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Decks (Magic The Gathering) => Standard => Topic started by: HandsomeStallion on May 21, 2012, 01:48:28 AM

Title: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 01:48:28 AM
Zombies Of Innistrad

60 cards, 0 sideboard


4 {Drowned Catacomb}
3 {Evolving Wilds}
7 {Island}
8 {Swamp}
2 {Nephalia Drownyard}

24 lands


2 {Geralf's Mindcrusher}
4 {Diregraf Captain}
4 {Diregraf Ghoul}
4 {Gravecrawler}
3 {Undead Alchemist}
2 {Unbreathing Horde}

19 creatures


3 {Increasing Confusion}
2 {Trepanation Blade}
4 {Forbidden Alchemy}
4 {Dissipate}
4 {Thought Scour}

17 other spells


Sideboard

Notes:
Made for GP Anaheim 2012. Innistrad block only. Intent is to make it super aggro. Win by damage or mil control. No snapcaster Mage required to work.
Title: Re: Zombies Of Innistrad
Post by: Sagemaster on May 21, 2012, 02:28:05 AM
Any way to {pillar of flame} proof it?
Title: Re: Zombies Of Innistrad
Post by: Sagemaster on May 21, 2012, 02:29:22 AM
And no messengers?
Title: Re: Zombies Of Innistrad
Post by: Nicholas256 on May 21, 2012, 03:13:59 AM
What happens if u use that zombie nym artifact? I'm not sure which set its from I Kno it's standard though. It's effect activates as the creature is destroyed for 4 is brought back so what triggers first?
Title: Re: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 03:15:20 AM
{Geralf's Messenger} in a u/b deck is pretty hard to play it soon enough. And yes it is {pillar of flame} proof bc I am not afraid of it and im not running messenger.
Title: Re: Zombies Of Innistrad
Post by: Wally on May 21, 2012, 03:16:27 AM
If you want good milling cards to slot in here I would replace the {forbidden alchemy} with {dream twist} and/or {grindclock}
Title: Re: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 03:22:14 AM
{Grindclock} is scars of mirrodin, not in innistrad block. And I need zombies in my graveyard to make my {unbreathing horde} deserve it's place, which is why I don't run {think twice} or {dream twist} but thank you for the idea wally. Much appreciated
Title: Re: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 03:29:23 AM
Quote from: Nicholas256 on May 21, 2012, 03:13:59 AM
What happens if u use that zombie nym artifact? I'm not sure which set its from I Kno it's standard though. It's effect activates as the creature is destroyed for 4 is brought back so what triggers first?
It's called {evil twin} and I did some hard thinking. Totally a side board card if I'm playing someone running {Sigarda, host of herons} muahahaha.
Title: Re: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 03:40:11 AM
Quote from: HandsomeStallion on May 21, 2012, 03:29:23 AM
Quote from: Nicholas256 on May 21, 2012, 03:13:59 AM
What happens if u use that zombie nym artifact? I'm not sure which set its from I Kno it's standard though. It's effect activates as the creature is destroyed for 4 is brought back so what triggers first?
It's called {evil twin} and I did some hard thinking. Totally a side board card if I'm playing someone running {Sigarda, host of herons} muahahaha.
Actually I think Nicholas was talking about {Nim Deathmantle} which is from scars of mirrodin. It's good but I'm searching for innistrad block only for u/b zombies. Any other suggestions?
Title: Re: Zombies Of Innistrad
Post by: Wally on May 21, 2012, 03:40:34 AM
Oh yeah missed the block standard part of that sentence. Oops.

Here's another idea, tho you will need a higher percentage of creatures to make it more effective. Either with or without a {rooftop storm} you can use {otherworld atlas} to oversupply your hand, if you don't put them out you can always discard them. Also, not really milling the other player at the same time, but kind of by making their hand too big at the end of their turn.
Not really advisable against a red burn deck or white weenies, as a full hand for them means you game is over much quicker.
Title: Re: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 03:48:35 AM
Seeing the word "Atlas" just reminded me of another killer card out there. Remember {Grimoire of the Dead}, Wally? The thought of seeing the opponent's creature cards going into the graveyard, even before he gets a chance to draw them, only to be revived later to eat his brains is a nightmare isn't it? Man thank you for making me come up with that. {Otherworld Atlas} and {Grimoire of the Dead} = GG.
Title: Re: Zombies Of Innistrad
Post by: Wally on May 21, 2012, 03:56:30 AM
Haha yeah I did remember that one but I thought it was from a different set so I didn't even look.
Have a quick look at my zombie mill deck down below (it's the 2HG one)
Title: Re: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 04:06:22 AM
I'd be glad to thanks.
Title: Re: Zombies Of Innistrad
Post by: Sagemaster on May 21, 2012, 04:12:33 AM
Hey drowned catacomb doesn't belong... I just realized that and I can see why messenger doesn't fit
Title: Re: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 04:21:25 AM
Quote from: Sagemaster on May 21, 2012, 04:12:33 AM
Hey drowned catacomb doesn't belong... I just realized that and I can see why messenger doesn't fit
{Geralf's Messenger} just sits in my hand most of the time, and that's no fun. You need cards like {mortar pod} as a Gatling gun, and {fume spitter} to make messenger have undying again. Good for mono black standard, but not innistrad blue-black standard. Which is why the zombie faction is good as Aggro-mil only.
Title: Re: Zombies Of Innistrad
Post by: Sagemaster on May 21, 2012, 04:40:45 AM
Quote from: HandsomeStallion on May 21, 2012, 04:21:25 AM
Quote from: Sagemaster on May 21, 2012, 04:12:33 AM
Hey drowned catacomb doesn't belong... I just realized that and I can see why messenger doesn't fit
{Geralf's Messenger} just sits in my hand most of the time, and that's no fun. You need cards like {mortar pod} as a Gatling gun, and {fume spitter} to make messenger have undying again. Good for mono black standard, but not innistrad blue-black standard. Which is why the zombie faction is good as Aggro-mil only.
Yea I get that now haha and what about the catacomb thing?
Title: Re: Zombies Of Innistrad
Post by: HandsomeStallion on May 21, 2012, 08:31:13 AM
For milling. I'm fine with one {nephalia Drownyard} but two them makes the deck more terrifying.
Title: Re: Zombies Of Innistrad
Post by: gamecox26 on November 24, 2012, 09:30:25 PM
Quote from: HandsomeStallion on May 21, 2012, 03:29:23 AM
Quote from: Nicholas256 on May 21, 2012, 03:13:59 AM
What happens if u use that zombie nym artifact? I'm not sure which set its from I Kno it's standard though. It's effect activates as the creature is destroyed for 4 is brought back so what triggers first?
It's called {evil twin} and I did some hard thinking. Totally a side board card if I'm playing someone running {Sigarda, host of herons} muahahaha.
Hex proof protects it from abilities as well not just sorcery that target creature