Welcome to Bring Out Your Dead !

Hi there! Welcome to the primer of this Dimir, zombie-combo deck; commanded by Gisa and Geralf. It is midnight in Ravnica. You are suddenly roused from your sleep by the squeaking sound of approaching wheels from a heavy cart, being pulled along a muddy road. You open your door. It is misty outside. The noises grow louder. The footfalls of many shambling feet is becoming audible. The ominous cold sound of a bell suddenly rings. Crows take flight. They can be heard, cawing and screeching as they fight over something in the near distance. From within the mist, humanoid figures are starting to take shape. They walk slowly. Some, seem to walk canted or with overly large or short steps.

It is then, that the first whiffs of an incredible stench hits your nose, and you suddenly realize what that huge indistinct pile of things on the cart are. Your blood runs absolutely ice-cold. Even colder once you realize who the man and woman are, that are walking amongst the shambling shapes at the head of the column. The necromancers Gisa and Geralf have come to town, glaring hungrily and sadistically at every bit of life they see. Everyone knows their favorite pleasure: killing the innocent and resurrecting their corpses! Always on the lookout for the recently deceased, to convert into an unstoppable, evil horde of claws and teeth bent on destroying the world of the living!

This deck is meant to be played casually. It’s not meant to be used in a competitive fashion, but of course anyone is welcome anyone to try! Feel free to comment on anything you (dis)like throughout this primer; hopefully you will enjoy it!

Their ability that allows for casting creatures from the graveyard is exceptional when you think about it. First off, one chooses what to cast; there’s no randomness to it at all. Effectively, this means that when it comes to creatures, the graveyard becomes an extension of one’s hand (the only limit being that it can only be used once per turn as a casting source). Second, there’s no limit to how often a zombie can be re-summoned from the graveyard. So in some ways, as long as Gisa and Geralf are on the field, the deck’s zombies are effectively immortal. Third, there are no disadvantages casting zombies this way, they don’t get any counters as a result and they don’t have to be exiled by the end of the turn they appeared. Aside from their ability, Gisa and Geralf’s history is pretty awesome, making them interesting characters that bring lots of necromancy flavor to MTG. Finally, they are representatives of the Dimir guild, allowing decks based on them to feature counter spells and excellent card-advantage opportunities.

The following ten parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck (maximum score is 50 points).

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates whether the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 4

In all, the deck uses thirteen cards that either yield mana or cheapen casting costs. The collection is comprised of six rocks, three casting cost-reduction enablers, one mana-battery triggered by creatures dying, an instant-mana spell and two sacrifice outlets that yield mana output.

Ramp: 1

None of that in here, at least not within the mainboard. The idea of adding ramp has been toyed with, but only a few artifacts offering possibilities on this front (none of which are really in theme with the deck’s concept) have been considered.

Card Advantage: 5

Dimir involves both blue- and black magic, both excel at providing card advantage to its controller (though black often does require a sacrifice or two in exchange). For this deck, the most significant CA-area actually resides within its tutors (five cards). Draw, sometimes in exchange for a cost in life-points, is provided by six cards. One repeatable scry engine is also featured.

Overall speed: 3

In order to cast from an early stage, it is really quite dependent on its rocks and cost-reduction enablers. However, when combined with the deck’s excellent CA-options and a low average CMC, it can hit the ground running and expand fast.

Combo: 5

As mentioned in the intro, this deck’s end-game depends on combos for at least 50%. Therefore, it contains a wide range of options in this regard. A collection of cards enable possible attack strategies like infinite colorless- or colored mana, infinite zombies, infinite life-gain, infinite life-drain and infinite damage.

Army: 5

The deck’s twenty-seven creatures can be considered a cohesive force (which is impressive for a bunch of dead things) because many of them support one another’s abilities. Few of the creatures have inherently strong power- and toughness scores , but this is compensated through boosts that can be provided to all zombies (by nine of the deck’s creatures). Quite a few creatures have the capacity to expand the zombie-army through token-generation as well (currently ten of the deck’s creatures can fulfill this role).

Commander: 5

The deck’s beautiful commanders add a lot of flavor to matches and their recursion ability is amazingly fun to use. However, by no means are they necessary/required to obtain victory over opponents (none of the deck’s combos require them, the zombie-army can operate without them too). Furthermore, there’s lots of recursion back-up in here to compensate.

Interaction: 5

Let’s make life hard for opponents! Spells can be countered (five options, of which one can be repeated in the right circumstances), opposing libraries/graveyards/hands can be disrupted through forced discard, mill and exile (six options). Then there’s ways to drain life (also six options) and force opponents to sacrifice their permanents (two options). The only interaction weakness this deck truly has, is its lacking of ability to deal with opposing artifacts or enchantments.

Resilience: 4

They will not easily get rid of this deck’s creatures. No fewer than eight direct resurrection mechanics are available to its user. Then there’s also the possibility for creatures to be outfitted with undying, regenerative ability or to simply return them to hand (in all five cards have been added to enable these).

Spellpower: 1

Not that many high-impact spells to speak of. One bounce-wipe, one general forced-sacrifice, two very strong forced drains and a very powerful token multiplier.


Total power score: 38

Overall, this deck is powerful and well balanced. It features decent pace, many powerful combos and an army of zombies that can get out of hand quick. It has some issues dealing with powerful spell-slinging decks or enchantment-heavy decks that are good at restricting stuff. Fortunately, unless facing decks that are good at mass exile, they’re not going to get rid of its stuff any time soon and the multiple avenues to victory this deck offers, allows one to choose a suitable alternative for the situation one faces.

It is recommended to play this deck relatively aggressive from the get-go. Sure, resourcing and card advantage are given priority, but once a few basic items are in place to that effect, the first zombies ought to appear and begin their campaign of terror against opponents. While the zombies are off eating brains, get busy digging through the library and graveyard looking for combo pieces required to truly end the opposition.

At least three cards in the starting hand ought to be lands (or two lands and a cheap-to-cast rock like Fellwar Stone, Jet Medallion, Mana Vault or Sol Ring). It is recommended not to start a game without this hand (even if one has to mulligan down to three cards). The ideal hand would also contain some additional ramp and/or low-cost draw options.

In order to be aggressive early, one needs resources early. Aside from the mana rocks mentioned in the previous section, try to get an early Arcane Signet, Dimir Signet or Talisman of Dominance. Other welcome additions during this stage include Dark Ritual, Mana Drain and definitely Urza's Incubator. Getting additional draw advantage early also really helps to enable victories. Filtering with Sensei's Divining Top gets top priority, though direct draw through stuff like Phyrexian Arena and Rhystic Study also works wonders. Cheap-to-cast tutors (Demonic Tutor and Vampiric Tutor), especially those that can put stuff in the graveyard (Buried Alive and Entomb) are also favorites in this stage.

Once resources are in place, the first signs of a zombie-horde need to peep over the horizon. Ideally, the critters that can be cast early make their entrance, examples being Cryptbreaker, Diregraf Colossus, Gravecrawler, Lich Lord of Unx and Plague Belcher. Just as important, are the appearance of early zombie-boosters to the field. Creatures like Cemetery Reaper, Death Baron and Lord of the Accursed can be counted amongst these. The early game ends (and mid game commences) once 2-3 resource pieces, 1-2 combat zombies and 1-2 boosters have been obtained.

While keeping the pressure on, via zombie attacks, increase your foothold on the battlefield and keep it firmly in place. More expensive additions to the army should now start to appear (especially those that can either create or utilize tokens), like Ghoulcaller Gisa, Grave Titan, Kalitas, Traitor of Ghet, Liliana's Reaver and Wilhelt, the Rotcleaver. In order to ensure that even when destroyed, zombies have a tendency to return, recursion options should be cast. Obviously, this would be an opportune time to summon Gisa and Geralf, though some like-minded compatriots like Havengul Lich, Lord of the Undead, Mikaeus, the Unhallowed and Relentless Dead can also be of great use to prevent losses.

In the meantime, look for combo pieces to close out the game. Depending on the type of combo one wants to go for, it’ll require specific cards, though a number of them within the deck’s content are standard combo-inclusions like Ashnod's Altar, Necroduality, Phyrexian Altar and definitely Rooftop Storm.

Once a combo has been assembled, it’s time to unveil and cast it and ruin everyone’s day. In case this is somehow prevented, simply attacking with hordes upon hordes of brain-eating, maggot-infested horrors might do the trick too. If that fails too for some reason, pumping out high-powered spells like Exsanguinate or Torment of Hailfire can finish things off.

One of this deck’s major forms of attack, comes in the form of devastating (infinite) combos. Quite a few different ones can be generated with this content. Here are the most important ones:

Infinite mana

  • Gravecrawler + Phyrexian Altar + Black Market: cast Crawler, sacrifice it to Altar to generate and put a charge counter on Market. Use the and recast Crawler from the graveyard. Repeat. Generates infinite charge counters on Market (and thereby infinite ).
  • Gravecrawler + Phyrexian Altar + Rooftop Storm: cast Crawler, sacrifice it to Altar to generate . Recast Crawler from the graveyard. Repeat. Generates infinite .
  • Gravecrawler + Ashnod's Altar + Rooftop Storm: cast Crawler, sacrifice it to Altar to generate . Recast Crawler from the graveyard. Repeat. Generates infinite .
  • Plague Belcher + Mikaeus, the Unhallowed + Ashnod's Altar/Phyrexian Altar: cast Belcher. Put the two -1/-1 counters on Belcher. Sacrifice Belcher to either Altar and generate //. Have Belcher return to the battlefield through the undying mechanic. Belcher ends up with zero counters (one the -1/-1 counters negates the +1/+1 undying counter). Repeat. Provides infinite colourless/coloured mana.
  • Any zombie + Havengul Lich + Ashnod's Altar + Rooftop Storm: cast zombie, sacrifice it to Altar to generate . Use one of the to activate Lich on the zombie that just entered the graveyard. Recast the zombie. Repeat. Generates infinite . Also allows us to use the zombie's ETB trigger an unlimited number of times.
  • Relentless Dead + Phyrexian Altar + Rooftop Storm + Black Market: cast Dead, sacrifice it to Altar to generate and put a charge counter on Market. Use the to return Dead to your hand. Repeat. Generates infinite charge counters on Market (and thereby infinite )
  • .

Infinite zombies

  • Gravecrawler + Phyrexian Altar + Diregraf Colossus: cast Crawler, thereby generating a zombie with Colossus. Sacrifice Crawler to Altar to generate . Use the to recast Crawler. Repeat. Generates infinite zombies.
  • Wilhelt, the Rotcleaver + any infinite combo that kills off zombies: infinite zombies (with decayed).
  • Cloudstone Curio + Rooftop Storm + Diregraf Colossus + one non-token zombie: start with Curio, Storm and Colossus on the field. Summon the non-token zombie. Curio’s recall and Colossus’s zombie creation land on the stack. Resolve creation first and then recall Colossus to hand. Now summon Colossus (for free, because of Storm). Curio’s recall lands on the stack. Recall the non-token zombie.
  • Necroduality + any infinite combo that involves summoning non-token zombies: twice as many (and thereby probably infinite) zombies!

Infinite damage

Different bonuses

  • Glen Elendra Archmage + Mikaeus, the Unhallowed: sacrifice Archmage to counter a spell. Return it to the battlefield through the persist mechanic. Sacrifice Archmage to counter a spell again. Return it to the battlefield through the undying mechanic. Archmage ends up with zero counters (the -1/-1 persist counter is negated by adding the +1/+1 undying counter). Repeat. Provides infinite, cheap-to-cast, counterspells.
  • Grave Pact + Infinite zombie combo (in which you need to sacrifice a zombie): As your zombie dies, Pact forces each opponent to sacrifice a creature.
  • Rooftop Storm + Yawgmoth's Will: cast all zombies in your graveyard for free!
  • Cloudstone Curio + Rooftop Storm + two non-token zombies of which one has ETB trigger: infinite ETB’s, as Curio can be used to recall zombie A when zombie B enters the battlefield. Then, zombie A can be summoned again for free because of Storm (which upon ETB allows me to recall zombie B again.

Reliable sources of mana, and some utility:

The cards used to accelerate mana-availability:

  • Arcane Signet: all the colors of mana one would ever need!
  • Ashnod's Altar/Phyrexian Altar: paying the (undead) lives of some zombies for sweet, sweet energy seems like such a small price to pay.
  • Black Market: death is like an ever-present specter surrounding this deck; caused by it non-stop, so an energy-source based on it only makes sense.
  • Dark Ritual: a great boost of instant black mana.
  • Dimir Signet/Talisman of Dominance: Dimir deck needs some Dimir mana sources.
  • Fellwar Stone: quite often turns out to be a nice source of appropriate, colored mana in a 4-player group.
  • Jet Medallion: cheapens the majority of this deck’s spell-casting by 1.
  • Mana Vault: such a great source of mana to use to get something expensive out early on.
  • Rooftop Storm: the most over-powered combo card ever; so many utilities to be had from free zombies!
  • Sol Ring: are there EDH decks without this card?
  • Urza's Incubator: the answer to the question ‘How to make zombie casting cheaper?’

The mechanisms that provide card advantage:

  • Buried Alive: three burials in one go? The commander and Havengul Lich are already salivating.
  • Cryptbreaker: no cards? Tap some zombies and draw a card. No zombies? Discard a card, pay some mana and create a zombie!
  • Demonic Tutor: demons seem to be good at granting boons like this.
  • Entomb: the perfect tutor when combined with Gisa and Geralf.
  • Kindred Discovery: very powerful draw engine in a tribal deck.
  • Preordain: drawing cards is always more fun when I first get to decide which one.
  • Phyrexian Arena: dependable draw at the expense of a little life.
  • Rhystic Study: just about the most perfect draw engine; whenever a deck features blue, this card should be in it.
  • Secrets of the Dead: works so well as a draw engine, when combined with this commander.
  • Sensei's Divining Top: orchestrating plays becomes much easier when one can scry so easily (not to mention draw, should the occasion call for it).
  • Sidisi, Undead Vizier: this deck contains so much food for her to indulge in, so that she can find the perfect card.
  • Vampiric Tutor: sometimes, the blood yields some brain-content.
  • Viscera Seer: the entrails will reveal!

You’re not allowed that:

  • Cemetery Reaper: boosts and creates an army by exiling your graveyard.
  • Death Baron: you don’t want to touch those brain-eaters.
  • Diregraf Colossus: a dreadnought of destruction that creates a second army whenever one adds to the first one.
  • Ghoulcaller Gisa: even when sacrificing just one zombie to this babe, she gives back two in return.
  • Grave Titan: a giant, zombie-army creator you say? How big exactly?
  • Kalitas, Traitor of Ghet: doesn’t just create an army, but also has the potential to become very large.
  • Liliana's Reaver: this guy will either cause you to lose a creature, or a card during every attack.
  • Lord of the Accursed: making zombies stronger AND harder to block.
  • Necroduality: creating twins every time one summons an army addition!
  • Undead Warchief: cheap, stronger zombies are more fun!
  • Wilhelt, the Rotcleaver: even token zombies that didn’t have decayed will come back because of him, which is just sick!

Your life is about to be vacuumed out of you!

  • Diregraf Captain/Plague Belcher/Vengeful Dead: pretty much guarantees no one is stupid enough to wipe this deck’s zombie army off the field.
  • Exsanguinate: the perfect mana sink to end games by emptying your life-force.
  • Gray Merchant of Asphodel: this has the potential to be exceptionally deadly when cast from mid-game onwards, once the board has been populated a bit.
  • Lich Lord of Unx: depending on how large the army is, this has the potential to really, really bring the hurt!
  • The Scarab God: with a big army, this thing is going to cause you some big trouble every single turn; at no cost! To top it off, this thing can actually threaten your graveyard.

You can slice em! You can dice em! But the brain-eaters will just keep coming!

  • Cloudstone Curio: one of the most ridiculously good utility pieces ever; becomes especially crazy with flash-enablers.
  • Gravecrawler: brings his own resurrection mechanism and costs next to nothing to summon.
  • Havengul Lich: an over-powered version of our commanders; too bad he’s not legendary or otherwise he’d be in command.
  • Leyline of Anticipation/Vedalken Orrery: now available: the feature to execute combos during every turn!
  • Lord of the Undead: yeah, let’s just take that back. You didn’t see that.
  • Mikaeus, the Unhallowed: get ready to cry homo sapiens, and cry even more when you suddenly figure out this army can’t die (at least not the first time around).
  • Reanimate: ok, so if one pays some life, it’ll just reappear?
  • Relentless Dead: cannot die as long as one has an available , and can even resurrect a zombie to the BF if one pays a little more!
  • Yawgmoth's Will: not just zombies, but EVERYTHING just gained recursion this turn.
  • Zombie Master: together with Urborg, the deck’s zombies will just walk over to you, smack you in the face, and walk back. And if Urborg’s not here yet, they can still hit you while regenerating any brain-eaters you may have hit on the way.
  • Zul Ashur, Lich Lord: another zombie-resurrection ability.

Some cards didn’t make the cut, though sometimes they will be reconsidered.

  • Endless Ranks of the Dead: obviously quite powerful as it allows for the creation of a lot of zombies fast for no cost, but … it’s never really needed this all that much.
  • Midnight Reaper/Undead Augur: these are good, but the deck already provides draw in exchange for life drain and often too much of that is too taxing to sustain.
  • Nim Deathmantle: a fun combo-enabler, especially when equipped to Grave Titan, but otherwise not all that useful.
  • Zombie Apocalypse: fun as sort of a wipe card in certain situations, but usually ends up being a bit too specific to be of real use.

Appreciate the time you took to read this primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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97% Casual

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Revision 1 See all

(1 month ago)

-1 Fleshbag Marauder main
+1 Zul Ashur, Lich Lord main
Date added 6 years
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

50 - 0 Rares

16 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Bird 2/2 U, Copy Clone, Zombie 2/2 B, Zombie 2/2 B w/ Decayed, Zombie Wizard 1/1 UB
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