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Zombie lords give bonuses to zombies and each other. Each lord/master that comes out makes my army scarier or otherwise easier to play. Undead Warchief allows me to cast other lords/masters for only 2 mana. On my sideboard I have Power Matrix to give flying and trample if dealing with tribal-token decks or flyers. Carrion Feeder quickly gets very threatening if you repeatedly sacrifice Gravecrawler, especially if you can get Blade of the Bloodchief equipped on him. The few control cards I have take advantage of creature sacking and allow me to single out certain creatures to be destroyed in addition to others that may have been sacked by opponent. Tragic Slip even works on indestructibles. The quicker Grave Pact is on the field, the better.Grave Pact-->Carrion Feeder-->Gravecrawler-->DeathgreeterThis combo makes one of my creatures very strong very quickly, all while boosting my life, and force-clearing my opponent's defense, and can be fully materialized and exploited by turn 5 if my draw is good.Several cards give me the advantage of pulling cards from the grave. Unearth, Unholy Grotto, Lord of the Undead, and of course Gravecrawler. That's 13 cards, almost a quarter of my deck, that make my cards harder to permanently get rid of.If I can get Urborg, Tomb of Yawgmoth out early as a land, the sooner I subsequently get Zombie Master out, the faster my army becomes unblockable. Ideally, in D1D1 my turns might look like this...1. Drop land, drop Carrion Feeder2. Drop land, drop Gravecrawler, sack Gravecrawler to Carrion Feeder.3. Drop land (Urborg), Drop Zombie Master4. Drop land, Drop Grave Pact5. Drop land, recast and sack Gravecrawler for 1, sack and recast 4 more times. Opponents all sack 5 creatures. Carrion Feeder swings for 7 unblockable.6. Cast another lord, Death Baron maybe. So on and so forth...
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