Lennbous
1.1k views16 days ago
Commander
Size: 100Salt sum: 39.25
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Hey everybody,\n\nI'd like to say a few words about this brew, which is currently one of my favorite decks to play and has some serious gameplan and identity, therefore not having too much interaction/disruption/staple cards and thus is pretty affordable and not anti-fun for your local play group.\n\nThe idea of the deck is to mostly play around the second ability of "},{"attributes":{"italic":true},"insert":"Teval, the Balanced Scale"},{"insert":", growing a big Zombie army and swing for the win with certain pump effects like "},{"attributes":{"italic":true},"insert":"Craterhoof Behemoth"},{"insert":","},{"attributes":{"italic":true},"insert":" End-Raze Forerunners"},{"insert":" or"},{"attributes":{"italic":true},"insert":" Lost Monarch of Ifinir."},{"insert":" I chose those finishing moves to be on creatures and therefore easily recurable (in comparison to sorcery-based overrun spells, especially if they get milled before usage).\n\nKey to the deck is a lot of self-mill, ramp and landfall pieces that work together really well. "},{"attributes":{"italic":true},"insert":"Tevals "},{"insert":"first ability gets you ahead in mana pretty fast, so I focused on getting enough lands in the graveyard (self-mill effects) and landfall cards that most likely trigger multiple times per turn and preferably also generate tokens on landfall to grow the token army even further (in addition to just zombies, e.g. "},{"attributes":{"italic":true},"insert":"Rampaging Baloths"},{"insert":", "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar). "},{"insert":"\n\nThere are not too many draw pieces in this deck, I prefer milling effects and cards that allow access to the graveyard, resulting in milling being pseudo card draw. Still, "},{"attributes":{"italic":true},"insert":"Distant Melody"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Windfall "},{"insert":"are some strong draw effects in this deck (one synergizes well with the token army, zombies, plants or other stuff; the other fills the graveyard while drawing a new full grip). Also, cards like "},{"attributes":{"italic":true},"insert":"Tormod, the Desecrator "},{"insert":"and "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar "},{"insert":"are great options to create redundancy around the commanders ability (even removing "},{"attributes":{"italic":true},"insert":"Teval "},{"insert":"from play is not crucial in most games). In general, I tried to achieve a lot of redundancy within the 99 by requiring a lot of the cards to fill at least two of the decks themes (Mill, Recursion, Token generation and Landfall/Ramp).\n\nOne fun interaction is "},{"attributes":{"italic":true},"insert":"Tifa Lockart"},{"insert":" with both "},{"attributes":{"italic":true},"insert":"Aftermath Analyst"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Will of the Sultai "},{"insert":"resulting in a possible instant kill for one opponent if you can get enough lands out of the graveyard ("},{"attributes":{"italic":true},"insert":"Will of the Sultai"},{"insert":" even more likely with "},{"attributes":{"italic":true},"insert":"Teval "},{"insert":"out).\n\nThis deck focuses a lot on its own identity and theme and therefore does not include too much interaction and disruption. It is really hard to keep in check, even multiple instances of boardwipes are not enough to prevent this deck from accerating faster than everyone else.\n\nA key piece that increases the fun of this deck is definetely "},{"attributes":{"italic":true},"insert":"The Scarab God "},{"insert":"resulting in no game feeling like any other game before due access to different yards each time. For the rare case, the deck mills itself out, there is one last insurance in "},{"attributes":{"italic":true},"insert":"Perpetual Timepiece "},{"insert":"which allows for really aggressive self-mill in the early game.\n\nRoom for improvement in my opinion is mostly in the landbase. Fetch lands would be a great include, as well as "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":". Depending on the group you play with, "},{"attributes":{"italic":true},"insert":"Strip Mine"},{"insert":" is also a valid strategy. Surveil, shock and triome lands are obviously powerful.\n"}]}
Commander
Commander
(CTRL to add secondary)
Draw
River Kelpie
Whenever this creature or another permanent enters from a graveyard, draw a card.
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Beast

The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog

Draw
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Landfall
Landfall
(CTRL to add secondary)
Mill
Crawling Sensation
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Enchantment

Mill
(CTRL to add secondary)
Ramp
Will of the Sultai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Sorcery

Ramp
(CTRL to add secondary)
Recursion
Afterlife from the Loam
Delve (Each card you exile from your graveyard while casting this spell pays for .)
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
Sorcery

Lost Monarch of Ifnir
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
Other Zombies you control have afflict 3.
At the beginning of your second main phase, if a player was dealt combat damage by a Zombie this turn, mill three cards, then you may return a creature card from your graveyard to your hand.
Other Zombies you control have afflict 3.
At the beginning of your second main phase, if a player was dealt combat damage by a Zombie this turn, mill three cards, then you may return a creature card from your graveyard to your hand.
Creature - Zombie Noble

Meren of Clan Nel Toth
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
Legendary Creature - Human Shaman

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

The Scarab God
At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.
: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
Legendary Creature - God

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Recursion
(CTRL to add secondary)
Removal
Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Instant

Removal
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Hey everybody,\n\nI'd like to say a few words about this brew, which is currently one of my favorite decks to play and has some serious gameplan and identity, therefore not having too much interaction/disruption/staple cards and thus is pretty affordable and not anti-fun for your local play group.\n\nThe idea of the deck is to mostly play around the second ability of "},{"attributes":{"italic":true},"insert":"Teval, the Balanced Scale"},{"insert":", growing a big Zombie army and swing for the win with certain pump effects like "},{"attributes":{"italic":true},"insert":"Craterhoof Behemoth"},{"insert":","},{"attributes":{"italic":true},"insert":" End-Raze Forerunners"},{"insert":" or"},{"attributes":{"italic":true},"insert":" Lost Monarch of Ifinir."},{"insert":" I chose those finishing moves to be on creatures and therefore easily recurable (in comparison to sorcery-based overrun spells, especially if they get milled before usage).\n\nKey to the deck is a lot of self-mill, ramp and landfall pieces that work together really well. "},{"attributes":{"italic":true},"insert":"Tevals "},{"insert":"first ability gets you ahead in mana pretty fast, so I focused on getting enough lands in the graveyard (self-mill effects) and landfall cards that most likely trigger multiple times per turn and preferably also generate tokens on landfall to grow the token army even further (in addition to just zombies, e.g. "},{"attributes":{"italic":true},"insert":"Rampaging Baloths"},{"insert":", "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar). "},{"insert":"\n\nThere are not too many draw pieces in this deck, I prefer milling effects and cards that allow access to the graveyard, resulting in milling being pseudo card draw. Still, "},{"attributes":{"italic":true},"insert":"Distant Melody"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Windfall "},{"insert":"are some strong draw effects in this deck (one synergizes well with the token army, zombies, plants or other stuff; the other fills the graveyard while drawing a new full grip). Also, cards like "},{"attributes":{"italic":true},"insert":"Tormod, the Desecrator "},{"insert":"and "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar "},{"insert":"are great options to create redundancy around the commanders ability (even removing "},{"attributes":{"italic":true},"insert":"Teval "},{"insert":"from play is not crucial in most games). In general, I tried to achieve a lot of redundancy within the 99 by requiring a lot of the cards to fill at least two of the decks themes (Mill, Recursion, Token generation and Landfall/Ramp).\n\nOne fun interaction is "},{"attributes":{"italic":true},"insert":"Tifa Lockart"},{"insert":" with both "},{"attributes":{"italic":true},"insert":"Aftermath Analyst"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Will of the Sultai "},{"insert":"resulting in a possible instant kill for one opponent if you can get enough lands out of the graveyard ("},{"attributes":{"italic":true},"insert":"Will of the Sultai"},{"insert":" even more likely with "},{"attributes":{"italic":true},"insert":"Teval "},{"insert":"out).\n\nThis deck focuses a lot on its own identity and theme and therefore does not include too much interaction and disruption. It is really hard to keep in check, even multiple instances of boardwipes are not enough to prevent this deck from accerating faster than everyone else.\n\nA key piece that increases the fun of this deck is definetely "},{"attributes":{"italic":true},"insert":"The Scarab God "},{"insert":"resulting in no game feeling like any other game before due access to different yards each time. For the rare case, the deck mills itself out, there is one last insurance in "},{"attributes":{"italic":true},"insert":"Perpetual Timepiece "},{"insert":"which allows for really aggressive self-mill in the early game.\n\nRoom for improvement in my opinion is mostly in the landbase. Fetch lands would be a great include, as well as "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":". Depending on the group you play with, "},{"attributes":{"italic":true},"insert":"Strip Mine"},{"insert":" is also a valid strategy. Surveil, shock and triome lands are obviously powerful.\n"}]}





























































































