Zombieworld Deck

from on March 14th, 2024
60 cards

Notes & Combos

I've been in Master 1 for a while now, and been experimenting with new tech cards in my 60 card Eldlich grass deck. I got a 5 game win streak in Master 1, and in fact I've won 10 of my last 12 games in Master 1 with this deck, an 83% win rate.

First, gamma is a neat card that works well going 1st and 2nd, since we often do not have a monster on board. Going 1st you can also make OMEGA which can either rip cards from hand in the first few rounds or recycle your banished Eldlich cards in later rounds. Gamma also doesn't interfere with Reasoning, since it must be specialed from hand.

Next, the paleozoic trap is just an easy way to get transaction rollback in the grave. At first I was skeptical of this card, I tend to want high impact traps over small techs, but the fact that sending transaction rollback is often a massive disruption, such as torrential or karma cannon, is huge. It's not as bad going 2nd as you might think: first you use your other board breakers, then after they've used all their negates just send rollback and copy your best board breaker again. Its also an easy to summon body that lets you make black luster soldier much more easily.

Next is Maximus. I replaced one of the ecclesia since it found I was getting either two in hand or one plus nadir way too often, and I found I was actually going into maximus off nadir more than ecclesia. Nadir send garura for a draw, then maximus also sends kit for a mill 5 and omega to shuffle anything problematic they might send, or to put back in deck something I didn't want to mill.

I've also added deep sea prima donna, it might be more of a win more card but I had space in the extra deck and it's a neat tech. You can recover banished eldlich, doomking, even eldlixir engine or banished rollbacks!

Finally, the zombieworld package. This package makes your deck weaker going 2nd, but stronger going 1st, so it's a trade off you need to decide on. Zombieworld is a great floodgate vs floo (they can't make normal summon chains) vs tear (they can't fuse in grave) vs mathmech (lots of monsters in extra deck require cyberse as material) and lab (lovely's recycled traps require a fiend on field to activate). Doomking is also a beast, constantly coming back with two disruptions per turn. Overall, the package is some nice flavor that gets a bit more value from all our mills.

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Replays

If you want to watch my replays you can go to the "Friends" icon in the top right of the main screen, click the icon in the top right of a person's outline with a "+" symbol, search my code in the ID lookup (938-660-996), and you can watch some of my replays.

I also made a video with some of my replays here: