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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Zombie
Other Zombie creatures you control get +1/+1.
, : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
2 months ago
Welcome to the club, CaptainGuppy! As I see it, the plan is to use Squee, Goblin Nabob, Master of Death, Genesis, and Stinkweed Imp to fuel Zombie Infestation and Cryptbreaker. If this is right, I'm not sure Bastion of Remembrance and Feaster of Fools are quite right for this deck.
Since your return-from-graveyard-to-hand creatures can only recur themselves at your upkeep/draw step, and since Cryptbreaker is a mana+tap effect, I expect this deck to be putting out maybe 2-3 Zombie tokens each turn, at best. I would suggest focusing on making those tokens bigger and better. Diregraf Captain would be a replacement for Bastion, and something like Corpse Cobble for Feaster. Corpse Cobble also has flashback, so it can be discarded to Infestation and still be used. Cemetery Reaper is another source of Zombies that can eat your opponents' graveyard.
2 months ago
Ayara, First of Locthwain - ETB payoff, sac outlet, card draw. Only drawback is that it's not a Zombie.
Blood Artist - Death trigger payoff. Borderline include for me in this build.
Cemetery Reaper - Zombie Lord, token creator, graveyard hate
Cryptbreaker - Discard outlet, token creator, draw engine
Death Baron - Zombie Lord, deathtouch to discourage attackers
Diregraf Captain - Zombie Lord, death trigger payoff
Diregraf Colossus - Token creator
Ghoulcaller Gisa - Token creator, sac outlet
Gisa and Geralf - Graveyard love, reanimation source. Borderline include here IMO due to TSG's ability
Gleaming Overseer - Token, hexproof and menace for tokens. Borderline include IMO
God-Eternal Bontu - sac outlet, card draw, big body
Grave Titan - token creator, star of many MTG Memes...yes, I like him
Graveborn Muse - card draw and life loss is NOT optional. Don't kill yourself!!
Gravecrawler - automatic include in any Zombie build. Begging to go infinite in a number of ways
2 months ago
Zombies are honestly one of my favorite tribes.
If it's not too much power for your playgroup, consider a decent sac outlet and Gravecrawler. It can add very nice synergies when you cast it, including infinite combos with the precon included Rooftop Storm, Diregraf Colossus, and Diregraf Captain. All around a great Zombie card for death triggers, Zombie cast triggers etc.
I honestly wouldn't focus too much on the mill aspect. Instead, focus on creatures, tokens and protection for those things. Cheap counterspells go a long way. With things like Endless Ranks of the Dead and Diregraf Colossus, creating bodies is a breeze usually. Though this is just stuff from the precon. The precon by itself is a great starting point. Cleaver Skaab can create an extra Diregraf Captain or Diregraf Colossus which nets value, threat and board presence in one move. Graf Harvest is an amazing Zombie card to keep opponents wary of you. DeathBaron solidifies an offensive position for you. A nice little combo from the precon to consider is Cleaver Skaab + Gisa and Geralf . This let's you make cheeky tokens of the same non-token Zombie multiple times. Great use on Colossus, Deathbaron, Cemetery Reaper, Captain or other important zombies. Even better on Fleshbag Marauder.
I think that's all I got right now. I have the precon and a mono black Zombie deck on my profile if you want to check them out. The precon will soon be an upgraded version.
7 months ago
Not sure how much dimir/control trickery you want to include, but these might fit if you don't mind going a bit more blue:
- Cemetery Reaper for more zombie power. Obviously not blue, but I didn't see it on your list.
- The Trickster-God's Heist to trade a zombie peon for a key piece of an opponent's board
- Tezzeret's Touch to make a big boi out of one of your artifacts, plus it gets some amount of protection from removal
- Cloak of Mists turns your biggest creatures into timers for a win
- Grafted Identity is another steal creature card with a sac element which you might benefit from
- Imprisoned in the Moon is an interesting way to deal with annoying commanders (or other cards too) without just letting them return to the command zone
- Metamorphic Alteration can turn a boring token into a copy of a more valuable creature you control to double-up on your most valuable effects
- Military Intelligence is a nice way to snowball with a swarm-y deck when you're swinging pretty often
Mostly food for thought, trying to get you out of your mono-black comfort zone and expose you to some of the fun blue elements you could potentially utilize.
8 months ago
sleepygordie I took a closer look at your zombie token deck. In my experience, the more things a deck is trying to do the less effective it becomes, even if those things are similar or related. I went ahead and stripped out a number of cards and rebuilt it with budget in mind, first and foremost. This shouldn’t be any more expensive than what you already posted, and while it’s quite a bit different I urge you to consider using it as a template.
4 Wight 6 Swamp 4 Shamble Back 2 Rise from the Tides 4 Mana Leak 6 Island 3 Inquisition of Kozilek 4 Gravecrawler 4 Duress 4 Drowned Catacomb 3 Diregraf Colossus 4 Compelling Deterrence 4 Clearwater Pathway // Murkwater Pathway 4 Cemetery Reaper 4 Bone Shards
A brief description of what it intends to do:
Since you’re budget conscious, the best lands (fetches and duals) are out. But there are still better options than what you had, and inexpensive too. Clearwater Pathway Flip is fantastic because it’s whatever you need at the time you play it, and you already had Drowned Catacomb so that’s still here. Regular basics are the only other lands you want.
Gravecrawler, Wight and Diregraf Colossus were already there so you know why you chose them. I added Cemetery Reaper as a great 3 drop lord that’s non-legendary (you can have multiples in play and they stack), and his ability can make more tokens and can target either player’s graveyard.
Duress and Inquisition of Kozilek strip your opponent’s hand. Bone Shards is super useful to eliminate a creature threat, and your tokens are easy sacrifices to pay that part of its cost. Shamble Back is cheap and effective token generation and helps recover lost life. Rise from the Tides is too mana intensive to use as anything other than a strong finisher. With all the instants and sorceries here that will end up in your graveyard, when you cast Rise from the Tides you should get a ton of tokens.
With the above list you’ll have early board presence (lots of 1 and 2 drops), plenty of discard and removal to slow down your opponent, and some strong finishers. Bear in mind this is just a quick list I threw together and is by no means optimized. Use it as a template, a building block to customize and make your own.
1 year ago
Esper Sintenel and Mentor of the meek aren't the best draw pieces when you have access to Black's card draw. Night's Whisper and Cemetery Reaper have a lot more to do with your strategy, though I might not run whisper either. I'd also look into more combo-y ways to win so you don't have to rely on swarms of tokens that usually take a long time to build up. But then, you might need more tutors and that's a really contentious discussion. Diabolic Intent is the most aristocrats themed tutor. Butcher of Malakir might synergize with your vampire sub-theme, but even still, it is a needlessly overpriced pay-off for what you're doing. Consider Grave Pact or Dictate of Erebos for cheaper effects, it definitely isn't too greedy to run both either. Secure the Wastes might be a bit better than Bitterblossom since you don't have to wait. Vito is generally a powerful effect that fits your vampire tribe, but you should consider cutting him to hone in on your aristocrats theme. In general you might also want to consider getting down to 34-32 lands, and adding something like Phyrexian Altar which also has a number of infinite combos.
1 year ago
1 year ago
Minotaur are a very tricky tribe to play with. They have a good amount of Lords. For just having merely 95 creatures to their tribe in total, they have six Lords. They are:
- Anaba Spirit Crafter
- Felhide Petrifier
- Kragma Warcaller
- Neheb, the Worthy
- Rageblood Shaman
- Sethron, Hurloon General
Now, while this may pale in comparison to the total number of Lords for, say, Vampires or Zombies, you need to consider the population density. Roughly 15.83% of the Minotaur base is tribal, which is quite powerful. Meanwhile, Zombies appear to have 16 true Lords, with 17 being if you include The Scarab God. Those being:
- Bladestitched Skaab
- Cemetery Reaper
- Death Baron
- Diregraf Captain
- Dreadhorde Twins
- Eternal Skylord
- Gleaming Overseer
- Hordewing Skaab
- Lord of the Accursed
- Lord of the Undead
- Narfi, Betrayer King
- Risen Executioner
- Tomb Tyrant
- Undead Warchief
- Vizier of the Scorpion
- Zombie Master
16 Zombies in total that act as true Lords (Being defined as a continual boon to all creatures of that type, not an activated ability for just one of them) out of 522 is only a population density of 0.03%.
So the question is, how do we maximize the potential for Minotaur, despite the lower physical number of Lords - even though they contain more percentage-wise?
Simple: We need to be able to create tokens, tutor or have graveyard effects. This makes Sethron, Hurloon General actually a very well-designed Commander, in terms of tribal support. He can be activated multiple times per turn, has a flexible activation cost, and gives you a token with each successful ETB. But the issue is that he doesn't get you the Lords in play, nor does he assist you once they are removed.
So, we need something that does that as well.
Mortha, Ancestral Shaman
Legendary Creature - Minotaur Shaman
Minotaur you control have haste.
You may cast Minotaur creature spells from your graveyard by paying life equal to their mana value in addition to paying their other costs.
, discard a card: Create a 2/3 red Minotaur Spirit creature token. If that card was a land, create two 2/3 red Minotaur Spirit creature tokens instead.
Exile four cards from your graveyard: Search your library for a Minotaur card and reveal it and put it into your hand. Shuffle your library.
Being a Haste Lord means your Minotaur are always ready to charge in for their attacks. Giving a means to cast from your graveyard is extremely important as you will want to ensure replayability. The token option means you will always have a base ready to fight with, and having the discard payment means you can pitch a Rageblood Shaman to make a 2/3, then pay + 3 life to get the Rageblood Shaman right back and swing with the 2/3, who is now a 3/4 with trample that very same turn. Alternatively, because Rakdos has limited ramp, you are rewarded with an extra 2/3 token if you pitch a land - which objectively sets you back in the game. Finally, you have a means to merely get the Minotaur you are looking for, by paying a very hefty price - exiling four cards from your library. However, her discard cost means you should always have the ability to do this. With instant / sorcery removal as well as combat trick spells, you should always have a full yard, ripe for exploitation.
When her engine is rolling and online, you can do the following:
- Exile 4 cards to tutor a Cow
- Pitch the Cow for to get a 2/3 token with Haste
- Cast the Cow for it's casting cost + life
Each ability feeds into the next ability, and they can be used multiple times per turn. You could actually exile 16 cards and tutor out 4 Lords if you really want to and have the ability to. Then on your end step dump your mana and discard since you're probably above 7. Now you have a bunch of 2/3 tokens. Next turn, bring the lords into play and swing.
It's not a very competitive deck, but Minotaur aren't a very competitive tribe. But what it does do is apply and maintain the pressure at all times, which is something that is important - especially in Rakdos.