Suicide Zombies

by rbradt1 on 04 November 2016

Main Deck (60 cards)

Sideboard (7 cards)

Creatures (3)

Instants (4)

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Deck Description

Don't let the price fool you, this deck is VERY powerful! The combos that this deck creates are insane! I take this to my local modern tournaments and do pretty well with it. For the price this deck is amazing, read below to learn how to play it.

EDIT: If you are playing casual and have no need for this to be modern legal, replace Viscera Seer with Carrion Feeder

How to Play

I KNOW THIS SEEMS LIKE A LOT, BUT READ IT

So aside from the combo, this deck is an aggro deck and can deal quite a bit of damage fairly quickly. But the main thing to focus on with this deck are the Zulaport cutthroats and blood artists.

BA and ZC make your opponent lose life whenever a creature dies (creatures YOU control with ZC, all creatures with BA) and you also gain life but who cares. This can come in handy when your opponent is deciding whether or not to attack. If he/she is at 4 life. And you control a ZC, a BA and any other creature, they will lose the game if they swing.....See why? You multi-block with the random creature and one of the life-losers. Your 2 creatures die and your opponent takes 4 damage from the life-losers triggers.

So you may be thinking "So what, 1 life at a time is too slow"...wrong, its very fast and can be exploited.

The main combo with this deck is: Gravecrawler, a life loser, and a sacrifice outlet such as Viscera Seer or Husk.
It goes like this: Lets say you control 2 BA, a gravecrawler, and a Nantuko Husk. You have like 4 mana. SO in your main phase, sac gravecrawler ->opponent loses 2 life -> Husk gets +2/+2 -> tap 1 mana to RE-cast gravecrawler -> Sac gravecrawler AGAIN -> opponent loses 2 more life....blah blah you get it. In the end, opponent loses 10 life BEFORE YOU EVEN SWING. Then you can swing with your Husk for 14 damage . Repeat this process every turn, possibly with more mana every turn.
(btw, in this example, with 2 BA: any creature that dies on the opponent's side of the board from blocking or whatever, makes them lose 2 more life)

**Other cool things/combos:
Geralfs messengers deals 2 damage when it enters, and it has undying so you may sac it if you want and it goes to the graveyard, and then comes back with undying with a +1/+1 counter and they lose 2 more life. So you could essentially deal 4 damage in one turn with Messenger on top of any effect from any BA's or ZC's on the board.

Tragic slip is amazing removal in this deck because things are dying ALL THE TIME. Keep in mind that getting -*/-* counters is NOT taking damage. So tragic slip works on creatures with Indestructible.
So yeah, that 10/10 indestructible creature is dead with that 1 mana removal spell.

Duress for basic hand disruption. Saves you from some combo pieces in modern. Generally a good thing to have. You can swap this with Inquisition of Kozilek if you really want to.

Cryptbreaker is there for draw power. Drawing cards if you need them. And he can tap for his effect as soon as he comes out, even with summoning sickness.

In the sideboard youll notice a Diregraff Colossus.
Basically whenever you cycle gravecrawler through, and re-cast him like 5 times in 1 turn, you will ALSO get 5 2/2 zombie tokens on the field tapped which you can THEN ALSO immediately sac to deal even more damage to your opponent and possibly finish them off. Throw him into the main if you want.

Thats basically it, if you still arent really seeing the combos and how everything synergizes, youll have to play it to really understand it. Play it SEVERAL times, because at first you may not catch all the triggers that trigger everything else and all the things you can do. Proxy it and try it out. Youll want to buy this deck.

**Things to remember:
Losing life is NOT taking damage. So lets say your opponent plays a card that says "prevent all damage that would be dealt this turn", well sorry buck but the BA and ZC triggers STILL go through and you still lose life.

You don't need to attack to win with this deck. Sooooo sorry Ensnaring Bridge!

If someone tries to Declaration in Stone one of your important combo pieces, do not forget that you may sacrifice the target of the spell in response. Then when it goes to resolve, the Declaration in Stone fizzles because there is no target. And your combo is safe.

HAVE FUN WITH THE SUICIDE ZOMBIES

Deck Tags

  • Zombie
  • Suicide
  • Mono
  • Black
  • Aggro
  • Aggressive
  • Modern
  • Budget

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,258 times.

Mana Curve

Mana Symbol Occurrence

005000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Suicide Zombies

+1, better a long and detailed description as something that just says "Think it out on yourself".
I would probably try to reduce the number of lands to 20 and add some additional spells that profit from sacrificing creatures: "Bone Splinters" as removal or "Altar's Reap" for carddraw. "Blasting Station" can also do a very good job as removal or as burn-engine.
For the sideboard I can recommend "Sylvok Lifestaff" and "Undercity Informer". the first one lets you gain life whenever the equipped creature dies, the last one turns your deck into a mill-deck.
Another, non-budget, enhancement would be "Grave Pact" as it will clear the way for anything that you want to attack with.

Greetings
Muktol

1
Posted 04 November 2016 at 09:31

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I appreciate the suggestions. However I wouldn't focus on turning this into a mill deck, and I wouldn't focus on gaining life because this deck already has a strategy that works well, so I'm not worried about milling. Also the ZC and BA also gain me a life every time I make the opponent lose a life anyway so I'm not really worried about that. Plus as a magic player you shouldn't really care about gaining life, especially if you have an Aggro deck lol. As for the other removal, i understand your thought, it's just that I don't really need more sac outlets, especially sac outlets I can only use one time. Basically all that's going to do is waste a spot in the deck, if my opening hand has 2 tragic slips, a bone splinter, viscera seer, and 3 swamp. I'd much rather not have a one-time removal spell when I already have 6 different cards that let me sac repeatedly. Plus I wouldn't want to take out anything to make room for any of those cards. Thank you for the feedback though.
Play the deck yourself a couple times and let me know how you like it. You may see where I'm coming from. It very balanced rn and it doesn't really need any improvements

0
Posted 05 November 2016 at 12:12

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I wouldn't neither, but it could be a sideboard option if all things turn against you. Switching a deck to a complete different win-strategy should normally throw your opponent off balance.
The advantage of those one-time effects is that they are cheap and can provide you with further removal and carddraw (Bone Splinters and Altar's Reap). While further removal-spells may not be to important for this deck carddraw, and thus gaining card advantage, is always an important thing. If two decks are equal in battle and it comes to a standstill it will normally always be card advantage that wins the game, especially if you play a lot of cheap spells that let you run out of handcards rather fast. At the moment the 2 Cryptbreaker are your only option for carddraw.
The question is what do you do when your Blood Artist and/or Zulaport Cutthroat get shot away? Your oppoennts will quickly identify the strengths of this deck and try to deal with them, and that would be those 2 cards. The rest is pretty unexciting, the best would be Geralf's Messenger with a +1/+1 counter ion it as a 4/3.
I would be happy to test the deck but my local playgroup doesn't assemble often enough so that I get the time to do that, I don't even get to test most of my own decks I would like to.

0
Posted 07 November 2016 at 07:30

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