What I have here is a deck that works quite consistently and effectively. It is not Tier 1 material, but at the same time, I have taken down 4 Color Cat, Mardu Vehicles, AND G/B Delirium with it.
The perfect start looks like:
Turn 1: Swamp
which is tapped for a Sinister Concoction
is not bad if you are on the Draw, or if you are playing Mardu or B/G Constricter decks. Crypt Breaker or Renegade Map
better than no first turn play, but if I have Evolving Wilds
in my hand, I may play that first turn and hold the other two cards.
Turn 2: Island
and tap both land for a Metalspinner’s Puzzleknot
. If you have Implement of Malice
, that could be played as well, but the puzzleknot gets you another card to start.
Turn 3: Sunken Hollow
(or any other basic land) and tap out for a Cultivator’s Caravan
. You could immediately tap that for any additional 1 mana permanents, or to keep around to start some removal with either Fatal Push
or Sinister Concoction
trigger. Remember to toss a zombie when discarding, if you have the choice.
Turn 4: Evolving Wilds
on turn 4 is good, if we have the Cultivator’s Caravan
on the board. This is the set up turn, where various options can be utilized. But, at this point we want to do what we can to make sure that we have Delerium. By now there should be an Instant (Fatal Push
), a Land (Evolving Wilds
), an Artifact (Renegade Map
or Implement of Malice
), and an Enchantment (Sinister Concoction
). Likely there is a creature too, from Sinister Concoction
’s discard requirement, plus whatever got pulled off your library.
Turn 5: Play any land, except for Evolving Wilds
. Tap all 5 plus the caravan to play Marionette Master
, and use the three +1/+1 token option. That makes him a 4/6. From here on out, every artifact we sacrifice causes 4 damage to our opponent. (Don’t do it yet……)
Turn 6: Play any land and then enchant Marionette Master
with Strange Augmentation
. With Delirium active, the master becomes a 7/9. Sacrifice 2 artifacts causing 7 damage each to your opponent, (or 3 for the win) and attack with Marionette Master
for the win.
Now, obviously, a real game is not going to flow as nicely as this and other plays are going to have to be made. Each one keeps you alive
until you can get this thread in place. The nice thing about this deck is that there is alternate win conditions. The recurring zombie army may well finish off your opponent before the Marionette Master
gets a chance to bash their head in. Often, it will be a combination of both.
Zombie Puppets boasts 8 removal spells main board, 4 mana fixer/accelerants, 8 card draw cards (that can play more like 12 with the Metalspinner’s Puzzleknot
), and 9 zombies that just refuse to stay in the graveyard!
There is enough discard and sacrifice abilities to ensure an early delirium, and then Strange Augmentation
turns any one of your creatures into a staunch defender or devastating attacker!Cryptbreaker
is an enabler, that can put Prized Amalgam
into the graveyard while providing a zombie token. It can also be an instant delirium trigger by discarding the 4th card type at instant speed.
[Side story: My favorite victory with this deck to date is when I attacked with a 6/8 Marionette Master with two Strange Augmentations on it. In response to the attack announcement they played Torrential Gearhulk intending to block. I don’t remember which instant they tried, because I triggered a Metalspinner’s Puzzleknot. That gave me delirium, then I triggered Renegade Map. The Marionetter Master became a 10/10 and my opponent died to the two sacrificed artifacts before the blocker step even began.]
I will be back to discuss the sideboard.