Creature — Zombie Wizard
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch.
|Have (4)||, , metalmagic , gildan_bladeborn|
|Want (5)||GeneralApathy , Pawdur , Altirian , xLithium , necroman1313|
Printings View all
|Core Set 2019 (M19)||Rare|
|Shards of Alara (ALA)||Rare|
|Promo Set (000)||None|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Death Baron Discussion
1 month ago
1 month ago
By the unfocused behalf, it's like your deck makes tokens yes, It likes things dying with cruel celebrant yes. But I don't see a focus on like a specific type of token so you can build off of that. Exmaple you generate cats, vampire, and Zombie tokens. That's cool (Btw this themed black and white deck is what I started on when I first started playing magic and one of my favorite archetypes so I hold it very near and dear in my heart.) But I feel as if all these tokens don't achieve much on their own. So why not Switch maybe Death Baron for something like Benalish Marshal So now we don't have to change the token style much but everything even your non-token creatures are getting some love. Harder to cast? Sure, and if that's your argument for not getting it, that's entirely okay!
Next, Magic the gathering has an incredibly large card pool so you'll play and collect for years and still learn about new cards regularly. But why not something like Mentor of the Meek over Inspiring Commander? Yeah you have to invest more but why not have your late game be investing with mentor as a curve rather than doing it suuuuper late in the game with inspiring commander? Yeah, you do lose out of lifegain but I'd say you mostly have plenty.
Lastly, with all this lifegain you do have even assuming you decide to swap out Inspiring Commander with Mentor. I feel as if putting that life gain to use passively is a great way to go about it. A card like Bloodthirsty Aerialist or even Ajani's Pridemate seem like they would be creatures having your opponent's trembling in their boots! (Or grocs) Pair that up with something like Gift of Immortality And even a card I'm fond of so biased like Fountain of Renewal and you may just get a scoop if they already lost to it the first match. To answer your last question yes, I do think God-Eternal Oketra and Anointed Procession Would go a long way in this deck. Double all my tokens I'm spawning with Oketra, Elenda, Leonin, and Open the Graves? Yes Please! Spawn a 4/4 zombie to get buffed by Benalish Marshal and/or Death Baron, for every time I cast a creature spell? Yes please. I mean if you really have to resort to it you can get Oketra to combo off herself. Throw the first one down cast the second causing the first to spawn a token. Kill one off cause of the legendary rule. Now she lets you throw her back in your library to rinse and repeat. Not the best combo no, but a usuable one none the less! Teysa Karlov may interest you? Not a lot of synergy here no, but getting elenda, open the graves, or even cruel celebrant to proc twice across the board sounds like so much fun too me. That and the juicy token buff from her, AWESOME, My discord if you ever need to get in touch is Skylee#0240. I'd love to help more with this or any other deck.
2 months ago
Well, off the top of my head Lord of the Accursed is a really good tribal zombie card. Drana, Liberator of Malakir is also a very good bomb, and can be used if your going to go wide with zombies. Mutilate is a pretty good budget card that can be used very efficiently if you have a lot of lands. I would say that Go for the Throat is one of the best, if not the best cards for mono black removal. If your looking for deathtouch lifelink, then Death Baron and Whip of Erebos is probably the way to go. I think that splashing in some white might be good, because Bond of Discipline is a really good card (or maybe its just cause I normally play gruul midrange) and its able to completely shut down your opponent if you have some pretty high power creatures. I hope that this could also help but to be honest, I mainly just remember these cards from playing at FNM or such, if you really wanna learn how to play mono black, then honestly going to your LGS and asking around is usually the best bet. Thats how I got started, and what I still do. Most of the time, people are really friendly, but I would look into if your LGS is open. If nobodys there you can also ask the owner (but remember to buy a pack or two).
3 months ago
Thanks Ivanian! I’ll take your advice and cut the Barrier of Bones. My goal in including it was to increase the number of 1 drops, but I wasn’t sure if it was necessary. It actually was useful back when Death Baron was a thing. Please keep me updated. I’d love to make this deck as competitive as possible.
Hey mikeb388, I looked but I couldn’t find the deck you were referring to, can you point me to it please?
3 months ago
I would lower the curve a lot and take out cards that cost more than 4 mana. I would also drop the blue from the deck.
Nice job for your first deck from scratch. It's probably a lot better than mine. +1
3 months ago
Looking at your list, you have a lot of high costed creatures that I just don't think add enough value here. You have Sidisi who can produce a token army, so you have that line pretty well covered already. And if you do want more board presence, you already have Death Baron but you could easily add Diregraf Captain and Cemetery Reaper (who is nice graveyard hate). But adding more lower costed utility would help bring the curve of the deck down.
4 months ago
There are 3 reasons why someone would consider including Havengul Lich in their 99: 1) They want to be able to use activated abilities from graveyards for 1 mana. This requires a dedicated decklist. 2) They want to be able to cast creatures from graveyards at instant speed (creatures with Flash, or with Vedalken Orrery/Leyline of Anticipation/etc). This also requires a dedicated decklist 3) They want to be able to cast creatures from their opponent's graveyards. This also requires a dedicated decklist. I don't think your deck wants to do any of those things or enough of those things, so it doesn't really make sense to include it.
multimedia is also absolutely correct that your deck wants fetchlands, assuming that money is no concern (which is reasonable, considering you have all of the original duals), as not only will these cards get your duals, they can also be replayed by Muldrotha, the Gravetide and will thin your deck. In fact, all of his suggestions for improving the manabase are correct: lands that can enter untapped are generally better than those that don't. That doesn't mean don't use untapped lands, only that you should only use a few and that you should pick them wisely (such as Bojuka Bog, or cycling lands such as Forgotten Cave).
Furthermore, consider using Animate Dead, Necromancy and Dance of the Dead. These are enchantments that recur creatures, which lets you get around the limitations on Muldrotha of only being able to recur 1 card of the each type. On top of that, if the creature dies, the enchantment goes to the graveyard, which can then be recurred once more. On top of that, each can recur cards from another player's graveyard, which is useful in a pinch.
Finally, since you are in green you really shouldn't use ramp spells that A) don't put permanents directly into play or B) cost more than 3 mana. Realms Uncharted violates the first, and Hour of Promise violates the second. On top that, your deck contains no Desert Lands (such as Desert of the Glorified or Ifnir Deadlands), so you will never get the second part of Hour of Promise, effectively making it a more expensive Explosive Vegetation that isn't limited to basic lands. As multimedia suggested, Crop Rotation and the more costly-but-powerful Harrow are good replacements as Muldrotha can replay the sacrificed land afterwards, which gets around the cost of sacrificing land. Furthermore, Sakura-Tribe Elder is a must-include in Muldrotha decks, as it can become a Rampant Growth on every turn.
multimedia is also correct about cutting the Curse enchantments and Amulet of Vigor. The Curses are situational and limited in power, and Amulet of Vigor does not have enough synergies in the deck to be worth the slot.
Finally, here's a non-exhaustive list of zombies which are (in my opinion) some of the best options in EDH for your colors and why
- Gravecrawler - combo piece in sacrifice combos
- Cryptbreaker - Manaless card draw
- Carrion Feeder / Nantuko Husk - free sacrifice outlet
- Stitcher's Supplier - efficient self-mill
- Lotleth Troll - free discard outlet
- Undead Augur / Plague Belcher - aristocrat win-condition
- Cemetery Reaper / Death Baron - Lord
- Diregraf Captain - Lord and aristocrat win-condition
- Fleshbag Marauder - Removal
- Midnight Reaper - Repeatable Card Draw
- Murderous Rider - Removal
- Prized Amalgam - combo piece in sacrifice combos
- Balthor the Defiled - Mass-reanimate
- Jarad, Golgari Lich Lord - win condition
- Undead Alchemist - mass token generator
- Corpse Connoisseur - Entomb on a body
- Custodi Lich - Monarch generator
- Phyrexian Delver - Gets around Muldrotha's limitation
- Mikaeus, the Unhallowed - board-wipe protection/combo-piece
- Noosegraf Mob - very fast token generator
4 months ago
I'm generally a combo player that doesn't like combat nor tribal decks, so this deck is fairly out of my comfort zone. This deck is a riff on one of my first ever deck that wasn't complete garbage. In that deck, I ran several lord effects in that deck, but I wanted to put a combo twist on this deck. That's were Rally came in. That's the original motivation for this deck (probably something I should put in the description).
I like your suggestions, Swilliam. If you wanted to take the deck a slightly different route, you totally could. I thought about adding Rotting Regisaur while brewing this deck, but I chose Plague Belcher instead for a couple of reasons. First, Belcher can come down and kill your Stitcher's Supplier (something that's not always easy to do). It can eat a zombie token for Diregraf Colossus, so you aren't missing out on too much tempo most times. It also has menace which makes it harder to block. If your opponent has any blockers, they will be put in front of the Belcher before anything else (except for maybe a Diregraf Colossus) most of the time. The same would go for the Regisaur. In that way, the Belcher is dealing more damage because it is stopping more blockers than the Regisaur. I also am not a fan of Foulmire Knight. This might just be preference, but I find myself casting Sign in Blood when I need to dig for land or another creature. Profane Insight costs three and only gets me one card, so it doesn't quite do what I need it to. I think cards like Dread Wanderer and even Relentless Dead do have very interesting synergies that could be worked in, but you'd have to switch the tone of the deck somewhat.
As for your suggestions, CheapnFast, you could easily add in some lord effects. In that case, you might want to cut a copy of Rally and maybe Plague Belcher. Like I said above, the Belcher largely just increases the amount of damage you can do. Lord effects would do the same. If that's how you wanted to go, I think there are only two lords you'd want to consider, Death Baron and Lord of the Accursed. The Baron would help you get in damage earlier by making blocks disadvantageous. You could then drain your opponent as a finisher. The Lord, on the other hand, would be used to finish your opponent with combat while you drain them in the early game. I don't think one is generally better than the other. It would largely depend on your meta and playstyle. The Baron does die to shock, though, and that's unfortunate.
Again, thank you for taking some time to give your suggestions. I'll be updating the description into more of a primer with these options as alternative routes for the build.