Commander themes · Zombies

Best Zombie commanders

Zombies don’t stay dead. A Zombie deck fills its graveyard on purpose, brings creatures back, and builds an army that a board wipe only slows down. Here are ten commanders for the tribe, from token engines to reanimation, and what each one needs.

The 10 best Zombies commanders

We started from commanders that players build often for this theme on EDHREC. The order is our own: how well the commander fits the theme, how consistently the deck does its thing, how hard it is to stop, and how it holds up at a four-player table. It is not a popularity ranking, and no win rates are involved.

  • Beginner-friendly A clear plan with few decisions per turn
  • Budget-friendly The commander is inexpensive and the deck works without pricey staples
  • High power Among the strongest versions of the theme
Wilhelt, the Rotcleaver — Magic: The Gathering card
1

Wilhelt, the Rotcleaver

Complexity: MediumHigh power

Whenever another Zombie you control dies, Wilhelt makes a 2/2 Zombie with decayed — unless the dead Zombie had decayed itself. Every Zombie leaves a token behind, and decayed tokens attack once and are sacrificed, which feeds death triggers. At your end step you may sacrifice a Zombie to draw a card. Dimir colors: Zombie lords, counterspells and a steady stream of cards.

Strengths

  • Every Zombie dies twice
  • A card every turn
  • Dimir interaction

Watch out for

  • Decayed tokens can’t block
  • Graveyard and token hate slow him down

Best for: Players who want the strongest Zombie engine.

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The Scarab God — Magic: The Gathering card
2

The Scarab God

Complexity: MediumHigh powerBudget-friendly

At the beginning of your upkeep each opponent loses X life and you scry X, where X is the number of Zombies you control. For {2}{U}{B} The Scarab God exiles a creature card from any graveyard and makes a token copy that is a 4/4 black Zombie — your opponents’ best creatures become your Zombies. When it dies it returns to your hand. Not a Zombie itself, but the best payoff for them.

Strengths

  • Drains every opponent each upkeep
  • Reanimates from every graveyard
  • Hard to keep dead

Watch out for

  • Mana-hungry
  • Exile and tuck effects deal with it

Best for: Players who like control and long games.

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Varina, Lich Queen — Magic: The Gathering card
3

Varina, Lich Queen

Complexity: MediumBudget-friendly

Whenever you attack with Zombies, Varina draws that many cards, then you discard that many and gain that much life. Big attacks dig deep, and discarded creatures fuel reanimation. For {2} and two cards exiled from your graveyard she makes a 2/2 Zombie, so the graveyard turns into an army. A 4/4 for four in Esper colors. Every attack makes the next one better.

Strengths

  • Card selection on every attack
  • Turns the graveyard into Zombies
  • Lifegain

Watch out for

  • Looting isn’t card advantage
  • Exiling cards competes with reanimation

Best for: Players who like steady, flexible engines.

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Gisa and Geralf — Magic: The Gathering card
4

Gisa and Geralf

Complexity: LowBeginner-friendlyBudget-friendly

Gisa and Geralf mill four cards when they enter, and once during each of your turns you may cast a Zombie creature spell from your graveyard. Your graveyard becomes a second hand of Zombies, and self-mill keeps it full. Removal and wipes cost you little when every dead Zombie can be cast again. A 4/4 for four in Dimir colors, simple and cheap.

Strengths

  • The graveyard is a second hand
  • Milling four on entry starts the engine
  • Inexpensive

Watch out for

  • Only one Zombie from the graveyard each turn
  • Graveyard hate shuts it off

Best for: Newcomers to graveyard decks.

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Ghoulcaller Gisa — Magic: The Gathering card
5

Ghoulcaller Gisa

Complexity: LowBeginner-friendlyBudget-friendly

For {B} and a tap, Ghoulcaller Gisa sacrifices another creature and creates X 2/2 Zombies, where X is its power. A 5/5 becomes five Zombies; a stolen or reanimated giant becomes a horde. With creatures that are big but cheap, or that come back, she builds an army every turn. Mono-black, with all the reanimation and sacrifice support that color has.

Strengths

  • Turns one creature into many Zombies
  • Every turn, for one mana
  • Mono-black and cheap

Watch out for

  • Must survive a turn before she taps
  • Needs big creatures to sacrifice

Best for: Players who like simple, strong engines.

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Sauron, the Dark Lord — Magic: The Gathering card
6

Sauron, the Dark Lord

Complexity: HighHigh power

Sauron is no Zombie. Whenever an opponent casts a spell, he amasses Orcs 1, growing an Army token; when the Army deals combat damage, the Ring tempts you, and whenever that happens you may discard your hand and draw four. In a Zombie deck, War of the Spark’s amass cards grow the same Army, which is a Zombie and an Orc at once, and the discarded creatures feed reanimation. Grixis colors.

Strengths

  • Grows on the opponents’ turns
  • Draws four cards again and again
  • Ward that asks a lot

Watch out for

  • Six mana
  • Not a Zombie — the typal part comes from the 99

Best for: Experienced players who like big, unusual engines.

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Temmet, Naktamun's Will — Magic: The Gathering card
7

Temmet, Naktamun's Will

Complexity: MediumBudget-friendly

Whenever you attack, Temmet lets you draw a card and discard one, and whenever you draw a card, your Zombies get +1/+1 until end of turn. Each attack is at least one pump, and a few instant-speed draw spells during combat make the whole army bigger. Vigilance and menace make Temmet himself a good attacker. Esper colors. Cycling cards help on both counts.

Strengths

  • Every card drawn pumps the team
  • Looting on each attack
  • Vigilance and menace

Watch out for

  • The pump lasts only until end of turn
  • Needs draw spells to make big attacks

Best for: Aggressive players who like card draw.

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Hashaton, Scarab's Fist — Magic: The Gathering card
8

Hashaton, Scarab's Fist

Complexity: HighBudget-friendly

Whenever you discard a creature card, you may pay {2}{U} to create a tapped token copy of it that is a 4/4 black Zombie. Discarding a creature with a strong enter ability gives you that ability plus a 4/4 body, and the card is still in your graveyard for reanimation. Looting, cycling and wheel effects become creature spells. Two mana in Esper colors.

Strengths

  • Discards become 4/4 Zombie copies
  • Enter abilities happen on the copy
  • Two mana

Watch out for

  • Each copy costs {2}{U}
  • Needs discard outlets

Best for: Experienced players who enjoy discard and graveyard decks.

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Zul Ashur, Lich Lord — Magic: The Gathering card
9

Zul Ashur, Lich Lord

Complexity: LowBeginner-friendlyBudget-friendly

Tap Zul Ashur and you may cast target Zombie creature card from your graveyard this turn. Every turn, one dead Zombie comes back, and his ward makes opponents pay 2 life to target him. Two mana and mono-black, so the deck is cheap and starts early; self-mill and sacrifice keep his targets coming. Zombies with strong enter abilities are worth casting again and again.

Strengths

  • Recursion every turn
  • Two mana, mono-black
  • Ward—pay 2 life

Watch out for

  • Must survive a turn before he taps
  • One Zombie per turn

Best for: Newcomers and budget builders.

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Grimgrin, Corpse-Born — Magic: The Gathering card
10

Grimgrin, Corpse-Born

Complexity: MediumBudget-friendly

Grimgrin enters tapped and doesn’t untap normally. Sacrificing another creature untaps him and gives him a +1/+1 counter, and whenever he attacks he destroys a creature the defending player controls and gets another counter. Zombie tokens are the fodder: each attack is removal, and he grows every turn. A 5/5 for five in Dimir colors. The more Zombies you make, the more he destroys.

Strengths

  • Removal on every attack
  • A built-in sacrifice outlet
  • Grows every turn

Watch out for

  • Needs fodder to untap
  • Doesn’t block well, since he stays tapped

Best for: Players who like Aristocrats-style Zombie decks.

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Zombies commanders compared

All ten at a glance. Complexity and budget are our judgement; see each commander above for the reasons.

#CommanderColorsPlanComplexityBudget-friendlyBuild
1Wilhelt, the RotcleaverEach Zombie dies twice, draws at end stepMedium—Build
2The Scarab GodDrain per Zombie, reanimate any creatureMediumYesBuild
3Varina, Lich QueenZombie attacks loot and gain lifeMediumYesBuild
4Gisa and GeralfCast Zombies from the graveyardLowYesBuild
5Ghoulcaller GisaSacrifice big creatures for many ZombiesLowYesBuild
6Sauron, the Dark LordOpponents’ spells build an ArmyHigh—Build
7Temmet, Naktamun's WillCard draw pumps every ZombieMediumYesBuild
8Hashaton, Scarab's FistDiscarded creatures return as 4/4 ZombiesHighYesBuild
9Zul Ashur, Lich LordRecast a Zombie from the graveyard each turnLowYesBuild
10Grimgrin, Corpse-BornSacrifice to untap, destroy on attackMediumYesBuild

How does a Zombie deck work in Commander?

Zombies are black, with strong support in blue. A Zombie deck mills itself, sacrifices its creatures and brings them back — so the graveyard is a resource, and the army returns after every board wipe. Many Zombie decks make Zombie tokens as well, so they combine typal payoffs with Aristocrats-style death triggers.

How a Zombie deck wins

  • A wide army. Lords like Undead Warchief and Lord of the Accursed turn tokens into a real threat.
  • Drain. The Scarab God drains for each Zombie; Diregraf Captain drains whenever one dies.
  • Overwhelming numbers. Army of the Damned makes thirteen Zombies at once — twice, with flashback.

The card types a Zombie deck needs

  • Lords: Undead Warchief, Lord of the Accursed, Diregraf Captain.
  • Recursion: Gravecrawler, Zombies that return, and commanders like Gisa and Geralf.
  • Token makers: Cryptbreaker, Liliana’s Mastery, Army of the Damned.
  • Self-mill and discard to fill the graveyard.

Strengths and weaknesses

Zombie decks are resilient: removal and wipes cost them less than other typal decks, because the creatures come back. Their weakness is graveyard hate — Rest in Peace or a well-timed exile effect stops the engine — and Zombies themselves are often small.

Common mistakes

  • No graveyard plan B. Keep a few threats that work without the graveyard.
  • Too few lords. 2/2 Zombies need anthems to matter in Commander.
  • Milling without a payoff. Self-mill only helps if the deck can use what it mills.

Who enjoys Zombies?

Players who like grindy games, graveyard tricks and an army that won’t stay down. Gisa and Geralf and Zul Ashur are good starting points; Hashaton and Sauron reward experience.

Key cards and synergies for Zombies

Cards that show up in many Zombies decks, by the job they do. Which ones fit depends on your commander’s colors.

Lords

Make small Zombies matter.

Token makers

The army.

Recursion

Zombies that come back.

Best budget Zombies commanders

Zombies are among the cheapest typal decks: most Zombies and lords are commons and uncommons. These three commanders keep the whole deck inexpensive.

Gisa and Geralf

Gisa and Geralf

Cheap Zombies cast again and again from the graveyard.

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Zul Ashur, Lich Lord

Zul Ashur, Lich Lord

Mono-black, two mana, and recursion from the command zone.

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Temmet, Naktamun's Will

Temmet, Naktamun's Will

Every cheap draw spell is also a team pump.

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Prices change daily, so this page names none. Commandarium shows today’s price for every card in a deck, and counts what you already own.

Questions about Zombies commanders

What is the best Zombie commander?

Wilhelt, the Rotcleaver for the strongest engine, because every Zombie dies twice and he draws every turn. The Scarab God is the best payoff, and Gisa and Geralf and Zul Ashur are the easiest and cheapest.

Which colors are Zombies?

Mostly black, with good support in blue. Dimir (blue-black) is the classic Zombie pairing; Esper and Grixis add more options.

How do Zombie decks deal with graveyard hate?

With threats that work without the graveyard — lords, token makers, The Scarab God — and by keeping removal for graveyard-hate permanents. A Zombie deck should never depend on one graveyard engine alone.

How many Zombies should a Zombie deck run?

Around 25 to 30 Zombies, plus token makers. The rest is ramp, card draw, removal and lands.

Can you build a budget Zombie deck?

Yes. Most Zombies are inexpensive, and Gisa and Geralf, Zul Ashur and Temmet are cheap commanders. Commandarium builds from your own cards first and prices what is missing.