With swarming, token generation, life drain, and other tricks up their rotten sleeves, zombies make for entertaining decks that occasionally dip into colors beyond black. Plus, his ability immediately destroys any human that inflicts damage to you (whether combat or effect), punishing one of the largest subtypes in the game.
Basically, Piraeus is a bulky but powerful, hard to block tank who grants your non-humans a free revival, and his legendary status makes him available as a monoblack commander in EDS. Diagram's downside is that she enters the field tapped, but without haste, creatures won't be able to attack on their summoning turn anyway, making Ghoul an excellent first-turn play.
Combining the black swamps with red mountains yields this legendary zombie/dragon blend who admittedly supports his dragon kin more than his zombie. Admittedly, minions are a fairly rare type; as of this writing, there's only about 40 in the entire game, but it's still a helpful boost since most belong to the black faction.
If you're unlucky, this might grant your opponent some free units too, but either way, you should come out ahead if you've been tending your graveyard with proper zombie supports. 2/4 isn't great on a five-cost creature, but at least his toughness can survive a Lightning Bolt, ” and Asphodel wields an excellent entrance effect: when he joins the battle, you take life from each opponent (and add it to your own) equal to your devotion to black.
Devotion is measured by adding the number of black symbols in MANA costs of permanents you control; counting Asphodel's, you'll bear at least two, but with your other units, can easily exceed seven or more. Cranking out that much damage while recovering health can really turn the tide of a match, especially in multiplayer, where you'll sap life from every opponent.
3/2 is decent for his cost, and although Messenger enters the field tapped, he makes a target opponent lose two life. Crypt breaker bears the typically low 1/1 stats of a single cost creature, but his MANA ability does exactly what you need zombies to do: stock your graveyard and swarm.
Crypt breaker also lets you tap three of your untapped zombies and lose a life to draw a card, adeptly replenishing your depleted hand. Death is no obstacle for this undead, giving you an excellent way to spend leftover MANA and continuously refiled a unit to sacrifice with other abilities.
Grave crawler has long been a staple in my blacks zombie decks and won me several games with his ongoing revivals; fortunately, he's available for less than nine dollars! Enchantment “Endless Ranks of the Dead” creates zombie tokens each turn based on how many you control (combing with itself), while “Call to the Grave” forces players to continuously sacrifice non-zombie creatures.
If you're not looking for an actual zombie to head up your zombie-themed deck, Lisa and Gerald are a solid two color option that basically extend your hand right into your graveyard. Having access to blue certainly helps the Commander game with self mill in addition to protection with counterspells after you're all set up.
If your zombie strategy involves dumping as many tokens on the board as possible, it's hard to imagine a better commander than Ghoul caller Lisa. I've personally never seen a Stitches Gerald deck, but I'm a big fan of the possibilities this card has to offer.
Also, make sure to stack your deck with massive-powered creatures since Gerald mills ALL players when looking for the ingredients for his masterpieces. To be honest, despite the excellent three-colour combos Sultan gives you, Sides's on board ability of milling and making a 2/2 zombie isn't super spectacular.
What Sides does give you is a reliable way to fill your graveyard and access to an awesome three-colour wedge, with some incidental zombie synergy. One of the main reasons is simple; the Commander tax hardly ever applies to this guy.
You can cast The Scarab God all game long for the regular fireman which, let's be honest, is way too cheap for a card with this power level. I feel like since Lisa and Gerald and The Scarab God have invaded the tribal scene, Grim grin, Corpse-Born doesn't get quite as much love as he used to.
Being a sac outlet on legs that gets bigger the number of creatures you sacrifice, PLUS having spot removal built right in makes Grim grin a formidable zombie tribal leader still. While that may seem, weird Sedaris is a great commander for those guys and brings a lot of value to the table.
Easily one of the most underrated generals in EDS, Sedaris, The Traitor King has great synergy with zombies, whether through graveyard unearthing or combo enabling. The reason he's underrated is probably the fact that unearth isn't a real sought after ability in Commander.
The fact that you have to exile the creature is definitely not attractive to commander players who like to squeeze every last bit of value from every card in every zone. Trust me, Unearth is WAY better than it looks and if you don't mind exiling a few zombies, it'll steal you games you never thought you could win.
Bimodal the Necromancer costs way too much, and I only included him here because he happens to be a great zombie tribal card, but certainly not a commander. I mean you CAN run him, but his ability to steal dying creatures makes him a massive lightning rod.
Between their synergies with the graveyard and others within their ranks, it's not hard to see why Zombies are one of the most popular tribes in Magic: The Gathering. The two things that many tribal players want to do the most is buff up their creatures and reduce their costs, and Undead War chief covers both of these bases.
Living Death is a card that takes your graveyard strategies and turns them up to eleven. This means that like many of your other zombies, she can be sacrificed and reanimated, allowing you to reap repeated benefits from her tutoring ability.
For eight manas, Army of the Damned is a sorcery that creates thirteen zombie tokens! As if that wasn't enough, Army of the damned possesses flashback, meaning it can be cast again from your graveyard, creating yet another thirteen zombie tokens.
Entomb and Buried Alive are two cards with similar abilities that a zombie deck would not want to be without. Luckily, zombie decks have a reputation for graveyard abilities, meaning that these tutored cards often might as well be in your hand.
While not all zombie decks possess blue, those that do have the benefit of being able to include the enchantment Rooftop Storm. Perhaps one of the strongest enchantments that can be run in a zombie-tribal Commander deck, Rooftop Storm allows its controller to pay zero MANA rather than the cost of zombie spells they cast.
With the ability to sacrifice creatures at any time to create two colorless manas, you'd be hard-pressed to find a more efficient way of generating massive amounts of value in a zombie tribal deck. Packed with three potent abilities, The Scarab God does everything that you'd want in a zombie tribal deck.
By simply controlling zombies, The Scarab God whittles down your opponent's life total while stacking your deck for the coming turns! And the vast majority of Liliana's synergize in fantastic fashion with zombie tribal decks.
In similar synergistic fashion, Liliana, untouched by death allows for zombies to be cast from your graveyard, and Liliana, Dread hoard General's ability to draw you cards whenever creatures die pairs well with nearly any Zombie Strategy. About The Author Paul Salvo (119 Articles Published) Staff Writer, Paul Salvo is a writer, comic creator, animation lover, and game design enthusiast currently residing in Boston, Massachusetts.
Date added5 Yaroslavl updated5 monthsLegalityThis deck is Commander / EDS legal. Date added5 monthsLast updated5 monthsLegalityThis deck is Commander / EDS legal.
I realize zombies don't tend to be tiered 1 material, but I want it to be as much of a pain in the ass to fight as is possible. But I don't really want to lose rooftop storm or counterspells.
The other day, my brother got me with a Maelstrom Wanderer list that only had 2 nonland cards: ] and ]. The other one has Sided, Undead Vizier in the Command Zone.
When ~ enters the battlefield, each opponent reveals their hand. For each opponent, exile a creature card they revealed this way until Value leaves the battlefield.
This set is already looking great, and I can't wait for the pure chaos this Tybalt will bring. The other friends that I play with are casual players that play battlecruiser commander, like jamming big creatures and turning them sideways, tribal decks, your typical Timmy stuff that lots of casual players get into commander for.
I'm a decent drafter, I've played magic for most of my life, I'm a legend caliber hearthstone player -- I'm good at card games, and I understand them a lot. We all play together because we've been friends for years and years, and in spite of me winning a majority of the games we play, since it's something we're all familiar with, and I'm good enough with the rules to play an impromptu judge for our casual table if any of the other players have questions, they tolerate playing with me even if my decks are a bit more optimized than theirs and games turn into archenemy a little more often than I would like.
But it's fine, it's our group dynamic, and we all enjoy it (with each of our own fair shares of salt) Overnight it feels like my table has started running more interaction, practicing proper threat evaluation, learning good politicking, even making some cute plays regarding how the stack works.
I couldn't be more proud of my friends tonight, after playing magic with them for so many years tonight is the first night I've really felt like I've seen them grow as magic players, and I'm just so enthused about it. I know being a johnny/spike at a table full of jimmies is often a hard thing to do, but I've taken all the beats in stride and hopefully tried to teach some of my closest friends the intricacies of magic, and I'm just so happy to see them getting better at all the skills that go into commander, even if we are all just playing what amounts to a casual kitchen table format at the end of the day.
: Create a 1/1 green Elf warrior creature token. A new elf centric planes walker with an ultimate that prob just wins the elf ball player the game, nice Ty var.
Whenever an opponent sacrifices a nontoken permanent or discards a permanent card, you can put that card from the graveyard onto the battlefield under your control. Tap, target player loses 3 life unless they sacrifice a nonland permanent or discard a card.
The mtg version of HEL is here, and she looks, pretty good. Her lantern also only targets one player instead of everyone which is pretty bad for multiplayer.