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Sidisi dredge edh10/27/2023 That being said, the downside is, creatures are going to be your core. you're guaranteed to start the mill-train on turn 4, so it seems like the deck starts a lot faster, even with bad hands. With Sidisi, it's very nice having that self-mill right in the command zone, you can use a bigger portion of your deck for recursion and graveyard shenanigans. The swap to Muldrotha is incredibly easy for me, because Muldrotha actually can help with the land theme. I am actually going to re-vamp this deck pretty soon once I figure out how I want to play it, but I believe I am going to stick to being primarily zombie heavy.I ran a Sidisi deck with a heavy "land recycling" theme. Card draw, counterspells, overrun effects, and some of the zombie lords can be switched for stronger options. The other spell slots in my deck have been in flux for the 5 years I've had this deck built. My deck runs a kind of janky 3 card combo with ], ], and ] for an alternate combo win con. You can also use big reanimate spells like ] or ] for some wins if they aren't answered. Having additional self mill will help your gameplan, and ] serves as that perfectly, with the added bonus of saving your graveyard from the stray ].įor a win con on theme, the easy mike-trike combo can be dumped into your yard via either sidisi or the graveyard tutors like ] or ]. Your usual lords are pretty decent as well if you have enough zombos out, and having ] enables all sorts of shenanigans. ], ], and ] are all very strong if milled with sidisi. Sidisi is very good at getting zombies in the graveyard, and there are plenty of good zombies that work super well from the graveyard. While I would agree it isn't a 9/10 competitive, it can be ridiculously strong if played correctly. I saw someone post here that building zombie tribal is the worst way to build her.
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