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Commander
Size: 100Salt sum: 48.16
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rkhart

444 views43 hrs ago
Commander
Size: 100Salt sum: 48.16
No deck tags

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Commander

Qty: 1 Price: $3.99
Varina, Lich Queen
Whenever you attack with one or more Zombies, draw that many cards, then discard that many cards. You gain that much life.
, Exile two cards from your graveyard: Create a tapped 2/2 black Zombie creature token.
Legendary Creature - Wizard Zombie
Varina, Lich Queen (c18) 48

Commander

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Artifact

Qty: 10 Price: $37.90
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (tdc) 312
Cryptcaller Chariot
Menace
Whenever you discard one or more cards, create that many tapped 2/2 black Zombie creature tokens.
Crew 2
Artifact - Vehicle
Cryptcaller Chariot (dft) 80
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (clu) 221
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (tdc) 323
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (msc) 219
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (soc) 358
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (msc) 221

Artifact

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Creature

Qty: 17 Price: $143.33
Archfiend of Ifnir
Flying
Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control.
Cycling
(
, Discard this card: Draw a card.)
Creature - Demon
Archfiend of Ifnir (pakh) 78
Bard, King of Dale
Reach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Legendary Creature - Human Archer Noble
Bard, King of Dale (hob) 144
Boggart Trawler
When this creature enters, exile target player's graveyard.
Creature - Goblin
Boggart Trawler // Boggart Bog (mh3) 243Boggart Trawler // Boggart Bog (mh3) 243
Bone Miser
Whenever you discard a creature card, create a 2/2 black Zombie creature token.
Whenever you discard a land card, add
.
Whenever you discard a noncreature, nonland card, draw a card.
Creature - Wizard Zombie
Bone Miser (c19) 15
Death Baron
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
Creature - Wizard Zombie
Death Baron (fdn) 521
Death Tyrant
Menace
Negative Energy Cone — Whenever an attacking creature you control or a blocking creature an opponent controls dies, create a 2/2 black Zombie creature token.
: Return this card from your graveyard to the battlefield tapped.
Creature - Skeleton Beholder
Death Tyrant (afc) 23
Gisa, the Hellraiser
Ward—
, Pay 2 life.
Skeletons and Zombies you control get +1/+1 and have menace.
Whenever you commit a crime, create two tapped 2/2 blue and black Zombie Rogue creature tokens. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Legendary Creature - Human Warlock
Gisa, the Hellraiser (otj) 288
Graveborn Muse
At the beginning of your upkeep, you draw X cards and lose X life, where X is the number of Zombies you control.
Creature - Spirit Zombie
Graveborn Muse (10e) 145
Hordewing Skaab
Flying
Other Zombies you control have flying.
Whenever one or more Zombies you control deal combat damage to one or more of your opponents, you may draw cards equal to the number of opponents dealt damage this way. If you do, discard that many cards.
Creature - Horror Zombie
Hordewing Skaab (mic) 15
Jace's Archivist
,
: Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Creature - Wizard Vedalken
Jace's Archivist (plst) M12-59
Noxious Ghoul
Whenever this creature or another Zombie enters, all non-Zombie creatures get -1/-1 until end of turn.
Creature - Zombie
Noxious Ghoul (hop) 35
Temmet, Naktamun's Will
Vigilance, menace
Whenever you attack, draw a card, then discard a card.
Whenever you draw a card, Zombies you control get +1/+1 until end of turn.
Legendary Creature - Wizard Zombie
Temmet, Naktamun's Will (drc) 4
Undead Augur
Whenever this creature or another Zombie you control dies, you draw a card and lose 1 life.
Creature - Wizard Zombie
Undead Augur (mic) 130
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239
Wizened Mentor
Whenever an opponent activates an ability of a permanent that isn't a mana ability, you create a 1/1 white Zombie creature token. This ability triggers only once each turn.
Creature - Cleric Zombie
Wizened Mentor (drc) 8
Wonder
Flying
As long as this card is in your graveyard and you control an Island, creatures you control have flying.
Creature - Incarnation
Wonder (jud) 54
Zombie Master
Other Zombie creatures have swampwalk. (They can't be blocked as long as defending player controls a Swamp.)
Other Zombies have "
: Regenerate this permanent."
Creature - Zombie
Zombie Master (drc) 46

Creature

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Enchantment

Qty: 12 Price: $229.04
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment
Black Market Connections (acr) 87
Call to the Grave
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature of their choice.
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
Enchantment
Call to the Grave (scg) 58
Kindred Discovery
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Enchantment
Kindred Discovery (c17) 11
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (soc) 153
Mystic Remora
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.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (dmr) 288
On Wings of Gold
Creatures you control that are Zombies and/or tokens get +1/+1 and have flying.
Whenever one or more cards leave your graveyard, create a 1/1 white Zombie creature token.
Enchantment
On Wings of Gold (drc) 5
Reconnaissance
: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)
Enchantment
Reconnaissance (acr) 82
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (pcy) 45
Shadow of the Second Sun
Enchant player
At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
Enchantment - Aura
Shadow of the Second Sun (mh3) 402
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (cmm) 57
Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel —
, Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment
Touch the Spirit Realm (neo) 40
Zombie Infestation
Discard two cards: Create a 2/2 black Zombie creature token.
Enchantment
Zombie Infestation (dmr) 111

Enchantment

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Instant

Qty: 20 Price: $207.26
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (snc) 464
Ancient Excavation
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Instant
Ancient Excavation (cm2) 150
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Despark
Exile target permanent with mana value 4 or greater.
Instant
Despark (tdc) 284
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (war) 193
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
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.)
Instant
Lethal Scheme (ncc) 36
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rav) 60
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (soc) 159
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Stubborn Denial
Counter target noncreature spell unless its controller pays
.
Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
Instant
Stubborn Denial (ktk) 56
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
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (mic) 94
Tale's End
Counter target activated ability, triggered ability, or legendary spell.
Instant
Tale's End (m20) 77
Thraben Charm
Choose one —
• Thraben Charm deals damage equal to twice the number of creatures you control to target creature.
• Destroy target enchantment.
• Exile any number of target players' graveyards.
Instant
Thraben Charm (mh3) 45
Unexpectedly Absent
Put target nonland permanent into its owner's library just beneath the top X cards of that library.
Instant
Unexpectedly Absent (c20) 106
Vanish into Memory
Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness.
Instant
Vanish into Memory (afc) 196
Vanishing Verse
Exile target monocolored permanent.
Instant
Vanishing Verse (soc) 335

Instant

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Land

Qty: 32 (36 w/ MDFC)Price: $319.08
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 236
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (msc) 239
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 (mh3) 220
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (msc) 248
Gloomlake Verge
: Add
.
: Add
. Activate only if you control an Island or a Swamp.
Land
Gloomlake Verge (dsk) 260
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (trk) 285
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (trk) 286
Island
(
: Add
.)
Basic Land - Island
Island (mh2) 484
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (fic) 405
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) 437
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (clb) 357
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Plains
(
: Add
.)
Basic Land - Plains
Plains (mh2) 482
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 (mh3) 224
Raffine's Tower
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Swamp
Raffine's Tower (snc) 254
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (inr) 284
Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add
.
,
: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land
Spymaster's Vault (mh3) 230
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (msc) 271
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (mh2) 485
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (fic) 439
Vault of Champions
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Vault of Champions (cmm) 436
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 (trk) 306

Land

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Sorcery

Qty: 8 Price: $48.42
Awaken the Erstwhile
Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens.
Sorcery
Awaken the Erstwhile (rna) 61
Damn
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Damn (mh2) 80
Decorum Dissertation
Target player draws two cards and loses 2 life.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson
Decorum Dissertation (sos) 78
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Necrotic Hex
Each player sacrifices six creatures of their choice. You create six tapped 2/2 black Zombie creature tokens.
Sorcery
Necrotic Hex (scd) 95
Raise the Palisade
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
Sorcery
Raise the Palisade (ltc) 23
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (otc) 123
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Winds of Abandon (plst) MH1-37

Sorcery

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Deck Info

Deck stats

20 pips - 19 cards
17 mana - 17 cards
33 pips - 25 cards
27 mana - 27 cards
37 pips - 25 cards
29 mana - 28 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Varina, Lich Queen Primer"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Concept"},{"insert":"\nThis is an "},{"attributes":{"bold":true},"insert":"Esper draw-go control deck that uses Zombies as a secondary engine and eventual win condition"},{"insert":".\nThe deck is not trying to flood the board with tribal creatures. Instead, it wants to spend most of the game holding up interaction, answering whatever actually matters, and using Varina to make sure that keeping mana open never comes at too much opportunity cost.\nThe basic plan is:\n"},{"attributes":{"bold":true},"insert":"hold up interaction → spend unused mana on Varina → build Zombies → use those Zombies to fuel Varina’s attack trigger → turn that advantage into control and eventually lethal pressure."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Why Varina?"},{"insert":"\nVarina is ideal for this strategy because both halves of her card support a control plan.\nHer activated ability gives the deck a powerful "},{"attributes":{"bold":true},"insert":"instant-speed mana sink"},{"insert":". I can pass the turn with mana open for counters, removal, or other interaction, and if nobody gives me a worthwhile target, I can simply spend that mana before my turn making Zombies.\nThat means I rarely have to choose between advancing my board and staying ready to interact.\nIf opponents act, I answer them.\nIf they do nothing, I still develop.\nThose Zombies then attack on future turns to trigger Varina’s other ability, creating a natural feedback loop between control, board development, card selection, and graveyard value.\n"},{"attributes":{"bold":true},"insert":"Draw-Go Control"},{"insert":"\nThe deck is built to operate comfortably at instant speed.\nA large suite of countermagic and flexible removal lets me pass with mana available and decide where to spend resources only after the table reveals what actually matters.\nThis is especially strong in multiplayer, where committing mana proactively can leave a control player helpless when the real threat appears later in the turn cycle.\nVarina changes that equation.\nOpen mana is never truly wasted because any portion left unused can become Zombies at the end of the last opponent’s turn.\nThat makes the deck very comfortable playing patiently.\n"},{"attributes":{"bold":true},"insert":"Zombies as a Resource"},{"insert":"\nThe Zombie package is intentionally compact.\nMost Zombies in the deck are included because they support the control engine rather than simply because they belong to the tribe.\nThe deck can also generate Zombies without relying on creature-heavy draws, especially through Varina herself.\nThose bodies serve several roles:\nfuel Varina’s attack trigger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"pressure planeswalkers and vulnerable players"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"survive as a threat while I keep mana open"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"provide value for Zombie-specific engines"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"eventually become the primary way the deck closes games"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The tribe supports the strategy rather than defining it.\n"},{"attributes":{"bold":true},"insert":"Varina’s Attack Trigger"},{"insert":"\nOnce a modest Zombie board exists, Varina turns combat into powerful card selection and life gain.\nThe creatures do not need to connect. Simply attacking lets me dig through the deck, keep the interaction or engine pieces I currently need, and discard cards that are less useful.\nThat is particularly valuable in control because the usefulness of individual answers changes constantly.\nA counterspell may be excellent now and terrible later. A sweeper may be essential in one game and dead in another. Extra lands eventually become expendable.\nVarina helps continuously reshape the hand around the current game state.\n"},{"attributes":{"bold":true},"insert":"Discard and Graveyard Value"},{"insert":"\nThe discard is not merely a cost.\nSeveral cards reward cards leaving the hand or entering the graveyard, turning Varina’s filtering and the deck’s larger hand-cycling effects into real engines.\nThe graveyard then becomes another resource through Varina’s activated ability, while cards such as Wonder and other graveyard synergies make discarded cards continue contributing after leaving the hand.\nThis creates a useful cycle:\n"},{"attributes":{"bold":true},"insert":"filter cards → stock the graveyard → convert graveyard cards and unused mana into Zombies → attack with those Zombies → filter again."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Card Advantage"},{"insert":"\nVarina herself primarily provides selection rather than raw card advantage, so the deck backs her with strong independent draw engines.\nRhystic Study, Black Market Connections, Graveborn Muse, Kindred Discovery, Shadow of the Second Sun, Teferi’s Ageless Insight, and related effects provide the volume of cards necessary to sustain a multiplayer control strategy.\nTeferi’s Ageless Insight is particularly potent with Varina because it turns her normally even exchange of draws and discards into genuine card advantage.\nThe goal is to maintain enough cards that I can keep answering threats without eventually running dry.\n"},{"attributes":{"bold":true},"insert":"Board Control"},{"insert":"\nThe deck has access to a broad suite of sweepers and spot removal.\nBecause the Zombie board is relatively easy to rebuild, I do not need to protect it at all costs. If wiping the battlefield is the correct control play, I am often perfectly happy to lose my own creatures and rebuild afterward.\nSeveral Zombie-related cards also contribute directly to controlling opposing boards, allowing the creature engine and the control plan to overlap rather than compete.\n"},{"attributes":{"bold":true},"insert":"Turning the Corner"},{"insert":"\nFor most of the game, the Zombies exist to support the control strategy.\nEventually that relationship reverses.\nOnce I have accumulated enough bodies and stabilized the table, the Zombies become the clock.\nEvasion, tribal support, and repeated token production can suddenly turn a modest board into meaningful combat pressure.\nThis lets the deck transition naturally from defense to offense without needing to devote many slots to dedicated finishers.\nThe same resources that allowed me to survive the game eventually end it.\n"},{"attributes":{"bold":true},"insert":"Mulligans"},{"insert":"\nGood opening hands generally want:\nreliable Esper mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"early acceleration"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"at least one useful piece of interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"some source of ongoing card advantage or a reasonable path to Varina"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There is no need to aggressively mulligan for Zombies.\nThe deck is perfectly happy spending the early turns developing mana and interacting before beginning to manufacture its own board.\n"},{"attributes":{"bold":true},"insert":"Sequencing"},{"insert":"\nThe most important habit is to avoid spending mana simply because it is available.\nThe deck is strongest when it keeps options open.\nPass with interaction.\nLet opponents commit first.\nIf something matters, answer it.\nIf nothing matters, use Varina at the end of the turn cycle and turn otherwise-unused mana into permanent advantage.\nDiscard decisions also matter heavily. Varina lets the deck see a large number of cards, but control still requires anticipating which answers are likely to matter before the next opportunity to filter.\n"},{"attributes":{"bold":true},"insert":"Strengths"},{"insert":"\nThe deck has excellent flexibility, card selection, interaction, and inevitability.\nVarina removes much of the normal tension between "},{"attributes":{"bold":true},"insert":"holding up answers"},{"insert":" and "},{"attributes":{"bold":true},"insert":"advancing the board"},{"insert":", allowing the deck to do whichever becomes correct.\nEsper provides answers to nearly every permanent type as well as spells on the stack, while the Zombie engine creates a steady source of bodies without requiring a creature-heavy deck.\nThe deck also transitions naturally from control into offense once the table is stabilized.\n"},{"attributes":{"bold":true},"insert":"Weaknesses"},{"insert":"\nThe deck is somewhat dependent on maintaining access to its commander for maximum efficiency.\nWithout Varina, holding large amounts of mana open carries a greater opportunity cost, and the Zombie engine develops more slowly.\nThe strategy also requires strong threat assessment. Multiplayer control cannot answer everything, so using interaction on the wrong threat can be costly.\nFinally, the deck generally wins through accumulated advantage rather than a compact combo, so extremely fast decks can force it to spend resources before its engines are fully established.\n"},{"attributes":{"bold":true},"insert":"Summary"},{"insert":"\nThis is "},{"attributes":{"bold":true},"insert":"Esper draw-go control with a built-in way to turn patience into board presence"},{"insert":".\nVarina allows the deck to keep mana open for interaction without sacrificing development. Unused mana becomes Zombies, those Zombies fuel her attack trigger, the attack trigger improves the hand and graveyard, and the resulting resources feed the engine again.\nThe Zombies are not the primary strategy.\nThey are the mechanism that lets the control deck keep progressing even while it waits.\n\n"}]}
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