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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 17, 2017 2:49 pm 
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Wow, so we literally got everything for this.

Well then, T4 Zombie kills here I come.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Tue Apr 18, 2017 4:43 am 
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Okay, I think this will be the initial build I trial on the ladder:

Gimme Back My Hand!

Creature(21)
2x Fan Bearer
2x Cryptbreaker
2x Dread Wanderer
4x Binding Mummy
3x Wayward Servant
2x Diregraf Colossus
3x Lord of the Accursed
2x Plague Belcher
1x Kalitas, Traitor of Ghet

Instant(9)
3x Time to Reflect
3x Fatal Push
3x In Oketra's Name

Enchantment(1)
1x Liliana's Mastery

Planeswalker(2)
1x Liliana, the Last Hope
1x Gideon, Ally of Zendikar

Artifact(4)
2x Smuggler's Copter
2x Aethersphere Harvester

Land(23)
2x Shambling Vent
8x Plains
9x Swamp
2x Isolated Chapel
2x Westvale Abbey

I had Gideon of the Trials in my first draft, which is cut. Avacyn is now Liliana's Mastery. I've dropped a copy of In Oketra's Name and with the free slots I've added in Aethersphere Harvester for more aerial game. And you know, because it's awesome.

Seems more rounded, but something tells me I'll end up adding a land and upping the curve a little. We'll see.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Tue Apr 18, 2017 7:12 am 
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Dread Wanderer x2
Cryptbreaker x2
Fan Bearer x3
Festering Mummy x3

Graf Harvest x2

Time to Reflect x3
Fatal Push x3

Binding Mummy x4
Wayward Servant x3
Smuggler's Copter x2
Scrapheap Scrounger x2

In Oketra's Name x4

Plague Belcher x2
Lord of the Accursed x3

Kalitas, Traitor of Ghet x1

21x Land

This is likely where I am going to start from. Should this not work out like I am hoping it will then my next move will be slowly adding land and upping the curve to transition into a more midrange approach.

I know I will probably get **** for trying to run at 21 land, but both my Rakdos Madness and Artifact decks run slightly higher curves than this and only run 21 lands and haven't had any major issues because of it in the 2-3 seasons I have been playing them.

Liliana should probably be here just because T3 Lili can sometimes just outright win games. Should the deck prove to be fast enough though it may just end up slowing us down in the long run (the same reason I ended up ditching her in Rakdos Madness).

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Wed Apr 19, 2017 12:13 pm 
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Orzombie Midrange

18 Creatures:
2 x Cryptbreaker
2 x Dread Wanderer
3 x Binding Mummy
3 x Wayward Servant
3 x Lord of the Accursed
2 x Plague Belcher
2 x Nantuko Husk
1 x Kalitas, Traitor of Ghet

3 Enchantments:
1 x Graf Harvest
2 x Liliana's Mastery

2 Planeswalkers:
1 x Liliana, the Last Hope
1 x Liliana, Death's Majesty

2 Artifacts:
2 x Throne of the God-Pharaoh

5 Instants:
3 x Time to Reflect
2 x Grasp of Darkness

6 Sorceries
2 x Cemetery Recruitment
2 x Never // Return
2 x From Under the Floorboards

24x Land (tbd)


Want to test a few ideas, so this will prob need some focusing once I see how things are working.

I'll be testing this here, but I feel like the hyper aggro versions of Orzombies are missing out on a real gem in Throne of the God-Pharaoh. It might not be that great in my slower build, but for the peeps building the versions that swarm quickly and want to be attacking every turn (plus Fan Bearers), Thrones lifedrain is reachy AF.

To highlight a few things I'm trying to do here - I've added a couple Husks to combo with Belcher. Wanted to use Yahenni for same purpose but harder for opp to remove; went with the tribal option in the end. Since I'm trying midrange, I added Cemetery Recruitment to fetch back dead lords (or Cryptbreakers if I want to get my draw on and/or get Throne triggers same turn w/o attacking into bigger blockers). Just feel like after I cast Mastery or FUtF, Ill want to dig back and cast that lord my opp was sure to kill earlier. General idea is early game set up and board control, mid-lategame token explosion.

Another card on my radar for this is Dusk // Dawn. Even if I've a lord in play that sees all my zombies die for being >2 power, I get to Dawn them all back to the board the following turn. I will likely swap them in for Thrones after I test w/ that. Thinking Throne is better for the aggro versions.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Wed Apr 19, 2017 3:20 pm 
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Zombie Token Spam

9 Creatures:
2 x Cryptbreaker
3 x Wayward Servant
3 x Lord of the Accursed
1 x Kalitas, Traitor of Ghet

6 Enchantments:
2 x Graf Harvest
2 x Anointed Procession
2 x Liliana's Mastery

4 Artifacts:
2 x Smuggler's Copter
2 x Throne of the God-Pharaoh

2 Planeswalkers:
1 x Liliana, the Last Hope
1 x Liliana, Death's Majesty

5 Instants:
3 x Time to Reflect
2 x In Oketra's Name

10 Sorceries:
2 x Dark Salvation
2 x Never // Return
3 x Gisa's Bidding
2 x From Under the Floorboards
1 x Rise from the Tides

24 Land (tbd - Shambling Vent and Isolated Chapel in, splash of :u:, prob work in Westvale Abbey, maybe work in Cradle of the Accursed but that's prob too rough on the mana base - not sure yet).

Plan is to crap out a metric **** ton of zombies and win via Wayward/Throne lifedrain and/or menace/Oketra swarm.

I think Throne will be better here than my other version. Helps ease the pain on the tokens that enter play tapped.

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Last edited by The Secret of TIMH on Sun Apr 30, 2017 12:11 am, edited 2 times in total.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Fri Apr 21, 2017 7:13 pm 
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So in the quest for zombie 1 drops I included Cryptbreaker in my low to the ground aggro build without even thinking about it. Thinking about it more though I am even more convinced that the low to the ground builds will have some legs, if for nothing else than the amount of different synergies it has going on for itself.

Cryptbreaker is yet another card that really wants us to be running a lot of those cheap zombies. I initially didn't think about it, since the first things that come to mind when I think of Cryptbreaker is setting up GY recursion and activating Madness. That said, the more cheap zombies we can poop out onto the table the easier time we have of using Cryptbreaker as a potential draw engine (and the potential life drain from Wayward Servant should help pad the loss of life for using it as such).

Obviously Dread Wanderer is a card that has potential with Cryptbreaker to get a token and then recur the Dread Wanderer. Beyond this though, I rarely think I will feel bad pitching Fan Bearer or Festering Mummy, effectively upgrading them to 2/2 (instead of 1/2 and 1/1 respectively), especially if it means providing more gas for the late game (like fueling Scrapheap Scrounger and Graf Harvest by stocking the GY). Pitching redundant Graf Harvest doesn't seem like the worst either.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sat Apr 22, 2017 8:55 am 
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Last edited by callmemaggit on Mon Apr 24, 2017 9:44 am, edited 4 times in total.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sat Apr 22, 2017 10:23 am 
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Just a quick thought... these decks need more Dusk // Dawn, regardless of the intended build. Only one card in the normal build is above 2 power in its base state. That's about as one sided as a board wipe can be, and if it will kill your side too, you get all cards other than belcher back with dawn. Which you might not even mind, considering the life drain you'll hit your opponent with.

Frankly, a lot of low to the floor decks should be running that card.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sat Apr 22, 2017 10:37 am 
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DJ0045 wrote:
Just a quick thought... these decks need more Dusk // Dawn, regardless of the intended build. Only one card in the normal build is above 2 power in its base state. That's about as one sided as a board wipe can be, and if it will kill your side too, you get all cards other than belcher back with dawn. Which you might not even mind, considering the life drain you'll hit your opponent with.

Frankly, a lot of low to the floor decks should be running that card.


I dunno...total non-bo with the Lords...

But I love that card...I think a Bant or Selesnya enchantment deck is now possible, and Dusk/Dawn is perfect to control the field and then recurr your Auramancers, Pilgrims etc etc

In enchantment.deck all the creatures are low power...same as in Azorius spirits, wonderful with Always Watching btw


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sat Apr 22, 2017 10:41 am 
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DJ0045 wrote:
Just a quick thought... these decks need more Dusk // Dawn, regardless of the intended build. Only one card in the normal build is above 2 power in its base state. That's about as one sided as a board wipe can be, and if it will kill your side too, you get all cards other than belcher back with dawn. Which you might not even mind, considering the life drain you'll hit your opponent with.

Frankly, a lot of low to the floor decks should be running that card.


I dunno...total non-bo with the Lords...

But I love that card...I think a Bant or Selesnya enchantment deck is now possible, and Dusk/Dawn is perfect to control the field and then recurr your Auramancers, Pilgrims etc etc

In enchantment.deck all the creatures are low power...same as in Azorius spirits, wonderful with Always Watching btw


It isn't a nombo at all. First of all, on t4 the lords will survive. Second, dawn brings them, and everything else back. On later turns, you're either winning, and then you don't care about the dead card in your hand, or you're losing, and then you can pull the trigger with no remorse, because everything in your deck is 2 power or less in the graveyard. Do it the turn before you drop a diregraf for extra fun.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sat Apr 22, 2017 10:47 am 
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DJ0045 wrote:

It isn't a nombo at all. First of all, on t4 the lords will survive. Second, dawn brings them, and everything else back. On later turns, you're either winning, and then you don't care about the dead card in your hand, or you're losing, and then you can pull the trigger with no remorse, because everything in your deck is 2 power or less in the graveyard. Do it the turn before you drop a diregraf for extra fun.


Without the couple Masteries, I can see me playing Dusks...it's one or the other, imo


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sat Apr 22, 2017 10:53 am 
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DJ0045 wrote:

It isn't a nombo at all. First of all, on t4 the lords will survive. Second, dawn brings them, and everything else back. On later turns, you're either winning, and then you don't care about the dead card in your hand, or you're losing, and then you can pull the trigger with no remorse, because everything in your deck is 2 power or less in the graveyard. Do it the turn before you drop a diregraf for extra fun.


Without the couple Masteries, I can see me playing Dusks...it's one or the other, imo


That's logical. Right now, I'm not running the masteries - in my scratch paper version of the deck.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sat Apr 22, 2017 6:16 pm 
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DJ0045 wrote:
Just a quick thought... these decks need more Dusk // Dawn, regardless of the intended build. Only one card in the normal build is above 2 power in its base state. That's about as one sided as a board wipe can be, and if it will kill your side too, you get all cards other than belcher back with dawn. Which you might not even mind, considering the life drain you'll hit your opponent with.

Frankly, a lot of low to the floor decks should be running that card.


That is definitely an interesting idea. Would be kind of fun pseudo Massacre Wurming your opponent.

The only thing I worry about is the cost, since I am running extremely low to the ground. I could definitely see it working with a slightly higher curve though.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sun Apr 23, 2017 10:56 pm 
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So, after some thought I landed here:

AMK B(WU) Zombies

Main Deck (60)
Creatures (25)
2 x Cryptbreaker
2 x Dread Wanderer
3 x Festering Mummy
2 x Scrapheap Scrounger
3 x Wayward Servant
3 x Lord of the Accursed
2 x Plague Belcher
2 x Prized Amalgam
1 x Kalitas, Traitor of Ghet
3 x Haunted Dead
2 x Archfiend of Ifnir

Spells (10)
3 x Sinister Concoction
2 x Smuggler's Copter
3 x Grasp of Darkness
1 x Liliana, the Last Hope
1 x Liliana, Death's Majesty

Lands (25)
2 x Drowned Catacomb
2 x Isolated Chapel
2 x Plains
2 x Shambling Vent
2 x Sunken Hollow
3 x Aether Hub
12 x Swamp


Note!: Lord of the Accursed is not currently in the deck. I will test this with Diregraf and baby lili first. If you dislike running the deck without the lord (which I believe to be the correct way as of right now), cut those three cards for the lord. With that change, this is a mob style deck. I just wanted to see if Diregraf would EVER be playable, even in Duels.

There is also a very strong argument to just cut the 3 Festering Mummy for Fatal Push. But I just want to try the new cards first, j.i.c. There is some history in competitive Magic of 1 drops that die and give -1/-1 counters, so they deserve a test.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sun Apr 23, 2017 11:22 pm 
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I agree on Dusk // Dawn, and I thought I had put it in my 1st zombie list here but see that I didn't. I know i put it in one of the early deck ideas threads but not sure which one now, lol.

More power to you for giving Diregraf another shot. Kinda feel like if you're doing that, you'll want the lords to buff so Dawn sweeps your side too and makes Diregraf cast giant before you Dawn your board back and make a crapload of zombie tokens. At any rate, I gave up after I went so far as to try building a BG version just to access the delirium engine spells in a desperate attempt to make Diregraf better. Best of luck to your attempt tho.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sun Apr 23, 2017 11:25 pm 
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I agree on Dusk // Dawn, and I thought I had put it in my 1st zombie list here but see that I didn't. I know i put it in one of the early deck ideas threads but not sure which one now, lol.

More power to you for giving Diregraf another shot. Kinda feel like if you're doing that, you'll want the lords to buff so Dawn sweeps your side too and makes Diregraf cast giant before you Dawn your board back and make a crapload of zombie tokens. At any rate, I gave up after I went so far as to try building a BG version just to access the delirium engine spells in a desperate attempt to make Diregraf better. Best of luck to your attempt tho.


Nah, I already gave up on it, lol... it got cut from my list. Also, I want to run Dusk Dawn, but I first want to try Ifnir in the deck, which I think might be even better. I think Diregraf is just a flat out bad card. I need to stop trying to make it better. :-/


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sun Apr 23, 2017 11:34 pm 
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Lol, I was about to do another post asking if the Standard Zombies deck video influenced you away from the lords (having noticed you had Concoction in your list, along with no :w: exile and using HD + Amalgams), but you had already crossed out that section between me hitting submit on my first and starting the second.

For Duels I think lords are right. Our meta is different than standard and I think that tribal buff matters more for us. We are also missing playsets of cards essential to running that Standard Version with any sort of consistency.

Ifnir is a really interesting choice. Not sure if the discard trigger count is there to really make him shine, but he's def a card worth testing in any deck that might.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Sun Apr 23, 2017 11:52 pm 
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I saw it, but this was close to what I was going to build anyway (I'm not a big fan of that guy and I don't think his decks are that well thought out, but BBB mentioned that my Gruul deck was similar in spirit to theirs so I watched their videos today). The no exile thing is because Fel and CGB set me straight on that card. And concoction has made a bunch of my decks since we got it. I get why they think no lords, and I agree (somewhat). But the lord does pass the 'does this have an effect right now?' test, so I say try it. (I think there's a reasonable chance that baby lili comes back, and I run Never to Return instead)

I think Ifnir is a major addition here. We have a couple discard outlets, and that's a BIG effect. I just don't know how this deck will play, but I'm curious to find out. :D


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 8:10 am 
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I'm honestly surprised that only 1 or 2 lists are running dark salvation.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 8:36 am 
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I'm honestly surprised that only 1 or 2 lists are running dark salvation.


I can't speak for anyone else, but I think the card is extremely clunky. So many conditional aspects to the cards.


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