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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 9:03 am 
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DJ0045 wrote:
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.


Dark Salvation would be so much better if it was a instant.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 9:30 am 
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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 10:04 am 
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And what about splashing Red for an almost Mardu build, going full Husk/Fling/Dusk? (ey, that have swing)

2 x Cryptbreaker
2 x Dread Wanderer
3 x Festering Mummy
3 x Time to Reflect
1 x Dark Salvation

4 x Binding Mummy
3 x Wayward Servant
3 x Fling

1 x Bontu the Glorified
3 x Lord of the Accursed
4 x Nantuko Husk
2 x Plague Belcher
1 x Anguished Unmaking

1 x Kalitas, Traitor of Ghet
1 x Gideon, Ally of Zendikar
2 x Dusk // Dawn

1 x Liliana, Death's Majesty

6 x Plains
8 x Swamp
1 x Mountain

2 x Shambling Vent
2 x Isolated Chapel
4 x Evolving Wilds
1 x Westvale Abbey


Husks goes well with Belchers and Bontu too

Dj: playing with Ifnir, both Cast Out and Miasmic Mummy are to consider...


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 10:46 am 
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zzmorg82 wrote:
DJ0045 wrote:
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.


Dark Salvation would be so much better if it was a instant.


I wonder if it will be better now that having 1 or two zombies out by turn 3 isn't that hard.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 11:08 am 
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V1


Orzombie Midrange

19 Creatures
2 x Cryptbreaker
2 x Dread Wanderer
2 x Festering Mummy
2 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 Smiggler's Copter

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

5 Sorceries
1 x Dark Salvation
2 x Never // Return
2 x Dusk // Dawn

24 Land
2 x Isolated Chapel
2 x Shambling Vent
3 x Forsaken Sanctuary
1 x Westvale Abbey
8 x Swamp
8 x Plains


Just cleaning up the first version and starting on a manabase. @DJ - I figured out where I put Dusk // Dawn - in my consideration notes for V1, lol. I was on the same page as you, but hadn't worked it in yet. Now it is; I'm going in on that strategy here. I'm sure I'll need to clean this up a bit after testing, but I'm excited to try getting some early pressure in with 1-2 drops followed by lord or Belcher and keep it going with spot removal until opp can stabilize - then I can wipe the board and get all my doods back to drain with Wayward and tempo with Binding to get that final hits in.

I'm not ready to write off Time to Reflect until I've played with it. Really want a way to deal with indestructible/gods. I'm also ok with at least 1 Dark Salvation, because even at sorcery speed it has utility with token production that also synergizes with Binding Mummy. Worth testing at least I think.

Not sure Husk belongs here but I want to see if I can get him out post Dawn with Binding Mummy, then play out as much of my hand as possible to tap everything opp has played and swing big w/ Husk. In the end this might get traded out for a couple cheaper zombies, idk yet.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 1:44 pm 
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I'm also ok with at least 1 Dark Salvation, because even at sorcery speed it has utility with token production that also synergizes with Binding Mummy.


Let's not forget the Servants...


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 2:53 pm 
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I'm also ok with at least 1 Dark Salvation, because even at sorcery speed it has utility with token production that also synergizes with Binding Mummy.


Let's not forget the Servants...


For sure. If it was ONLY a removal spell then I prob wouldn't care much about fitting it in. But scalable token production tacked onto your 1 mana removal spell is nice utility.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 4:05 pm 
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DJ0045 wrote:
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. :-/


I've been thinking about this and I finally realised that Diregraf's problem is that he's a Zombie, not an Elf.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 5:11 pm 
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felbatista wrote:
DJ0045 wrote:
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. :-/


I've been thinking about this and I finally realised that Diregraf's problem is that he's a Zombie, not an Elf.


That Elf, were it ever printed, would be borderline OP, lol (more seriously, probably still too slow, but much, much better). Too bad zombies don't tap for mana, or have anywhere near the tricks elves can do.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 5:37 pm 
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DJ0045 wrote:
felbatista wrote:
DJ0045 wrote:

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. :-/


I've been thinking about this and I finally realised that Diregraf's problem is that he's a Zombie, not an Elf.


That Elf, were it ever printed, would be borderline OP, lol (more seriously, probably still too slow, but much, much better). Too bad zombies don't tap for mana, or have anywhere near the tricks elves can do.


The problem is that Diregraf wants you to cast a bunch of relevant creatures fast, and Zombies is not really a deck that does that. If we had a Zombie Elvish Visionary, things would improve a bunch.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Mon Apr 24, 2017 5:39 pm 
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True... if zombies were elves, they wouldn't suck.... :p !


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 12:30 pm 
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So, I can't say for 100% certain here, but I really do think that aggro Zombies is actually pretty good.

Last night after finishing off the new story and skill quests I threw all my gold at boosters (unlocked about 75% of the set). This gave me enough to throw together a crude Orzhov Zombies build to take online. Note that I am still missing the key pieces of the deck, and even with a somewhat gimped list I was having no problems at all working my way up the ranks.

Spoiler


That is the mess I have been screwing around with, and it has actually been pulling its weight so far on the ladder. Hopefully the game will be nice and give me the rest of the copies of Lord of the Accursed/In Oketra's Name/Binding Mummy that I need to finish making the build I actually want to be running.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 12:53 pm 
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That's interesting, I was testing them last night and they felt weak to me, even just vs. the AI. I might try adjusting my build some. It didn't impress much though.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 1:10 pm 
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DJ0045 wrote:
That's interesting, I was testing them last night and they felt weak to me, even just vs. the AI. I might try adjusting my build some. It didn't impress much though.


I think there's potential, but not as true agro...as zombies should be, I see them more on the grindy, rolling snowball type of build...

My impresions: Fan B, Diregraf, In ok name, maybe Wanderer and Dusk...underperforms for me

Binding, Belcher, Festering, L. Mastery... overperformed

Crypbreaker, Time to Reflect, Kaly and Servants, good as expected

Ifnir builds with Haunteds etc felt weaker than grindy agro midrange ones topping at Masteries


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 1:12 pm 
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I believe it... I think my init idea is better than what I took online, which is closer to what you're describing. Go midrange, go value, go big, go synergy. Stop trying to remake a tier 50 standard deck is also good advice. Lol


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 1:23 pm 
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DJ0045 wrote:
That's interesting, I was testing them last night and they felt weak to me, even just vs. the AI. I might try adjusting my build some. It didn't impress much though.


I think there's potential, but not as true agro...as zombies should be, I see them more on the grindy, rolling snowball type of build...

My impresions: Fan B, Diregraf, In ok name, maybe Wanderer and Dusk...underperforms for me

Binding, Belcher, Festering, L. Mastery... overperformed

Crypbreaker, Time to Reflect, Kaly and Servants, good as expected

Ifnir builds with Haunteds etc felt weaker than grindy agro midrange ones topping at Masteries


The low curve build without Masteries has been working alright for me so far. Surprisingly so as I am currently missing 2x Lord and 2x In Oketra's Name, which are a big part of why I figured the swarmy builds would work in the first place.

The funny thing is that I included Declaration in Stone in place of Time to Reflect since the game hasn't given me any of them yet, but I actually think it may be better here. At the least when I unlock all 3 Time to Reflect I figure I will go with a 2/1 split.

Thalia, although being included because I am still missing 2x Lord of the Accursed, has actually been pretty damn good here. The whole creatures coming into play tapped thing really works with Binding Mummy and Fan Bearer to get in there for damage.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 2:41 pm 
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So no one here running the throne? My friend tells me it's amazing. I will make a brew later tonight.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 2:52 pm 
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HARBiNG3R wrote:
So no one here running the throne? My friend tells me it's amazing. I will make a brew later tonight.


It is something I intend to mess with. I could definitely see it working though, as I have won a few games off of just life draining the absolute crap out of the opponent.

The amount of little synergies are what make the deck work IMO. Like I said, I am still short 2 copies of the lord and 2 copies of In Oketra's Name and I am still doing pretty well (pushed myself up above rank 10 already playing just this list).

I won a game earlier by pitching a Dread Wanderer to Cryptbreaker on my opponents turn to trigger Binding Mummy and tap down their Thalia (which was enchanted with Angelic Blessing) to prevent lethal, then untapped and recurred Dread Wander to trigger Binding Mummy again to tap down their other blocker and swing for lethal.

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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 3:06 pm 
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HARBiNG3R wrote:
So no one here running the throne? My friend tells me it's amazing. I will make a brew later tonight.


viewtopic.php?f=61&t=18601&p=556807&hilit=throne#p556807 ;)

Just theorycrafted, I'll build it later works quite nicely, it seems on first approach. Feels ok.


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 Post subject: Re: Orzhov Zombie Tribal
PostPosted: Thu Apr 27, 2017 5:02 pm 
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HARBiNG3R wrote:
So no one here running the throne? My friend tells me it's amazing. I will make a brew later tonight.


viewtopic.php?f=61&t=18467&start=20#p554754

I have it my token build on page 2. I had it in both versions I'm working on here, but ended up pulling from the less token focused one on revision. Haven't played any yet tho so idk how good.

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