Maybeboard


When everyone is topdecking, no one is.

Deck based off of the , and then heavily adapted because I'm not made of money.

10 Deck Strategies:

  1. Repeat Discard: In addition to our commander, we have a few other options for continuous discards. Putrefaction is a bit limited normally, but probably will have at least one or two targets we can ping in a 4-player EDH game.

  2. Single Discard: We've got a few other options to wring out our opponent's hands, and these tend to be high impact and typically a secondary benefit as well.

  3. Card Draw: While we're busy making everyone else topdeck, why not rub it in their faces? It also helps give us more options to deal with if someone does manage to topdeck a wrath that could spoil the party.

  4. Discard Burn: Since we're making our opponents discard a load of cards, why not make those count double? These all cause lifeloss, typically for each card drawn, and put pressure on them and helps lower the bar our zombies will need to hit to punch their ticket.

  5. Empty Hand Punishment: If our one or more of our opponents are so foolish as to leave their hand empty or almost empty, we have a number of toys here to take full advantage of that and further bring the pain.

  6. Graveyard Boons: Since we're front-loading the opponent's graveyards, why not make use of that as well? Most of these let us steal one or more dead things and use them for our own purposes.

  7. Information: Both our commander as well as several of the discard spells need an idea of what to look for before going hunting, so we'll use these to keep peeking at opponent's hands and make sure we know what they have about as soon as they draw it.

  8. Mana Ramp: Nothing to see here beyond basic fixing for dimir colors.

  9. Removal: What would a good black and/or blue deck be without a buttload of removal? These span from counters to bounces to straight-up kills. Probably not much will be hitting the board once we get in our groove, but this is to help make sure whatever does hit the board goes away in a hurry.

  10. Zombies: Finally, the way we finish off our opponents is with a mix of amassed zombie armies and regular vanilla 2/2 zombie tokens, with some tribal buffs to ensure they're scary when facing the few creatures our opponents will be able to land successfully.

Maybeboard:

  • The unused Mana Ramp stuff here was mainly left out due to price. It's a budget deck, not a cashing-the-lottery-check deck.

  • Like the stuff above, the Graveyard Boons omissions were due to cost.

  • I had a hard time picking for my Empty-Hand Punishment section, so these are the things that didn't make the cut, to be maybe swapped in as needed if another strategy proves to be unneeded.

  • The Zombies options were left out due to, what else, money again. These are probably some of the first options I'd hit up for upgrading the deck.

  • Some Tutors never got added since we're not really assembling any key and unavoidable combos with the deck.

  • The remaining Repeat Discard, Card Draw, and Removal cards left out were all due to price, saving the deck around $70ish along with some of the pricy Zombie cards I didn't include.

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

24 - 0 Rares

29 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 3.18
Tokens Zombie 2/2 B, Zombie Army 0/0 B
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