It's time to rise some decklists from the grave, the theme of this week is Zombies, a competitive archetype in standard and quite decent in duels. Here's the rules: viewtopic.php?p=563993#p563993 Anyone can join this poll, by building all these decks and testing them. Then you can vote up to 2 decklists, the one with the best record and if you want the one with the second best record or a decklist that you enjoyed particularly. It will be nice if you can also post the record for any decklist and leave feedbacks for the decks you enjoyed. Only the best decklist will win, but having feedbacks for all the decklists is appreciated and also a reward for people who joined this contest. Let's see the options:
11 decklists submitted, quite similar because some cards are straightforward. There are some spicy lists too. The poll will be open for 2 weeks, it should be enough time to test them all without pressure. Here's the list of the deckbuilders: Black Barney, CardboardNomad, Cucho Lambreta, DJ0045, elk, Hello World, Modulo, Shard, Sl33pHumper, TheFlakyMage, WoodlandWanderer. As always have fun testing these lists, it requires a lot of games, so don't forget to shame deckbuilders too, maybe next time there will be less people Let's see which is the best orzhov zombie decklist, and who is the best deckbuilder that control zombies and can spend a whole night with Lili, playing magic and nothing else.
The last day before the deadline i got 6 or 7 decklists, so i decided to not submit mine. Anyway if you are interested to take a look here's my decklist:
In general Orzhov zombies is closer to the standard decklist, but monoblack zombies is closer in one important thing: the manabase. I found that orzhov works fine but not as smooth as this one without the fastlands, because the white cards you want are 2cmc so that you need too many white sources to make it work smoothly. So i decided to sacrifice a bit of strength for consistency. Festering Mummy and Miasmic Mummy are not very good cards, but they do their job decently for an aggro deck, with a decent sinergy with Cryptbreaker and Diregraf Colossus and ofc with the lords. Festering Mummy is small, but it is 1 cmc and good with Belcher. I prefer Miasmic Mummy over the 2 cmc Ghoul, pretty bad with Cryptbreaker and Copter. The discard usually is not fair, but i can discard bad zombies, extra lands, or 5 cmc cards that i cannot play soon. You can discard also good zombies and take them back with Recruitment, drawing also a card. About Recruitment, before i tried 4 Mummy and 4 Ghoul as 2 cmc cards, but taking back the good ones is always better than having mediocre ones. Scrounger is bad in this deck, exiling stuff in gy is not very good, has no sinergy with the tribal stuff and it's bad in mirror. Copter is the only exception for me, since it's better and smooths your draw. The 5cmc Lili pw is here only because i had a free slot and didn't want add a Ghoul. You should quite always discard her with Mummy or Copter without fear, since we don't need her but it's a good topdeck or if you have lot of lands.
My money's on cucho's deck. Zombies should be mono-black. Needs more vehicles though.
My opinions on zombies is the 2-slot is too weak, so that's where you should splash your non-zombie beaters: black has plenty.
so... just because it's mono black? Talking about 2 drops, cucho uses 3 aetherborn, but missing out on copters.. by going mono black, he's missing out another seven 2-mana zombies. Without those, the lord, diregraf and mastery drop in their efficiency. He plays cruiser yahenni and bone picker, but they are not quite what mono black is strong at. I like the 3x grasp though... cause that's the one of the real advantages for going mono black. My WB deck can use 2 unmakings so I took out 2 grasp. With white, in addition to the 2 drop boost in 7 zombies, copters, I have 2 extra spirits to protect diregraf and lord. Now consider put your money on mine.
btw, just read Giocher's list above - a different take on mono black. The difference is Giocher uses 2 drop zombies to enhance the tribal synergy. I prefer this way much more than bone picker, aetherborn yahenni and cruiser. Giocher also taking advantage of mono color speed to include the 1 drop zombies. These are all great choices. Liliana > Obnix too.
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Free 2 play Magic Arena for casual fun. Building the best deck.
My money's on cucho's deck. Zombies should be mono-black. Needs more vehicles though.
My opinions on zombies is the 2-slot is too weak, so that's where you should splash your non-zombie beaters: black has plenty.
so... just because it's mono black? Talking about 2 drops, cucho uses 3 aetherborn, but missing out on copters.. by going mono black, he's missing out another seven 2-mana zombies. Without those, the lord, diregraf and mastery drop in their efficiency. He plays cruiser yahenni and bone picker, but they are not quite what mono black is strong at. I like the 3x grasp though... cause that's the one of the real advantages for going mono black. My WB deck can use 2 unmakings so I took out 2 grasp. With white, in addition to the 2 drop boost in 7 zombies, copters, I have 2 extra spirits to protect diregraf and lord. Now consider put your money on mine.
btw, just read Giocher's list above - a different take on mono black. The difference is Giocher uses 2 drop zombies to enhance the tribal synergy. I prefer this way much more than bone picker, aetherborn yahenni and cruiser. Giocher also taking advantage of mono color speed to include the 1 drop zombies. These are all great choices. Liliana > Obnix too.
It's just a choice made on flavour. I really dislike the idea of white or orzhov zombies.
I voted for Woodland, but I feel like I would cut down to 23 lands and add a miser Graf harvest. Besides that looked like the best/most streamlined list.
Joined: Jul 08, 2016 Posts: 762 Location: Central U.S.
I can certainly see mono black using graf harvest. -4 binding mummy is a big loss in terms of turning off blockers. in that case, menace becomes a good addition.
On the other side in a deck with 4x binding mummies + 8x direct removals, I would prefer investing the 1 card slot into an extra low cost zombie or something better than 4 mana 2/2 . Yes it potentially is a anti-control card in the long run but that feels like an edge case.
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Free 2 play Magic Arena for casual fun. Building the best deck.
I hope i eliminate Juicy Mommies first cuz the name bothers me so much (probably because I own the entire series on DVD)
Dj wins best deck title
I actually ran into the juicy mummies concept deck in 2hg a couple of times!! The deck got annointed + embalm creatures online, but the creature qualities were so low that it was almost hilarious... a bunch of 2/3, 1/1, 1/3 that couldn't attack through a defending lambholt pacifist but well the deck is definitely doing decently against heavy removal decks and low def decks.
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Free 2 play Magic Arena for casual fun. Building the best deck.
I can certainly see mono black using graf harvest. -4 binding mummy is a big loss in terms of turning off blockers. in that case, menace becomes a good addition.
On the other side in a deck with 4x binding mummies + 8x direct removals, I would prefer investing the 1 card slot into an extra low cost zombie or something better than 4 mana 2/2 . Yes it potentially is a anti-control card in the long run but that feels like an edge case.
24 land just seems a bit much for the deck. and it also helps trigger those binding mummies when you're in top deck mode or just drawing blank lands. Binding mummies + menace is damn near unbloackable.
Alright, I've got a ton of chores I should be doing. Perfect reason to procrastinate with some MtG, eh? Lets get this party started!
WB Zombie Aggro
Game 1 vs Izzet Improvise (20)
Spoiler
On the draw: Mull a crappy 2 lander into a nice juicy hand of: Plains, Swamp, Chapel, Wanderer, Selfless Spirit, Lord of the Accursed, Fatal Push T1: Opp plays Island. Top Binding Mummy, play Swamp and Wanderer T2: Opp plays Mountain and Smuggler's Copter. Top Scrounger. Swing for 2, and play Scrounger. T3. Opp plays Island and passes. Top Plains, play Chapel and Spirit and swing for 5. Opp plays Telling Time at eot. T4. Opp plays Sulfur Falls and Aethersphere Harvester. Top Shambling Vent. Play Plains and Lord. Opp Rebukes. Swing for 7. T5. Opp concedes.
Game 2 vs Gruul Beats (20) (AI)
Spoiler
On the draw again: Keep an iffy 2 lander of: Wilds, Chapel, Push, Spirit, Lili, Unmaking, Lili's Mastery Opp is replaced by AI before hands are revealed. T1. Opp plays Mountain. Top Wilds, play Wilds and crack for Swamp. T2. Opp passes. Top another Wilds. Play Chapel and Spirit. Opp Magma Sprays. I sac in response (Scrounger fodder). T3. Opp plays Crag and Brawler, discarding Croc of the Crossing. Top Wayward. Play EW and crack for Plains and Push his Brawler (I do it now because he's tapped out and I really don't want it to get Hexproofed or something. T4. Opp plays EW and cracks for Forest and then passes. Top Swamp. Play EW and get Swamp and play Lili and plus her. T5. Opp passes. Top another Wayward. Play both Waywards. Opp Fiery Tempers Lili at eot (AI playing like a human!) T6. Opp plays Mountain and Collective Defiance killing Lili and a Wayward. Top Push and play Lili's Mastery and swing for 3. T7. Opp plays Exemplar of Strength. Top Swamp. Swing for 9. Opp blocks and casts Shed Weakness on Exemplar. I Push in response. T8. Opp plays land and Glorybringer. I Unmaking it. Top Lord. Play it and swing for lethal.
Intermission: My next match got stuck in the loading screen and while I was waiting for it to time out someone plopped a bowl of homemade fettuccine (a word that I have absolutely no idea how to spell) alfredo in front of me, which, if I scrunch my eyes up enough, almost looks like brains. Yum!
Game 3 vs Gruul Energy (23)
Spoiler
On the draw, yet again. I mull a 1 lander into: Plains, Swamp, Chapel, Wanderer, Spirit, Copter, Salvation. T1. Opp plays Crag. Top Belcher. Play Swamp and Wanderer. T2. Opp plays Forest and Primal Druid. Top Wayward and play Plains and Copter. T3. Opp plays Mountain and Hellion and swings for 4. Top another Wanderer and play Wayward and the 2nd Wanderer and crew Copter with Wayward and swing. I top Diregraf on loot and after some deliberation, drop Salvation (prolly wrong choice). T4. Opp swings with Hellion. I chump with Wanderer. Opp drops a land and plays Harnessed Lightning on Wayward. Top Binding Mummy. Crew Copter with Wanderer and swing, looting a land and dropping Spirit. I play the land and Diregraf (4/4) T5. Opp plays EW and Zendikar Incarnate. Top land (perfect!), play Binding and then Belcher, dumping the counters on one of the newly minted zombie tokens. Binding taps his creeps out and I swing with Diregraf, Copter, and Wanderer. T6. Opp concedes.
Game 4 vs Orzhov Lifegain (18)
Spoiler
On the play. I keep a 4 lander with Wayward, Binding, Push, (and Shambling Vent). Opp mulls to 6. This game was a freebie. Opp had a 1 lander with 1 Implement of Improvements. He played one on T1 and cracked it on T2 but conceded when he didn't top a land. I played it out and suffered mild flood, topping lands on my first 2 draws, but hit rock solid draws after that and quickly chopped the opp down. Poor WW. His deck wasn't intended to be played at this lowly level.
Game 5 vs 4C Walkers: No Black (23)
Spoiler
On the play. I keep a hand of: Plains, Swamp, Chapel, Push, Spirit, Lili, Lili's Mastery. T1. Swamp. Opp plays Island. T2. Top Wayward. Plains, Spirit. Opp plays Hinterland Harbor and Fork in the Road getting a Plains. T3. Top EW, play Chapel and Lili, plus her and swing for 2. Opp plays Plains and Natural Connection for Mountain. T4. Top Swamp, play EW and crack it and play Wayward. Swing for 2 and plus Lili. Opp plays Radiant Flames. I sac Spirit in response. T5. Top land. Play land, minus Lili putting a Belcher in the GY and getting Spirit back. Play Spirit and swing for 1. Opp casts Telling Time at eot. Then Opp plays land, Gideon, poops a token, and plays OoN, revealing another land. I Push the token out of the way at eot. T6. Top Copter. Play Mastery and swing at Gideon with all (maybe a misplay?). Plus Lili. Opp plays another Radiant Flames (Spirit, Biotch!) and another Natural Connection. T7. Top more land. Play Copter, minus Lili and get Spirit back, play it, and swing for 9. Opp concedes.
5 Game Verdict:
Spoiler
Record: 5-0 It won all 5 games. Of course, I started at rank 19 and ended at rank 24 so not the hardest competition - a few of the games were practically freebies, but even the harder games were thoroughly dominated.
Theme: 4/5 It's pretty solidly in the Zombie theme. Scrounger, Copter, and Spirit are the only concessions to function over theme. "Get to the Zombichopper!"
Mana: Smooth I had the magical Swamp/Plains/Chapel start like 3/5 games... One game with a flood start, but it righted itself on curve somehow.
Criticism/Suggestions: Can't really think of anything that would make the deck feel better than it already is. Maybe if I was playing at a higher level, I'd get a better idea of what its weaknesses are, but as it is, I was quite satisfied with it. Selfless Spirit really shined in that last control match, especially with Lili to keep bringing it back.
That's it for tonight. Hopefully I'll get a chance to test the next one tomorrow.
Last edited by TheFlakyMage on Mon Jun 05, 2017 6:46 pm, edited 6 times in total.
Got some games in with WoodlandWanderer's WB Zombie Aggro: Record: 4-3, probably should have been 5-2 or better had I been a little more conservative. Notes: solid standard zombie deck, effective but not really exciting to play. Can't quite race the fastest aggro, but pretty powerful midrange with all the lords and masteries. MVP: I was always happy to see Selfless Spirit show up. Could have saved me both aggro losses. Ditch: Evolving Wilds. I'd go down to 23 and replace with hubs, maybe an Abbey. These are tempo killers.
Game logs:
Spoiler
1- ugb ramp (play, AI): push baby Jace, hand played out by t5, win t6, no real resistance. 2- rg energy (draw): they go hellion/hydra/gearhulk/big Nissa to my binding/copter/servant/spirit/lord, I should have held back an extra blocker cause the animated land got me. Spirit is nice insurance. Lose t6. 3- rw aggro (play): take a chance on a 2 swamp draw not wanting to mulligan to six. Miss one land drop, pull evolving wilds the next, lose to Crop-Captains and Co. t5 with just a binding and copter played. 4- uwg? (play): slow strong draw (colossus/lord/mastery) pays off against a weak/screwed opponent (T4 pull from tomorrow on your main phase?). Colossus gets a prepared block but the army's built. Win t7. 5- wweenie (draw): strong start for them with envoy/consul's lieutenant/always watching. My hand isn't bad but I can't keep up. Belcher is better offense than defense. Lose t6. 6- wc displacer jank (draw): sometimes you get ridiculous board states like a Cryptbreaker/binding/lord/double mastery/tokens for an easy t6 win. 7- rbwu removal (draw): I go t2 copter, T3 lily, plus some Zombies along the way that all eat removal. Opp ends up wasting a glorybringer exert attack against lily before unmaking her, while the copter keeps swinging. Eventually gets fragmentized but a mastery token and a 7/7 colossus close it out, and if they hadn't done the trick I had a Scrounger and a Wanderer waiting in the gy. Pretty sure I dodged a bullet not seeing any PW come out this game.
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