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I was once a guy who wanted a Zombie tribal deck. This deck was built to channel the raw power of the Scarab God. Recursion, value engine, mana sink, with these powers combined, a powerful necrotic magic plagues the table. While slow to kick off, once the engine gets going it becomes nigh impossible to stop the Scarab train. The scarab god's ability to reanimate enemy grave fodder provides built in GY hate, as well as an efficient vast luck-based toolkit. Think impulse-draw, with red. The objective is to mill opponents in order to steal their creeps for our own ETB purposes. 4/4 Zombie Eternal Witness? Sorry Meren, of Clan Nel-Toth. Because of the mill theme, there is a base reanimator package that can be used to abuse ETB's multiple times. Gray Merchant of Asphodel, Kokusho, the Evening Star, ETC. without exiling from our own graveyard. The deck has some built in zombie synergy that is good for a little bit of an early game presence, but the majority of the zombies in this contraption come from our opponents. This deck excels late game after the CC/Urborg combo is arranged, however alternatives to this are reanimating Nirkana, Crypt Ghast, or good 'ol fashion Doubling Cube. After you have 8-12 mana it typically becomes difficult to disrupt the God do to the 'Back to hand' clause allowing you to skip commander tax and keep turns going.
The biggest MVP in this deck is Consuming Aberration, who is able to wreak havoc while filling graveyards, and can occasionally pull some wild plays with Rite of Replication and/or Altar of Dementia.
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