TaintedLight
08-04-2009, 12:54 PM
I posted this deck in the casual deck section a day or two ago and nobody has responded, so maybe I'll have more luck in this section.
This deck has seen considerable play and had many revisions but something still doesn't work quite right yet.
1 Carrion Feeder
2 Phyrexian Ghoul
2 Nantuko Husk
2 Severed Legion
1 Lord of the Undead
3 Death Baron
3 Cemetery Reaper
4 Undead Warchief
2 Vengeful Dead
3 Gravedigger
1 Nefashu
1 Helldozer
2 Gempalm Polluter
4 Cruel Revival
2 Terror
2 Diabolic Tutor
3 Death Pit Offering
3 Call to the Grave
3 Necromancer's Covenant
3 Grave Pact
1 Twinning Glass
4 Orzhov Basilica
20 Swamp
Total: 72
This deck is first and foremost a beatdown monster, but when I get an opening to do some nasty enchantment combos things get rough. Call to the Grave is fantastic for helping me maintain creature advantage, which is essential for the other part of this deck's strategy to work: sacrificing creatures to Nantuko, Phyrexian, or Carrion Feeder after Grave Pact hits the field to wipe out blockers and swing for a massive amount of damage. In one game today, I had six creatures out with Grave Pact in play. Since I had 10 mana, I proceeded to drop Death Pit Offering to clear the board, but I had 6 mana left over so I played Necromancer's Covenant for some serious finishing power. That left me with a clear field and 7 4/4 lifelink zombies to smash the opponents with for a lot and get healthy. I recognize that the Twinning Glass is mostly useless, but it can be very helpful for dropping multiple zombies in one turn if I have extra mana since there are so many duplicates in this deck.
The main problems I encouter with this deck have to do with its mana regularity and accel. Every single creature save one costs me 3+ mana to put out, so I usually end up on the defensive very quickly. Obviously, the deck is somewhat unwieldy at 72 cards, but the Diabolic Tutors show up surprisingly often to help me with that. Suggestions on improving it?
EDIT: I just had a thought regarding Cemetery Reaper. It's ability requires you to pay 2B and tap it, but does that cost also include the part about exiling a card or is that an effect? I bring this up only because the exile part comes after the colon, so it looks like an effect rather than an cost. If this is the case, can I actually create a zombie with no creatures in graveyards to exile by allowing one effect to fail because there isn't a valid target and having the other effect still resolve?
This deck has seen considerable play and had many revisions but something still doesn't work quite right yet.
1 Carrion Feeder
2 Phyrexian Ghoul
2 Nantuko Husk
2 Severed Legion
1 Lord of the Undead
3 Death Baron
3 Cemetery Reaper
4 Undead Warchief
2 Vengeful Dead
3 Gravedigger
1 Nefashu
1 Helldozer
2 Gempalm Polluter
4 Cruel Revival
2 Terror
2 Diabolic Tutor
3 Death Pit Offering
3 Call to the Grave
3 Necromancer's Covenant
3 Grave Pact
1 Twinning Glass
4 Orzhov Basilica
20 Swamp
Total: 72
This deck is first and foremost a beatdown monster, but when I get an opening to do some nasty enchantment combos things get rough. Call to the Grave is fantastic for helping me maintain creature advantage, which is essential for the other part of this deck's strategy to work: sacrificing creatures to Nantuko, Phyrexian, or Carrion Feeder after Grave Pact hits the field to wipe out blockers and swing for a massive amount of damage. In one game today, I had six creatures out with Grave Pact in play. Since I had 10 mana, I proceeded to drop Death Pit Offering to clear the board, but I had 6 mana left over so I played Necromancer's Covenant for some serious finishing power. That left me with a clear field and 7 4/4 lifelink zombies to smash the opponents with for a lot and get healthy. I recognize that the Twinning Glass is mostly useless, but it can be very helpful for dropping multiple zombies in one turn if I have extra mana since there are so many duplicates in this deck.
The main problems I encouter with this deck have to do with its mana regularity and accel. Every single creature save one costs me 3+ mana to put out, so I usually end up on the defensive very quickly. Obviously, the deck is somewhat unwieldy at 72 cards, but the Diabolic Tutors show up surprisingly often to help me with that. Suggestions on improving it?
EDIT: I just had a thought regarding Cemetery Reaper. It's ability requires you to pay 2B and tap it, but does that cost also include the part about exiling a card or is that an effect? I bring this up only because the exile part comes after the colon, so it looks like an effect rather than an cost. If this is the case, can I actually create a zombie with no creatures in graveyards to exile by allowing one effect to fail because there isn't a valid target and having the other effect still resolve?