Creature — Zombie Soldier
Other Zombie creatures you control get +1/+1.
Whenever another Zombie you control dies *(is put into the graveyard from the battlefield, tokens are put into the graveyard before they cease to exist), target opponent loses 1 life.
|Have (2)||, orzhov_is_relatively_okay819|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Diregraf Captain Discussion
3 days ago
Orc_BigBoss125 the following list should do you well as a decent aggro dimir zombie list within your budget
- 4x Carrion Feeder
- 3x Jadar, Ghoulcaller of Nephalia
- 4x Shambling Ghast
- 4x Undead Augur
- 4x Fatal Push
- 3x Murderous Rider
- 4x Bladestitched Skaab
- 3x Headless Rider
- 4x Champion of the Perished
- 4x Diregraf Captain
- 23x Lands
Going up one tier in budget, the next thing would be to make room for 4x Gravecrawler.
1 month ago
Hey, you could bring some more consistency by playing some 4 ofs (4x of cards) of important Zombies you want to consistently cast early each game.
Having the same amount of Islands as Swamps could be problematic because you need black mana much more than blue mana to cast Zombies. 4x Tainted Isle and 4x Sunken Hollow replacing Islands would help. More dual lands replacing Islands would bring more consistency of drawing a black source while not reducing the amount of blue sources in the manabase. Sunken Hollow has interaction with both Drowned Catacomb and Tainted Isle because it's a Swamp.
Good luck with your deck.
1 month ago
The deck tries to be fast. More manas (and stones), creatures and draw. Limited counter spells and control.
it has the nice combos for infinite life loss, any of the following combination, depending on what’s on your board Ashnod's Altar + Diregraf Captain + Gravecrawler or alternatively, you can use Phyrexian Altar Diregraf Captain + Gravecrawler + Phyrexian Altar
You can adapt this combo with other cards than the Diregraf Captain. For example with:
If you don’t have the Gravecrawler on the board you may run these combos with nice zombies having LTB or ETB capacities but then you need a card with the sacrifice capacity like Carrion Feeder and a card to play it back from your graveyard such as Havengul Lich or Gisa and Geralf. Let’s take the Gray Merchant of Asphodel for example:
Gray Merchant of Asphodel + Ashnod's Altar + Havengul Lich + Rooftop Storm for infinite life loss, infinite life gain. you can either use Ashnod's Altar or Phyrexian Altar depending on what's on your board.
3 months ago
Hey, well done with upgrades to the precon. For being new to Magic you've added some really good cards. Nice stained glass Liliana :)
The Poppet Factory combo with Wilhelt for infinite Zombies with Diregraf Captain as the win condition needs a sac outlet. Grimgrin, Corpse-Born and Ashnod's Altar are good, but only two sac outlets for the combo isn't really enough. Carrion Feeder is a one drop Zombie.
Apprentice Necromancer can reanimate Poppet Stitcher Flip at instant speed at the end step of your last opponent before your next upkeep. With Wilhelt when you sac Necromancer you create a Zombie token which could be the third token you need to flip into Factory. I'm not positive, but I think if Stitcher flips into Factory than you don't have to sac Factory at the end step Apprentice trigger because it's no longer a creature.
Carrion Feeder and Apprentice Necromancer could replace two of the higher CMC cards here to reduce the mana curve. Ruthless Deathfang and Overseer of the Damned are just not as good as the other 6 or 7 CMC cards namely Liliana, Rooftop, Titan, Dominance even Hex.
There's a few cards in the precon that were cut that you should consider adding back.
- Dreadhorde Invasion --> Cellar Door
- Zombie Apocalypse --> Wretched Confluence
- Hordewing Skaab --> Eternal Skylord
- Midnight Reaper --> Cancel
Dreadhorde Invasion creates a Zombie token for the cost of only 1 life at your upkeep to give you a constant source of a Zombie to sac with Wilhelt at your end step. Zombie Apocalypse is mass reanimation for Zombies, all Zombies in your graveyard.
Hordewing Skaab gives flying to all Zombies you control and it can also be repeatable loot (draw then discard). Midnight Reaper is another Zombie who draws when it dies as well as can be repeatable draw whenever any nontoken Zombie dies.
Eternal Skylord only gives flying to Zombie tokens, not giving flying to Wilhelt makes it lackluster. Cellar Door will miss more than hit since you don't have a way to control getting a creature to the bottom of your library or your opponents libraries. Paying three mana and having this miss is pretty bad. Cancel is not needed because you have three other much better counterspells.
Good luck with your deck.
3 months 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.
3 months ago
Hey, nice upgrades of the precon on a budget.
Hordewing Skaab from the precon is good, giving all Zombies you control flying evasion and his repeatable loot is also underrated. Noxious Ghoul is a powerful budget card for Zombies especially when your Commander can create Zombie tokens. Reanimating Noxious can wreck opponents creatures because he counts himself and each other Zombie who ETB at the same time as him.
Dreadhorde Invasion is in the precon and it's a repeatable source of Zombie token for Wilhelt to sac at your end step. Because you have Ashnod's Altar then consider Havengul Lich? It's a combo with Rooftop Storm + Ashnod's to reanimate all Zombies in all graveyards. Reanimate Diregraf Captain as the win condition by then sacing + repeatedly reanimating any other Zombie.
Consider Vampiric Rites? It's a budget one drop repeatable sac outlet for repeatable draw/life gain for decayed Zombies to sac them at the end of combat step when their attacked for the turn trigger goes to the stack. In response to the trigger sac the Zombie with Rites.
- Noxious Ghoul --> Aetherspouts
- Hordewing Skaab --> Geth, Lord of the Vault
- Dreadhorde Invasion --> Walking Atlas
- Havengul Lich --> Eloise, Nephalia Sleuth or Liliana Vess for price.
- Vampiric Rites --> Temple of the False God or Unearth
Good luck with your deck.