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The basic idea of Zombardment is to play small, very aggressively costed creatures with some form of recursion built in. This allows for an aggro start for the first few points of damage, plus these creatures are highly expendable since they will very often come back to play. This recursion allows cards such as faithless looting to be capitalized on, since the cards in the graveyard will come back almost immediately.
The late game plan for the deck (since this list doesn't aim to win super fast) is to use relatively little combat damage and instead use the sac outlets and death triggers to deal a majority of the damage, and can use goblin bombardment to clear out the opponents board of any small to mid sized creatures, or even planeswalkers. To keep yourself at a card advantage over your opponent, obviously being able to play your creatures from your graveyard helps, but this is where the Grim Haruspex comes into play, potentially keeping you above 7 cards in hand every turn once you're able to get a few solid pieces in play.
The remainder of the list is pretty straightforward, abrupt decay/assassin's trophy for removal, therapy and thoughtseize for disruption, ignoble for a small amount of ramp. There are more fetches than fetch targets because the landfall triggers to recur Bloodghasts are very important.
The sideboard is where you have the most flexibility to build against a specific meta, and where I will most likely be making some changes in the near future.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
Compare | Revision | Created | By | |||
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» | Revision 3 | September 20, 2021 | Norsemin | |||
Revision 2 | January 7, 2017 | Norsemin | ||||
Revision 1 | May 15, 2016 | Norsemin |