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Hit the Sac, Get Zzz's (Zombie Sacrifice) V. 6.0

Modern* Burn Combo Discard Tokens UB (Dimir) Zombie

TheFlashFlood


Sideboard


Okay, so welcome to my deck!

This is a deck I have been working on for about a year on and off. Please do not take it too seriously as I am just a kitchen table player who always wanted a themed all zombie deck. As time has passed this deck has become increasingly more competitive, and I am considering bringing it to a Modern SCG tournament within the next few months. Here is what I've come up with and an attempted explanation of my thoughts. I gladly welcome any feedback.

OVERVIEW: This deck pretty much revolves around sacrificing your creatures to gain desired effects, only to get them back asap. Then once you get them back on the field you can sacrifice them again. Card's that require sacrificing a creature as a cost tend to be quite powerful (since normally sacrificing a creature isn't the easiest thing to do) and by building a deck that can take advantage of the negatives of sacrificing to make them a positive, you can get an extremely powerful number of combos.

EXPLANATIONS ON INDIVIDUAL CARDS:

CREATURES:

Diregraf Captain: Good pump utility, plus the deathtouch makes him a formidable chump blocker. However, his last ability is really the reason this card thrives, since you can be sacrificing multiple creatures each turn, hitting your opponents for unexpected extra damage.

Geralf's Messenger: This is an extremely strong early game card, as it can be used to chump, sac, or attack for some early aggression, and with a Diregraf Captain on the field he will be doing 6 damage straight to your opponent.

Gravecrawler: Those of you up on your zombies probably saw this coming. A 1 drop zombie that I can sac all day, provided I have the swamps for it. The value of this card is obvious and mandatory for the deck to function properly.

Nether Traitor: Like Gravecrawler, great early damage + easy sac outlet. Can just get it back when need be.

Bonus Creature: Creeping Tar Pit: Unblockable 3 damage, don't be afraid to push in for that extra bit when you can.

ENCHANTMENTS/INSTANTS/SORCERIES:

Fallen Ideal: Fallen Ideal is an amazing card, probably your #1 win con, giving you the ability to sacrifice whenever you want, boost your creature, give it flying, and you get it back if your creature is killed. NOTE: Getting this while a gravecrawler or Geralf's Messenger is on the field can be devastating. Esp if you can attach it to a Diregraf Captain. Simply swing with all three, then if Diregraf captain goes unblocked, sacrfice your Geralf's Messenger twice, and your gravecrawler, hitting for a total of 13 damage! (Captain becoming a 8/5 with Geralfs doing 2 damage, then Captain doing 1 more for each sac = 8 + 2 + 3 = 13). NOTE 2: Also feel free to sac the creature that this card is equipped to in order to return it to your hand! A great trick in certain situations.

Altar's Reap: For the cost of only two mana, and hopefully a gravecrawler or geralf's messanger, this is a great card draw card for this deck. IMO it is better than the "pay x life, draw x cards" cards.

Countersquall: Most creatures you can get rid of with either Geth's Verdict or Tragic Slip, so this really helps counter any other tricks opponents may have. The two damage to their face is a huge bonus.

Dash Hopes: Amazing delay card, and with so much burn in the deck it really makes both options good ones.

Geth's Verdict: Gets to those guys you can't get to with Tragic Slip, plus doing one point of damage is surprisingly useful.

Tragic Slip: IMO one of the best removal's in the game, especially in this deck, as you can force a sac in order to easily trigger the morbid. Many in my playgroup run indestructible, making this card even more valuable in my personal play, although switching this out for a Go for the Throat or similar would be perfectly acceptable.

Virulent Swipe: Underestimated card that works well for this deck, that extra 4 damage can be lethal.

LAND:

I'm not going into detail on these, as their reasons seem pretty obvious and everyone has their own preferences. If you have any suggestions please let me know, as I am not super well versed in the realm of all the legal modern lands.

NOTE: I have play tested running both 4 scry lands and 4 shock lands in the deck, and personally I prefer the scry lands. Worst case scenario you have to wait a turn for your spell (yes I know that can cause you to lose in some cases) but I find the extra deck rigging leads to more consistent wins. You typically have plenty of blue mana (as you really only need one on the board) so the shock land's two damage can be too debilitating.

SIDEBOARD:

I could really use help on sideboard so please give any suggestions you can!

Countersquall: one more to help deal with control and red deck win decks.

Darkness: Good delay against rush decks.

Everlasting Torment: Stops any life gain decks.

Geth's Verdict: In case their creature heavy, junk etc.

Orbs of Warding: Helps stop red burn

Phyrexian Crusader: Great against burn and white decks for obvious reasons.

Smother: Kills almost anything early.

Vile Rebirth: Gets things out of the graveyard you don't like. Plus get a 2/2 zombie.

Withered Wretch: Similar to above, but for decks with multiple things you need to get rid of. Idk which of the two I like better. Suggestions?

SPECIAL NOTES:

Again if you differ in opinion on anything, have ideas, or just want to tell me i'm an idiot for not thinking of something, please do! I want the feedback and to see what others think of this deck. I know that was a long description, so thanks to those that actually read through it :D

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Date added 10 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 3 Mythic Rares

24 - 6 Rares

9 - 6 Uncommons

13 - 0 Commons

Cards 60
Avg. CMC 1.84
Folders Non Standard, Modern, Zombie, deck i wanna build
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