Saturday, 23 September 2017

Cube drafting, why it's great, and an event report


So, this Wednesday at Rabblemaster Games we came close to running out of stock, so our regular draft event was replaced with a cube draft. We had eight people turn out for the event, so here's a little report on what was drafted and what kind of decks people made up from the collection of high-powered uncommon and common cards in David Chapman's cube. It's one of the regular ones we break out here every now and then, filled with oceans of mana fixing (lifegain duals, signets, tri-lands and green land search) and heaps of support for popular archetypes including ramp, spells matter, tokens, blink, and reanimator, balls-to-the-wall aggro, control, tempo or anywhere in-between. It's also filled with some sweet altered-art cards that he's painted up himself; some of which are outstanding, others that are merely great.

But why do I enjoy cube drafting so much?

Cube drafting is great, firstly, because you don't keep the cards you drafted!
This might seem odd at first glance, since obtaining new cards is the usual reason to draft, but since you're now free from secondary market concerns, you can take the best card in the pack for your deck, without worrying about whether some foil rare is more worth your time picking. No "foil goyf at the pro tour" issues or any other silly picks - like taking the full-art foil basic over the bulk rare, as we've seen around here with Amonkhet & Hour of Devastation drafting. Simply choose the best card for your draft deck, place it in your pile, and you're done.

Second, cube drafting is great because the 'dregs' of the packs are full of playable cards.
They might not suit your archetype - but they are always good, and someone will usually want them as an option in their deck. If you're the only one drafting a given strategy, you'll find it very easy to "wheel" cards suitable for it.

Third, colour balance is a thing in the overall cube, but not necessarily in the individual packs. Because the entire cube is shuffled prior to drafting, packs can contain ten out of fifteen cards in one colour very easily. When cube drafting, you don't draft a colour - you draft a deck - and determine what deck is open by which archetype-specific cards are going around the table late. A late Kiln Fiend signals that "spells matter" is open - not red - while a late Path to Exile (a non-archetype-specific card) simply means that the drafters have no idea what they are doing! There's a lot more thinking involved, and players who have drafted the cube before, or any cube before, have a slight advantage over new players.

So here's the report on who drafted what. Seating arrangements began with David, moving left to Antoni, Isshan, Michael D, Nathan, Michael W, Glenn, and Liam.

Here's David's deck, leaning towards the aggressive after his first two picks of altered-art Guttersnipe and Seeker of the Way, with powerful and efficient removal like Lightning Bolt and Helix and Young Pyromancer to benefit from those spells. His creatures are even made by spells, like Dance of Devils, so they can work as combat tricks, and the altered-art Flametongue Kavu should put some work in for him too.

Antoni's deck - a classic reanimator, featuring Diabolic Servitude and Animate Dead, with Bane of Bala Ged and Pelakka Wurm to reanimate, Grisly Salvage to fill the bin up, and Pestilence for clearing out the weenies. All reanimator decks are vulnerable to drawing the wrong half of their deck, but I've drafted this deck in this cube before, and it's powerful enough to take it.

Isshan's deck - a disciplined red green aggro deck, with hard-hitting early drops like Experiment One, Strangleroot Geist and the Standard-legal duo of Ahn-Crop Crasher and Bloodrage Brawler. It also contains a few big Eldrazi, which are awkward draws early, but he doesn't have an Overrun or a similar throughput effect - those Eldrazi are the late game he is missing.

Michael D's deck - this one is value city; almost every card is a two-for-one or better, including Phyrexian Ingester - one of the cube's best cards if you can blink it, and he's got a few tools to do that -plus Baleful Strix, Cloudgoat Ranger and Modern staple Lingering Souls. Recoil can be devastating against a token-filled deck, and he's also got enough mana-fixing here to sink a large treasure-laden galleon from Ixalan. I'd anticipate a good result.


Nathan's deck - he's going wide here, with a couple of token generators, Goldnight Commander, Zealous Persecution, and plenty of reach with Falkenrath Noble, Goblin Bombardment and my personal favourite creature, altered-art Suture Priest. His removal suite includes Dismember, plus Mortify and Pillory of the Sleepless to deal with indestructible creatures. He should have no trouble clawing his way back from a low life total, and all that chip damage will soon add up.

Michael W's deck: blue/red "spells matter" with Kiln Fiend, Thermo-Alchemist and Goblin Electromancer, the archetype should be familiar to those who have drafted anything recently. Potentially weak if most of the spells aren't cantrips - and they aren't here - but there's a minor blink element involved with Crystal Shard and MulldrifterAvalanche Riders or Clone to make up any lost card advantage.

Glenn's deck - he's drafted my favourite archetype in this cube, blink, picking up Wispweaver Angel, Cloudblazer, Stonecloaker, Fiend Hunter, and a pair of golem splicers. Deadeye Harpooner is great in this archetype - simply flicker it with Wispweaver Angel and the revolt ability is triggered...kind of like your opponent!
Unfortunately three of the key cards for this archetype, Mulldrifter, Phyrexian Ingester and Crystal Shard, were taken early on in the draft by other players, so it's not the best version of the deck I've seen drafted from this cube in the past.

Liam's deck here - this is the only one I'm not quite sure about. It looks like his draft didn't quite come together - a ramp deck without many ramp targets - but the high power of spells like Control Magic, Overrun and Eternal Witness should be able to carry him through more than a couple of games, and Bellowing Tanglewurm may as well read "creatures you control are unblockable" in this format. Aetherize is also a nasty surprise - nobody ever sees it coming, and it's nearly always utterly devastating!


David had to do a runner as the night drew to a close, so I picked up his deck for the last round against Liam. He got all my Young Pyromancer tokens with Aetherize, which I didn't see coming (of course) and I only managed to take him down as far as one life, before he clawed back a victory and Arborback Stomped my face into the ground.

Devastated!

We all had a great time smashing through this cube last night; plenty of compliments were thrown David's way, both on the construction and the alters, and we hope to see a little more of the creator in-store once his wedding preparations are done with.
Thanks, Chappo, for the loan of your cube.

Top four finishers were Nathan, Michael D, Liam and Isshan, in that order.
Plenty of prizes and hefty helpings of store credit were awarded to these players.

We'll see all you cube-drafters next time down at Rabblemaster Games!

Monday, 11 September 2017

Claim to Fame in Standard

When we discuss drafting at a high level, usually part of the conversation involves how important the two-drop slot is, and how essential it is to ensure a reasonable curve when building a limited deck.

Two drops, of course, are equally important in Standard - and particularly in an aggressive metagame. With the recent popularity of Ramunap Red, Zombies, B/G counter decks and the like, missing a two-drop - whether removal spell or threat - can spell the end of the game.

Here's a Standard deck I've been having a lot of fun and success with lately, taking out last week's Standard Showdown. I've taken much of the base engine of Ramunap Red, because I adore the way the deck doesn't have dead draws late in the game, and grafted black spells and creatures onto it, because of the lack of staying power and sometimes soft-hitting nature of some of Ramunap Red's threats. Here's the list; I'll then outline the changes Ixalan will bring to the deck and examine whether it remains viable, becomes better, or worse. It is very heavy on two-drops!

Four power, two mana!
Other abilities: irrelevant
B/R Claim//Fame aggro

Creatures

Spells

Mana
4 Swamp
7 Mountain

The deck is built for hard-hitting aggro plays, e.g. T2 Bloodrage Brawler, discard Scrapheap Scrounger, followed by T3 Claim//Fame (both halves) targeting Scrapheap Scrounger, attack for nine. None of the two-drops have less than three power. Emptying out the hand quickly is not difficult - Asylum Visitor, believe it or not, actually draws cards in this deck - and many of the spells can be cast from the graveyard, or via Madness, to mitigate the disadvantage of Bloodrage Brawler.
It retains a good control matchup, due to the haste creatures and frequent presence of the back half of Claim//Fame in the graveyard, making any creature into an instant threat, which usually hits for 5-6; there's no Bomat Courier or similar 1/1 creatures that your opponent can ignore for a turn or two - every creature is a very real threat.
The stack of cheap removal spells likewise ensures the deck has no issues dealing with an aggressive metagame, and should your opponent be reluctant to present targets, most of the burn spells go directly to the face.
Ammit Eternal is a fantastic closer in the endgame - you never want to let it through, but blocking is likewise an unattractive choice when you have a low life total

When it hits


With the release of Ixalan, four sets rotate from the Standard format; however, note that this deck does not lose very much in the rotation. The biggest loss is of course Fiery Temper, but we also lose Asylum Visitor and Smoldering Marsh.
Dragonskull Summit is an instant replacement for Smoldering Marsh, and we can easily increase the quantity to four, since we only need a single Mountain or Swamp to ensure two colours untapped. Wanted Scoundrels replaces Asylum Visitor as a two-drop threat, and it hits harder to boot. The free tokens for your opponent are essentially meaningless - the deck's plan is to win before they matter. Losing Asylum Visitor's few free cards isn't massive, but we will notice it; Ruin Raider takes a couple of slots to help make this up, at the expense of Abrade (relegated to sideboard, with U/R control down in numbers and God-Pharoah's Gift losing a heap in the rotation) and Lightning Strike takes the place of Fiery Temper as our three-to-the-face burn option.
It's not "no changes" but it's pretty close - we simply lose 6/14 of our options for making an advantageous discard, and will just have to think a little harder about it. Or maybe just chuck out Scrapheap Scrounger every time?

Four power, two mana!
Other abilities: irrelevant.
B/R Claim//Fame Aggro, post-Ixalan

3 Wanted Scoundrels
2 Ruin Raider



Testing reveals that it still hits like a freaking truck if you're not prepared.

New cards may change our perspective on the format; Black & Red aggro may be better off run as a pirate-oriented deck with Kari Zev, Ruin Raider, Wanted Scoundrels and Fathom-Fleet Captain - or with an artifact bent, featuring Captain Lannery Storm, Pia Nalaar, Unlicensed Disintegration and retaining Scrapheap Scrounger. That card is great and isn't going anywhere. Who blocks in constructed anyway? Aggressive red decks with Earthshaker Khenra and Ahn-Crop Crasher don't let you block in any case, so as long as you keep him away from the Magma Spray he'll be around to hit for three all day. 

What are you looking forward to running during the Ixalan Standard season?
Pirate aggro? Dinosaur ramp? 5-colour treasure control?

Or one of the old stand-bys; New Perspectives, U/W approach, Temur Energy, Mardu vehicles?

Either way, it looks wide open, so it should continue being fun!

Wednesday, 24 May 2017

Drafting control in Amonkhet: is it possible?


In many formats, the answer is a resounding no. Triple Zendikar or Tempest draft, for example, due to the landfall mechanic favouring the attacking player and the shadow mechanic opening two battle fronts, are two formats where you want to ABC (always be closing) but in this one it's a yes - provided the pieces fall correctly.

Yes, we saw a lot of aggressive drafting on the pro tour, with many of the competitors favouring R/W aggro or quad-Slither-Blade decks, but the tools are certainly there for control players - there's abundant removal, both cheap/restrictive (e.g. Magma Spray) and expensive/versatile (Cast Out, Final Reward) plus embalm creatures with inbuilt card advantage, some of which make great finishers - Glyph Keeper is one of the harder things to deal with in the format and Angel of Sanctions is nuts in a different way - and three different sweepers available in the rare slot between Sweltering Suns, Rags//Riches, and Dusk//Dawn. Aftermath cards are sometimes like drawing an extra card, and most of the end-game cards can be cycled early while they are uncastable

A lot of the things you'd really like in your control deck, however, share the problem of the last five cards mentioned - they are all rare or mythic rare! Draft decks, unlike "constructed.chaserare.dec" are reliant on commons to do a lot of the heavy lifting; as a general rule cards in control decks play specific roles (e.g. removal, card draw and/or incremental advantage, finisher) and if all the necessary parts of the deck don't come together, it's not going to be quite what you're looking for.

Here's the deck drafted by Victor Swarze at Wednesday night's (June 24th) Amonkhet draft - it's close to being a thing of beauty, but not quite there, because there's plenty of that heavy lifting, but precious little to lift

The card I'd like to highlight in the deck is the normally under-drafted Trespasser's Curse, which he managed to collect three of. While being a weak card on its own against many strategies (but great against Oketra's Monument) I saw several games where he had two or three deployed, and his opponent's offense ground to a near-halt as they realised that playing another creature would be near-lethal to them.

When your last onboard attacker meets a Gale Strike and you're on three life (mostly just from playing your creatures - how else are you supposed to win?) and facing down a triple curse, I promise you that cursing is precisely what you'll feel like doing as your hand clogs up with junk and the control player effectively takes four turns in a row while you can't actually DO anything, despite getting to untap and draw...yep, it's another creature. And another!

I'm not going to pretend that Tresspasser's Curse is actually a good card, but you aren't just drafting cards, you're drafting a deck, and they did an awful lot of work for Victor in this deck, buying him a lot of life and many additional turns.


The deck has plenty of removal, including a copy of one of the rare sweepers in Rags//Riches, some of those creatures with embalm that block and trade multiple times, plus counterspells, which combined with As Foretold could allow Victor to tap out almost without fear, knowing he could cast a free Cancel or Essence Scatter during his opponent's turn.

The deck is unfortunately missing a few things that made it difficult for him to close out games. Firstly, it has a bit of trouble in permanently dealing with a large indestructible creature, such as one of the gods or a Seraph of the Suns, with the Trial of Ambition or a counterspell being the only real answer. Picking up a Final Reward somewhere along the line would have been great. It could also use a large finisher; Lay Claim or Angler Drake could suffice in absence of any other broken rares, and perhaps a Trial of Knowledge would help with fuelling As Foretold, which has an unfortunate tendency - common to many decks that play free spells - to churn through cards at a remarkable pace.

Unlike many of the generic aggro piles I've seen drafted from Amonkhet, this is a deck with a solid plan. It's just a pity Victor couldn't pick up those last couple of cards that would have brought his deck from "not quite there" to great.

The draft ended up being taken out by Nathan, who drafted a blue & white embalm deck featuring multiple Oketra's Attendants and Anointer Priests, and was rewarded in pack three with two Aven Wind Guides and an Anointed Procession! The deck handily defeated my deck of hyper-aggressive black and red cows in round one, who beat him within an inch of his life multiple times, but yes, a pair of Anointer Priest tokens is great at stabilising a board.

I hope we can see a greater crowd down at Rabblemaster Games for next Wednesday's draft; you can experience decks like these and more, on both the giving and receiving end! Until then, may his return come quickly, and may we be found worthy

Thursday, 18 May 2017

Pro Tour Coverage and brews for Standard


Pro Tour Coverage and brews for Standard 


Hey Rabblemaster readers! Simon's been up late, watching the Pro Tour. Who else has been, and what's your favourite part of the coverage? 

Mine has got to be the draft, where they follow a player and each of their individual picks. Martin Juza drafted a particularly sweet deck on day 1 of Pro Tour Nashville; red/blue spells, with two Enigma Drake, and I watched him kill opposing players in a single hit, twice, through the use of Insult to Injury, Enigma Drake, and a graveyard full of spells. I've also seen a few players around the store testing blue/red "spells matter" decks for Standard - and this has been a viable strategy in pauper for a little while now, with decks featuring Kiln Fiend, Nivix Cyclops and similar cards. 

In the last few Standard-legal sets, this "spells matter" theme has been very much the default strategy for the blue/red colour pairing, and it's a very card-rich Standard environment, covering seven sets. With these things fresh in mind, I'm wondering what a competitive "spells matter" Standard deck looks like.

Wednesday, 17 May 2017

The Legends of Amonkhet


The Legends of Amonkhet

Tom is back, and following on from the last article he's taking a step down from deity status to check out what the regular old Legendary Creatures of the plane are up to in the Command Zone.

Of course the Gods get all the attention as far as commanders in the set go. They're big, flashy, and all around pretty cool looking, and are a very easy choice in the 99. But there's almost as many legendary creatures that aren't gods, and each of them take on multiple colours and provide us some unique options for the leader of your deck.


In alphabetical order, let's check out the newest additions to the commander retinue!


Cleopatra... er, Hapatra, Vizier of Poisons


Thursday, 4 May 2017

Shadowy Perspectives on Standard


Shadowy Perspectives on Standard

By Simon Driel

Hey Rabblemaster Readers; what's new?

Felidar Guardian may be banned, but that doesn't mean combo is dead. Far from it - I had a customer come in today building a disgusting brew he called "Bant alternate win conditions" which included Approach of the Second Sun, Mechanized Production and Felidar Sovereign - fortunately, not Hedron Alignment. There's certainly no shortage of alternate win conditions available - but they aren't the only possibility for combo decks.

Today we're looking at a remake, albeit a fairly loose one, of what was one of the most dominant standard decks in its time. Does anyone remember the old Sabre Bargain deck from Urza/Masques block Standard? It's a 'resource conversion' or 'one-big-turn' style of combo deck - like the Mirage block "prosbloom" decks, featuring Squandered Resources, Natural Balance, Prosperity and Cadaverous Bloom where one advantage is turned into another until you've got enough resources available to bluff the opponent into thinking you have the kill card in hand and they concede...

Here's Johnny Magic's maindeck Sabre Bargain from the 2000 invitational for your reference:
Yep - even more broken than Necropotence


The deck wins by getting the now-banned-in-most-formats Yawgmoth's Bargain into play as early as possible, thanks to the ridiculously crap Mercadian Masques minor storage lands Peat Bog and Remote Farm and the mana acceleration of Dark Ritual, Grim Monolith and Voltaic Key. These cards can cast Academy Rector as early as turn two, which is fine most of the time - nobody in their right mind actually kills Academy Rector - but just like now, you had to watch out for any spells that exiled it. The deck was perfectly capable, however, of simply hard-casting Bargain on turn three, and sometimes turn two; turn one Peat Bog, turn two untapped land (1BB) then Dark Ritual (1BBBB) Grim Monolith (1BB) then tap (4BB) and cast Bargain is one possible line that doesn't involve turn two double Dark Ritual. Ugh. Vampiric Tutor is used to take care of any missing pieces. If you had to cast Academy Rector, Phyrexian Tower was then used to sacrifice it to find Bargain.

Yawgmoth's Bargain promptly draws a fair portion of the deck, usually to about seven life, which leaves room to Vampiric Tutor twice and draw twice without killing yourself. More fast mana is used to accelerate Skirge Familiar onto the battlefield, excess cards are then discarded for black mana to cast Soul Feast, draining the opponent for 4. The life gained is turned into more cards with Yawgmoth's Bargain.

Rinse, lather, and repeat for as long as you can - you'd like to see two Soul Feasts, at least. This part of the combo isn't infinite, however; eventually you'll run out of life and have a couple of useless tapped permanents like Voltaic Key, Grim Monolith, and lands. Use the last of your black mana to cast Tooth of Ramos, tap and sacrifice for WW, then play Renounce and sacrifice all that junk for two life apiece to feed back into Bargain.

When you've gone as far as you can, sometimes including multiple Renounces, play Yawgmoth's Will. If the opponent hasn't conceded yet, smash out all the Dark Rituals, Grim Monoliths and Voltaic Keys that you sacrificed earlier, re-cast the two Soul Feast from the graveyard, re-cast Vampiric Tutor to find a final Soul Feast and, you should have enough mana for the win.

Let's compare the roles of the newly printed cards in Shadowy Perspectives to their Bargain analogues.

Six mana engine...


Mana engines...


Buying the resources back...


Fast mana...?


Win condition



Fast mana isn't what it used to be, readers, so we can't win on turn two anymore, which (let's be fair here) is probably a good thing for the Standard environment. This deck also differs in that the win condition, Faith of the Devoted, doesn't help stoke the engine the way that Soul Feast does in Sabre Bargain. It's a little more likely to fizzle, but the deck is consistent in the way that Living End decks are - each piece replaces itself, and the deck has a total of twenty six cycling cards.

Now, set honesty to on here: New Perspectives is NOT Yawgmoth's Bargain, and it's a little more difficult to convert resources with it. The rules text does still read "discard a card with cycling from your hand: draw a card" however, and if any of the discarded cards has a "whenever you cycle" trigger, you get that as well at zero cost.
The two keys to the deck are Vizier of Tumbling Sands and Shefet Monitor; whenever you cycle either of these cards, you gain a mana, and if you have a permanent that can tap for two mana, going off is even easier because you gain two mana when you cycle the Vizier.

Here's the list:

Shadowy Perspectives

Creatures

Spells
4 Censor *

Lands

With New Perspectives in play, you can tap the enchanted land for BB, cycle Vizier of Tumbling Sands to untap it, then tap again (BBBB) followed by cycling Shefet Monitor, searching out a swamp which enters untapped; tap it for a total of BBBBB. If you didn't have either of these two cards available, cycle the rest of the cards from your hand for free, hopefully drawing into them. Each Vizier of Tumbling Sands or Shefet Monitor you find during the process puts you up by a mana (sometimes two) when you cycle it. Cast your kill card, Faith of the Devoted, if you've drawn it, but it doesn't matter if you haven't - it can be done at any point mid-combo. Leave up at least 1B to reload with a Shadow of the Grave, which returns all your cycling cards to your hand. Do it again until you can play Faith of the Devoted with 1. the ability to make ten mana by cycling, and 2. with ten cyclers (or the equivalent in Shadows of the Grave) in hand.

Censor and Haze of Pollen are great at buying the time required to go off; any extras just get cycled away once New Perspectives is down

My original list had Weaver of Currents, which allows you to go off a turn faster, but it is much harder on the mana base while comboing off - it can't tap for BB, so you're reliant on finding a Shefet Monitor - and there are definite advantages to playing a technically creatureless deck; being only vulnerable to enchantment removal and turning off your opponents' creature removal is great.

Anyone interested in running this baby for Game Day? Let me know, and we'll sort you out with some discount cards!

Wednesday, 26 April 2017

Zombie Hordes Ccross the Ages

Zombie Hordes Across the Ages

by Simon Driel

In my last article I discovered an uncommon gem hidden inside the new Amonkhet set; Wayward Servant, pictured all the way over on the right. This bear has those two phrases I love in triggered abilities, "whenever" and "each opponent" and given that zombies are white, and this isn't a new thing, I thought I'd see exactly what a commander deck featuring black & white zombies would look like. Token decks regularly proliferate across the Commander tables at Rabblemaster Games, but most of them feature green and Craterhoof Behemoth - that colour is off the table here, so as usual we'll set our goals before starting the building process, and see what develops from there!

This isn't a complex deck; Zombies have a limited understanding of strategy, so there aren't too many goals they won't be able to follow

#1: Go wide! Any horror movie buff knows that a single zombie doesn't pose much of a threat; the real problem begins with a ravenous horde of them. We won't be looking at Sutured Ghoul or any of those other oversized monstrosities, but rather attempting to overwhelm our opponents with sheer numbers.

#2 Be relentless! Zombies that die a final death should provide fuel for more zombies. It's an endless cycle of death, life, and hopefully more death. Of the opponents!

#3 Focus on triggered abilities - there's going to be a LOT of zombies hitting the battlefield, many of them not long for this world, as withered remains are usually pretty fragile and vulnerable to a good head-shot. We should be benefiting on arrival and departure!

#4 Use Amonkhet cards; there's a new set out shortly, full of zombies, if you haven't heard! I'd love to find at least ten - I'm not a shill for Wizards, by any means, but...
NEW ZOMBIES!

Let's begin:

"Each upkeep, trigger Suture Priest once
for each creature in each player's
graveyard. At the end of each player's turn,
set off that many Blood Artist triggers" HA!
With Dictate of Erebos out nobody else will
even stand a chance of sticking a creature.
Bring enchantment removal, boys & girls...
Horrible Zombie Hordes

Gravecrawler
Coffin Queen
Carrion Feeder
Corpse Connoisseur
Corpse Harvester
Cryptbreaker
Diregraf Colossus
Filth
Fleshbag Marauder
Graveborn Muse
Grey Merchant of Asphodel
Nantuko Husk
Plague Belcher
Pontiff of Blight
Relentless Dead
Shepherd of Rot
Wayward Servant
Zombie Trailblazer


Nasty Zombie Lords

Buffs zombie hordes? check
Return from graveyard trigger? check again
Actual zombie? Maybe if he's wearing a
Nim Deathmantle...
Cemetery Reaper
Lord of the Undead
Death Baron
Liliana's Mastery
Lord of the Accursed
Mikaeus the Unhallowed
Path of Bravery
Ravos, Soultender
Risen Executioner
Undead Warchief
Zombie Master

Things that make lots of Zombies

From Under the Floorboards
Army of the Damned
Endless Ranks of the Dead
Necromancer's Covenant
Tombstone Stairwell
Grave Titan
Ghoulcaller Gisa
One day I will build a Commander deck
that doesn't include this card.              
Today will not be that day, however!    
 
Overseer of the Damned
Anointed Procession

Necessary in a zombie deck

Zombie Apocalypse
Liliana, Death's Majesty
Rise from the Grave
Call to the Grave

Benefiting when things happen

Suture Priest
Blood Seeker
Blood Artist
Anointer Priest
Zulaport Cutthroat
Cathars' Crusade
Carnival of Souls
Dictate of Erebos
Wingmate Roc
Sanguine Bond
My vote for the best invocation artwork;
the frames for the black invocations seem
to hit just the right note for me
Trespasser's Curse
Throne of the God-Pharaoh
Nim Deathmantle

Finding things

Diabolic Intent (invocation)
Entomb (invocation)
Buried Alive

Mana

Sol Ring
Orzhov Signet
Mind Stone
Charcoal Diamond
Expedition Map
Ashnod's Altar
Caged Sun

Land

Unholy Grotto
Don't make a zombie deck without this one!
Unless it's a Standard or Modern deck...    
 
Urborg, Tomb of Yawgmoth
Cabal Coffers
Crypt of Agadeem
Shambling Vent
Isolated Chapel
Godless Shrine
Marsh Flats
Temple of Silence
Caves of Koilos
Vault of the Archangel
Barren Moor
Secluded Steppe
Ghost Quarter (sold the store's last Strip Mine!)
Tectonic Edge
Lake of the Dead
Deserted Temple
12 Swamp
7 Plains

That'll do it, readers.

Let's chuck Ravos, Soultender in charge, since he's the only black & white legendary in the entire list, and it doesn't demand a specific commander.

Visceral horror, to be sure, but is thirteen drain triggers off an Army of the Damned the most broken thing you can do in Commander? Not by a long shot, but I've already made a Teysa, Orzhov Scion deck that went infinite in nine different ways. No need for that kind of nonsense today - she's off the list, despite an absolutely brutal interaction with Tombstone Stairwell.


Seriously, generals, if you see me play this card, just kill it. Don't let it see an upkeep!


We'll see you round the tables at Rabblemaster Games