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Which is the best Zombie decklist?
Poll ended at Mon Jun 19, 2017 11:57 am
WB zombie aggro 20%  20%  [ 3 ]
Kel's ACK! ZOMBIES! 0%  0%  [ 0 ]
Yet Another Zombie Deck 27%  27%  [ 4 ]
YOLO? LOL NOPE 13%  13%  [ 2 ]
Vampire cars zombies the movie you wanna see 13%  13%  [ 2 ]
Anointed Walkers 7%  7%  [ 1 ]
CHURN UNDEAD 7%  7%  [ 1 ]
Juicy Mummies 0%  0%  [ 0 ]
TheZombieShuffle 0%  0%  [ 0 ]
AKH Zombmeh 7%  7%  [ 1 ]
The jumping dead 7%  7%  [ 1 ]
Total votes : 15
Total voters : 9
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PostPosted: Tue Jun 06, 2017 3:18 pm 
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As a red mage, I'm really excited to try Throne for the first time. That card is all math and clock. I'm really looking forward to trying to abuse it with some of your decks, boys.

Cardboard, lol @ "thanks?". I'm excited to try your deck cuz I'm a madness nut. I'm surprised you're not playing more madness cards with so many discard outlets. I'm amazed you're not playing Grif's something (that thing that makes two zombies that has a madness alt cost). It's almost like your deck is desperate to void the hand to activate Orrery, but then you have Siphoner which fights that. Anyway, can't wait. With Copter, I should be turning as many things sideways as possible to abuse the Thrones I'm guessing? I like how Throne gets value out of Wanderer and Haunted Dead coming into play tapped, and how Copter can turn any summoning sickness into a pilot that Throne likes too.



DJ, I'll sacrifice what I please!!! :")

honestly though, Fleshbag is my 6th favourite sac target. Before sac'ing a fleshy, i would sac:


1) Dread Wanderer
2) Scrapheap Scrounger
3) Abbey Token
4) Gideon Ally Token
5) Zombie Token

.....oh wait, can I replay the flashbag from my GY? If I can, then you're probably right. I need him in my yard to replay him


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PostPosted: Tue Jun 06, 2017 6:18 pm 
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You sac fleshbag, because usually that sets up a swing, and bags don't have haste. Even when it's a token. Also, we can recur it, rarely.


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PostPosted: Tue Jun 06, 2017 7:08 pm 
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To stay on topic with zombies, but out of this contest, my monoblack zombies deck is doing very well in steam koth. Won 3 games in a row till now against 3 very good players (hawk, fuss, gem) and 3 different archetypes (simic ramp, bant tempo, monored aggro).
viewtopic.php?f=38&t=16078&start=240

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PostPosted: Tue Jun 06, 2017 9:03 pm 
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Giocher wrote:
To stay on topic with zombies, but out of this contest, my monoblack zombies deck is doing very well in steam koth. Won 3 games in a row till now against 3 very good players (hawk, fuss, gem) and 3 different archetypes (simic ramp, bant tempo, monored aggro).
viewtopic.php?f=38&t=16078&start=240

I took that deck for a spin it performed greatly... now I'm making it my own, I think I'm onto something pretty good :)

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PostPosted: Tue Jun 06, 2017 9:56 pm 
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I couldn't get DJs deck to beat the AI, lol

Still just warming up everyone's decks against the AI. Real playtesting hasn't started yet


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PostPosted: Tue Jun 06, 2017 10:51 pm 
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Slightly off topic: I just cast Ever After returning Archfiend of Ifnir and Horror of the Broken Lands to the battlefield with the added zombie type. I had a Wayward Servant in play and was expecting it to trigger for each of them, but it didn't. Is that a bug, or does the zombie type get tacked on them after they etb?

Edit: I just tried it with Rise from the Grave and it worked, but when I tried Ever After again (in the same game) it didn't. Pretty sure its a bug.


Last edited by TheFlakyMage on Wed Jun 07, 2017 8:50 am, edited 1 time in total.

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PostPosted: Wed Jun 07, 2017 2:36 am 
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Cardboard, lol @ "thanks?". I'm excited to try your deck cuz I'm a madness nut. I'm surprised you're not playing more madness cards with so many discard outlets. I'm amazed you're not playing Grif's something (that thing that makes two zombies that has a madness alt cost). It's almost like your deck is desperate to void the hand to activate Orrery, but then you have Siphoner which fights that. Anyway, can't wait. With Copter, I should be turning as many things sideways as possible to abuse the Thrones I'm guessing? I like how Throne gets value out of Wanderer and Haunted Dead coming into play tapped, and how Copter can turn any summoning sickness into a pilot that Throne likes too.

Yeah, I love Gisa's Bidding but it's too expensive for this one; I don't have enough free discard to reliably drop it T3 where it really kills. I run it in a mono black aggro with a similar churn engine, but there I have Copter + Heir of Falkenrath to get it early, and I think if I swapped in Heir for, say Miasmic Mummy here, I'd be weakening my zombie synergies too much. If I added more Madness it'd probably just be the other two alms, but I'm out of space.

It's not so much desperate to void the hand as it is desperate to get maximum cards out of the library and then make them work for you wherever it is they end up, while rabidly attacking as much as possible. So all the 3+ cc cards except colossus can be either cast for less or discarded and work from the grave.

And yeah, tap everything you can with a Throne out, don't worry too much about blocking. Use instant tokens/haunted dead with binding mummy if you need something to not attack you.


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PostPosted: Wed Jun 07, 2017 7:23 am 
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Ah so the discard is to fill up your graveyard prontisomo, got it. Thanks for the tips! I should be playing it tonight if I don't work too late


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PostPosted: Wed Jun 07, 2017 9:17 am 
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Notes for Black Barney's Kel's Ack! Zombies!
Record: 4-3
Notes: Time to Reflect over Fatal Push nudges this more into midrange territory. Strong against other midrange creatures, pretty good against aggro, seems to have a problem with control.
MVP: Copter and Time to Reflect
Ditch: A Dusk or two and a Belcher. Running a full suite of lord/mastery means dusk will often be a dead card, and you don't have a ton of ways to get it out of your hand. Belcher I'm not totally sold on- it's either an expensive 3/2 or a real risk for any removal to essentially knock out 2 cards, and I've been seeing a ton of control removal decks (iOS ladder, mid-30s). I'd swap in a couple Anguished Unmaking maybe.

Game logs:
Spoiler


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PostPosted: Wed Jun 07, 2017 10:07 am 
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Ugh, 4-3?! No wonder I'm not getting any votes. I also suspect the deck isn't that great.

I thought Time to Reflect could be better cuz the small dudes don't really give this deck trouble. Plus, if I'm playing Fatal Push, i want to live the wet dream of playing it T2 with a Bone Picker, omg...i can't wait for that to happen with one of the other decks.

Against control, you gotta really concentrate on recurring stuff from your yard, unless opponent is tapped out and you can cast stuff safely.

I'm surprised Time to Reflect is your MVP. It has been doing NOTHING for me. But yeah, Copter is boss.

I also have been really disappointed with Belcher as well. The deck is strongly missing Anguished, good call.

Dusk/Dawn gives the deck a ton of versatility, you just have to use it. It's very much a break-glass-if-emergency card.

How did your time to reflect deal with the kytheon with Angelic Destiny?

Your game 5 sounds BRUTAL


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PostPosted: Wed Jun 07, 2017 11:00 am 
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Quote:
How did your time to reflect deal with the kytheon with Angelic Destiny?

Deliciously. He left it back for defense and I swung in with Cryptbreaker + a token or two, and he was low enough that he didn't think twice about blocking- he had the mana open for invulnerability and everything. One reason I like TtR so much is people don't seem to really consider it, at least in the iOS meta.

The control I've been seeing doesn't run many creatures (TitI and Torrential most often), so dusk mostly just hurts me, and if they don't counter dawn it's usually because they've drawn into a bunch more removal by late game. I will say I'm seeing more targeted removal than counters, so maybe Selfless Spirit could really help? I think it's just a tough match-up though.


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PostPosted: Wed Jun 07, 2017 11:59 am 
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I couldn't get DJs deck to beat the AI, lol

Still just warming up everyone's decks against the AI. Real playtesting hasn't started yet


Careful how you mulligan, you should never lose to the AI unless you are grossly misjudging your hand. You are generally looking for a 2 threat hand by t3. Removal is optional, threats and the ability to play them are not. Fleshbag counts for that imo.


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PostPosted: Wed Jun 07, 2017 5:56 pm 
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Notes for Elk's Yet Another Zombie Deck
Record: 5-2
Notes: distinctly more favorable matchups in this set. No problem with Belcher here, 4 festering + Wanderer & Scrounger seems to be the right meal plan for them.
MVP: Binding Mummy + Graf Harvest. Got this a couple times and it meant wins. You don't have a lot of ways to discard an extra harvest, but I might consider a second one anyway.
Ditch: Forsaken Sanctuary for hubs or basics. 1/4 tap lands is too much for something that needs tempo the first three turns.

Game logs:
Spoiler


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PostPosted: Wed Jun 07, 2017 9:13 pm 
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Oh boy , round one of playtesting!! I'm done warming up all decks versus AI

Vampire Cars by Cucho is first. Up against Boros with tons of removal. I did a T2 sac of dunes against lone rider and he only did 4 drops after that. Two dark salvations in a row against juggernaut and Gisela was too much for him. 1-0

Zombie Aggro by WW is next... win vs mono white. Fatal push is huge 1-0

My crap deck next by Kel against Jund... pow!!! Huge win, biggest so far. Early trial takes out my cryptbreaker but then I curve wayward. Belcher, festering with Copter into Mastery, lol. Goodnight Gracie. 1-0

Ok that's it for tonight. Maybe more later tomorrow. This is fun


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PostPosted: Thu Jun 08, 2017 8:49 am 
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ZOLO? >>> YOLO?


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PostPosted: Thu Jun 08, 2017 12:19 pm 
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Modulo's YOLO? LOL NOPE
Record: 5-2-1
Notes: this is lots of fun to play, especially after the 3 straight orzhov aggro builds. Heavy recursion, tokens, madness, yeah! I will admit I was wishing for some drake havens though...
MVP: Wharf Infiltrator. So good, turning discard into free tokens. Fatal Push is fantastic here too, as it paces you into the midgame so well.
Ditch: nothing jumps out at me. I'd probably switch a wilds or two for more basics. I do wonder if it might be worth testing Compelling deterrence over dark salvation? This is a little less zombie heavy than the orzhov builds, and lacks an answer to non-creatures like Anguished Unmaking.

Game logs:
Spoiler


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PostPosted: Thu Jun 08, 2017 2:52 pm 
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Christ I just finished building the decks, that took more than an hour for crissakes. Wtf is with Shards deck?! I couldn't copy a single spell from another deck. Had to build it from scratch I did. You could show jump... jaysus

Now I only got 40 minutes till my show then I'm gonna have a Bath, my neck is super stiff cuz of you wankers

Some of these decks seem really cool, can't wait


If you didn't write them down on paper, it wouldn't have taken so long.

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PostPosted: Thu Jun 08, 2017 8:27 pm 
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Notes for Elk's Yet Another Zombie Deck
Record: 5-2
Notes: distinctly more favorable matchups in this set. No problem with Belcher here, 4 festering + Wanderer & Scrounger seems to be the right meal plan for them.
MVP: Binding Mummy + Graf Harvest. Got this a couple times and it meant wins. You don't have a lot of ways to discard an extra harvest, but I might consider a second one anyway.
Ditch: Forsaken Sanctuary for hubs or basics. 1/4 tap lands is too much for something that needs tempo the first three turns.

Game logs:
Spoiler

Thank you very much for the play testing and feedback. It's greatly appreciated! Shame about the mana screw in game two but it happens. I'm curious how often you were getting triggers off the 1 mana zombies (especially with binding on the board).

If I'm interpreting it correctly, it seems you enjoyed the deck too so that's a bonus.

I still would enjoy to hear from the person who voted for the deck too (unless it was a misclick).

Thanks again!

elk

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PostPosted: Fri Jun 09, 2017 1:45 am 
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Modulo's YOLO? LOL NOPE
Record: 5-2-1
Notes: this is lots of fun to play, especially after the 3 straight orzhov aggro builds. Heavy recursion, tokens, madness, yeah! I will admit I was wishing for some drake havens though...
MVP: Wharf Infiltrator. So good, turning discard into free tokens. Fatal Push is fantastic here too, as it paces you into the midgame so well.
Ditch: nothing jumps out at me. I'd probably switch a wilds or two for more basics. I do wonder if it might be worth testing Compelling deterrence over dark salvation? This is a little less zombie heavy than the orzhov builds, and lacks an answer to non-creatures like Anguished Unmaking.

Game logs:
Spoiler



Thank you very much for the feedback! Glad to hear you had fun playing the deck.

Drake Haven is a card I'm very unsure about in this build. Even if the deck has enough discard/Cycling to enable it (which I doubt to be honest), you need to get at least 3 drakes out of it for the card to be worth it; and in my experience the deck is just faster than that.
Compelling Deterrence was one of my Last cuts to the deck. I just found that the deck wanted to be as streamline as possible and with all the support I'm running to get my main theme to work (Key, Infiltrator, Copter) I couldn't fit it.
Dark Salvation is too good to not play here IMO. Its flexibility to be played as cheap removal spell, mid-game creature(s) with upside or late-game board generator is too good to pass up.

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PostPosted: Fri Jun 09, 2017 1:40 pm 
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I have the same opinion regarding the drakes, they make the deck to slow and by the time you got 3 or 4 drakes you are going to win even with out them. I also think that cryptkeeper and wharf are to easy to remove, they usually dont stick around for long and thats where I think supernatural stamina may come in handy triggering prized amalgam as a bonus.
I'm trying sultai at the moment with grapple, sage and that embalm hydra, its extremely fun to play.

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