Sibsig Host

Sibsig Host

Creature — Zombie

When Sibsig Host enters the battlefield, each player puts the top three cards of his or her library into his or her graveyard.

Latest Decks as Commander

Sibsig Host Discussion

Xenerai on Zombinstein

1 year ago

if this deck is for casual then i'd say its pretty alright for a fun break from the norm. Only 10 cards short of a commander deck too if you want to go that route. But if you're looking for more competitiveness, I'd say to do the following:

The first thing we need to do before anything, is to figure out the strategy we're going for. Obviously a token based liliana deck is way out of reasonable budgets. The blue you added does give me an idea for a control based zombie deck.

So the first thing to do is remove the cards above 60 that we wouldn't need, along with cards that will don't either assist or protect our strategies. I would start by removing the following: 2 - Advanced Stitchwing. 2 - Certain Death. 1 - Collective Brutality. 1 - Corrupt. 1 - Corrupted Roots. 2 - Disentomb. 1 - Doom Blade. 1 - Essence Harvest. 1 - Gnawing Zombie. 1 - Grixis Slavedriver. 1 - Grixis Grimblade. 1 - Hunted Ghoul. 1 - Haunted Dead. 3 - Ingenious Skaab. 4 - Laboratory Brute. 1 - Lamplighter of Selhoff. 1 - Maalfeld Twins. 2 - Macabre Waltz. 2 - Midnight Recovery. 1 - Mistvein Borderpost. 1 - Moan of the Unhallowed. 2 - Paranoid Delusions. 1 - Polluted Dead. 2 - Psychic Strike. 1 - Recover. 1 - Rise from the Grave. 1 - Scrapskin Drake. 1 - Shambling Attendants. 1 - Sibsig Host. 1 - Sibsig Muckdraggers. 1 - Sidisi's Pet. 1 - Sip of Hemlock. 1 - Skinrender. 1 - Spineless Thug. 1 - Stitched Mangler. 2 - Thraben Foulbloods. 1 - Strange Augmentation. 1 - Undead Executioner. 1 - Zombie Outlander. 15 - Swamp. 10 - Island.

It IS Quite a lot, but it's because we need to make room for the cards that'll make the bulk of our strategy, not to mention there are cheaper, better alternatives to most of these cards (lands were removed because the mana base will be changed later). With these cards taken out, that leaves us with the following: 3 - Cemetery Recruitment. 1 - Ghastly Conscription. 1 - Sign in Blood. 1 - Graf Harvest. 1 - Rooftop Storm. 2 - Gavony Unhallowed. 1 - Jhessian Zombies. 1 - Vedalken Ghoul.

these are pretty linearly focused for an effective strategy. to fluff out the rest of the cards for the deck, I'd recommend:

+1 - Cemetery Recruitment. +3 - Sign in Blood. +4 - Mana Leak. +3 - Duress. +3 - Vedalken Ghoul. +3 - Jhessian Zombies. +1 - Rooftop Storm. +4 - Go for the Throat. +4 - Rotting Rats. +3 - Claim / Fame.

Alkadron on PDH(UBR) - madness? THIS. IS. VALUETOWN!

1 year ago

Oh, ok.  I misunderstood.  Sorry.

Capsize is probably the most popular combo payoff.

Fireball and Rolling Thunder can kill multiple players at once if you've got unlimited mana.

Thermo-Alchemist and Firebrand Archer are good outs.  They don't even use the mana you generate.  These work really well if you're using Cloud of Faeries as an alternative Drake.  If you can get two lands that produce three mana, like an Izzet Boilerworks and an island, you won't gain any mana with each iteration of the faeries combo, but you'll generate damage with the Alchemist and/or Archer.

If you've got two of the "return a spell from the graveyard" creatures, you can close out the game with a lightning bolt or any burn spell that hits faces, like you suggested.  First you flicker the Drake and one "return spell" creature until you have enough mana, then you start flickering both "return spell" creatures to get back the bolt and flicker each time.

Freed from the Real gets used in a lot of other combos; pairing that up with a Viridian Longbow, Hermetic Study, or Psionic Gift will get the job done.

Black has a couple creatures that mill on EtB, like Sibsig Host.  If you've got the flicker combo online and no one forces you to draw at instant speed, those can close a game.

This is just what I'm thinking off the top of my head.  I'm sure there are a lot of others, I'm just not very familiar with them - I don't really use them, and I also don't often play against people who use them, I just kind of peripherally know they exist.  

I am on the PDH Homebase Discord Server, though, which contains a lot of folks who are much more knowledgeable about infinite combos than I.  If you remain curious about it, you should join us:

Feyamius on Golgari Gravedigger

2 years ago

I'd recommend to increase the land count to 36. Those three could be utility lands like Khalni Garden (comes with sac fodder), Haunted Fengraf (built-in recursion), Mortuary Mire (same), or Bojuka Bog (hose opponents' graveyard strategies, especially if you help them by accident with sth like Ghoulcaller's Bell).

With your Undergrowth theme, I'd switch some of the sorceries that mill yourself with creatures that do so, e.g. Balustrade Spy, Returned Centaur, Sibsig Host. Also, where are Bitter Revelation and Dark Bargain?

If you really like Treshold, Krosan Restorer and Toxic Stench would have been my first two picks. Cut those that just grow in power/toughness for them.

JenteVW on Vampire/life control deck

5 years ago

you should try to keep your deck at 60 cards. I realize that's though at first, but it is for the best. You'll draw the cards you really need more often and your deck will be more consistent.

you should decide on a theme. Right now the main lines are allies and lifegain (at least in my eyes). Cards like Gurmag Angler or Guardians of Meletis don't fit those strategies at all. They might be good cards on their own, but if they don't support the deck in a whole, they generally aren't worth keeping in. Other cards like this are Marsh Hulk, Pit Keeper and Sibsig Host.

Your instants and sorceries should also match the theme of your deck. Removal is an exeption on this note, since most decks want to include some sort of removal, like Executioner's Swing.

Imaru on The Horde Cecani

5 years ago

@mserres interesting points. I have noticed that Sibsig Host and Infectious Host have always kinda been just a dead play for me. Good as another creature, but not ideal. I haven't had too much trouble with mana screws so far, but I may try and get my hands on some more blue and/or black lands after SOI drops. The show ones seem interesting (Enter tapped unless you reveal a forest/plains/island/swamp/mountain from your hand).

As for grave pact effects, while they would be a great utility for me, I don't really want to make myself that much of a target. I prefer to just quietly build my army in the corner and kill everyone out of nowhere.

Wholey unrelated to all that, is there any enchantment/artifact hate that I could fit in here? I always seem to encounter artifacts and enchantments (like Dictate of Erebos, actually) that wreck havoc on my field and I have no way to deal with them.

Voltron3030 on The Horde Cecani

5 years ago

Undead Alchemist would work really well in this build. He can make a giant zombie army very quickly in my experience. I would also highly recommend adding 3 or 4 lands. I'd start with cutting maybe Sibsig Host or Infectious Host because neither really do a whole lot in a commander setting. Also, the counter spells like Mana Leak and Calculated Dismissal where the player can pay to stop it tend to be less effective in commander after turn 5 or so, just something to consider.

One last thing, with Grimgrin and all the other sacrificing you are doing, have you considered Butcher of Malakir, Grave Pact, Dictate of Erebos, and/or Ruthless Deathfang? They're good for clearing your opponents' boards.

Overall though, I like this build. I'm a big fan of zombies myself. +1

deadgroove on Sultai Brood 2.0

5 years ago

Gurmag Angler is, I feel, mandatory for any delve deck. Moreso than Sibsig Host, who could be easily replaced by Taigam's Scheming. +1, I'm glad to see someone still trying to make a sultai delve deck.