9.5k views38 days ago
Commander
Size: 100Salt sum: 44.82
 avatar

YoseiMorningStar

9.5k views38 days ago
Commander
Size: 100Salt sum: 44.82

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"Sidisi's Zombo Combo"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis Sidisi deck is a zombie tribal deck that focuses on getting as much value out of "},{"insert":{"card-link":"Sidisi, Brood Tyrant"}},{"insert":" herself. It started out as a deck focused on flooding the board with zombies, combined with about every lord Zombie tribal has to offer. As the deck got further optimized, it shifted more towards a deck with heavy self-mill that usually ends in loads of damage through "},{"insert":{"card-link":"Gray Merchant of Asphodel"}},{"insert":", "},{"insert":{"card-link":"Vengeful Dead"}},{"insert":" or similar effects combined with a huge board or a select number of zombies that recur each other infinitely.\n\nZombies are one of the most versatile tribes in commander, including creature removal, graveyard hate, reanimators, aristocrats, tutors, some serious card draw, and many others. Hell, we even have a ninja ("},{"insert":{"card-link":"Fallen Shinobi"}},{"insert":" ) and a mana dork ("},{"insert":{"card-link":"Llanowar Dead"}},{"insert":")!\n\nAs far as powerlevel goes, this deck is nowhere near cEDH (tribal decks don't get that far), but if piloted properly this deck can certainly mess around at a higher powered table.\n\nDo you like tribal decks, explosive turns and relentlessly reanimating through waves of mass removal? Then this might just be the deck for you!\n\nWhy Sidisi?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSidisi is far from the most popular zombie commander according to EDHREC, with options such as "},{"insert":{"card-link":"Varina, Lich Queen"}},{"insert":", "},{"insert":{"card-link":"The Scarab God"}},{"insert":" and "},{"insert":{"card-link":"Gisa and Geralf"}},{"insert":". So why Sidisi then? Whereas most other options support the zombie tribe itself better, Sidisi decks tend to revolve a bit more around the fabulous naga lady herself. Just as with any zombie tribal commander, as long as our graveyard is left alone (which, admittedly, is quite often not the case), our board of zombies is quite resilient against boardwipes and such. However, Sidisi can also have exploding turns where we grind through most of our deck in a single turn using only 1 or 2 other cards.\n\nGrinding through our deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first objective of any Sidisi deck is always to grind through our deck ASAP. First off, this can lead to a swarm of tokens that can easily overwhelm your opponents. Secondly, our graveyard is like a second hand. The fuller it is, the easier it will be to pull off some kind of win by recurring loads of zombies.\nA very important note about Sidisi is that she generates a token when you mill one "},{"attributes":{"bold":true},"insert":"or more"},{"insert":" creatures. This means that a card like "},{"insert":{"card-link":"Traumatize"}},{"insert":" only nets you one token. We therefore want to mill through our deck one or two cards at a time where possible.\n\nHere I will list some of the cards that enable you to go through your deck quickly in approximate order from strongest to weakest enablers.\n\n"},{"insert":{"card-link":"Altar of Dementia"}},{"insert":": Al(ls)tar of dementia is known to be a powerhouse in general for any reanimator-focused deck. Sidisi + altar and our creature count of 42 means we burn through about 6 cards on average per zombie token. Give your zombies +1/+1 with any zombie lord and you're almost guaranteed to mill yourself out if you so desire. One important note is that Altar on its own never nets you any zombies, so in that sense other options might be favorable in some scenario's. That said, when you mill through your deck at once you can usually win the same turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Embalmer's Tools"}},{"insert":": With Sidisi out, Embalmer's tools is basically a better "},{"insert":{"card-link":"Endless Ranks of the Dead"}},{"insert":" . Every zombie you have can now be tapped for about a 40% chance to produce a new one, netting you 1,4 times the zombies you originally had. However, since those zombies can also be tapped regardless of their summoning sickness, the new zombies "},{"attributes":{"bold":true},"insert":"also"},{"insert":" mills you. Zombies galore!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Path of Discovery"}},{"insert":": Definitely the most fun option. Every creature entering the battlefield gives you a new zombie token at best. At worst, you get some card advantage. It functions a bit like Embalmer's tools, but without having to tap your zombies. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mesmeric Orb"}},{"insert":": Any experienced Sidisi player will know the power this card brings. Every permanent you untap during your untap step gives a separate trigger, meaning Sidisi creates zombie tokens for each creature put into your graveyard rather than 1 token for the whole bunch (as explained in the example with traumatize). The only real downside of this card is that there is less positive feedback between this card and Sidisi as the cards mentioned above. A combo worth mentioning is the orb plus "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" , which together can mill yourself infinitely. The reason I didn't include the monolith in this deck is because in this case, outside of this combo it is kind of a dead card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Archghoul of Thraben"}},{"insert":": Note how you have the option to put a card into your graveyard even if it's a zombie. Combining this with a sac outlet is another way to mill one card per token. While it is harder to mill your deck using only archghoul, it has a major upside of being a creature, meaning you can reanimate or tutor it more easily."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Buried Alive"}},{"insert":", "},{"insert":{"card-link":"Corpse Connoisseur"}},{"insert":" and "},{"insert":{"card-link":"Vile Entomber"}},{"insert":": These won't dig deep into your deck, but sometimes, getting just a few of the right cards in your graveyard can be enough. The Connoisseur, a man of fine taste, even gives us value from the graveyard after being milled by some other card. Vile Entomber can even get non-creature cards, meaning it can also get a spell like "},{"insert":{"card-link":"Dread Return"}},{"insert":". Plus, with Sidisi out, these tutors still get you a zombie token as a bonus! "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" , "},{"insert":{"card-link":"Stitcher's Supplier"}},{"insert":" , etc.: These are all good examples of cards that don't get you extremely deep into your deck, but that do get the ball rolling and are therefore still very useful. Additionally, the lich has some weird interaction with "},{"insert":{"card-link":"Sylvan Library"}},{"insert":" and also becomes a milling machine when combined with "},{"insert":{"card-link":"Undead Augur"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe real power with any of these enablers comes from combining them. For instance, Embalmers tools with Path of Discovery makes every token mill the top two cards of your deck separately, and you can still sacrifice the tokens to Altar of Dementia afterwards! An honorable mention goes out to "},{"insert":{"card-link":"Tombstone Stairwell"}},{"insert":", "},{"insert":{"card-link":"Cream of the Crop"}},{"insert":" and cards like "},{"insert":{"card-link":"Parallel Lives"}},{"insert":" (currently not in the list). They do not mill you by itself, but synergize very well with the other enablers in this list.\n\nZombo combo's & Flooding the board"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSo we've dumped a large chunk of our deck into our graveyard, now what? At this point we usually have either about 5 or 20 creatures on the board, depending on what mill engines we used to get through our deck. From here there are two main options:\n\nUse either "},{"insert":{"card-link":"Living Death"}},{"insert":", "},{"insert":{"card-link":"Patriarch's Bidding"}},{"insert":" or "},{"insert":{"card-link":"Zombie Apocalypse"}},{"insert":" to completely flood the board with about every zombie our deck has to offer. In case we don't have any of these in our hand, we can use "},{"insert":{"card-link":"Timeless Witness"}},{"insert":" (or "},{"insert":{"card-link":"Possessed Skaab"}},{"insert":" to stay on theme even more) to get it back from our graveyard. What, you also don't have those in your hand either? Well a final solution is to get one of "},{"attributes":{"italic":true},"insert":"those"},{"insert":" back using "},{"insert":{"card-link":"Dread Return"}},{"insert":". All in all, there are plenty of options for mass resurrection, like there should be in any zombie deck. Using the army we just gathered, you can either swarm down your opponent with the many lords of the deck buffing your army or you could just sacrifice about every zombie you have twice using "},{"insert":{"card-link":"Mikaeus, the Unhallowed"}},{"insert":" and a sac outlet such as "},{"insert":{"card-link":"Carrion Feeder"}},{"insert":", making your opponents lose life with Vengeful Dead, Plague Belcher and Diregraf Captain. You could even include the classic "},{"insert":{"card-link":"Zombie Master"}},{"insert":" + "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" to make all your zombies unblockable!\n\nThe other option is to use the insanely potent "},{"insert":{"card-link":"Rot Hulk"}},{"insert":". This absolute unit heavily amplifies any single target reanimation effect. Moreover, we can often just sacrifice him and recur him again with the zombies he himself just retrieved from our graveyard. Here is an example of a loop that can be formed (assuming we have at least 2 opponents left) using the Hulk, "},{"insert":{"card-link":"Mikaeus, the Unhallowed"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Delver"}},{"insert":", "},{"insert":{"card-link":"Carrion Feeder"}},{"insert":" and "},{"insert":{"card-link":"Gray Merchant of Asphodel"}},{"insert":":\nCast (or reanimate) Hulk, targeting Mikaeus and Carrion feeder"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use carrion feeder to sac the Hulk, who returns because of Mikaeus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"With Rot Hulk, target Gary and Phyrexian Delver. Hold priority and sac the Rot hulk to carrion feeder again. (Mikaeus isn't scrictly neccessary anymore at this point, so to keep it simple we'll just sac him as well)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Phyrexian Delvers' ETB now targets Rot Hulk. Let Gary's ETB resolve first to drain 5+ life from each opponent. Then hold priority with Carrion feeder's ETB still on the stack and sacrifice Gary and himself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Repeat the last two steps until all opponents are dead."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nA more recent addition to the zombie archetype, "},{"insert":{"card-link":"Necroduality"}},{"insert":", adds so many options that there's likely multiple combos I'm not even aware of, let alone writing them out here. Let me describe the most efficient one, requiring only 2 cards:\nHave Necroduality and any other creature on the board"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cast "},{"insert":{"card-link":"Vile Entomber"}},{"insert":", getting a copy from duality and putting "},{"insert":{"card-link":"Rot Hulk"}},{"insert":" and "},{"insert":{"card-link":"Dread Return"}},{"insert":" in your graveyard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sacrifice the two entombers and the other creature to Dread Return's flashback, returning Rot Hulk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stack duality and hulk such that hulk reanimates first, grabbing the vile entomber. Entomber gets a Carrion Feeder and Phyrexian Delver"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Let the Duality copy of Hulk resolve, reanimating the Feeder and Delver. You can sac the Hulk to Feeder before the Duality copy of Delver resolves, letting you return Hulk."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this point, Rot Hulk can be reanimated by its own copy, infinitely recurring other creatures in the process. For instance, saccing and recurring Entomber in the process means you can reanimate "},{"attributes":{"bold":true},"insert":"every zombie in your deck"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A final option that doesn't require a lot of grinding through your deck is "},{"insert":{"card-link":"Liliana, Untouched by Death"}},{"insert":"'s -3 ability in combination with "},{"insert":{"card-link":"Rooftop Storm"}},{"insert":". This allows you to cast zombies from both your hand and graveyard for free. Combine this with a "},{"insert":{"card-link":"Sidisi, Undead Vizier"}},{"insert":" to be able to infinitely tutor cards from your deck, or just use a sac outlet to infinitely recast a zombie with an ETB or death trigger that can win you the game.\n\nHow many creatures?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOne of the downsides of Sidisi is that she requires you to have a high number of creatures in your deck to ensure her second ability resolves whenever we mill ourself. Here's a chart I slapped together (it's not the prettiest, I know..) to show you the probability of hitting at least one creature when milling the top 1, 2 or 3 cards of our deck, based on the total number of creatures in the 99 (if you want to know how to do this, look up hypergeometric distributions).\n\n"},{"insert":{"image":"https://i.imgur.com/AkfKlUs.png"}},{"insert":"\nAs you can see, the curve is far from saturated at 42 creatures, which is the number of creatures I currently have in my version of the deck. The short answer to how many creatures you should run is therefore \"as many as possible!\". However, I feel that the probabilities are high enough (42, 67 and 81% for milling 1, 2 or 3 cards, respectively) to go through your deck quickly.\n\nHow to play the deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIn a successful game, Sidisi herself is cast twice. The first time is about a early as possible. She might stick around for a turn or two, filling up our graveyard and to creating some early tokens, before she gets removed. The second time is when we have some mill enabler and in this instance she usually only needs to stick around for one turn to be valuable.\n\nThe early game consists of getting some zombies and mana dorks from our hand onto the board until we hit one of our enablers or we can tutor for one. Needless to say, any tutors we run are most often used to find cards like Altar of Dementia, although on rare occasions you might want to get removal to get rid of graveyard removing permanents first.\nOnce you start milling yourself, its usually best to go all in. Sacrificing almost everything on your board to Altar usually pays off so don't be afraid to take some risks. Giving your opponents a full turn cycle to respond often leads to your graveyard being exiled.\nThe rest of the game often requires a bit of improvisation: most ways of milling are stochastic, where the amount of cards put into our graveyard after milling varies greatly. You can therefore never be sure what your graveyard (or board state) looks like at the end of your next turn. For me this is part of the fun of the deck, but it does mean you might fail to close out the game if you don't find the right line.\n\nThe biggest weakness of the deck is the limited amount of interaction. I usually save removal spells in case someone brings any form of graveyard hate. In case you don't have removal when facing "},{"insert":{"card-link":"Tormod's Crypt"}},{"insert":" like removal, you can sometimes bait someone into using it early by trying to reanimate some smaller targets in your graveyard. "},{"insert":{"card-link":"Krosan Grip"}},{"insert":" is especially helpful since its Split Second prevents the tormod's crypt from being activated in the first place. The real problem is permanent effects such as "},{"insert":{"card-link":"Rest in Peace"}},{"insert":". The only solution outside of removing it is to try and shut down the player controlling it, just by flooding the board every zombie you get your hands on and beating them down as fast as possible. Surprisingly enough, this actually works from time to time.\n\nIf a game ends up in an attrition heavy state, where people have little board presence and are out of cards, our utility heavy landbase comes in handy: "},{"insert":{"card-link":"Academy Ruins"}},{"insert":", "},{"insert":{"card-link":"Buried Ruin"}},{"insert":", "},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" and "},{"insert":{"card-link":"Unholy Grotto"}},{"insert":" all help recur key cards such as mill enablers and reanimator creatures. All can be recurred by [[Life from the Loam]], a card that needs not introduction.\n\nOverall, our strategy is very proactive, trying to flood the board early and hoping to have creatures stick on the board. If that doesn't work out, we try and sneak in a win by assembling the right combination of cards for a single explosive turn where we have a combo or put a lot of zombies from out graveyard onto the battlefield. The deck can play out very different each game, so coming up with a game plan ahead of time is required for the deck to reach its full potential.\n\nNonbies worth mentioning"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI like to stick to a theme, which is why I stick to zombie - or at least zombie themed - creatures as much as possible. However, some things like ramp and removal are just required to make a deck run smoothly, and in Sidisi's case, creatures are always preferable. For this reason there are some mana dorks (i.e. "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":") and "},{"insert":{"card-link":"Reclamation Sage"}},{"insert":" because most graveyard hate can be hit by it. Then there are some nonbies that are just too synergistic not to include: "},{"insert":{"card-link":"World Shaper"}},{"insert":" is an extremely efficient land reanimator while also being a repeated mill effect. Eternal Witness is too good to skip out on in decks like these, but "},{"insert":{"card-link":"Timeless Witness"}},{"insert":" working from your graveyard is a major upside and just happens to turn into a zombie, making her on theme. Win win!\n\nConclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nZombies might not be the strongest tribe in commander, but they are versatile and really fun to play. There are so many zombie cards that are not included in this deck that are still very much viable. The reason I wrote this short primer is not because I think the deck is incredibly strong, but because I think it is slightly unique in its combination of being focused on a tribe while still having a very specific other archetype that requires you to think deeply about what cards to include. I hope you've enjoyed this writeup and as always, suggestions or questions are always welcome.\n"}]}

Commander

Qty: 1 Price: $4.99
Sidisi, Brood Tyrant
Whenever Sidisi enters or attacks, mill three cards.
Whenever one or more creature cards are put into your graveyard from your library, create a 2/2 black Zombie creature token.
Legendary Creature - Shaman Snake
Sidisi, Brood Tyrant (ktk) 199

Commander

(CTRL to add secondary)

Draw

Qty: 5 Price: $303.55
Cryptbreaker
,
, Discard a card: Create a 2/2 black Zombie creature token.
Tap three untapped Zombies you control: You draw a card and you lose 1 life.
Creature - Zombie
Cryptbreaker (pemn) 86s
Fell Stinger
Deathtouch
Exploit (When this creature enters, you may sacrifice a creature.)
When this creature exploits a creature, target player draws two cards and loses 2 life.
Creature - Zombie Scorpion
Fell Stinger (vow) 406
Graveborn Muse
At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control.
Creature - Spirit Zombie
Graveborn Muse (lgn) 73
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (4ed) 273
Undead Augur
Whenever this creature or another Zombie you control dies, you draw a card and you lose 1 life.
Creature - Wizard Zombie
Undead Augur (h1r) 15

Draw

(CTRL to add secondary)

Land

Qty: 36 Price: $884.17
Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (2xm) 369
Agadeem's Awakening
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
Sorcery
Agadeem's Awakening // Agadeem, the Undercrypt (znr) 336Agadeem's Awakening // Agadeem, the Undercrypt (znr) 336
Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (vma) 293
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (ktk) 230
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (rna) 246
Buried Ruin
: Add
.
,
, Sacrifice this land: Return target artifact card from your graveyard to your hand.
Land
Buried Ruin (c18) 239
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmr) 350
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (c20) 273
Field of the Dead
This land enters tapped.
: Add
.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Land
Field of the Dead (m20) 247
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (ktk) 233
Forest
(
: Add
.)
Basic Land - Forest
Forest (bfz) 270
Hedge Maze
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Forest
Hedge Maze (mkm) 262
Island
(
: Add
.)
Basic Land - Island
Island (zen) 236
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (cmr) 721
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 248
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (grn) 253
Phyrexian Tower
: Add
.
, Sacrifice a creature: Add
.
Legendary Land
Phyrexian Tower (jmp) 493
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (ktk) 239
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 254
Snow-Covered Forest
(
: Add
.)
Basic Snow Land - Forest
Snow-Covered Forest (mh1) 254
Snow-Covered Island
(
: Add
.)
Basic Snow Land - Island
Snow-Covered Island (mh1) 251
Snow-Covered Swamp
(
: Add
.)
Basic Snow Land - Swamp
Snow-Covered Swamp (mh1) 252
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (sld) 119
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (vma) 321
Undercity Sewers
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Swamp
Undercity Sewers (mkm) 270
Underground Mortuary
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Forest
Underground Mortuary (mkm) 271
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (vma) 323
Unholy Grotto
: Add
.
,
: Put target Zombie card from your graveyard on top of your library.
Land
Unholy Grotto (sld) 1462
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (uma) 254
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mm3) 249
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (grn) 259
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (ktk) 248
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (ktk) 249

Land

(CTRL to add secondary)

Lords

Qty: 2 Price: $46.98
Gray Merchant of Asphodel
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each
in the mana costs of permanents you control counts toward your devotion to black.)
Creature - Zombie
Gray Merchant of Asphodel (ths) 89
Mikaeus, the Unhallowed
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a Human deals damage to you, destroy it.
Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying 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.)
Legendary Creature - Cleric Zombie
Mikaeus, the Unhallowed (sld) 490

Lords

(CTRL to add secondary)

Ramp

Qty: 12 Price: $115.08
Aftermath Analyst
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
Creature - Elf Detective
Aftermath Analyst (mkm) 148
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (dmr) 439
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (2x2) 138
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color. (Activate only as an instant.)
,
: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
,
: Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman
Deathrite Shaman (rvr) 363
Elves of Deep Shadow
: Add
. This creature deals 1 damage to you.
Creature - Elf Druid
Elves of Deep Shadow (gk1) 56
Life from the Loam
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Life from the Loam (rvr) 350
Llanowar Dead
: Add
.
Creature - Elf Zombie
Llanowar Dead (apc) 109
Molt Tender
: Mill a card. (Put the top card of your library into your graveyard.)
, Exile a card from your graveyard: Add one mana of any color.
Creature - Druid Insect
Molt Tender (dft) 171
Rooftop Storm
You may pay
rather than pay the mana cost for Zombie creature spells you cast.
Enchantment
Rooftop Storm (isd) 71
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (chk) 239
Sol Ring
: Add
.
Artifact
Sol Ring (plst) C18-222
Wight of the Reliquary
Vigilance
This creature gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Creature - Knight Zombie
Wight of the Reliquary (mh3) 207

Ramp

(CTRL to add secondary)

Recurring

Qty: 12 Price: $263.98
Apprentice Necromancer
,
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
Creature - Wizard Zombie
Apprentice Necromancer (uma) 84
Dread Return
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Dread Return (2xm) 89
Gravecrawler
This creature can't block.
You may cast this card from your graveyard as long as you control a Zombie.
Creature - Zombie
Gravecrawler (pdka) 64★
Gravespawn Sovereign
Tap five untapped Zombies you control: Put target creature card from a graveyard onto the battlefield under your control.
Creature - Zombie
Gravespawn Sovereign (ons) 152
Living Death
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
Sorcery
Living Death (cm2) 68
Patriarch's Bidding
Each player chooses a creature type. Each player returns all creature cards of a type chosen this way from their graveyard to the battlefield.
Sorcery
Patriarch's Bidding (mh2) 275
Phyrexian Delver
When this creature enters, return target creature card from your graveyard to the battlefield. You lose life equal to that card's mana value.
Creature - Zombie Phyrexian
Phyrexian Delver (inv) 115
Poxwalkers
Deathtouch
Curse of the Walking Pox — Whenever you cast a spell from anywhere other than your hand, return this card from your graveyard to the battlefield tapped.
Creature - Zombie
Poxwalkers (40k) 49
Rot Hulk
Menace
When this creature enters, return up to X target Zombie cards from your graveyard to the battlefield, where X is the number of opponents you have.
Creature - Zombie
Rot Hulk (gnt) 3
Sidisi, Regent of the Mire
, Sacrifice a creature you control with mana value X other than Sidisi: Return target creature card with mana value X plus 1 from your graveyard to the battlefield. Activate only as a sorcery.
Legendary Creature - Zombie Snake Warlock
Sidisi, Regent of the Mire (tdm) 92
Squirming Emergence
Fathomless descent — Return to the battlefield target nonland permanent card in your graveyard with mana value less than or equal to the number of permanent cards in your graveyard.
Sorcery
Squirming Emergence (lci) 241
Zul Ashur, Lich Lord
Ward—Pay 2 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2 life.)
: You may cast target Zombie creature card from your graveyard this turn.
Legendary Creature - Zombie Warlock
Zul Ashur, Lich Lord (fdn) 389

Recurring

(CTRL to add secondary)

Removal

Qty: 10 Price: $273.71
Abrupt Decay
This spell can't be countered.
Destroy target nonland permanent with mana value 3 or less.
Instant
Abrupt Decay (wmc) 2016
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (grn) 152
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (c20) 35
Grist, the Hunger Tide
As long as Grist isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types.
+1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process.
−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker.
−5: Each opponent loses life equal to the number of creature cards in your graveyard.
Legendary Planeswalker - Grist
Grist, the Hunger Tide (mh2) 306
Krosan Grip
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
Instant
Krosan Grip (sta) 116
Noxious Ghoul
Whenever this creature or another Zombie enters, all non-Zombie creatures get -1/-1 until end of turn.
Creature - Zombie
Noxious Ghoul (lgn) 77
Pernicious Deed
, Sacrifice this enchantment: Destroy each artifact, creature, and enchantment with mana value X or less.
Enchantment
Pernicious Deed (g06) 4
Ravenous Rotbelly
When this creature enters, you may sacrifice up to three Zombies. When you sacrifice one or more Zombies this way, each opponent sacrifices that many creatures of their choice.
Creature - Horror Zombie
Ravenous Rotbelly (sld) 849
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ths) 65
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (2xm) 345

Removal

(CTRL to add secondary)

Sac outlets

Qty: 4 Price: $155.96
Cabal Therapy
Choose a nonland card name. Target player reveals their hand and discards all cards with that name.
Flashback—Sacrifice a creature. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Cabal Therapy (f05) 5
Carrion Feeder
This creature can't block.
Sacrifice a creature: Put a +1/+1 counter on this creature.
Creature - Zombie
Carrion Feeder (f04) 6
Grimgrin, Corpse-Born
Grimgrin enters tapped and doesn't untap during your untap step.
Sacrifice another creature: Untap Grimgrin and put a +1/+1 counter on it.
Whenever Grimgrin attacks, destroy target creature defending player controls, then put a +1/+1 counter on Grimgrin.
Legendary Creature - Warrior Zombie
Grimgrin, Corpse-Born (sld) 1461
Warren Soultrader
Pay 1 life, Sacrifice another creature: Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Wizard Goblin Zombie
Warren Soultrader (mh3) 414

Sac outlets

(CTRL to add secondary)

Sidisi enablers

Qty: 13 Price: $187.63
Altar of Dementia
Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.
Artifact
Altar of Dementia (brr) 3
Archghoul of Thraben
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Creature - Cleric Zombie
Archghoul of Thraben (inr) 370
Embalmer's Tools
Activated abilities of creature cards in your graveyard cost
less to activate.
Tap an untapped Zombie you control: Target player mills a card.
Artifact
Embalmer's Tools (akh) 227
Liliana, Untouched by Death
+1: Mill three cards. If at least one Zombie card is milled this way, each opponent loses 2 life and you gain 2 life.
−2: Target creature gets -X/-X until end of turn, where X is the number of Zombies you control.
−3: You may cast Zombie spells from your graveyard this turn.
Legendary Planeswalker - Liliana
Liliana, Untouched by Death (m19) 106
Mesmeric Orb
Whenever a permanent becomes untapped, that permanent's controller mills a card.
Artifact
Mesmeric Orb (2xm) 272
Necroduality
Whenever a nontoken Zombie you control enters, create a token that's a copy of that creature.
Enchantment
Necroduality (vow) 362
Path of Discovery
Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Enchantment
Path of Discovery (prix) 142s
Raul, Trouble Shooter
Once during each of your turns, you may cast a spell from among cards in your graveyard that were milled this turn.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Rogue Zombie Mutant
Raul, Trouble Shooter (pip) 115
Snarling Gorehound
Menace
Whenever another creature you control with power 2 or less enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature - Dog
Snarling Gorehound (mkm) 105
Stitcher's Supplier
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
Creature - Zombie
Stitcher's Supplier (sld) 1098
Tombstone Stairwell
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of each upkeep, if this enchantment is on the battlefield, each player creates a 2/2 black Zombie creature token with haste named Tombspawn for each creature card in their graveyard.
At the beginning of each end step and when this enchantment leaves the battlefield, destroy all tokens created with this enchantment. They can't be regenerated.
World Enchantment
Tombstone Stairwell (mir) 149
Underrealm Lich
If you would draw a card, instead look at the top three cards of your library, then put one into your hand and the rest into your graveyard.
Pay 4 life: This creature gains indestructible until end of turn. Tap it.
Creature - Elf Shaman Zombie
Underrealm Lich (pgrn) 211s
Wilhelt, the Rotcleaver
Whenever another Zombie you control dies, if it didn't have decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your end step, you may sacrifice a Zombie. If you do, draw a card.
Legendary Creature - Warrior Zombie
Wilhelt, the Rotcleaver (mic) 2

Sidisi enablers

(CTRL to add secondary)

Tutors

Qty: 5 Price: $119.95
Buried Alive
Search your library for up to three creature cards, put them into your graveyard, then shuffle.
Sorcery
Buried Alive (pd3) 20
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (3ed) 105
Grim Servant
Menace
When this creature enters, search your library for a card with mana value less than or equal to your devotion to black, reveal it, put it into your hand, then shuffle. You lose 3 life. (Each
in the mana costs of permanents you control counts toward your devotion to black.)
Creature - Zombie Warlock
Grim Servant (mh3) 409
Sidisi, Undead Vizier
Deathtouch
Exploit (When this creature enters, you may sacrifice a creature.)
When Sidisi exploits a creature, you may search your library for a card, put it into your hand, then shuffle.
Legendary Creature - Zombie Snake
Sidisi, Undead Vizier (dtk) 120
Vile Entomber
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, search your library for a card, put that card into your graveyard, then shuffle.
Creature - Zombie Warlock
Vile Entomber (mh2) 403

Tutors

(CTRL to add secondary)

Cutting Block

Qty: 12 Price: $603.28
Birthing Pod
(
can be paid with either
or 2 life.)
,
, Sacrifice a creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact
Birthing Pod (nph) 104
Chthonian Nightmare
When this enchantment enters, you get
(three energy counters).
Pay X
, Sacrifice a creature, Return this enchantment to its owner's hand: Return target creature card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.
Enchantment
Chthonian Nightmare (mh3) 83
Coffin Queen
You may choose not to untap this creature during your untap step.
,
: Put target creature card from a graveyard onto the battlefield under your control. When this creature becomes untapped or you lose control of this creature, exile that creature.
Creature - Wizard Zombie
Coffin Queen (tmp) 114
Corpse Connoisseur
When this creature enters, you may search your library for a creature card, put that card into your graveyard, then shuffle.
Unearth
(
: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Wizard Zombie
Corpse Connoisseur (mm3) 61
Festerleech
Whenever this creature deals combat damage to a player, you mill two cards.
: This creature gets +2/+2 until end of turn. Activate only once each turn.
Creature - Zombie Leech
Festerleech (mkm) 85
Plague Belcher
Menace
When this creature enters, put two -1/-1 counters on target creature you control.
Whenever another Zombie you control dies, each opponent loses 1 life.
Creature - Beast Zombie
Plague Belcher (pakh) 104s
Survival of the Fittest
, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Enchantment
Survival of the Fittest (exo) 129
Tato Farmer
Landfall — Whenever a land you control enters, you may get two rad counters.
: Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
Creature - Zombie Mutant Peasant
Tato Farmer (pip) 86
Vengeful Dead
Whenever this creature or another Zombie dies, each opponent loses 1 life.
Creature - Zombie
Vengeful Dead (scg) 80
Victimize
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
Sorcery
Victimize (cmr) 657
Zagoth Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp Forest
Zagoth Triome (iko) 313
Zombie Trailblazer
Tap an untapped Zombie you control: Target land becomes a Swamp until end of turn.
Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
Creature - Scout Zombie
Zombie Trailblazer (tor) 89

Cutting Block

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 8 cards
8 pips - 8 cards
16 mana - 16 cards
65 pips - 47 cards
22 mana - 21 cards
0 pips - 0 cards
0 mana - 8 cards
20 pips - 20 cards
17 mana - 17 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Sidisi's Zombo Combo"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis Sidisi deck is a zombie tribal deck that focuses on getting as much value out of "},{"insert":{"card-link":"Sidisi, Brood Tyrant"}},{"insert":" herself. It started out as a deck focused on flooding the board with zombies, combined with about every lord Zombie tribal has to offer. As the deck got further optimized, it shifted more towards a deck with heavy self-mill that usually ends in loads of damage through "},{"insert":{"card-link":"Gray Merchant of Asphodel"}},{"insert":", "},{"insert":{"card-link":"Vengeful Dead"}},{"insert":" or similar effects combined with a huge board or a select number of zombies that recur each other infinitely.\n\nZombies are one of the most versatile tribes in commander, including creature removal, graveyard hate, reanimators, aristocrats, tutors, some serious card draw, and many others. Hell, we even have a ninja ("},{"insert":{"card-link":"Fallen Shinobi"}},{"insert":" ) and a mana dork ("},{"insert":{"card-link":"Llanowar Dead"}},{"insert":")!\n\nAs far as powerlevel goes, this deck is nowhere near cEDH (tribal decks don't get that far), but if piloted properly this deck can certainly mess around at a higher powered table.\n\nDo you like tribal decks, explosive turns and relentlessly reanimating through waves of mass removal? Then this might just be the deck for you!\n\nWhy Sidisi?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSidisi is far from the most popular zombie commander according to EDHREC, with options such as "},{"insert":{"card-link":"Varina, Lich Queen"}},{"insert":", "},{"insert":{"card-link":"The Scarab God"}},{"insert":" and "},{"insert":{"card-link":"Gisa and Geralf"}},{"insert":". So why Sidisi then? Whereas most other options support the zombie tribe itself better, Sidisi decks tend to revolve a bit more around the fabulous naga lady herself. Just as with any zombie tribal commander, as long as our graveyard is left alone (which, admittedly, is quite often not the case), our board of zombies is quite resilient against boardwipes and such. However, Sidisi can also have exploding turns where we grind through most of our deck in a single turn using only 1 or 2 other cards.\n\nGrinding through our deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first objective of any Sidisi deck is always to grind through our deck ASAP. First off, this can lead to a swarm of tokens that can easily overwhelm your opponents. Secondly, our graveyard is like a second hand. The fuller it is, the easier it will be to pull off some kind of win by recurring loads of zombies.\nA very important note about Sidisi is that she generates a token when you mill one "},{"attributes":{"bold":true},"insert":"or more"},{"insert":" creatures. This means that a card like "},{"insert":{"card-link":"Traumatize"}},{"insert":" only nets you one token. We therefore want to mill through our deck one or two cards at a time where possible.\n\nHere I will list some of the cards that enable you to go through your deck quickly in approximate order from strongest to weakest enablers.\n\n"},{"insert":{"card-link":"Altar of Dementia"}},{"insert":": Al(ls)tar of dementia is known to be a powerhouse in general for any reanimator-focused deck. Sidisi + altar and our creature count of 42 means we burn through about 6 cards on average per zombie token. Give your zombies +1/+1 with any zombie lord and you're almost guaranteed to mill yourself out if you so desire. One important note is that Altar on its own never nets you any zombies, so in that sense other options might be favorable in some scenario's. That said, when you mill through your deck at once you can usually win the same turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Embalmer's Tools"}},{"insert":": With Sidisi out, Embalmer's tools is basically a better "},{"insert":{"card-link":"Endless Ranks of the Dead"}},{"insert":" . Every zombie you have can now be tapped for about a 40% chance to produce a new one, netting you 1,4 times the zombies you originally had. However, since those zombies can also be tapped regardless of their summoning sickness, the new zombies "},{"attributes":{"bold":true},"insert":"also"},{"insert":" mills you. Zombies galore!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Path of Discovery"}},{"insert":": Definitely the most fun option. Every creature entering the battlefield gives you a new zombie token at best. At worst, you get some card advantage. It functions a bit like Embalmer's tools, but without having to tap your zombies. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mesmeric Orb"}},{"insert":": Any experienced Sidisi player will know the power this card brings. Every permanent you untap during your untap step gives a separate trigger, meaning Sidisi creates zombie tokens for each creature put into your graveyard rather than 1 token for the whole bunch (as explained in the example with traumatize). The only real downside of this card is that there is less positive feedback between this card and Sidisi as the cards mentioned above. A combo worth mentioning is the orb plus "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" , which together can mill yourself infinitely. The reason I didn't include the monolith in this deck is because in this case, outside of this combo it is kind of a dead card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Archghoul of Thraben"}},{"insert":": Note how you have the option to put a card into your graveyard even if it's a zombie. Combining this with a sac outlet is another way to mill one card per token. While it is harder to mill your deck using only archghoul, it has a major upside of being a creature, meaning you can reanimate or tutor it more easily."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Buried Alive"}},{"insert":", "},{"insert":{"card-link":"Corpse Connoisseur"}},{"insert":" and "},{"insert":{"card-link":"Vile Entomber"}},{"insert":": These won't dig deep into your deck, but sometimes, getting just a few of the right cards in your graveyard can be enough. The Connoisseur, a man of fine taste, even gives us value from the graveyard after being milled by some other card. Vile Entomber can even get non-creature cards, meaning it can also get a spell like "},{"insert":{"card-link":"Dread Return"}},{"insert":". Plus, with Sidisi out, these tutors still get you a zombie token as a bonus! "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" , "},{"insert":{"card-link":"Stitcher's Supplier"}},{"insert":" , etc.: These are all good examples of cards that don't get you extremely deep into your deck, but that do get the ball rolling and are therefore still very useful. Additionally, the lich has some weird interaction with "},{"insert":{"card-link":"Sylvan Library"}},{"insert":" and also becomes a milling machine when combined with "},{"insert":{"card-link":"Undead Augur"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe real power with any of these enablers comes from combining them. For instance, Embalmers tools with Path of Discovery makes every token mill the top two cards of your deck separately, and you can still sacrifice the tokens to Altar of Dementia afterwards! An honorable mention goes out to "},{"insert":{"card-link":"Tombstone Stairwell"}},{"insert":", "},{"insert":{"card-link":"Cream of the Crop"}},{"insert":" and cards like "},{"insert":{"card-link":"Parallel Lives"}},{"insert":" (currently not in the list). They do not mill you by itself, but synergize very well with the other enablers in this list.\n\nZombo combo's & Flooding the board"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSo we've dumped a large chunk of our deck into our graveyard, now what? At this point we usually have either about 5 or 20 creatures on the board, depending on what mill engines we used to get through our deck. From here there are two main options:\n\nUse either "},{"insert":{"card-link":"Living Death"}},{"insert":", "},{"insert":{"card-link":"Patriarch's Bidding"}},{"insert":" or "},{"insert":{"card-link":"Zombie Apocalypse"}},{"insert":" to completely flood the board with about every zombie our deck has to offer. In case we don't have any of these in our hand, we can use "},{"insert":{"card-link":"Timeless Witness"}},{"insert":" (or "},{"insert":{"card-link":"Possessed Skaab"}},{"insert":" to stay on theme even more) to get it back from our graveyard. What, you also don't have those in your hand either? Well a final solution is to get one of "},{"attributes":{"italic":true},"insert":"those"},{"insert":" back using "},{"insert":{"card-link":"Dread Return"}},{"insert":". All in all, there are plenty of options for mass resurrection, like there should be in any zombie deck. Using the army we just gathered, you can either swarm down your opponent with the many lords of the deck buffing your army or you could just sacrifice about every zombie you have twice using "},{"insert":{"card-link":"Mikaeus, the Unhallowed"}},{"insert":" and a sac outlet such as "},{"insert":{"card-link":"Carrion Feeder"}},{"insert":", making your opponents lose life with Vengeful Dead, Plague Belcher and Diregraf Captain. You could even include the classic "},{"insert":{"card-link":"Zombie Master"}},{"insert":" + "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" to make all your zombies unblockable!\n\nThe other option is to use the insanely potent "},{"insert":{"card-link":"Rot Hulk"}},{"insert":". This absolute unit heavily amplifies any single target reanimation effect. Moreover, we can often just sacrifice him and recur him again with the zombies he himself just retrieved from our graveyard. Here is an example of a loop that can be formed (assuming we have at least 2 opponents left) using the Hulk, "},{"insert":{"card-link":"Mikaeus, the Unhallowed"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Delver"}},{"insert":", "},{"insert":{"card-link":"Carrion Feeder"}},{"insert":" and "},{"insert":{"card-link":"Gray Merchant of Asphodel"}},{"insert":":\nCast (or reanimate) Hulk, targeting Mikaeus and Carrion feeder"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use carrion feeder to sac the Hulk, who returns because of Mikaeus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"With Rot Hulk, target Gary and Phyrexian Delver. Hold priority and sac the Rot hulk to carrion feeder again. (Mikaeus isn't scrictly neccessary anymore at this point, so to keep it simple we'll just sac him as well)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Phyrexian Delvers' ETB now targets Rot Hulk. Let Gary's ETB resolve first to drain 5+ life from each opponent. Then hold priority with Carrion feeder's ETB still on the stack and sacrifice Gary and himself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Repeat the last two steps until all opponents are dead."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nA more recent addition to the zombie archetype, "},{"insert":{"card-link":"Necroduality"}},{"insert":", adds so many options that there's likely multiple combos I'm not even aware of, let alone writing them out here. Let me describe the most efficient one, requiring only 2 cards:\nHave Necroduality and any other creature on the board"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cast "},{"insert":{"card-link":"Vile Entomber"}},{"insert":", getting a copy from duality and putting "},{"insert":{"card-link":"Rot Hulk"}},{"insert":" and "},{"insert":{"card-link":"Dread Return"}},{"insert":" in your graveyard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sacrifice the two entombers and the other creature to Dread Return's flashback, returning Rot Hulk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stack duality and hulk such that hulk reanimates first, grabbing the vile entomber. Entomber gets a Carrion Feeder and Phyrexian Delver"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Let the Duality copy of Hulk resolve, reanimating the Feeder and Delver. You can sac the Hulk to Feeder before the Duality copy of Delver resolves, letting you return Hulk."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this point, Rot Hulk can be reanimated by its own copy, infinitely recurring other creatures in the process. For instance, saccing and recurring Entomber in the process means you can reanimate "},{"attributes":{"bold":true},"insert":"every zombie in your deck"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A final option that doesn't require a lot of grinding through your deck is "},{"insert":{"card-link":"Liliana, Untouched by Death"}},{"insert":"'s -3 ability in combination with "},{"insert":{"card-link":"Rooftop Storm"}},{"insert":". This allows you to cast zombies from both your hand and graveyard for free. Combine this with a "},{"insert":{"card-link":"Sidisi, Undead Vizier"}},{"insert":" to be able to infinitely tutor cards from your deck, or just use a sac outlet to infinitely recast a zombie with an ETB or death trigger that can win you the game.\n\nHow many creatures?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOne of the downsides of Sidisi is that she requires you to have a high number of creatures in your deck to ensure her second ability resolves whenever we mill ourself. Here's a chart I slapped together (it's not the prettiest, I know..) to show you the probability of hitting at least one creature when milling the top 1, 2 or 3 cards of our deck, based on the total number of creatures in the 99 (if you want to know how to do this, look up hypergeometric distributions).\n\n"},{"insert":{"image":"https://i.imgur.com/AkfKlUs.png"}},{"insert":"\nAs you can see, the curve is far from saturated at 42 creatures, which is the number of creatures I currently have in my version of the deck. The short answer to how many creatures you should run is therefore \"as many as possible!\". However, I feel that the probabilities are high enough (42, 67 and 81% for milling 1, 2 or 3 cards, respectively) to go through your deck quickly.\n\nHow to play the deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIn a successful game, Sidisi herself is cast twice. The first time is about a early as possible. She might stick around for a turn or two, filling up our graveyard and to creating some early tokens, before she gets removed. The second time is when we have some mill enabler and in this instance she usually only needs to stick around for one turn to be valuable.\n\nThe early game consists of getting some zombies and mana dorks from our hand onto the board until we hit one of our enablers or we can tutor for one. Needless to say, any tutors we run are most often used to find cards like Altar of Dementia, although on rare occasions you might want to get removal to get rid of graveyard removing permanents first.\nOnce you start milling yourself, its usually best to go all in. Sacrificing almost everything on your board to Altar usually pays off so don't be afraid to take some risks. Giving your opponents a full turn cycle to respond often leads to your graveyard being exiled.\nThe rest of the game often requires a bit of improvisation: most ways of milling are stochastic, where the amount of cards put into our graveyard after milling varies greatly. You can therefore never be sure what your graveyard (or board state) looks like at the end of your next turn. For me this is part of the fun of the deck, but it does mean you might fail to close out the game if you don't find the right line.\n\nThe biggest weakness of the deck is the limited amount of interaction. I usually save removal spells in case someone brings any form of graveyard hate. In case you don't have removal when facing "},{"insert":{"card-link":"Tormod's Crypt"}},{"insert":" like removal, you can sometimes bait someone into using it early by trying to reanimate some smaller targets in your graveyard. "},{"insert":{"card-link":"Krosan Grip"}},{"insert":" is especially helpful since its Split Second prevents the tormod's crypt from being activated in the first place. The real problem is permanent effects such as "},{"insert":{"card-link":"Rest in Peace"}},{"insert":". The only solution outside of removing it is to try and shut down the player controlling it, just by flooding the board every zombie you get your hands on and beating them down as fast as possible. Surprisingly enough, this actually works from time to time.\n\nIf a game ends up in an attrition heavy state, where people have little board presence and are out of cards, our utility heavy landbase comes in handy: "},{"insert":{"card-link":"Academy Ruins"}},{"insert":", "},{"insert":{"card-link":"Buried Ruin"}},{"insert":", "},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" and "},{"insert":{"card-link":"Unholy Grotto"}},{"insert":" all help recur key cards such as mill enablers and reanimator creatures. All can be recurred by [[Life from the Loam]], a card that needs not introduction.\n\nOverall, our strategy is very proactive, trying to flood the board early and hoping to have creatures stick on the board. If that doesn't work out, we try and sneak in a win by assembling the right combination of cards for a single explosive turn where we have a combo or put a lot of zombies from out graveyard onto the battlefield. The deck can play out very different each game, so coming up with a game plan ahead of time is required for the deck to reach its full potential.\n\nNonbies worth mentioning"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI like to stick to a theme, which is why I stick to zombie - or at least zombie themed - creatures as much as possible. However, some things like ramp and removal are just required to make a deck run smoothly, and in Sidisi's case, creatures are always preferable. For this reason there are some mana dorks (i.e. "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":") and "},{"insert":{"card-link":"Reclamation Sage"}},{"insert":" because most graveyard hate can be hit by it. Then there are some nonbies that are just too synergistic not to include: "},{"insert":{"card-link":"World Shaper"}},{"insert":" is an extremely efficient land reanimator while also being a repeated mill effect. Eternal Witness is too good to skip out on in decks like these, but "},{"insert":{"card-link":"Timeless Witness"}},{"insert":" working from your graveyard is a major upside and just happens to turn into a zombie, making her on theme. Win win!\n\nConclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nZombies might not be the strongest tribe in commander, but they are versatile and really fun to play. There are so many zombie cards that are not included in this deck that are still very much viable. The reason I wrote this short primer is not because I think the deck is incredibly strong, but because I think it is slightly unique in its combination of being focused on a tribe while still having a very specific other archetype that requires you to think deeply about what cards to include. I hope you've enjoyed this writeup and as always, suggestions or questions are always welcome.\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards