









Overview:
This mono-blue deck leverages Geralf, the Fleshwright to generate and scale Zombie tokens through instant/sorcery casting density and proliferation synergies. The primary strategy involves casting multiple spells per turn to create 2/2 Zombies, then amplifying them with +1/+1 counters via Geralf's second ability and proliferate effects. Win conditions include overwhelming combat with massive Zombies, alt-win cons like Darksteel Reactor, and graveyard-fueled Rise from the Tides. Geralf is essential as the token engine and counter amplifier, though vulnerable to removal (costing 3 mana with minimal protection). The deck prioritizes spell-slinging and counter manipulation over traditional blue control, with "hidden commanders" like Tekuthal, Inquiry Dominus and Lier, Disciple of the Drowned enhancing the core strategy.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Deploy mana accelerants (Sapphire Medallion, Replicating Ring, Pyramid of the Pantheon) and card selection (Opt, Consider). Cast Geralf on curve if possible. Prioritize cheap interaction (Pongify, Offer You Can't Refuse) to disrupt opponents while triggering Geralf's token generation.
- Token Generation & Proliferation (Turns 3-7): Cast multiple instants/sorceries per turn to create Zombies. Deploy proliferate engines (Flux Channeler, Inexorable Tide, Karn's Bastion) to grow Zombies and charge counters on Darksteel Reactor. Use untap effects (Cerulean Wisps, Turnabout) to enable additional spellcasting.
- Win Condition Execution (Turns 7+):
- Combat: Attack with massive, proliferated Zombies. Use evasion enablers like Deepchannel Mentor or Quantum Misalignment copies.
- Alt-Win: Accelerate Darksteel Reactor to 20 counters via double proliferate (Tekuthal) or repeated activations.
- Graveyard Payoff: Cast Rise from the Tides with a full graveyard for a Zombie army.
- Value Overwhelm: Leverage The Magic Mirror or Nezahal, Primal Tide for card advantage attrition.
Mulligan Priorities:
- Keep hands with 3+ lands, including utility lands (Halimar Depths, Command Beacon).
- Prioritize early ramp (Sapphire Medallion, Replicating Ring) or card draw (Rhystic Study, Bath Song).
- Ensure at least 1-2 instant/sorcery spells to trigger Geralf immediately.
- Avoid hands lacking blue sources or with only high-cost spells.
Key Tips:
- Maximize Proliferate: Sequence proliferate triggers after Geralf's Zombie-ETB counter placement to double-dip. Intruder Alarm untaps creatures like Geralf, Visionary Stitcher for repeated activations.
- Protect Key Engines: Use Commandeer or Pact of Negation to shield Geralf, Tekuthal, or Darksteel Reactor. Imprisoned in the Moon neutralizes threats.
- Leverage Recursion: Mystic Sanctuary rebuys interaction. Lier, Disciple of the Drowned grants flashback to all instants/sorceries.
- Combo Potential: Paradise Mantle + Intruder Alarm + a Zombie generates infinite tap/untap, enabling infinite spell casts with Geralf.
Weaknesses:
Critical
- Board Wipes: Lacks mass recursion; Cyclonic Rift is the only reset. Wipes erase Zombie army and progress on Darksteel Reactor.
- Graveyard Hate: Rest in Peace cripples Rise from the Tides, Lier flashback, and Mystic Sanctuary recursion.
- Counter Removal: Vandalblast/Farewell exiles Darksteel Reactor or removes charge counters, nullifying the alt-win.
Moderate
- Anti-Token Tech: Cursed Totem shuts down Geralf, Visionary Stitcher and mana dorks. Torpor Orb blocks Zombie creation from Geralf, Fleshwright.
- Spell Stifling: Archon of Emeria limits spell-per-turn triggers, reducing token generation.
- Mana Base Fragility: Heavy ETB-tapped lands (Halimar Depths, Saprazzan Cove) slow early development.
Minor
- Commander Focus: Geralf removal delays the engine significantly, though Command Beacon mitigates.
- Combat Weakness: Struggles against flying/reach blockers without Deepchannel Mentor.
Most Important Cards:
- Tekuthal, Inquiry Dominus (Doubles proliferate, critical for Darksteel Reactor/Zombie scaling)
- Intruder Alarm (Enables infinite combos with mana dorks/Geralf, Visionary Stitcher)
- Darksteel Reactor (Primary alt-win condition)
- Lier, Disciple of the Drowned (Recurs instants/sorceries, enables graveyard strategy)
- Rhystic Study (Key card draw engine)
- Cyclonic Rift (Only mass interaction/board reset)
- Geralf, Visionary Stitcher (Token generator, combo piece with Intruder Alarm)
- Flux Channeler (Low-cost proliferate engine)
- Rise from the Tides (Graveyard-to-Zombie payoff)
- The Magic Mirror (Late-game card advantage engine)
Attribute Ratings:
Speed: 5/10
- Can establish a threatening board by turn 7-8 with Zombies or charge counters, but wins typically require 9+ turns due to setup reliance and no fast combos.
Resilience: 4/10
- Limited protection/recursion for key pieces; heavily disrupted by wipes/hate. Some recovery via card draw but slow against aggression.
Consistency: 6/10
- Strong card selection (scry, draw) finds engines, but lacks tutors for Darksteel Reactor or combo pieces. Proliferate redundancy helps.
Interaction: 7/10
- High density of efficient bounce/counterspells (Remand, Reality Shift, Arcane Denial). Excels at disrupting opponents but weak against resolved permanents.
Rating Justification:
The deck operates at a Focused Casual level, aiming for T9-11 wins through combat or Darksteel Reactor, aligning with the 4.0-4.5 rubric benchmark. Its spell-slinging core is consistent, but slow setup, vulnerability to disruption, and lack of fast combos cap its speed and resilience.
Power level: 4.0 - 4.5
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