Zombies At Fnm

Started by Malachiracer, April 02, 2013, 07:38:44 PM

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Malachiracer


Zombies At Fnm

75 cards, 15 sideboard


1 {Watery Grave}
4 {Drowned Catacomb}
4 {Dimir Guildgate}
3 {Haunted Fengraf}
9 {Swamp}
3 {Island}

24 lands


2 {Mikaeus, the Unhallowed}
2 {Havengul Lich}
3 {Grimgrin, Corpse-Born}
3 {Geralf's Messenger}
4 {Diregraf Captain}
4 {Gravecrawler}

18 creatures


2 {Liliana of the Dark Realms}
2 {Grimoire of the Dead}
2 {Killing Wave}
3 {Rooftop Storm}
4 {Endless Ranks of the Dead}
4 {Murder}
1 {Zombie Apocalypse}

18 other spells


Sideboard

2 {Zombie Apocalypse}
1 {Cellar Door}
1 {Moan of the Unhallowed}
3 {Ghoulcaller's Chant}
4 {Vampire Nighthawk}
4 {Falkenrath Noble}

15 sideboard cards



Notes:
Advice appreciated

Dudecore

Bit of a costly curve. The deck doesn't seem to get into shape around turn 4-5, with nothing to really stabilize with.

Malachiracer

What could I do to fix it?

Dudecore

Quote from: Malachiracer on April 02, 2013, 07:46:12 PM
What could I do to fix it?

Get more 1-3 drops ({Highborn Ghoul}, {Knight of Infamy}, ect) and more control spells perhaps (like {Ultimate Price}, {Dimir Charm}, {Tribute to Hunger}). Things to keep the board clear until you can get to the 5 mana cost things.

Malachiracer

I already have {gravecrawler}, {Diregraf Captain}&  {Geralf's Messenger}

Dudecore

#5
Quote from: Malachiracer on April 02, 2013, 08:16:25 PM
I already have {gravecrawler}, {Diregraf Captain}&  {Geralf's Messenger}

Four 1-drops and six 3-drops won't cut it. Look at all the popular decks, they're all running at such a low curve that it could conceivably be outclassed before the 3rd turn.

{Diregraf Captain} isn't very good, It's a grounded 2/2, the +1/+1 isn't really relevant and the death touch isn't incredible. That'd be amongst the first cards I removed. Really all it does is trade with their best creature (some of the time).

Dudecore

#6
Without getting into complex game logic. The purpose of this deck is getting the opponents life to 0. A 2/2 for 3 mana will not get you there. Most new players see the +1/+1 and think "well if I get 2 of them out, I'll have 2, 3/3s!" Or better yet "if I have 3 of them out!". The problem with this is that you've got a 60 card deck, probability is not on your side. Also in a perfect world your game would look like this;

Turn 3: land, {Diregraf Captain}. 0 mana open.
Turn 4: land, {Diregraf Captain}. 1 mana open. Swing for 3 (if you're lucky.)
Turn 5: land, {Diregraf Captain}, 2 mana open and nothing to cast, swing for 8.

That miracle hand resulted in 11 damage, and that is assuming you can even attack with them and not use em as blockers. Next turn would win, but ask yourself: if you've able to push through all that damage without an opponent answering it; you were gonna win anyway right? Additionally, is it worth it to pay 3 mana to trade with someone's creature? The goal afterall is to get them to 0. If you wanna spend mana on a chump blocker - {Vampire Nighthawk}. He's got flying, lifelink AND deathtouch.

And not to be "that guy", but the inevitability of any aggro deck that doesn't gain card advantage or some type of stability will be topdecking with no answers immediately. {Supreme Verdict} and {Mizzium Mortars} can make short work of budget decks unfortunately.

The choice is in your hands now: make a much faster aggro deck or stall long enough to drop bombs.

MisterJH

I wish i could analyze cards so logically

Dudecore

Quote from: MisterJH on April 02, 2013, 09:07:24 PM
I wish i could analyze cards so logically

I've been at this for a long time. Most kids at the LGS are sick of me evaluating cards, then complain about losing.

MisterJH

XD its probably not very fun getting schooled by the adult

Dudecore

#10
Quote from: MisterJH on April 02, 2013, 09:21:29 PM
XD its probably not very fun getting schooled by the adult

I could see that. I'm not the greatest either, just do some simple tests and work off experience with cards. One simple test that I've talked about before:

Vanilla Test: a creatures power and toughness should equal it's mana cost. For 3 mana I should get a 3/3. For 7 mana I should get a 7/7.

Some exceptions are cards with AMAZING abilities. But generally, I should be paying 1 mana per 1/1.

Smashes the test:  {Boros Reckoner}
Passes the test with extra credit:  {Geist of Saint Traft}
Passes: {Champion of the Parish}
Fails: {Diregraf Captain}

Malachiracer

Thanks ill put  {Vampire Nighthawk} in my sideboard and also  {Rooftop Storm} for an infinite combo with  {Gravecrawler},  {Grimgrin, Corpse-Born}, and  {Diregraf Captain}

Malachiracer

There that's the final updated deck list
Let me know if its good

Silent1236

#13
In all honesty, by the time you get six mana for {Zombie Apocalypse}, the creatures coming in tapped will get you killed unless they are playing humans, and if your creatures are all in the graveyard, you're probably dead already, even if they are playing humans (a generally quick deck type.)  I'd say that should be a one of at most. 

Edit: and with {Mikaeus, the Unhallowed}, {Gravecrawler}, and {Geralf's Messenger}, they shouldn't be hitting the GY anyways. 

Malachiracer

I know I've been considering removing it for a while now because I draw it and don't even need to use it