|Commander / EDH||Legal|
Printings View all
|Masters Edition IV (ME4)||Uncommon|
|Classic Sixth Edition (6ED)||Rare|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
Creature — Zombie
Other Zombie creatures have swampwalk.
Other Zombies have ": Regenerate this permanent."
Zombie Master Discussion
3 weeks ago
RavnicaCommanders I wouldn't underestimate the potential Open the Graves can have in this deck, particularly since it can combo with the Gravecrawler + Phyrexian Altar setup for infinite zombies, which with the right timing can end the game if you have The Scarab God out. Also it doesn't hurt to have it in case a board wipe happens. Not saying it's an auto-include by any means, but certainly something to consider.
austintayshus Unfortunately Crypt Ghast would not be applicable in this deck, as it has a hybrid Orzhov cost to its Extort, and our commander in this deck doesn't have white in its identity. If we do want to take advantage of Urborg, Tomb of Yawgmoth , however, we can look at something like Zombie Master , which was similarly recommended to me, allowing us to attack with our zombies unchecked due to Swampwalk.
As for other considerations, there's always Altar of the Brood to combo with Gravecrawler/Phyrexian Altar to mill our opponents out. Cover of Darkness is also a powerful tribal card we can use here, as it'll give all your zombies Fear, further making it harder for opponents to block. Final Parting is an extremely useful tutor in this deck. It may cost a bit of mana, but with it you can easily retrieve your Phyrexian Altar while chucking your Gravecrawler to the gy, which can then be easily recast from there, among other possibilities. You could also consider Kalitas, Traitor of Ghet to get even more tokens every time you manage to kill an opponent's creature. As for ramp, Sword of the Animist could be useful to help you get more of your basic lands out. I'd personally love to get a copy of Training Grounds for my own Scarab God deck, but yeesh is it pricey and hard to find... It would be very helpful for making easier use of Scarab God's activated ability. Whatever you decide to go with, I hope you have fun with it!
1 month ago
Hey, well done making this deck with the budget that you have.
Budget cards to consider adding:
- Undead Augur : great Zombie tribal card.
- Zombie Master : makes all your Zombies unblockable with Urborg.
- Skullclamp : busted draw with Gravecrawler.
- Sunken Hollow
- Fetid Pools
- Tainted Isle : Torment(TOR) version is $2.50.
- Choked Estuary
- Wonder : give all Zombies and Scarab flying, works well with Island Swamp dual lands.
- Death Baron : deathtouch for Zombies is powerful.
- Lord of the Accursed : another Zombie lord.
- Carrion Feeder : one drop Zombie sac outlet.
- Dreadhorde Invasion : repeatable source of Zombie.
- Windfall : wheel, draw and great way to get Zombies into your graveyard for Scarab.
- Tomebound Lich
Can add all these card for about $26.
Cards to consider cutting:
- Jwar Isle Refuge
- Terminal Moraine
- Worn Powerstone
- Wight of Precinct Six
- Phyrexian Ghoul
- Ancient Craving
- Aether Gale
- Ancient Excavation
- Sedraxis Alchemist
- Drunau Corpse Trawler
- Noosegraf Mob
- Army of the Damned
Good luck with your deck.
1 month ago
1 month ago
Hey, interesting version of Varina, but why only 21 Zombies?
DemMeowsephs has the right idea try to make all your sources of white and blue come from dual lands that can make black mana or fetch you black mana. Budget lands to consider adding:
Adding these dual lands can let you cut Plains and Islands for more Swamps. Or some could replace lackluster dual lands such as Tranquil Cove and Sejiri Refuge.
Zombies within the budget to consider adding:
- Zombie Master : with Urborg makes all your Zombies unblockable and can protect them with regeneration.
- Undead Augur
- Stitcher's Supplier
- Plague Belcher
- Death Baron : good defense, your opponents are not going to want to attack you if all your Zombies have deathtouch.
- Dreadhorde Invasion
Varina can gain you life which can make Command the Dreadhorde a powerful mass reanimation spell since it can also reanimate your opponents' creatures/Planeswalkers. Liliana, Death's Majesty is good for Zombies; all of her loyalty abilities are busted repeatable effects. It's helpful to play at least one Planeswalker if choosing to play Command the Dreadhorde.
Wonder and Filth can be good support since Varina is an enabler to get cards into your graveyard making these essentially free effects. Giving flying or Swampwalk to your Zombie horde can be game winning. Cut more Plains than Islands if choose to play Wonder.
Cards to consider cutting:
- Tranquil Cove and Sejiri Refuge
- Macabre Waltz
- Cemetery Recruitment
- Hedron Archive
- Ever After
- Geralf's Mindcrusher
- Swiftfoot Boots
- Graf Harvest
Good luck with your deck.
1 month ago
I know your library is mostly black, but I would add more blue mana sources. You don't wanna open hand 2 or 3 blue cards with no blue mana. Keep it 60/40 instead of 75/25, trust me.
Sidisi, Undead Vizer is good for tutors.
Lim-Dul's Vault will help you find those perfect combos.
Entomb on a Sheoldred, Whispering One turn 1, just to Reanimate her turn 2 is really rude. It's not a zombie, but does fit the theme. Animate dead and dance of the dead are good alternates for reanimate.
1 month ago
Alright, let's get back in the field.
Lords and Anthems
A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.
Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general
Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high
Metallic Mimic - A de facto Lord, and is prime for ETB abuse
Etchings of the Chosen - Making your general hard to deal with should always be welcome
Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering
Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost
Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work
Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option
Kindred Boon - Mostly just protection for King and at least is worth considering
Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it
That Which Was Taken - Protection for anything, plus synergizes with Artifact support
Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.
Deep Analysis - Its initial cost can be rough, but Flashback is great,
Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable
Distant Melody - A decent choice for any EDH tribal
Thoughtcast - Solid in anything Artifacts
Greed - It's an option
Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game
Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless
Tutors and the Like
Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.
Scheming Symmetry - Better with more people at the table, but is an option
Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite
Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck
Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap
I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.
Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting
Command Tower - Don't question it
Glimmervoid - Staple for Artifact EDH
Mirrodin's Core - Super budget and requires some planning, but is flexible
Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game
Path of Ancestry Color fixing with perks for casting your general
What to Ditch
This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.
Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.
2 months ago
I don't think you need more combos... I think you need better mana, tutors and card draw to make your current combos more consistent. Running one or two combos is probably good enough, especially since zombie decks tend to be good at the beat-face plan, too. Counter-magic is worth considering, though not everyone likes running it.
Mana: Ramp is a big part of EDH. Having fast, reliable access to your colors is indispensable -- this is part of the reason two-cost rocks are better than three-cost rocks. I think Talisman of Dominance is probably better than Commander's Sphere . It comes down a turn earlier, and it allows you to cast your general turn three. Cards like Charcoal Diamond , Sky Diamond and Coldsteel Heart are also good, though their coming into play tapped is a real setback. Underground River is a land you should consider, as are Morphic Pool and Drowned Catacomb .
Tutors: Demonic Tutor and Vampiric Tutor are the gold-standard here, though they're also rather hard to get ahold of. I like Dark Petition and Diabolic Tutor ; you might want to consider Entomb or Buried Alive to get your Gravecrawler and friends into the 'yard. If you include Animate Dead , Reanimate , Necromancy , Exhume and/or Dance of the Dead you can get out your Grave Titan or Overseer of the Damned real fast. Reanimation packages are good.
Card Draw: There're a few cards I think you either didn't know about or overlooked in this area.
Graveborn Muse : This card is BUSTED in zombie decks. Even staying out for just one turn cycle can get you four or five cards easily, making it a way better Phyrexian Arena . If you choose to run something like Whip of Erebos , you can pretty easily recoup the life.
Cantrips: Ponder , Preordain and Brainstorm are all excellent cards; in Vintage, these are signatures of Xerox-decks. They'll dig you to lands if you need them, and get you past lands if you don't. Note that Brainstorm goes from OK to really good with the inclusion of shuffle-effects, like your Evolving Wilds . Running more of these lands, like Prismatic Vista , Flooded Strand , Polluted Delta , or even just Bad River or Rocky Tar Pit is a good idea.
Treasure Cruise / Dig Through Time : These are good ways to utilize lands or similar non-functional-in-graveyard cards you mill with Gisa and Geralf . Depending on how full your yard typically ends up, running one or both of these is probably a good idea.
Distant Melody : I'm not sure how many zombies you have, but having an average of four or more zombies will make this worth including.
Undead Augur : This card will help you out-draw opponents.
Corpse Harvester : While not technically card-draw, it is a good form of card-advantage. It'll get you both swamps and whatever creature you need. If you include Fetid Pools , Sunken Hollow or Watery Grave , you can fetch those, too.
Fact or Fiction : This is card-draw and self-mill all packed into one card.
Patriarch's Bidding : This is a great way for tribal decks to come back from a boardwipe.
Coat of Arms : This is a lot of mana to invest in an easily-killed artifact, though it is worth considering. This can rather easily pump your guys with +5/+5.
Gray Merchant of Asphodel : This is a good way to recoup life, while at the same time pressuring your opponents' life totals.
Rot Hulk : I'd run this in any zombie deck.
Exclude : In a creature-heavy meta, this is probably worth running as it does not cost card advantage.
Right -- that's all from me. Good luck!
2 months ago
Lol — I was just thinking about TSG in EDH, and then I saw this. I always loved zombie decks. Feel free to ignore and/or heed my suggestions as you see fit.
Since you aren’t running Call to the Grave (which I think is bad anyways), you can run non-zombie zombie-enablers. Cephalid Vandal comes to mind, as filling your graveyard will be useful most of the time.
Though they may interfere with Gravecrawler / Skullclamp loops, zombie lords are abundant in MTG. I like that you’re already running Cemetery Reaper and friends; have you considered Zombie Master or Undead Warchief ?
Your deck can probably use some more ramp to speed it up. Talisman of Dominance , Fellwar Stone , Corrupted Grafstone , Mind Stone and the soon-to-release Arcane Signet are all worth strong consideration. In my experience, there is a big difference between 2 and 3 mana rocks; consider replacing Commander's Sphere .
Card draw is bonkers in EDH. Graveborn Muse is a powerhouse, and I strongly suggest adding it. Fact or Fiction is likely another good card here, as binning cards is a form of card advantage for you. Night's Whisper , Mirrodin Besieged and Phyrexian Arena are also worth considering.
Zombie Master occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%