(Updated for latest card list)
//Lands
4
Evolving Wilds6
Island4
Sunken Hollow9
Swamp//Spells
2
Cultivator's Caravan4
Fatal Push2
Implement of Examination4
Metalspinner's Puzzleknot2
Renegade Map4
Sinister Concoction4
Strange Augmentation//Creatures
2
Advanced Stitchwing2
Marionette Master4
Prized Amalgam4
Stitchwing Skaab3
Wharf Infiltrator//Sideboard
SB: 2
Altar's ReapSB: 2
Flaying TendrilsSB: 2
Liliana, the Last HopeSB: 3
Oath of LilianaSB: 3
Tezzeret's TouchSB: 3
To the Slaughter 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.
Fatal Push is not bad if you are on the Draw, or if you are playing Mardu or B/G Constrictor 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
Wharf Infiltrator, 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.
Implement of Examination can be cast and sacked in the same turn. At this point we want to do what we can to make sure that we have Delirium. By now there should be an Instant (
Fatal Push), a Land (
Evolving Wilds), an Artifact (
Renegade Map or
Implement of Examination), 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!
Wharf Infiltrator is here to help speed up our ability to reach Delirium, and cycle cards more. It is a replacement for
Cryptbreaker, who was originally here as an enabeler, with the ability to provide Delirium instantly, as well as put zombie cards in the graveyard and a 2/2 zombie token. The problem is, ninety percent of the time, he became a chump blocker. Cryptbreakers benefit was too situational.
Wharf Infiltrator should generate
opportunity and still support Delirium. Plus, he becomes a nice vehicle for
Strange Augmentation if needed.
[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 Marionette Master became a 10/10 and my opponent died to the two sacrificed artifacts before the blocker step even began.]
The sideboard is not as well thought out. I am still putting in and taking out things to see what may be effective or helpful.
Liliana, the Last Hope has been effective, along with
Oath of Liliana and
Tezzeret's Touch. They are nice change up cards from the sideboard that are useful against Mardu Vehicles AND 4 Color Copy Cat.
Altar's Reap is a
brand new addition, and I have never brought in
To the Slaughter yet either. I have that here for the Superfriends editions that some decks are sideboarding into. I have yet to face that configuration with this deck yet.