Zombie CC Ramp

by AgelessDeath on 06 October 2014

Main Deck (64 cards)

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Deck Description

-------------------------- Zombie CC Ramp --------------------------

This monoblack zombie token deck is the first deck I made I was happy with. It's a medium-slow deck, but can ramp up pretty quickly with Endless Ranks of the Dead.

I built it hoping it would have several paths to victory. Game-changing Enchantments have always been my favorite, such as Call To The Grave or Descent into Madness.

So far, it's been competing well against my friends' decks, but I feel as if it could still be better. If you have any suggestions, please feel free to give me a hand. Thanks!

How to Play

This deck can take many paths, so I don't feel as if there's a specific way to play it. Here's what every card is supposed to do though;

-------------------------- Creatures --------------------------

4x Butcher Ghoul; He's in there as an early Undying creature to be a good defender/early attacker while waiting for more of his Zombie buddies.

2x Cemetery Reaper; This one speaks for itself. Gives all other Zombies +1/+1, and his 3 cost ability is useful to reap opponent's graveyards while waiting for more mana to play the higher-cost cards. I never use his ability on my own creatures though.

2x Ghoulraiser; He is Skinrender's best friend. He's in this deck solely to revive Skinrenders or occasional Cemetery Reapers, but rarely Butcher Ghouls.

4x Skinrender; MVP 4-cost creature card in this deck. Adds a strong presence on the battlefield and plays in with the CC side of this deck with his -3/-3 permanent counters.

1x Unbreathing Horde; He's a bit shaky in this deck. He's great thinking ahead when I'd have 20+ zombies on the field, but by the time my opponents have let me ramp that far ahead with my zombies, adding a 20/20 doesn't make much of a difference. Definitely willing to switch him out for something better.

1x Wight of the Precint Six; Also a shaky card. This deck finds a way to CC lots of opponent's creatures with Doomblade and Murder, making it easier for Wight's ability to become stronger, but it doesn't feel as if he Really belongs in this deck. Willing to switch him out for something better.

-------------------------- Enchantments --------------------------

1x Call to the Grave; Possibly my favorite card in this deck. It's great when my opponents have more creatures on the battlefield and are blocking me from ramping, causing them to gradually ease down enough to let me pass through. I usually look for this with Diabolic Tutor.

1x Descent Into Madness; This card's only useful if I have enough zombies to out-last my opponent. It's a last resort; if I know I'm about to lose and need to cause a dramatic change.

4x Endless Ranks of the Dead; The spine of this deck. It's what makes zombies ramp, it's what gets the gears turning.

1x Grave Betrayal; This card is expensive, but especially good with Call to the Grave. Each turn I get an extra creature, which helps ramp Endless Ranks if it's still slow.

1x Quest for the Gravelord; Do not like this card. It's in there because I can't find something to replace it. I made this deck with cards I had, and this was a filler card. Eager to replace it.

-------------------------- Instants --------------------------

3x Doomblade; My favorite card in all of MTG. Low-cost CC. Beauty on a cardboard-paper-like fabric.

3x Murder; Doomblade's little brother.

-------------------------- Sorcerys --------------------------

2x Barter in Blood; I use this to cancel out their strong creatures while barely hindering my large amount of zombies.

3x Diabolic Tutor; Very useful to find game-changing enchantments such as Call to the Grave when things aren't going well, or Endless Ranks of the Dead if I haven't found one already.

1x Dirge of Dread; Willing to replace this with something better. I use it either to land a last blow with a wave of feared zombies, or cycle it and give a small creature like Skinrender or a Butcher Ghoul fear and draw a card.

1x Ghoulcaller's Chant; I use this to bring back dead zombies that I still need, or in a combo that includes; Murder on a Pacified (or any other annoying enchantment of that sort) Skinrender, then bring it back and re-use the -3/-3 counters.

2x Moan of the Unhallowed; Great to help speed up Endless Rank's ramp.

2x Sign in Blood; A good card in general, and useful in tricky situations.

2x Unearth; This card's great to bring back Cemetery Reapers or squeeze every drop out of Butcher Ghoul's Undying. The cycle on it's also a useful utility when Unearth proves itself useless.

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Deck Tags

  • Zombie
  • Token
  • Ramp
  • Help

Deck at a Glance

Social Stats

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This deck has been viewed 832 times.

Mana Curve

Mana Symbol Occurrence

006700

Card Legality

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

Deck discussion for Zombie CC Ramp

I would look at maybe using Zombie Apocalypse, to really help out Endless Ranks. Also, I would do Disentomb over Unearth, even though the card goes to your hand and not the battlefield you don't have to worry about casting cost, Call to the Netherworld is a good option for this too. Cellar Door is good at increasing your token count. To increase your chances of pumping up Wight of Precinct Six maybe put some Blackmail or Cry of Contrition in there.

0
Posted 22 October 2014 at 12:37

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