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Sidisi, Brood Tyrant's Semi-Tribal Tokens

Commander / EDH BUG (Sultai) Reanimator Tokens Tribal

Scarecrow1779


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This is probably the most tweaked and overhauled deck I have ever owned. I have changed out at least 5 or 6 cards every three or four months for the past 2.5 years. As such, I am open to continued tweaks and welcome any and all criticisms. What I think makes this deck unique is that it IS tribal, but does not over-dedicate to the theme. The only reason I care about zombies is to abuse the tokens, not to limit the rest of the deck. Not overcommiting to zombies means I have plenty of room to put in a TON of self mill effects to pump out tokens at break neck speed.

The main win condition is beating somebody down with a lot of tokens. This usually takes the form of having 8 or 9 zombie tokens in play, making them evasive with Wonder, making them massive with Coat of Arms, or tapping down opposing creatures with Torrent Elemental, then swinging in for a kill. Secondary wincons are things like Plague Belcher and Diregraf Captain, that will punish and drain opponents for attacking into my tokens or wiping the board. The Scarab God will also quickly decimate opponents' life totals when I inevitably have 10+ zombies in play. The secondary theme of the deck is recursion (duh), so that you can get back any powerful cards that are destroyed or milled. The massive amount of milling in this deck often means you don't need much card draw and can just use recursion for card advantage.

Cards that are already on my radar to acquire for the deck include Doom Whisperer and Dread Return. I'm also looking at possibly replacing Overwhelming Stampede with Craterhoof Behemoth, but am a little discouraged by the high CMC. This deck generally needs to do multiple things each turn to get anywhere, but Craterhoof has great game ending potential.

My latest revisions of this deck focused on decreasing the mana curve to increase my early game presence. Early game beatdown powerhouses like Happy Omnath and Edgar Markov had been giving me a lot of losses, and decreasing the number of 4/5 drops helped that a lot. I pulled slow, mana intensive options like Havengul Runebinder, Necropolis Fiend, and Lich Lord of Unx in favor of low drops and more EtB effects like Grim Flayer, Eternal Witness, and Ravenous Chupacabra. I also put in more recursion for non-creatures, like Muldrotha and Ramunap Excavator, while removing delve cards that previously focused on eating the lands in my yard.

Current all-stars of the deck are Mesmeric Orb, The Scarab God (just for the triggered ability), Kessig Cagebreakers, Hermit Druid, Genesis, Havengul Lich, and Nullmage Shepherd (because my meta has a ton of enchantments). Together, these represent the core of the deck with ways to use my zombies to keep the board in check, ways to generate tokens, recursion of other powerful cards, and ways to immediately end the game. There are plenty of other cards that do similar jobs, but these are some of the best examples.

I really enjoy the amount of removal Sultai colors offer, so I'm always looking for more removal-on-a-stick to throw in this deck. Right now I still have Putrefy and Sultai Charm in there for the flexibility, but am open to replacing them if you have any flexible creature-based-removal to suggest.

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Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 1 Mythic Rares

31 - 5 Rares

23 - 4 Uncommons

12 - 1 Commons

Cards 100
Avg. CMC 3.84
Tokens City's Blessing, Copy Clone, Plant 0/1 G, Wolf 2/2 G, Zombie 2/2 B, Zombie Wizard 1/1 UB
Folders EDH, saves
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