it sometimes made mana awkward. When it can make a bunch of mana and let you play your hand, it's good, but otherwise it's pretty meh, and I value consistency with mana a lot more than that every-so-often scenario, so in my own deck I cut it down to 0-1 copies. Although the fact that I was playing Mutavault may also have played a role in that decision.
Either way, you can play it if you want. It would probably work out fine either way.
1 week ago
Carrion Feeder is probably better than Phyrexian Broodlings in this list. Mortician Beetle might also be very nice. I'd prefer Defile over Vicious Offering , you really want to sacrifice things to your creatures. Generally look at Mono-Black Aristocrats decks, as those have pretty much the same game plan as you.
1 week ago
Alright, lets look at Loyal Retainers in another way.
You're running 7 legendary creatures outside of your commanders (which we will assume you WONT send to GY), so there are only 7 creatures that Loyal Retainers can return. Assuming a 99 card deck, 7 in starting hand, and 2 specific cards to see (retainers + legend), you've got a 7% chance to get Retainers, and a 41% chance to have one of your legends in your opener. After 5 draws, you're only at a 60% chance to hit a legend.
Now lets compare to Life . Same chance to see the card, 7%, but it works with 29 creatures instead of 7. Geometric calculator is telling me 91% chance to see a creature in your opener that works with Life . After 5 draws, 98.8% that you'll have a critter.
Obviously Retainers does have some benefit. It can be used to make an infinite etb/ltb loop for winning. How valuable is that to your deck though? Loyal Retainers can only be used BEFORE combat on your turn, and Tymna gives you cards AFTER combat. Your main source of card advantage is going to cause you to have to wait a rotation after finding all the pieces to your combo. This is a massive downside. You can already assemble infinite loops with Saffi + Titan, or Saffi + Karmic.
Lets imagine another scenario. You have the Saffi on the board with Retainers, but you have Sun Titan/Karmic Guide in the graveyard. Loyal Retainers can't grab that half of your combo back for you.
- Sacrifice Saffi Eriksdotter targeting Karmic Guide
- Sacrifice Karmic Guide . It returns to battlefield, we put ETB trigger on stack targeting Reveillark
- After Reveillark returns to battlefield, we sacrifice Karmic guide. We now have both Saffi + Guide in GY
- Reveillark is sacrificed, we will return both Saffi AND Karmic.
- We now pull creature 1 we want from GY with Karmic
- Sacrifice Saffi, targeting Karmic. Sacrifice Karmic, it returns from Saffi effect, giving us Reveillark again. Sac Karmic so its in GY, then sac Reveillark to give us Karmic + Saffi. Karmic entering gives us creature 2 from our GY. Rinse and repeat until you pull entire GY and combo finish.
You're running Kiki and splinter twin but you don't have any creature payloads to win. If you want to value reuse/copy creatures with an ETB, there are more cost efficient ways of doing it. I recommend you either cut these or put in Village Bell-Ringer or Combat Celebrant to have a Kiki payload. Overall though, I would just cut this combo.
You're running Yisan and Birthing Pod but you aren't running the cards to make them go. You need effects that untap them based off creature ETBs or actives, which are slot intensive. Yisan is dope, but if you aren't running the cards to support it you're running a slow tutor. Once again, I'd cut these if you aren't going to build around.
You are trying to fit too many combos in. Pick 1 or two that overlap in card usage and cut the others. Its better to do two things extremely well than it is to do 5 things mediocre. You should run reanimation loops + protean hulk + sac outlets, OR you should run kiki combo + pod/yisan lines. The hulk/animation loops both require sac outlets to be present on your field, while kiki/pod lines require untap effects. This will let you reuse your combo cards in multiple spots which will help reduce dead draws. Nothing feels worse than when you're holding 3 different pieces to three different combos that have very little utility outside combo lines. This is also why you're struggling to find space for more stax and ramp pieces.
You are also running a pretty high amount of beater cards. You should pare them down and run only the most efficient beater cards with high utility. Cathars' Crusade is a nice card but it does nothing on its own and buckles from Wrath effects. Compare to Elesh Norn, Grand Cenobite which gives a buff but can also beat even if its your only creature. It also hurts your enemies board presence greatly. Bitterblossom is a fantastic card but you aren't getting as much value out of it because you aren't running enough pieces to slow down the game. Keep it but consider that a 1/1 flyer doesn't do much if your opponent is able to drop their giant dragon commander, you have to slow the game! Champion of Lambholt will provide you with free swings, but if you just lock the game out instead you don't need the evasion and this card doesn't beat that well. Custodi Soulcaller is a meme card, it requires either haste or an untap step (so its slow), you have to swing to use it, and its limited in what it can grab, and it gets worse the fewer players there are.
Price of Glory is a wonderful hate card, but unfortunately far less effective than you think. Compare to Grand Abolisher . Abolisher can beat down, which is your game plan. Abolisher 100% protects your combo window. Price of Glory doesn't stop the counterspell that stops your combo, it just exacts a massive price for your opponent casting it. However, when faced with the option of losing the game or losing two lands, every single opponent is going to choose the two lands. Strong card but you don't need to run it.
Zombie Infestation is a nice discard outlet, and great when you're ahead and have locked the board. Just like Bitterblossom though, you have to slow the game or this card will be outclassed by the casual stompy 6 drops that are allowed to hit the table. Stax up or cut out.
Cryptolith Rite is strong when you have a mana sink or tons of critters. Tymna will keep you stocked up on cards to dump with, while Tana gives you the critters. If you can afford it, Carpet of Flowers will outperform this card though. Keep it around if you don't have access to the Carpet.
What Goes In
So after cutting down all the shenanigans, heres what you want to add
DORKS: You get cards for hitting with creatures. Dorks are creatures that give mana and come out very fast. The maximum density of turn 1 dorks means Tymna turn 2, means free cards turn 3. This will improve the consistency of your deck more than anything else you can put in. You're currently missing Llanowar Elves Fyndhorn Elves Boreal Druid Deathrite Shaman Arbor Elf Elvish Mystic . These have the bonuses of working well with Priest of Titania and Elvish Archdruid , which will help you if you decide to run mana denial cards like Winter Orb or Armageddon (which I recommend both). Deathrite hates on GY and will ramp consistently with fetchlands which are prevalent in the format, extremely value. Arbor Elf can ramp more than 1 in tandem with Utopia Sprawl and Wild Growth . These dorks will help guarantee strong starts and consistent power to your deck I can't stress this enough.
ROCKS: Adding in the signets/talismans is going to ramp you, color fix you, and work in tandem with shutting off your opponents mana. Really really recommend these especially if your playtesting leaves you unhappy with mana availability.
STAX: This deck only works when you slow the game, I also want to stress this. Yeah you have some neat combos for winning discretely, but you are primarily a beater stax deck. Your commander gives you cards PER TURN, your other commander gives you CREATURES PER SWING. You want to games to go longer so you get more turns for more cards and more free creatures. It really isn't that hard dude. Cards that slow down the game will help you far more than they help your opponent, even symmetrical ones. This is why the deck runs Blood Moon despite being a four color deck. If you let your opponents start tutoring and dropping their big creatures, they will do better in combat than you and you will have a real bad day. If you hit their mana, stop their tutors and draw, and destroy their engines, you will pull ahead from the massive value you generate in the command zone. Please look at Root Maze Winter Orb Armageddon Rule of Law Deafening Silence Eidolon of Rhetoric Stranglehold Collector Ouphe Kataki, War's Wage
If you want to run a stax deck, you have to run the slow down pieces. If you want to build a cool reanimation combo deck, I recommend switching commanders or lists, take a peek at Karador Boonweaver
This list is certainly looking a lot better with the first round of revisions! With some more cuts and shaving off some combos, you will improve its efficiency a lot!
P.S. I couldn't open the choice guidelines tab you made sorry bud.
2 weeks ago
If you try W/B, Geralf's Messenger is a pretty solid sac outlet, though he doesn't work with Anafenza or the Vizier. There's also Viscera Seer and Carrion Feeder as sac engines, though neither are as efficient as the Altar you're already running.
2 weeks ago
Geralf's Messenger is a great value three drop zombie. But aside from Diregraf Colossus , three drop slots are reserved for lords. Colossus is stiff competition against Messenger for value three drop, but in a true tribal shell the payoff of Colossus simply outmatches Messenger. Considering we can take advantage of the combo of Carrion Feeder + Gravecrawler with Undead Augur , Colossus is another value piece that plays with that sac engine.
Plague Belcher in interesting in that you can loosely mimic Arcbound Ravager / Walking Ballista by combining with Carrion Feeder and dump your board on your opponent’s life. But like Diregraf Colossus to fill that role. He can be big on his own and also puts more pressure less directly on our opponent’s life.
Carrion Feeder occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%