Creature — Plant Zombie
Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on Vulturous Zombie.
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|Commander / EDH||Legal|
Latest Decks as Commander
Vulturous Zombie Discussion
3 months ago
Idk how hard you mill opponents, but if u do this might be funny (also I'm biast hihi xd) Vulturous Zombie .
3 months ago
Cards to consider Alexi's Cloak , Omen of the Sea , Omen of the Hunt , Plaguecrafter , Spore Frog , Seal of Primordium , Secrets of the Dead , Throne of Death , Syr Conrad, The Grim, Perpetual Timepiece , Executioner's Capsule , Nihil Spellbomb , Aether Spellbomb , Sultai Ascendancy , Seal of Removal , The Eldest Reborn , Titans' Nest
1 year ago
Hey, you're welcome. Good job with the update, but you can still do a lot more upgrading with such a high budget.
In my opinion Amulet of Vigor is not worth playing just for the few interactions that it has. Making Zombies that will ETB tapped not be tapped is fine, but if you have to use a card spot in the deck just to be able to do this interaction then it's not worth it. With such a high budget you shouldn't need to play the Bounce lands since there's many other more playable dual lands to use instead such as the three Shock lands. I feel you're playing the Bounce lands and other lands that ETB tapped only because of Vigor which is hindering your deck. Arcane Signet, two drop mana rock ramp would do a lot more than Vigor.
Temple of the False God is not a good land here because you don't have land ramp to accelerate the amount of lands you have on the battlefield. Without Urborg, you're relying too much on making a land drop on your turns. Temple can't tap for mana until turn five, more likely after which is not worth it.
To continue with upgrades my advice is to cut Molderhulk, Vulturous Zombie, Eternal Skylord, Soulless One, Havengul Lich. These Zombies are some of the least good of the rest; they're all outclassed by other creatures. You don't need Skylord because you have Wonder which is a much better card, giving flying to all your creatures including Muldrotha not just tokens.
To make Wonder more consistent consider adding more Island dual lands? Especially Watery Grave, but also Sunken Hollow. Fetch lands that can search for a Island are also helpful, Flooded Strand, Polluted Delta, etc. It's kind of a annoying to have Underground Sea and not be able to fetch it with a Fetch land. Crop Rotation can be helpful since it can tutor for an Island or Urborg or Coffers and put it onto the battlefield.
Consider adding more reanimation? Buried Alive is powerful enabler for reanimation tutoring for three creatures one of which can be Wonder. Cryptbreaker is a good one drop Zombie who's an enabler for reanimation or putting other permanents into your graveyard for Muldrotha. It can fuel it's own draw ability by creating Zombie tokens. Animate Dead for reanimation has interaction with Muldrotha since it's a permanent and it can also reanimate an opponents creature. Reanimate, reanimate any creature in your graveyard or an opponents paying life.
Upgrades to consider:
- Gravecrawler > Temple of the False God
- Cryptbreaker > Vulturous Zombie
- Watery Grave > Dimir Aqueduct
- Buried Alive > Molderhulk
- Animate Dead > Eternal Skylord
- Crop Rotation > Havengul Lich
- Reanimate > Soulless One
- Arcane Signet > Amulet of Vigor
- Breeding Pool > Simic Growth Chamber
- Overgrown Tomb > Golgari Rot Farm
- Sunken Hollow > Evolving Wilds
1 year ago
Hey, looks like your going for a Zombie tribal theme.
Going to have to make some sacrifices of five drop Zombies and here's some advice. Sidisi, Undead Vizier, Gray Merchant of Asphodel and The Scarab God are the only three you need the rest could be cut. Muldrotha, Grave Titan, Rooftop Storm and Liliana, Dreadhorde General are the only six drops you need.
I have a Zombie tribal Muldrotha deck that I made last year, Zombie Grave Wave (Budget). My deck is budget, $200, but it could give you some ideas and you can replace the budget alternatives I'm using with more expensive price cards that you have. More advice to improve your deck is to include Gravecrawler infinite combos since it's a Zombie.
Gravecrawler + Phyrexian Altar + Diregraf Captain/Plague Belcher/Bontu's Monument/Blood Artist/Vengeful Dead is an infinite combo to make all your opponents lose life. Sac Gravecrawler with Altar, use the one black mana to cast Gravecrawler from your graveyard and repeat. Gravecrawler + Altar is infinite casts of Gravecrawler from your graveyard which can be used with other cards. Diregraf Colossus is infinite 2/2 Zombies. Undead Augur/Secrets of the Dead/Guardian Project can draw into a win condition. Kill all your opponents creatures with Grave Pact.
Cards to consider cutting:
- Evolving Wilds
- Cabal Stronghold: don't need this land since you have Coffers.
- Dimir Aqueduct
- Golgari Rot Farm
- Simic Growth Chamber
- Font of Fertility
- Curse of Disturbance
- Curse of Predation
- Curse of Death's Hold
- Curse of Misfortunes
- Cruel Reality
- Door of Destinies
- Springbloom Druid
- Vile Rebirth
- Casualties of War
- Geralf's Mindcrusher
- Vulturous Zombie
- Perpetual Timepiece
- Gilded Lotus
- Amulet of Vigor: not worth playing just to have Bounce lands ETB untapped.
- Soulless One
- Gravebreaker Lamia
- Havengul Lich
- Nyxbloom Ancient
- Grave Betrayal
- Deadbridge Chant
- Bow of Nylea
- Greater Good
- Sultai Ascendancy
- Eternal Skylord
- Underrealm Lich
- Jarad, Golgari Lich Lord
- God-Eternal Bontu
- God-Eternal Rhonas
- Fallen Shinobi
- Unbreathing Horde
- Black Market
- Corpse Harvester
To also make room for more lands and other card upgrades this is more than 13 card suggestions to consider cutting. Many of these suggestions are good cards, but are very much outclassed by other better cards in your deck already or you could add with such a high budget.
20x total lands is not enough for a functioning Commander deck. Want at least 30-36 lands depending on how high the avg. CMC of your deck is and how many additional mana sources you include. The current avg. CMC is 3.7 which is too high. What's making it this high is too many high CMC Zombies especially five drops.
I offer more advice if you would like. Good luck with your deck.
1 year ago
shadow63, multimedia, Gift of the Deity is too good to remove from this deck (it is especially awesome with Glissa, the Traitor, but I shall instead remove two copies of Vulturous Zombie, since that card has the same converted mana cost.
I also have removed Leyline of Vitality, since its effect is not sufficiently great to make a major difference in this deck, which, along with removing two lands, brings this deck to 60 cards.
1 year ago
, that is very wise advice, so I shall remove the two leylines, two copies of Vulturous Zombie, because of its high mana cost, and two lands, which shall bring that deck to an optimal 60 cards.
However, I dare not risk reducing my black/blue deck to a mere 24 lands, since doing that may leave me mana-screwed too often, and I would rather have too many lands than have too few lands.
1 year ago
I have ten “normal” decks (i.e., decks that are not EDH decks), one for each two-color combination, but, most of those decks, I built when I was new to this game (occasionally modifying them as newer cards were released), so some of them have more than 60 cards, the number that has been accepted as the ideal number of cards for a deck.
Therefore, I am seeking advice for how I can reduce my decks to 60 cards, so that they are ideal for this game.
The first deck is Scourge of Pestilence, a black/green deck whose primary theme is using the graveyard as a resource, but also with a token subtheme. I already removed two copies of Nature's Claim (rendered unnecessary by four copies of Assassin's Trophy) and two copies of Skullbriar, the Walking Grave which did not contribute to the overall theme of the deck, which has reduced the deck to 66 cards, so I still need to remove six more cards. I will definitely remove two lands, since I feel that 28 lands will be sufficient for a 60-card deck, but that shall still leave four more cards that need to be removed. I am currently contemplating removing two copies each of Deathrite Shaman and Vulturous Zombie, since the deck currently has four of each of those cards.
The next deck is Devouring Darkness, a black/blue deck with the theme of destroying an opponent’s library before they have a chance to cast their spells. I have already removed four copies of Agony Warp, which is a great card, but does not fit the theme of the deck, so the deck currently has 66 cards. I have noticed that some cards in this deck put cards into the opponents’ graveyard, while other cards exile cards, two strategies that work against each other. However, Consuming Aberration and Oona, Queen of the Fae are both too awesome to remove, despite their abilities working against each other. Circu, Dimir Lobotomist is nice, but is rather expensive for a 2/3 creature, plus, there is no guarantee that a player shall have multiple copies of a card in their deck, reducing his usefulness. The creature that contributes least to this deck’s theme is actually Baleful Strix, but that card is so amazing that I would prefer to not remove it, unless there is no other option. As with my previous deck, I shall remove two lands from this deck, to reduce it to 28 lands, which shall leave four more cards that need to be removed.
I do have several more decks with more than 60 cards, but I would like to work on these decks, first, before I work on any other decks.
What does everyone else say about this? What cards should I remove from my decks to reduce them to 60 cards each? I will greatly appreciate any feedback that anyone here has to offer.