WRX_EWG_VF39 says... #2
so...fucking...hilarious. I'm running this for fun next week.
August 4, 2011 9:13 p.m.
http://tappedout.net/mtg-decks/zombieland-7/ Edited the mana base to be usefull lol ;)
August 4, 2011 9:16 p.m.
halogod989 says... #5
Selective Memory ? I think you could put even more lands in too :D
August 4, 2011 11:38 p.m.
i think you should add 2 to 4 Elixir of Immortality and 1 or 2 Font of Mythos
August 5, 2011 12:59 a.m.
NicrostheKing says... #7
One thing guys. This deck is meant to be standard. I plan on playing it at FNM once. Just to see the look on people's faces.The Elixir Idea has been presented to me a few times, I honestly don't like it. : /
August 5, 2011 1:33 a.m.
Congratulations on making my day good sir.
+1(,000,000,000)
August 5, 2011 12:04 p.m.
This deck idea is months old.
Anyway, play better lands. Creeping Tar Pits is most important, but other things like Tectonic Edge and Dread Sanctuary help out too. Magosi, the Waterveil may even be useful here.
August 5, 2011 11:24 p.m.
Is it just me or would Bloodghast be a fun thing to discard?
August 6, 2011 7:08 a.m.
Also, I would add just one Ulamog, the Infinite Gyre instead of worrying about elixir. If you hit him, discard him and your graveyard shuffles along with him. If you ever hit 11 land (which you might) you have an excellent threat.
August 6, 2011 7:10 a.m.
DARK_r3ck0n1ng says... #17
wow sweet +1, ok for people who dont get it
first turn a Swamp or Island , 7 cards in hand
second turn a Swamp or Island and a Zombie Infestation , 6 cards in hand
third turn play Treasure Hunt and hope you draw a lot of lands like 14 or more until you hit another Treasure Hunt . then discard if 14 are drawn you will have 20 cards in hand making 10 2/2 zombie tokens.
turn four repeat Treasure Hunt and swing for game??
(note this is if you go second or you will only have 9 zombie tokens is you draw 14 lands and save treasure hunt)
other words the deck is not designed to play a land every turn. if you draw a land you save it to play another zombie next turn.
August 6, 2011 1:52 p.m.
NicrostheKing says... #18
After giving it some thought, I understand why I stood away from dual land. No matter what you draw, unless you suck, you'll get atleast one Island and one Swamp. Yes tar pit can come in handy as a saver. But, honestly, this isn't supposed to be the most competitive deck ever. ...although it's going to see my play at Game Day! :D Anyhoo, this deck is supposed to be simple. Land, Land Infestation, Treasure Hunt, I like the idea of Ulamog here, it might see a spot say I got one.
August 6, 2011 4:24 p.m.
theemptyquiver says... #19
Drawing land in your opening hand has nothing to do with skill.......that seems a little weird to think that it does.
Part of magic is the luck aspect, ya'know? That's what makes the game fun. FUN.
August 6, 2011 4:29 p.m.
@theemptyquiver: If you really think drawing land in your opening hand has nothing to do with skill them ur doing it wrong.
August 6, 2011 5:25 p.m.
Epochalyptik says... #21
Well drawing any card is just a matter of chance. It's just luck that you draw so many lands or don't.
It's only skill if you stack your deck.
August 6, 2011 5:29 p.m.
theemptyquiver says... #22
Well. I prefer to rely on my deck building skills to win games.
I also prefer to rely on luck to get me the cards I need, and sometimes you get them, sometimes you do not. There is no skill in chance.
No soy un tramposo.
Please don't @ at me with hateful statements dude.
FUN.
August 6, 2011 5:58 p.m.
4x Halimar Depths will prevent bum treasure hunts.Add a few Terramorphic Expanse or Misty Rainforest s if you have them. Depths+sacland = a keepable hand without a spell, IMHO.Contested War Zone might be a possible include, maybe not as a 4-of. I second the need for manlands.
Epochalyptik says... #1
Elixir of Immortality ?
August 4, 2011 5:39 p.m.