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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Zombie
Other Zombie creatures have swampwalk.
Other Zombies have ": Regenerate this permanent."
2 months 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!!
3 months 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.
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.
Hope you find some of these suggestions helpful :) and yes I get the tokens pun :P
3 months 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.
3 months 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.
7 months 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.
1 year ago
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
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
1 year ago
LunchBox1211 Thank you! Honestly, I think he'd be pissed that I don't have Zombie Master in there, hahaha. And I also need to revise this list because I have made a couple changes. And I think that I need to shove a Sol Ring in there somehow. But it's about 2 weeks until the anniversary of his passing, so I figured it was a good time to feature it.
1 year ago
Minotaur are a very tricky tribe to play with. They have a good amount of Lords. For just having merely 95 creatures to their tribe in total, they have six Lords. They are:
- Anaba Spirit Crafter
- Felhide Petrifier
- Kragma Warcaller
- Neheb, the Worthy
- Rageblood Shaman
- Sethron, Hurloon General
Now, while this may pale in comparison to the total number of Lords for, say, Vampires or Zombies, you need to consider the population density. Roughly 15.83% of the Minotaur base is tribal, which is quite powerful. Meanwhile, Zombies appear to have 16 true Lords, with 17 being if you include The Scarab God. Those being:
- Bladestitched Skaab
- Cemetery Reaper
- Death Baron
- Diregraf Captain
- Dreadhorde Twins
- Eternal Skylord
- Gleaming Overseer
- Hordewing Skaab
- Lord of the Accursed
- Lord of the Undead
- Narfi, Betrayer King
- Risen Executioner
- Tomb Tyrant
- Undead Warchief
- Vizier of the Scorpion
- Zombie Master
16 Zombies in total that act as true Lords (Being defined as a continual boon to all creatures of that type, not an activated ability for just one of them) out of 522 is only a population density of 0.03%.
So the question is, how do we maximize the potential for Minotaur, despite the lower physical number of Lords - even though they contain more percentage-wise?
Simple: We need to be able to create tokens, tutor or have graveyard effects. This makes Sethron, Hurloon General actually a very well-designed Commander, in terms of tribal support. He can be activated multiple times per turn, has a flexible activation cost, and gives you a token with each successful ETB. But the issue is that he doesn't get you the Lords in play, nor does he assist you once they are removed.
So, we need something that does that as well.
Mortha, Ancestral Shaman
Legendary Creature - Minotaur Shaman
Minotaur you control have haste.
You may cast Minotaur creature spells from your graveyard by paying life equal to their mana value in addition to paying their other costs.
, discard a card: Create a 2/3 red Minotaur Spirit creature token. If that card was a land, create two 2/3 red Minotaur Spirit creature tokens instead.
Exile four cards from your graveyard: Search your library for a Minotaur card and reveal it and put it into your hand. Shuffle your library.
Being a Haste Lord means your Minotaur are always ready to charge in for their attacks. Giving a means to cast from your graveyard is extremely important as you will want to ensure replayability. The token option means you will always have a base ready to fight with, and having the discard payment means you can pitch a Rageblood Shaman to make a 2/3, then pay + 3 life to get the Rageblood Shaman right back and swing with the 2/3, who is now a 3/4 with trample that very same turn. Alternatively, because Rakdos has limited ramp, you are rewarded with an extra 2/3 token if you pitch a land - which objectively sets you back in the game. Finally, you have a means to merely get the Minotaur you are looking for, by paying a very hefty price - exiling four cards from your library. However, her discard cost means you should always have the ability to do this. With instant / sorcery removal as well as combat trick spells, you should always have a full yard, ripe for exploitation.
When her engine is rolling and online, you can do the following:
- Exile 4 cards to tutor a Cow
- Pitch the Cow for to get a 2/3 token with Haste
- Cast the Cow for it's casting cost + life
Each ability feeds into the next ability, and they can be used multiple times per turn. You could actually exile 16 cards and tutor out 4 Lords if you really want to and have the ability to. Then on your end step dump your mana and discard since you're probably above 7. Now you have a bunch of 2/3 tokens. Next turn, bring the lords into play and swing.
It's not a very competitive deck, but Minotaur aren't a very competitive tribe. But what it does do is apply and maintain the pressure at all times, which is something that is important - especially in Rakdos.