Undead Alchemist

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal

Undead Alchemist

Creature — Zombie

If a Zombie you control would deal combat damage to a player, instead that player mills that many cards. (They put that many cards from the top of their library into their graveyard.)

Whenever an opponent's creature card is milled, exile that card and create a 2/2 black Zombie creature token.

multimedia on Rotcleaver’s Revenge

1 month ago

Hey, well done so far upgrading the precon, nice Phyrexian Altar.

Some cards from the precon to consider adding:

Talisman of Dominance ETB untapped to make either color. Another mana rock upgrade is Dimir Signet replacing Charcoal Diamond. Dreadhorde Invasion is a repeatable source of Zombie and Eternal Skylord is a much worse Hordewing Skaab. Curse of the Restless Dead is a more reliable repeatable source of Zombies than Undead Alchemist.

Pact of the Serpent is powerful tribal card for Zombies. Battle at the Bridge needs lots more artifacts to be playable. Zombie Apocalypse is powerful tribal card for Zombies especially when your Commander sacs Zombies to draw. Patriarch's Bidding is another mass reanimation tribal Zombie card. Dread Summons needs a ton of mana paid into it to be decent since you have no control over milling your own or opponent creatures.

Gisa and Geralf can be repeatable cast of Zombies from your graveyard which can do more than Ebondeath, Dracolich. Feed the Swarm is helpful to have enchantment removal in Dimir. Liliana, Death's Majesty can be repeatable Zombies and her other abilities are good too. She does more than Liliana's Mastery, but honestly you don't need either one of these cards since there's better five drops here or could add.

The more basic Islands you can replace with Dimir dual lands the better the manabase will be because black mana is much important than blue. Lots of basic Islands makes it more difficult to cast heavy black spells. Tainted Isle and Choked Estuary are playable lands in the precon that care about Swamps and you have a lot of Swamps.

Good luck with your deck.

Massacar on

7 months ago

So you've got your color distribution just fine between your mana base, and your needs so far. I would suggest some changes but obviously feel free to completely ignore me!

Personally, I would drop the Paradise Mantle, Sword of Hearth and Home, Vorpal Sword, and Urza's Saga to start with. Artifacts are definitely powerful, and you run a decent few, but I feel like the saga doesn't do as much work for you here.

I would add in Gravecrawler (one of the most abuseable zombies in all of magic), Undead Alchemist, Phyrexian Altar, and Gray Merchant of Asphodel.

I have other suggestions I would make, but I recognize you're looking to keep this more on the casual side. If you have any interest in comparing lists for ideas, here's mine Rot and Bother.

VensersJournalist on dimir zombie token engines

7 months ago

I think if you’re focusing on a strategy involving artifact equipment like that, it’s essential for you to have ways of tutoring up the pieces that you want. Fabricate or Trophy Mage are great budget options for finding swords, or if you have the money, Tezzeret the Seeker is always a fun planeswalker ally.

Also if you’re going with swords, considering slapping a Sword of Body and Mind onto Undead Alchemist and turn a mill strategy into instant token generation!

wallisface on Zombie Mill

8 months ago

Some thoughts:

  • I don’t see how this deck ever practically mills an opponent before putting them to zero life beforehand anyway. Lich Lord of Unx will always kill before completing a mill, and Undead Alchemist is super-easy to play around (and buys your opponent extra turns for free most of the time, as it takes longer to mill than to put then to zero life).

  • Having no 1-or-2 mana cards makes this deck incredibly slow. Not being able to do anything in the first 2 turns of the game will likely put you too far behind to win many games.

  • Similarly, modern decks without ramp find it hard to justify running more than 3-4 cards at cmc4, and often run nothing above this. You have 23 cards, roughly 40% of your deck, costing 4-or-more mana. That’s going to lead to your hands being incredibly slow & clumsy, and will oftentimes mean a game is finished before you’ve got to cast the majority of cards in your hand. Seriously look to lower the curve.

  • having lots of 2-ofs and 1-ofs in the deck is going to lead to it being super inconsistent. I’d suggest running more playsets of the cards that are important to play for the deck.

wallisface on MegaMill

8 months ago

Some thoughts

  • mill doesn’t want to be running any creatures other than the crabs. Undead Alchemist is very slow and very clumsy. By the time he can attack (turn 5 at the earliest) the game’s usually already pretty-much over anyway… so at-best he’s a 4-mana mill 4. That’s a terrible deal.

  • I would also say generally, Cryptic Command is a bit too slow for mill. Mill decks want to control the game early, to set up for a win when the opponent stumbles. By the time you’ve reached 4 mana, you want to be looking to close the game out. Cryptic won’t help you at the times you need it (i.e turns 1-3).

  • Every mill deck wants to be running 3-4 Surgical Extraction mainboard (or, on a budget, Extirpate). Being able to strip a key card from your opponents deck early-on is how mill can gain a winning advantage in a huge range of matchups. Not being able to do this makes the deck far weaker.

  • i’d recommend 2 copies of Crypt Incursion to help outlast creature-heavy builds.

  • your mill-card count feels pretty low. Consider at least running the full playset of Maddening Cacophony

wallisface on Creature Mill

8 months ago

Some thoughts:

  • you’re kindof attacking for power and kindof milling, which is going to make your life harder because you’ll be slower at both. You’re deck likely won’t be doing any milling at all unless you have Altar of Dementia out.

  • Undead Alchemist feels like a big trap card for yourself. If the opponent cares they can kill it, and if they don’t, they likely have enough cards in deck that it makes your life harder to win (i.e if you’re dealing 20 damage with this thing in play, it’s basically giving your opponent more turns to win for free).

  • Your mana curve is super high. Modern decks without ramp struggle to justify running more than 1 playset (4 cards) at the 4cmc slot, and run nothing higher. You’ve got 8 cards costing 4-5 mana, which’ll cause your hands to be pretty clunky. This problem will get exaggerated by your comparatively low land count.

  • you have very few zombie-synergies, so i’m not sure why you’re forcing yourself to play just this tribe. Stuff like Ruin Crab and Hedron Crab would fit in here alright and it feels a bit like a hate-crime to exclude them.

xBalashi on General Mills

9 months ago

Thanks for the tips, Balaam__ and wallisface ! I have removed anything over 4 mana from my mainboard and switched to maybe board for now. I have also added those graveyard sweeper cards to my sideboard in case I have a reanimator like you said. I also bumped the land up to 24 and bumped up the quantity of Ruin Crab and Undead Alchemist

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