Lord of the Accursed
Zombie tribal has a deep bench of anthems, but most of them stop at the +1/+1 line and trust the swarm to do the rest. The second ability is what separates this one: a repeatable mana sink that hands the entire team menace, turning a stalled board of evenly-traded bodies into an attack that demands two blockers per creature. That is the recurring problem for a go-wide deck (the opponent stabilizes behind a wall of blockers), and the activated ability answers it directly rather than relying on the anthem to push damage through a clogged board. Note the wording on the activation: it grants menace to all Zombies, not just the ones you control, which is irrelevant in most games but exactly the kind of clean templating that keeps the card honest in mirror matches. The 2/3 body is the other half of the math: it survives the small-ticket removal and combat damage that the +1/+1 boost is built to win, so it tends to stay on the table doing its job rather than dying to the first trade. As tribal lords go, this is the one built less to make the team bigger and more to make a board state move, a closer for an archetype that already has plenty of cards to make it wide.

Rules text
Format Status
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Other printings
- Aetherdrift Commander#95
- Starter Commander Decks#88
- Jumpstart 2022#69
- Game Night: Free-for-All#55
- Midnight Hunt Commander#124
- Amonkhet Remastered#114
- Game Night 2019#32
- The List#AKH-99








