Zombie Master

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Zombie Master

Creature — Zombie

Other Zombie creatures have swampwalk.

Other Zombies have ": Regenerate this permanent."

multimedia on Gisa, Zom Zom Queen *Work In Progress*

8 months ago

Hey, well done so far, but I think you overestimate needing so many buffs (anthems).

All the artifacts for anthem effects is overkill, you have tutors that can get the better anthem. Adding more repeatable draw sources can do more for gameplay than anthems because more reliable draw helps to draw the better anthems. Coat of Arms, Eldrazi Monument and The Immortal Sun are much better than the other artifact anthems here.

In my opinion anthem effects to be worth playing need to also have card quality for the mana cost. Instruments of War and Hall of Triumph are bad cards, only providing a small anthem effect nothing else for their mana cost isn't good enough to take deck spots. Obelisk of Urd is subpar, but at least it can be mana cost reduced even to 0 with Zombies. Bad Moon is only 2 mana, but there's greater two drops that have much better card quality. Heraldic Banner can be a mana rock, but even so you can do better for a three drop.

Adaptive Automaton is a creature who Gisa can sac and who can be a Zombie lord (anthem), but it's a bad card compared to all other Zombie lords who provide another good repeatable effect. Icon of Ancestry and Vanquisher's Banner aren't worth it since there's too many nonZombie creatures here. You can get more reliable repeatable draw from other sources.

You have Crypt Ghast, Cabal Coffers and tutors to get them, you don't need Caged Sun and Gauntlet of Power mana effects. These cards are better in mono white, red or blue because these colors can really use the mana ramp. Liliana's Mastery is a very low budget five drop for Zombies, not needed here.


There's several cards in the maybeboard to consider adding main deck if you have them. Areas to focus on improving with cards from the maybeboard are early game ramp, repeatable draw for only you, reanimation and more Zombie evasion.

Other cards to consider adding from the maybeboard.

Some cards to consider cutting:

Good luck with your deck.

multimedia on Cards that buff zombie tribal?

8 months ago

Zombie Master and Filth don't buff, but instead they can make your Zombies unblockable. Noxious Ghoul can wreck your opponent's creatures since it triggers each time a Zombie token is created. This effect is essentially giving your Zombies evasion since it will clear away opponent blockers.

Zombies can have an advantage using your life as a resource for repeatable draw. Cryptbreaker, Graveborn Muse, Undead Augur is Zombie tribal draw using life. Bolas's Citadel is powerful black card that uses your life which can also be a sac outlet for 10 Zombie tokens.

Augur/Dark Prophecy/Erebos, Bleak-Hearted + Blood Artist/Bastion of Remembrance/Zulaport Cutthroat pairing these cards can be a draw engine with Zombie tokens.

Plague Belcher, Vengeful Dead are Zombie tribal aristocrats and with Zombie tokens they pair well with a free activation sac outlet such as Carrion Feeder, Phyrexian Altar, Viscera Seer, Blasting Station, Ashnod's Altar.

Gravecrawler is Zombie tribal repeatable sac fodder for Gisa. Skullclamp is nice draw with tokens, when you're sacing creatures and with Gravecrawler.

sdtech58 on The Scarab God Zombie Tribal

1 year ago

Gray Merchant of Asphodel - life drain/gain. Bounce him a few times for maximum benefit

Havengul Lich - reanimation source. Has underperformed in games for me. Borderline

Headless Rider - tokens

Midnight Reaper - card draw

Murderous Rider - spot removal if needed. Versatile

Noxious Ghoul - one-sided board wipe potential

Plague Belcher - potential sac outlet, death trigger payoff

Relentless Dead - recurrence, reanimate

Shepherd of Rot - life drain. ALL players. Don't kill yourself...

Sidisi, Undead Vizier - tutor, sac outlet and big body

Undead Augur - card draw

Wilhelt, the Rotcleaver - alternate commander. Tokens and sac outlet

Zombie Master - reanimation, swampwalk. Nice when Urborg is on the field!!

Dormin53 on help w/ my Gisa Arcade

1 year ago

I don't know if you're budget conscious but below are some recommendations.

Noxious Ghoul to replace Magus of the Coffers Same CMC but turns into a one sided board wipe at instant speed with a sac outlet. Also I'd add Cabal Coffers to maintain the same effect as Magus of the Coffers while not being a creature.

Zombie Master to replace Maralen of the Mornsong. Master has more synergy and tribal type then Maralen. particularly if you add Urborg, Tomb of Yawgmoth in place of a basic land.

Shepherd of Rot to replace Tattered Mummy. The effect is repeatable and on demand but it does hit yourself. You can use it as leverage to keep someone from board wiping or to force to do something "or else" haha Also if you're playing aggro this just applies even more pressure.

Ashnod's Altar may be a better choice over Phyrexian Altar. You're mono so you don't need the color fixing but doubling colorless mana may be more beneficial. Or you could run both for the best of both worlds.

Skullclamp is a must an any token deck. Especially good with Gravecrawler.

I don't have direct replacements but Jet Medallion and Coat of Arms.

Dictate of Erebos in addition or rather then Grave Pact for the flash protentional.

Then lastly two creatures you could consider but I have no replacement in mind are Josu Vess, Lich Knight and Diregraf Colossus.

Hope you find some of these suggestions helpful :) and yes I get the tokens pun :P

legendofa on Endless Death

1 year ago

If I may step in, here's some rules and tips about regenerate. It's a replacement effect that says "The next time this permanent would be destroyed this turn, instead remove all damage from it and tap it, and remove it from combat if it's attacking or blocking."

The regenerate ability basically creates a "shield" that keeps it alive the next time it would be destroyed or take lethal damage. It's still susceptible to -X/-X effects that drop it to zero toughness and to exile, bounce, and other non-destroy or -damage effects.

If it's a creature and it blocked something, whatever it blocked is still blocked as it regenerates. This means that even though the blocking/regenerating creature is removed from combat, the attacker won't deal damage (barring something like trample).

A tapped creature can still regenerate. It will just stay tapped.

A regenerating creature doesn't leave the battlefield or change zones in any way.

So, for Zombie Master, you activate the ability targeting a Zombie. The next time that Zombie would be destroyed, instead tap it and remove all damage from it. If it's in combat, it's removed from combat, although if it blocked something, whatever it blocked stays blocked.

There's a lot of rule baggage behind regenerate, but it's very useful once you get the hang of it.

freezerboy on Endless Death

1 year ago

I'm curious why Zombie Master is in the ETB value area. Ruling on regeneration is that the card stays in play, so you wouldn't be able to get any value out of ETBs for something being regenerated. I got a bit excited thinking that there was some shenanigans that I could use in my ETB centered decks when I saw that, but sadly it did not work out that way.

LandoLRodriguez on [PRIMER] Morophon's Tribal Tribal

1 year ago

Guerric Thanks for your input! It's actually the great strength of the elf tribal that made it occur to me when first seeing Morophon that I can smash all the best tribals together with changelings. Kinda funny cuz my final list only includes two elves, and one has a druid anthem rather than elf (Gilt-Leaf Archdruid).

Anyway, I considered most of the cards you mentioned here at one point or another. I think I decided that I had enough lands, rocks, and other ramp that I didn't need any mana dorks. Elvish Archdruid was the last one I considered though. If I find after actually playing the deck that I could use a large source of mana like he can provide, I'll find a slot for him. For the time being, Manaweft Sliver will be my source of creature-based mana.

On the other hand, I could see being in a spot where having someplace to dump mana late-game could be useful, and Ezuri, Renegade Leader could do that job. The problem with him is that he affects all elves with his ability, rather than giving the ability to all elves to use for themselves. The latter is what I'm looking for in this deck. It'll work the same most of time I think, except for in some rare cases where I wouldn't be able to use a couple specific lands (namely Base Camp and Secluded Courtyard, when not set to elves) to use his regen ability. A minor drawback, but one circumvented by any changelings by getting regen from Zombie Master instead. Ultimately though, I think this deck should be able to win without needing to pump the team like he does.

You're absolutely right that I've got the two best "all creatures are ____ type" effects in here. Maskwood Nexus is going to be the card that this deck lives or dies by. Conspiracy and Arcane Adaptation have the exact same effect, but of course the latter costs less overall. Nevertheless, Conspiracy was among the last cards I cut to get down to 100. I did decide I don't need the redundancy, its best use will be to make sure that every creature is whatever was named for The Commander for the cost reduction. The effect is of course moot with Nexus on the battlefield, which is very much a focal point of this deck, so having a second slot for the same effect isn't necessary.

That being said, Xenograft isn't nearly good enough since it's the same effect but only for creatures in play. Not affecting creature spells or creatures elsewhere means no cast triggers, tribal land usage, digging for creature types (as with Realmwalker, Tiamat, and Gishath), or Morophon cost reduction. At that same mana value tier, not nearly good enough.

Thanks for your suggestions and the upvote! Keep checking back if you'd like, I plan to write a primer when I find the time, and to maintain this list as I actually start playing it and find out what's working and what isn't.

Zuacamole on

1 year ago

I would suggest cutting some lands for some more mana rocks. 41 lands is to many in my opinion. You could use Dimir Signet Talisman of Dominance Fellwar Stone Bontu's Monument

Also you can run counterspells Counterspell Negate Mana Drain Pact of Negation to protect your zombie hoard.

Black as gotten some good removal recently Infernal Grasp Murderous Rider maybe even Ravenform

You should have Wand of Orcus this card is a powerhouse in my zombie deck. The Scarab God can be fun in the 99 although I use him as my commander personally.

Phyrexian Altar to go infinite with Gravecrawler

Liliana, Dreadhorde General in the best Lilly for zombies in my opinion.

Living Death to clear the board. Just sacrifice your own stuff before you cast it for maximum profit.

Noxious Ghoul is another amazing way to clear the board

Shepherd of Rot can be good early or late game and does a ton of damage to everyone with enough zombies in play

Cabal Coffers + Urborg, Tomb of Yawgmoth is insane ramp the. Throw down Zombie Master and everything you control is unblockable.

Here’s the link to my list if you want to check it out. It’s a little more competitive but still very casual to play if you ignore the combos. Scarab God and his undead apostles

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