http://www.mtgvault.com/ViewDeck.aspx?DeckID=408250 Look at my zombie deck
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I don't like transguild promenade here it's an increadably slow land and your only using t for bolas (whose not great at costing 8) whether or not you insist in using bolas chromatic latern would be helpful for you
So I'd put in craterhoof over any card really falkenrath isn't that good here as your not racing your kind of combo-inch out Splinter fright is another really good card for this deck as he feeds your graveyard and is a threat himself
Also generally you ignore the high price and look at the middle price (which is still slightly inflated normally) The killer reanimating combo is lingering souls craterhoof with just one full set of souls (plate and flashbacked) you hit for lethal
http://www.mtgvault.com/ViewDeck.aspx?DeckID=408250 Check out my zombies
Lol legacy does that if you can't do something stupid don't even try lol It's the land of combo and speed tons of "potential" turn 1 or 2 whether ANT (ad Naseuem tendrils) storming you to death or reanimation or goblins hitting kreenko with haste and a goblin lord turn 3 spittin out hasty tokens it gets dumb
I feel like this deck wants 1 more land Treasured find is beyond terrible for this deck and here's why It takes two mana for you to recur anything this Is a tempo loss and card neutral you then most likely recurred a threat that costs = to or less then treasured find instead just run more Aggro cards a Dreg mangler would be good here why Haste 3/3 and makes value if you happen to get to 5 Also mogg flunkies are just bad they're not big they can't attack alone if you need another 2 drop knight of infamy is just good here why He ghetto swings for the turn he comes in thanks to exalted He's pro white! And he's not a terrible body if you have to use him for something else If you were running goblin cards just for grenade I think arsonist is way better then flunkies arsonist can two for one or just get throu for damage
Manor skeleton is bad for this cut it and add rite of consumption
It seems like your kind of deck lol
You may want to look into wall of blood combo
So I assume you tutor hatred and try to swing at exactly 20 turn1 However if some hits you with a lightning bolt and passes turn how do you deal?
I like unburial rite-Ings cards like Geist of saint traft extra times but cards this deck can't cast are bad for the game plan
Maintain 23( really should 24) land make the duals to 4 And your talking turn 10+ to cast the Angel with 23 land you will not hit eery land drop I know I play jund with 23 land 4 farseek 3 keyrune I get two landers alot
http://www.mtgvault.com/ViewDeck.aspx?DeckID=408250 Check out my jund zombies
Why syncopate over dissipate Forbidden alchemy is the only way to get cards in your graveyard so you could end up with angel stuck in your hand that you can't do anything with (at 23 lands your highly unlikely to ever hard cast it Also your mana base could be better with 4 of's the duals (right now an opening hand with vault could hurt a lot)
Niv magus elemental is bad but searing spear gets there
Journey to nowhere can't exile venser Oblivion ring works for that but this combo will never happen in a game it requires 2 oblivion rings a fiend hunter and venser along with an inquisitor exarch to kill anything that's a lot of slow cards
It's fairly similar to what your trying to do except te goal is to cast the creature then get extra value off it with unburial rites
http://www.mtgvault.com/ViewDeck.aspx?DeckID=409913 This is the deck Conley woods ran that got 4th I think (I think he got 4th this is the deck lost for sure)
The winning black red deck at San Antonio Grand Prix (piloted by a friend of mine actually) runs gravecrawlers diregraf and messenger it's not strictly tribal but it's got a zombie core Also this seems slow still maybe some dorks/ farseek
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