A few changes I would like to do! Find a better life gain card instead of Demon's Horn! Find something better of getting damage throw instead of Gruul War Plow! I'm also thinking of adding 2 Graveborn Muse but, need a better source of life gain or something to kill the Graveborn Muse before it kills me and over loads my hand with cards!
Here is my updated version! Let me know what you think!
Mono black Agro Zombies Legacy tournament. Should do great in causal.
Some of the monsters you mentiond are to slow. nameless inversion is awesome with grotto, as it is a zombie, and Undead Warchief makes it one cheeper.
Zombie master +tomb =dmg threw so you dont need trample. Death touch is also amazing. If u have one of each of the lords out with 1 Unholy Grotto you have 4 zombies. each of them being like a 5/4s death touch with one black regenerate. Also u could tap the land to put the zombie hack on top of libary. Same with nameless inversion. Or U could Tap two tap lord of the undead and bring it back to your hand.
Another cool thing is turn 1 tomb, dark Ritual, Sacromancy, Sacromancy, Carnophage. Turn two, Unholy Grotto, dark ritual, Undead Warchief, atk with 3 4/3 guys. 12 dmg turn two.
They kill one of your guys, bring them back with Grotto or Lord of the undead. Nameless inveration there critters every turn. Nameless inverasion works wonders aganced Tribal too!.
Having played Zombies for about a year while I was in high school, I can only tell you what's worked for me...assuming you don't want to just copy/paste a regular Legacy build.
Carrion Feeder: An absolute must. The best 1-drop the deck can muster (paired with Festering Goblin, it's quasi-removal too!). Allows you to shut off your Muses whenever you need to. Death Baron/Zombie Master: Either works. You might even want to run both AND your Lords. Gempalm Polluter: I was never upset to draw this. Usually I could muster 2-3 life off this, draw a card, then find some way to either return it to my hand or return it to play. At worst it's a cantrip permanent pump for your Soulless Ones.
Removal: You've gotta have something. Tendrils of Corruption would give you both removal and far superior life gain. I always used Diabolic Edicts and Cruel Revivals, but to each his own. I like the Inversion/Grotto engine, too. Grim Harvest: Paired with Carrion Feeder, this thing is a card advantage machine.
Some way to get your guys through: The ideal way would seem to be to give them fear. Profane Command would be phenomenal in this deck.
I'm not exactly sure how to put in that deck formatter, but here is the deck I run as casual - I've been playing zombies since I started playing magic, but I'm sure there's work to be done here as well... None of these cards (to my knowledge) are extremely hard to acquire, and I've built it up over the years, so there you have it.
Call to the Grave is a big thorn in the side of a lot of people I play with. Until it get's oblivion ringed/naturalized, you become the only force in play. Get another one out, and each ability triggers simultaneously (in theory), wiping 1 + opposing creatures every turn. Because It doesn't target a player or that player's creatures, shroud does nothing for them. Vampiric link can put some padding between you and your opponents if you get it out on a soulless one, or can be a black pacifism (basically) if you put it on an enemy creature.
x4 Undead Warchief
Probably the best warchief there is, and in here for obvious reasons.
x4 Souless One
Not the greatest card early in the game, but even cards in your graveyard count towards it's total P/T, and it still gets bonuses from your warchiefs and barons.
x3 Gempalm Polluter
One of my favorite cards of the deck, it's basically zombie direct damage, but not. Because it is loss of life, worship doesn't do anything for your opponents.
x2 Corpse Harvester
Thins the lands out in your deck, and as long as you have a Lord out, there is pretty much no negative effect when you lose a zombie to him.
x2 Unliving Psychopath
Zombie control. Although it doesn't work on shroud, it get's pumped by your warchiefs, barons, and lords to allow for a B, T: Destroy target creature. Not to mention, you can +- him to attack for whopping damage when you have unblockable zombies.
x3 Zombie Master
Urborg + ~ = Unblockable Zombies and he allows for B: Regenerate.
x2 Stromgald Crusader
Just in case your opponent has flying creatures, you can chuck this into play as a blocker. They don't? That's fine too - pro white and pumpable isn't bad for BB.
x1 Shepherd of Rot
I mostly just keep this in here for multiplayer (which is what me and my friends usually play). Hits everyone at the same time, and if you have a Link out, this doesn't do too much against yourself.
x3 Innocent Blood
Just in case your opponent gets enough creatures out so that CttG leaves them with a creature, you can probably stand the loss of a zombie so that your opponents have no creatures. This also works pretty well against Green mana accel like Llanowar Elves.
If anyone has some input on my deck, it'd also be appreciated
Well, it seems like that deck doesn't really have all that much control besides Duress, Fleshbag Marauder, and Death Baron... Innocent Blood you can play turn 1 without using a dark ritual (or losing any creatures), letting you Warchief on turn two, and CttG on turn three...
I'm not exactly sure how to put in that deck formatter, but here is the deck I run as casual - I've been playing zombies since I started playing magic, but I'm sure there's work to be done here as well...
How could I forget Call to the Grave and Corpse Harvester? I used those too! Yeah, I'd argue Call is almost a must, too...against anyone not playing Zombies or Changelings it's a one-sided Abyss.
I think my ideas are leaning more aggro-control. I can try to have a decklist for you sometime tomorrow, if you'd like.
Well, it seems like that deck doesn't really have all that much control besides Duress, Fleshbag Marauder, and Death Baron... Innocent Blood you can play turn 1 without using a dark ritual (or losing any creatures), letting you Warchief on turn two, and CttG on turn three...
Topic: Aggro Zombies
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
Well, it seems like that deck doesn't really have all that much control besides Duress, Fleshbag Marauder, and Death Baron... Innocent Blood you can play turn 1 without using a dark ritual (or losing any creatures), letting you Warchief on turn two, and CttG on turn three...
Topic: Aggro Zombies
But Dark Ritual takes a role in some lists, but i don't like it 'cause usual 1x2 against.
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
Dark Ritual is awesome in mono-black aggro decks of all types. It allows getting a serious beater out on turn 1 or turn 2. A turn 2 Undead Warchief is pretty nasty, especially if you droped a Carnophage on turn 1.
Dark Ritual is awesome in mono-black aggro decks of all types. It allows getting a serious beater out on turn 1 or turn 2. A turn 2 Undead Warchief is pretty nasty, especially if you droped a Carnophage on turn 1.
Cheers,
rant
This.
More than once, my first turn has been:
Swamp
Dark Ritual
Sol Ring
Lotus Petal
Warchief
Death Baron
I'm thinking of doing something more like this now that theirs an new zombie card Necromancer's Covenant in Alara Reborn! It also helps out alot with my life issue from Graveborn Muse and Shepard Of Rot and just opponent in general!
I was thinking of testing out 2x Hecatomb in place of 2x Necromancer's Covenant. It would be nice to use to deal damage to them with swamps. Plus I could get back the 4 creatures sacrificed so its not to much of a draw back.
Cover of Darkness is a nice little evasion method. However, with your swampwalk evasion you should be all set.
My problem with the most recent deck list is the lack of creature removal present. 2 Nameless Inversion is simply not enough to get the job done. Assuming you draw them both in your opening hand, you only have a CHANCE to kill two creatures with at most 3 toughness. Try working in some Festering Goblin. He combos well with Carrion Feeder for early removal, but does get less useful each turn after that. Bump your Nameless up to 4.
Cover of Darkness is a nice little evasion method. However, with your swampwalk evasion you should be all set.
My problem with the most recent deck list is the lack of creature removal present. 2 Nameless Inversion is simply not enough to get the job done. Assuming you draw them both in your opening hand, you only have a CHANCE to kill two creatures with at most 3 toughness. Try working in some Festering Goblin. He combos well with Carrion Feeder for early removal, but does get less useful each turn after that. Bump your Nameless up to 4.
The problem with most of those is that there really slow. I'm guessing you didn't notice the combo with Nameless Inversion, Lord Of The Undead, and Unholy Grotto. For that reason its better then most of what you named and its not to hard to get when your drawing cards with Graveborn Muse or thinning out the deck with Polluted Delta. I am going to test Damnation though.
4x Maggot Carrier
2x Sheperd Of Rot
2x Boneknitter
4x Stillmoon Cavalier
4x Lord Of The Undead
4x Soulless One
4x Undead Warchief
4x Dark Ritual
4x Unholy Strength
4x Demon's Horn
2x Gruul War Plow
Lands:
2x Unholy Grotto
2x Mouth Of Ronom
2x Scrying Sheets
16x Snow-Covered Swamp
A few changes I would like to do! Find a better life gain card instead of Demon's Horn! Find something better of getting damage throw instead of Gruul War Plow! I'm also thinking of adding 2 Graveborn Muse but, need a better source of life gain or something to kill the Graveborn Muse before it kills me and over loads my hand with cards!
Here is my updated version! Let me know what you think!
4x Carrion Feeder
4x Maggot Carrier
2x Sheperd Of Rot
2x Zombie Master
2x Stillmoon Cavalier
4x Lord Of The Undead
4x Soulless One
4x Undead Warchief
2x Graveborn Muse
2x Gempalm Polluter
4x Dark Ritual
2x Tendrils Of Corruption
2x Nameless Inversion
2x Demon's Horn
Lands:
2x Unholy Grotto
2x Mouth Of Ronom
2x Urborg, Tomb Of Yawgmoth
14x Snow-Covered Swamp
Mono black Agro Zombies Legacy tournament. Should do great in causal.
Some of the monsters you mentiond are to slow. nameless inversion is awesome with grotto, as it is a zombie, and Undead Warchief makes it one cheeper.
My Deck:
4 Carnophage
4 Lord of the Undead
3 Urborg, Tomb of Yawgmoth
14 swamp
3 Unholy Grotto
4 Nameless Inversion
4 Death Baron
4 Undead Warchief
4 Hymn to Tourach
4 Sarcomancy
4 Dark Ritual
4 Zombie Master
4 Snuff Out
Zombie master +tomb =dmg threw so you dont need trample. Death touch is also amazing. If u have one of each of the lords out with 1 Unholy Grotto you have 4 zombies. each of them being like a 5/4s death touch with one black regenerate. Also u could tap the land to put the zombie hack on top of libary. Same with nameless inversion. Or U could Tap two tap lord of the undead and bring it back to your hand.
Another cool thing is turn 1 tomb, dark Ritual, Sacromancy, Sacromancy, Carnophage. Turn two, Unholy Grotto, dark ritual, Undead Warchief, atk with 3 4/3 guys. 12 dmg turn two.
They kill one of your guys, bring them back with Grotto or Lord of the undead. Nameless inveration there critters every turn. Nameless inverasion works wonders aganced Tribal too!.
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o
Check out the mono Blue Clan
Just click the banner above
Carrion Feeder: An absolute must. The best 1-drop the deck can muster (paired with Festering Goblin, it's quasi-removal too!). Allows you to shut off your Muses whenever you need to.
Death Baron/Zombie Master: Either works. You might even want to run both AND your Lords.
Gempalm Polluter: I was never upset to draw this. Usually I could muster 2-3 life off this, draw a card, then find some way to either return it to my hand or return it to play. At worst it's a cantrip permanent pump for your Soulless Ones.
Removal: You've gotta have something. Tendrils of Corruption would give you both removal and far superior life gain. I always used Diabolic Edicts and Cruel Revivals, but to each his own. I like the Inversion/Grotto engine, too.
Grim Harvest: Paired with Carrion Feeder, this thing is a card advantage machine.
Some way to get your guys through: The ideal way would seem to be to give them fear. Profane Command would be phenomenal in this deck.
UBDragonlord Silumgar WGKarametra, God of Harvests
BRUNekusar, the Mindrazer BGMazirek, Kraul Death Priest
URMelek, Izzet Paragon UGPrime Speaker Zegana
WUHanna, Ship's Navigator BWUSydri, Galvanic Genius
WUBRGSliver Queen RBBladewing the Risen
WBKarlov of the Ghost Council RGXenagos, God of Revels
GFreyalise, Llanowar's Fury RWAurelia, the Warleader
RIb Halfheart, Goblin Tactician BDrana, Liberator of Malakir
UAzami, Lady of Scrolls WNahiri, the Lithomancer
WBGDoran, the Siege Tower CEmrakul, the Promised End
The deck u mentioned is more controll/aggro i think...
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o
Check out the mono Blue Clan
Just click the banner above
x1 Lotus Petal
x1 Sol Ring
x4 Dark Ritual
All of these are good for mana accelleration, and Sol Ring actually stays in play, which helps if you can't get all your warchiefs out right away.
x17 Swamp
x3 Urborg, Tomb of Yawgmoth
Urborg + Zombie Master = Unblockable Zombies
However, in type two play I find that Urborg can actually help your opponents if they need more B mana.
x3 Call to the Grave
x2 Vampiric Link
Call to the Grave is a big thorn in the side of a lot of people I play with. Until it get's oblivion ringed/naturalized, you become the only force in play. Get another one out, and each ability triggers simultaneously (in theory), wiping 1 + opposing creatures every turn. Because It doesn't target a player or that player's creatures, shroud does nothing for them. Vampiric link can put some padding between you and your opponents if you get it out on a soulless one, or can be a black pacifism (basically) if you put it on an enemy creature.
x3 Death Baron
+1/+1 and deathtouch... Makes even your small creatures a threat to a Plated Slagwurm.
x4 Undead Warchief
Probably the best warchief there is, and in here for obvious reasons.
x4 Souless One
Not the greatest card early in the game, but even cards in your graveyard count towards it's total P/T, and it still gets bonuses from your warchiefs and barons.
x3 Gempalm Polluter
One of my favorite cards of the deck, it's basically zombie direct damage, but not. Because it is loss of life, worship doesn't do anything for your opponents.
x2 Corpse Harvester
Thins the lands out in your deck, and as long as you have a Lord out, there is pretty much no negative effect when you lose a zombie to him.
x2 Lord of the Undead
Obvious reasons.
x2 Unliving Psychopath
Zombie control. Although it doesn't work on shroud, it get's pumped by your warchiefs, barons, and lords to allow for a B, T: Destroy target creature. Not to mention, you can +- him to attack for whopping damage when you have unblockable zombies.
x3 Zombie Master
Urborg + ~ = Unblockable Zombies and he allows for B: Regenerate.
x2 Stromgald Crusader
Just in case your opponent has flying creatures, you can chuck this into play as a blocker. They don't? That's fine too - pro white and pumpable isn't bad for BB.
x1 Shepherd of Rot
I mostly just keep this in here for multiplayer (which is what me and my friends usually play). Hits everyone at the same time, and if you have a Link out, this doesn't do too much against yourself.
x3 Innocent Blood
Just in case your opponent gets enough creatures out so that CttG leaves them with a creature, you can probably stand the loss of a zombie so that your opponents have no creatures. This also works pretty well against Green mana accel like Llanowar Elves.
If anyone has some input on my deck, it'd also be appreciated
01 Unholy Grotto
01 Cabal Coffers
03 Urborg, Tomb of Yawgmoth
04 Bloodstained Mire
12 Swamp
04 Sarcomancy
04 Carnophage
04 Dregscape Zombie
03 Zombie Master
04 Death Baron
04 Undead Warchief
04 Fleshbag Marauder
04 Duress
04 Night's Whisper
04 Dark Ritual
Hope being helpful.
How could I forget Call to the Grave and Corpse Harvester? I used those too! Yeah, I'd argue Call is almost a must, too...against anyone not playing Zombies or Changelings it's a one-sided Abyss.
I think my ideas are leaning more aggro-control. I can try to have a decklist for you sometime tomorrow, if you'd like.
UBDragonlord Silumgar WGKarametra, God of Harvests
BRUNekusar, the Mindrazer BGMazirek, Kraul Death Priest
URMelek, Izzet Paragon UGPrime Speaker Zegana
WUHanna, Ship's Navigator BWUSydri, Galvanic Genius
WUBRGSliver Queen RBBladewing the Risen
WBKarlov of the Ghost Council RGXenagos, God of Revels
GFreyalise, Llanowar's Fury RWAurelia, the Warleader
RIb Halfheart, Goblin Tactician BDrana, Liberator of Malakir
UAzami, Lady of Scrolls WNahiri, the Lithomancer
WBGDoran, the Siege Tower CEmrakul, the Promised End
Topic: Aggro Zombies
Topic: Aggro Zombies
But Dark Ritual takes a role in some lists, but i don't like it 'cause usual 1x2 against.
Cheers,
rant
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This.
More than once, my first turn has been:
Swamp
Dark Ritual
Sol Ring
Lotus Petal
Warchief
Death Baron
(or when I had more Shepherds in:)
Warchief
Shepherd
Shepherd
4x Carrion Feeder
4x Maggot Carrier
2x Sheperd Of Rot
2x Zombie Master
2x Stillmoon Cavalier
4x Lord Of The Undead
4x Soulless One
4x Undead Warchief
2x Graveborn Muse
2x Gempalm Polluter
4x Dark Ritual
2x Tendrils Of Corruption
2x Nameless Inversion
2x Demon's Horn
Lands:
2x Unholy Grotto
2x Mouth Of Ronom
2x Urborg, Tomb Of Yawgmoth
14x Snow-Covered Swamp
4x Carrion Feeder
4x Maggot Carrier
2x Shepherd Of Rot
2x Zombie Master
2x Stillmoon Cavalier
4x Lord Of The Undead
4x Soulless One
4x Undead Warchief
2x Graveborn Muse
2x Gempalm Polluter
4x Dark Ritual
2x Nameless Inversion
4x Necromancer's Covenant
Lands:
2x Unholy Grotto
2x Urborg, Tomb Of Yawgmoth
4x Godless Shrine
4x Scrubland
4x Polluted Delta
4x Swamp
My problem with the most recent deck list is the lack of creature removal present. 2 Nameless Inversion is simply not enough to get the job done. Assuming you draw them both in your opening hand, you only have a CHANCE to kill two creatures with at most 3 toughness. Try working in some Festering Goblin. He combos well with Carrion Feeder for early removal, but does get less useful each turn after that. Bump your Nameless up to 4.
Other zombie removal you should consider:
Call to the Grave
Cruel Revival
Feast or Famine
Fleshbag Marauder
Innocent Blood
Barter in Blood
Chainer's Edict
The problem with most of those is that there really slow. I'm guessing you didn't notice the combo with Nameless Inversion, Lord Of The Undead, and Unholy Grotto. For that reason its better then most of what you named and its not to hard to get when your drawing cards with Graveborn Muse or thinning out the deck with Polluted Delta. I am going to test Damnation though.