Utility
Cathartic Reunion is a must in this deck. Digs three cards deep at the cost of discarding two cards. Basically the best card in the deck. For a deck that wants to put cards in the graveyard it's all upside. I'm often digging for
Refurbish
to get gearhulks online turn four.
Tormenting Voice is Cathartic Reunion lite. It's not as powerful, but there are times you'd rather not discard two cards. Discarding just one to draw two is still great and offers the flexibility needed sometimes.
Refurbish
is here just for the gearhulks. Three is the right number for the amount of hulks we play. They are useless if you haven't discarded a gearhulk.
Lightning Axe is cheap powerful instant removal. The discard cost is what we're after. Helps keep the graveyard stocked while also removing a lot of different creatures.
Kozilek's Return is also fairly cheap instant board wipe. The initial damage is weaker at just two to each creature--though it can be enough to cripple mono black zombies as I've come to learn. But it's the secondary effect from the graveyard that we get when we cast Elder Deep-Fiend that makes this card really special. Five damage sweeper is really amazing. I never feel bad discarding this card, unless I'm up against wide weenie aggro.
Nahiri, the Harbinger is one of my favorite cards for this deck. I'm mainly ticking her up turn after turn just to loot cards and filter out bad draws. But occasionally she exiles a threat, or even ultimate for a
Combustible Gearhulk
to refill my hand or
Noxious Gearhulk
to gain some life. The card is just so flexible.
Liliana, Death's Majesty
compliments nahiri in this deck really well. While Nahiri, the Harbinger puts creatures into the graveyard,
Liliana, Death's Majesty
gets them out onto the battlefield. Making a 2/2 zombie isn't bad either. Her ultimate is not irrelevant, but it's not ever really what we're working toward with her. Generally she's -3 as soon as she resolves.
The Creatures
Prized Amalgam is part of the backbone of the deck in many ways. This card is always a four-of. They are great to discard. I hardly ever hard-cast them as they recur off zombie reanimation and
Refurbish
. And their 3/3 bodies add serious early power to the board. I never really mind trading them off, since they'll just come back eventually.
Haunted Dead
is a weaker body in the deck, but still great for early pressure. Also good to flash in during combat for the 1/1 spirit blocker.
Advanced Stitchwing is the main beatdown body. Costs a bit more to reanimate but it's a 3/4 flying attacker on turn four. Generally 2 or 3-of since the cost is a bit higher and we don't want an imbalance by having to discard too many cards.
Stitchwing Skaab another early 3 power attacker albeit with the weakest body. I've been less impressed with this card than others, but it still feels right in this list. I generally keep it as a one-of. It ends up being great to loot to add pressure later in the game once the opponent has lost momentum.
Combustible Gearhulk
-- Hands down the backbone of the deck and real reason we play gearhulks at all. 9 times out of ten the ETB refills our hand which is just huge play for this deck. Occasionally though the ETB hits an opponent for massive damage. Remember, all our creatures have pretty high costs... Oh yeah and it's a 6/6 first striker that can be cheated in on turn four with
Refurbish
or with haste via Nahiri's ultimate. I love this card! I can confidently say it's won me games.
Noxious Gearhulk
is here mainly for the removal and lifegain. Generally this guy helps me stabilize mid game. Don't get me wrong, I'll attack with it all day if I can but it's vulnerable to removal like Grasp of Darkness and often gets killed usually the turn I put it in play. I have forgotten about the menace keyword before. If it does survive to attack do remember that it swings in with pseudo evasion.
Elder Deep-Fiend is just insane. This card closes out games. I've found that two is the right number for this deck due to the color restriction and the amount of other stuff I'm trying to do. But once you draw it any other creature in this deck makes it cost much less to play. And I'm usually emerging on the opponent's upkeep and tapping their lands or creatures to lock them out of their turn. Usually opens the door for a huge swing on my turn to follow. Games often come to a close with one of these. Sacking Sanctum of Ugin to find another to repeat the process is most assuradely GG.