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Zombie
Zombie
Creature Type
(Subtype for creature/kindred cards)
Beeble Scale 1[1]
Statistics
577 cards
{W} 1.6% {U} 10.1% {B} 69.8% {R} 1.9% {G} 0.5% {U/B} 5.2% {B/R} 2.4% {W/B} 1.4% {U/R} 0.2% {B/G} 4.7% {M} 1.9% {artifact symbol} 0.3%
195 Zombie creation cards
{C} 2.1% {W} 5.6% {U} 14.9% {B} 53.8% {R} 3.1% {G} 2.1% {W/U} 1.5% {U/B} 5.6% {B/R} 2.1% {R/G} 0.5% {W/B} 1.5% {U/R} 0.5% {B/G} 1% {M} 2.1% {artifact symbol} 2.1% {land symbol} 1.5%
as of Murders at Karlov Manor
Scryfall Search
type:"Zombie"

Zombie is a creature type describing animated corpses. Zombie is a characteristic race for the color black,[2] though through various blocks they have also featured in all other colors.

Storyline[ | ]

Zombies are normally simply animated and have little to no connection with the soul of the deceased, though some especially powerful necromancers know how to bind the dead to their bodies to create smart zombies.

Alara[ | ]

Esperite zombies[ | ]

In the Shard of Alara called Esper, there exist beings who enter undeath by replacing most or all of their natural flesh with etherium, becoming undead abominations known as aether-liches.[3] An aether-lich houses their soul in an etherium phylactery known as an Immortal Coil.[4]

The most fearsome sight in Esper may be the scullers, the undead boatmen of the tidecaves.[5] When the weather on Esper's surface gets too inclement for extended journeys, some humans and vedalken will brave the Tidehollow and entrust their travel to them. Scullers use strange, nonverbal communication to negotiate their price, and only agree to unusual forms of payment, generally of great and subtle value.

Grixian zombies[ | ]

In Grixis, necromancers create zombies to do their bidding or to prolong their own life.[5] Zombies of Grixis sometimes have a particular tangy scent mixed in with the smell of death and rot. Some necromancers spray concoctions of pickling agents on their living prey before killing them, which allows the zombie's flesh to last much longer than it would otherwise.

A fleshbag is the flesh of several corpses and/or zombies, sewn together into an amorphous, hollow vessel and filled with some animating element such as banewasps or worms.[5] Fleshbags are usually about the size of a dog or small child, have a few bruised limbs or pseudopods for locomotion and have little in the way of sensory organs. They tear easily and are not meant for long-term survival, but can be used as living vessels for vis, to be harvested when needed. Occasionally a necromancer will animate a fleshbag using a humanoid ghost, the result of which is called a fleshdoll. Fleshdolls can be enormous, as tall as ogres or even giants, and bloated with spectral energy.

When a necromancer needs a heavy armor unit, he calls on the dreg reavers.[5] These massive, bestial juggernauts have the strength of elephants, the resilience of siege machines, and the damage-dealing capacity of a herd of baloths. They can be saddled with war platforms, used as siege engines, or set free to wreak massive destruction on a populated area. Some necromancers lash razor wire around dreg reavers' tusks, horns, claws, and tails, or attach barbed lances to their flanks to augment their pain-inflicting abilities.

Liches are undead archmages who retain their considerable magical power.[5] They are among the most unnatural beings on Grixis and are in constant danger of decaying away. They require a near-constant influx of mana and vis to stay alive and often position their strongholds on top of rich mana sources. The various undead doesn't breathe, so they can survive underwater as long as their bodies don't corrode. Under the sea near Kederekt lurks the lich Leogin, the undead form of an archmage who drowned before Vithia fell. Leogin commands huge, putrefied sea beasts capable of devouring whole ships.

Amonkhet[ | ]

Amonkhet is saturated in dark energies that cause every living creature to rise again as undead after their death, referred to as the Curse of Wandering. The Curse of Wandering only affects flesh and ends when the undead has become skeletal. Cartouches and the mummification process let the zombies be "domesticated", programming them as public service. The resulting zombies are focused in black (feral) and white (controlled),[6] though some Eternals can be found in blue and red.

Abominations[ | ]

Zombies outside the central city of Naktamun and its protective shield become vicious abominations.[7] Since the people of Amonkhet believe that the soul will exist as long as the body does, the state of rot these creatures are in is seen as a slow fading out of existence.

Mummies[ | ]

White Zombies (embalmed and mummified creatures) are referred to as Anointed. They comprise all the dead within Naktamun that have not passed the five trials. They are used for manual labor, raising children, and similar tasks, leaving the living to concentrate fully on achieving a more blessed afterlife. Their fate is seen as acceptable to the horror of becoming an abomination, even though their eventual afterlife will not be as glorious as the one of the Worthy.

The creation of mummies is an automated process, with embalming facilities underground processing the bodies of the slain by removing the internal organs and sealing them in wraps. While every corpse is reanimated in Amonkhet, mummies are made White aligned due to the preservation of their corpses as well as the use of cartouches. A vizier, the last one being Temmet, controlled the mummies. With the fall of Naktamun and the embalming rituals, the masterless mummies attempted to continue their directives.

Eternals[ | ]

The mostly blue, black, or red (or, in the case of Rhonas and Oketra, green and white respectively) Zombies of Amonkhet are eternalized creatures, known as Eternals, are the conclusion of those who pass the trials and are slain by Hazoret. They form Bolas' lethal undead fighting force, the Dreadhorde, that has transcended their mortal capabilities. They are embalmed in layers of lazotep, a valuable blue mineral, that preserves their lifeforce as well as deeds in life. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty - and not being "living beings" lets them be deployed across planes, given a means of transportation like the Planar Bridge. Bolas has personally crafted all of Amonkhet to create just such an army.[8][9] The five virtues of anointed in the trials are twisted into Tactical Thought, Adaptability, Resilience, Ruthlessness and Fanaticism, virtues more to Bolas liking. Before the Hour of Devastation, they were stored in Bolas's great necropolis.[10] Despite Bolas's desparking, mummy servants continued the plating process. During the Phyrexian invasion of Amonkhet, the Necropolis served as prime recruiting grounds for the invaders, except those that were undergoing Lazotep plating proved resistant to the oil.[11]

Not only winners of the Trials were transformed into eternals. Several of the dangerous fauna of Amonkhet, such as hippos, manticores, crocodiles, and even demons were also eternalized and served in the Dreadhorde.

God-Eternals[ | ]

As Oketra was slain, mummies began to embalm her corpse. The purpose of this was revealed in War of the Spark, where the Dreadhorde was joined by the monstrous abominations that were once the Gods. They are coated in massive quantities of lazotep, allowing them to enter Ravnica and cause chaos there.

Arcavios[ | ]

Necromancers in Witherbloom College of Strixhaven are known to reanimate Karoks to use as steeds or beasts of burden. (Moldering Karok)

Dominaria[ | ]

Liches[ | ]

Liches are beings who have stored their life force in an object called a phylactery so that their mortal body will endure upwards of millennia in undeath.

Otarian zombies[ | ]

Zombies were disturbingly common on Otaria thanks to the Cabal. These included zombified Beasts, Birds, Cats, Centaurs, Dragons, Dwarves, Giants, Goblins and Wurms. As the Mirari exerted its powerful influence over the races of Otaria, the zombies began growing additional deformed appendages (and in some cases, extra heads).[12]

Revenants[ | ]

The zombies raised by the Cabal in Modern Times are known as revenants.

Eldraine[ | ]

Lich lords[ | ]

Knights who die in the Wilds of Eldraine, might return as deadly lich lords.[13] They can't cross water.

Innistrad[ | ]

Innistrad is a plane partially infested with Zombies.[14][15] Unlike those of most other planes, Innistradi zombies remain mobile after the necromancer who raised them has moved on.[16] Zombies, or unhallowed, come in two variants.[17] Innistrad's zombies fear fire.[18] On one hand, there are the common shambling corpses associated with the color black, called ghouls. Reanimated by necromancers and ghoulcallers they go about making more zombies, killing the living, and devouring their flesh. Even gameplaywise these Zombies are slow but overwhelming if the opponent cannot contain them, typically being powerful creatures for their cost and difficult to permanently kill (either through the undying mechanic or occasionally the ability to be recast such as on Gravecrawler) but with some kind disadvantage (coming into play tapped, unable to block, etc.).

The second variety is in the vein of Frankenstein's Monster, the failed experiments of insane mages who attempted to toy with life itself, associated with the color blue. These are called skaabs, and their creators are called skaberen.[19][20] Skaabs are created by stitching together corpses and attaching binding plates to key locations, keeping the body's donors from ripping themselves apart when called back to life.[21] The body's blood is then replaced by viscus vitae, a mix of angel's blood and lamp oil, and finally, the vox quietus is chanted to awaken the creature.[16] While ghouls burn at the same rate as living flesh — not quickly — skaabs are notoriously flammable.

A common mechanic for skaabs is the requirement to have creature cards in the graveyard removed, such as corpses as the base for these medical abominations. These creatures are typically mighty, but they can be difficult to get into play because they need dead bodies first. This can be provided by self-milling that the mad scientists enable, such as on Deranged Assistant.

Ironically, despite being themselves nature-defying fusions of flesh, machinery, and magic, Innistradi zombies appear to possess some measure of resistance to Phyresis.[22] Phyrexians, conversely resisted both ghoulcalling and stitching.[21]

The massive Ghoultree, Magic's first mono-green Zombie, also hails from Innistrad.

Kaldheim[ | ]

The Viking zombies of Kaldheim are called the Draugr. They originate in the realm of Karfell. The draugr are an ancient race of undead lords and their subjects, animated by their pathological lust for wealth and power. The draugr jealously guards their vaults against intruders who come to Karfell seeking the ancient treasures and powerful magic items the draugr have stockpiled. Occasionally, the undead venture forth in their strange stone ships to raid other realms and bring back yet more wealth to add to their overflowing vaults.

Generations ago, King Narfi betrayed his people and led the god of death to transform all Karfell's nobles and their subjects into undead. They retain some or all memories and intelligence they had in life and death, they are motivated by the same desire for wealth and power that drove them before. The ancient nobles remember the time when the elves possessed godlike power, and they witnessed the huge battle that led to the downfall of the elves and the rise of the Skoti. Their undead subjects retain fewer memories of their existence and now mindlessly serve their lords. The draugr maintains the noble houses and strict class hierarchy that was established when Karfell was a living kingdom. The warrior class, known as the Dead Marn, patrol in half-remembered echoes of their old sentry routes, while draugr jarls stir only every few months to attend council meetings with King Narfi. When a Doomskar brings Karfell into contact with another realm, the Dead Marn prefer to launch raids on other realms by sea, but occasionally march to war in silent ranks of undead warriors.[23]

Mirrodin/New Phyrexia[ | ]

In the plane of Mirrodin, zombies are known as the nim, and inhabit the Mephidross Swamp.[24][25][26][27] The Nim are people that have become zombified by the necrogen puffed out of the smokestacks of the Mephidross Swamp.[28] In turn, the Nim vent necrogen gas themselves, as well.[29]

After Memnarch's defeat, the Nim were briefly rendered inert, and many were killed by the Moriok.[30] When they reawakened, they began slaughtering Moriok in an event later known as the Nim Onslaught or Nim Massacre.

Ravnica[ | ]

On the plane of Ravnica, two guilds employ zombies: the Golgari Swarm and the Cult of Rakdos.

Golgari Swarm[ | ]

The Golgari uses ritualistic magic to make zombies, which can deliberately be made to be mindless deadwalkers for labor purposes or letting them keep their full faculties and abilities like their Guildmasters Svogthir and Jarad, who were zombies themselves. Their zombies are usually imbued with plants, insects, or fungi, giving them the largest contingent of green zombies. The Erstwhile once were an important soldier faction in Ravnica. They were laid to rest in coffins in Umerilek, Mausoleum of the Erstwhile.[31] They returned as Zombie Attendants of Vraska.

Cult of Rakdos[ | ]

They are usually made as mindless deadwalkers and servants. Unlike the Golgari's these have their bodies altered with spikes, metal teeth, and other torturing implants to make them more deadly.

Dreadhorde[ | ]

On their arrival on Ravnica, the Eternals from Amonkhet became known as Bolas's Dreadhorde.

Phyrexia[ | ]

Prior to the Phyrexian type being introduced in 2021, multiple raceless Phyrexians in name that had classes were errata'ed to be Zombies. Cards like Metathran Zombie and Vodalian Zombie represent creatures that were killed by a Phyrexian tingler. The tingler is a nasty device that resembles a spiny centipede-like insect. One end of the tingler is fashioned with small hooks used both for movement and for carrying out its main function, which is to zombify enemy troops amid battle, turning them against their allies.[32]

The tingler zombifies by crawling into its victim's mouth and using its hooks to rip out its spinal cord, effectively killing them. It will then crawl down their mouth and into the cavity once occupied by the spine and replace the spinal cord, controlling their body. This process is short and leaves the corpse mostly intact, as opposed to the long process by which Phyrexian soldiers usually are created.

The Etched Host of New Phyrexia were the most likely to use decaying flesh hosts for their phyresis projects, whereas most of the other Hosts tended to use living subjects.

Tarkir[ | ]

The Gurmug Swamps of Tarkir are riddled with the sibsig, the wandering zombie hordes of the Sultai—an amalgam of fallen soldiers from the other clans of Tarkir. The sibsig zombies' bodies are preserved well through powerful necromancy, while the rest of the undead army is left to rot.

Theros[ | ]

In Theros, the Noston, or Returned, are undead that escaped the plane's Underworld, governed by the god Erebos.[33] To escape the Underworld, one must lose one's own identity, and as such the Returned not only have no faces beyond a few holes but also have lost their memories, both of their past lives and the capacity of holding long-term memories in themselves. As such, while they are sapient and feel emotions, their existences are nothing but shadow-play, being unable to connect with other living beings and form an actual identity, forever in a state of negative emotions and empty routines.

The Returned wear golden masks: clay masks are used in Theros to frame the faces of the dead, so the elimination of these masks is a symbolic act for the return to the world of the living. Gold is the most common material in the infernal realm, so the Noston use it to craft new masks, that serve as flimsy, hollow identities. They value gold very little beyond their masks but use currency based on the broken fragments of the clay masks, which have immense symbolic value. When not wandering alone and rejecting civilization, the Returned go to cities called necropolises, two of which being of particular importance: the neutral Asphodel, where the Noston simply embrace their fate, and the aggressive Odunos, where the undead give in to violent emotions and perform raids on the living.

Unfortunately, Returned can’t build relationships due to their faulty long-term memories.[34] Some may become non-threatening merchants or storytellers, but most become mindless slaves to dark overlords or more intelligent Returned. In rare cases, a powerful soul may become a Kakomanteis – capable of blood magic – or a Palamnite – a soul full of rage, desperate to cause suffering. In some awful cases, they may become Pseudammas – remembering that they were parents and thus kidnap mortal children but have lost all concept of caring for living beings.

Eidolons[ | ]

In the process of severing the physical body from the "soul," an eidolon is created. An eidolon is the spectral embodiment of the lost identity, but without its body, it has no agency. Unlike the Returned, it has no sense of what it lost. The Returned and its severed eidolon are never reunited, nor are they aware of one another's existence.

Zendikar[ | ]

Whenever a Zendikar vampire fully drains the blood of a living creature without destroying the husk, that creature does not become a vampire. Instead, it becomes a null, a faceless zombie that is stronger and much faster than typical zombies. If nulls are left without orders, they will hunt and kill living things that they can find.[35]

Gallery[ | ]

Notable Zombies[ | ]

Creature type[ | ]

In Magic: The Gathering, zombies are one of three creature types that sometimes function as a race (Mournful Zombie) and sometimes functions as a class (Vodalian Zombie), sharing this trait with Spirit and Illusion.[36][37] The default race for zombies is therefore human, which never had been mentioned in the type line,[38] until the embalm mechanic created Human Zombie tokens. In the case of other races, the original race is always mentioned in the type line.[39]

The first card to bear the type was Scathe Zombies in Alpha. That set also contained Zombie Master and Scavenging Ghoul which later gained the subtype Zombie, as well.[40]

Grand Creature Type Update[ | ]

In the Grand Creature Type Update the following creature types were changed to Zombie:

Tokens[ | ]

Tokens marked with {A} are created by Acorn cards.

Token Name Color Type Line P/T Text Box Source Printings
Zombie Black Creature — Zombie 2/2
Black Creature — Zombie 2/2 (continued)
Black Enchantment Creature — Zombie 2/2
Black Creature — Zombie X/X
Blue Creature — Zombie X/X
Blue/​Black Creature — Zombie X/X Menace
Black Creature — Zombie 2/2 Decayed
Black Creature — Zombie 4/4 In addition of being a copy of target creature
Colorless Artifact Creature — Zombie 3/3
Tombspawn Black Creature — Zombie 2/2 Haste
Walker Black Creature — Zombie 2/2
Zombie Army Black Creature — Zombie Army 0/0
Zombie Berserker Black Creature — Zombie Berserker 2/2
Zombie Employee Black Creature — Zombie Employee 2/2
Zombie Giant Black Creature — Zombie Giant 5/5
Vecna Black Legendary Creature — Zombie God 8/8 Indestructible
Zombie Horror Black Creature — Zombie Horror X/X
Zombie Knight Black Creature — Zombie Knight 2/2
Zombie Mutant Black Creature — Zombie Mutant 2/2 Menace
Zombie Rogue Blue/​Black Creature — Zombie Rogue 2/2
Zombie Warrior Black Creature — Zombie Warrior 4/4
Zombie Wizard Blue/​Black Creature — Zombie Wizard 1/1
Festering Goblin Black Creature — Zombie Goblin 1/1 When Festering Goblin dies, target creature gets -1/-1 until end of turn.
Phyrexian Zombie Black Creature — Phyrexian Zombie 2/2
Angel of Sanctions White Creature — Zombie Angel 3/4 Flying
Whenever Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield.
Anointer Priest White Creature — Zombie Human Cleric 1/3 Whenever a creature token enters the battlefield under your control, you gain 1 life.
Aven Initiate White Creature — Zombie Bird Warrior 3/2 Flying
Aven Wind Guide White Creature — Zombie Bird Warrior 2/3 Flying, vigilance
Creature tokens you control have flying and vigilance.
Glyph Keeper White Creature — Zombie Sphinx 5/3 Flying
Whenever Glyph Keeper becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
Heart-Piercer Manticore White Creature — Zombie Manticore 4/3 When Heart-Piercer Manticore enters the battlefield, you may sacrifice another creature. When you do, Heart-Piercer Manticore deals damage equal to that creature's power to target creature or player.
Honored Hydra White Creature — Zombie Snake Hydra 6/6 Trample
Labyrinth Guardian White Creature — Zombie Illusion Warrior 2/3 Whenever Labyrinth Guardian becomes the target of a spell, sacrifice it.
Oketra's Attendant White Creature — Zombie Bird Soldier 3/3 Flying
Sacred Cat White Creature — Zombie Cat 1/1 Lifelink
Tah-Crop Skirmisher White Creature — Zombie Snake Warrior 2/1
Temmet, Vizier of Naktamun White Legendary Creature — Zombie Human Cleric 2/2 At the beginning of combat on your turn, target creature token you control gets +1/+1 until end of turn and can't be blocked this turn.
Trueheart Duelist White Creature — Zombie Human Warrior 2/2 Trueheart Duelist can block an additional creature each combat.
Unwavering Initiate White Creature — Zombie Human Warrior 3/2 Vigilance
Vizier of Many Faces White Creature — Zombie Shapeshifter Cleric 0/0 You may have Vizier of Many Faces enter the battlefield as any creature on the battlefield, except it has no mana cost, it's white and it's a Zombie in addition to its other types.
Adorned Pouncer Black Creature — Zombie Cat 4/4 Double strike
Champion of Wits Black Creature — Zombie Snake Wizard 4/4 When Champion of Wits enters the battlefield, you may draw cards equal to its power. If you do, discard two cards.
Dreamstealer Black Creature — Zombie Human Wizard 4/4 Menace
When Dreamstealer deals combat damage to a player, that player discards that many cards.
Earthshaker Khenra Black Creature — Zombie Jackal Warrior 4/4 Haste
When Earthshaker Khenra enters the battlefield, target creature with power less than or equal to Earthshaker Khenra's power can't block this turn.
Fanatic of Rhonas Black Creature — Zombie Snake Druid 4/4 {T}: Add {G}.
Ferocious{T}: Add {G}{G}{G}{G}. Activate only if you control a creature with power 4 or greater.
Proven Combatant Black Creature — Zombie Human Warrior 4/4
Resilient Khenra Black Creature — Zombie Jackal Wizard 4/4 When Resilient Khenra enters the battlefield, you may have target creature get +X/+X until end of turn, where X is Resilient Khenra's power.
Sinuous Striker Black Creature — Zombie Snake Warrior 4/4 {U}: Sinuous Striker gets +1/-1 until end of turn.
Steadfast Sentinel Black Creature — Zombie Human Cleric 4/4 Vigilance
Sunscourge Champion Black Creature — Zombie Human Wizard 4/4 When Sunscourge Champion enters the battlefield, you gain life equal to its power.
Timeless Dragon Black Creature — Zombie Dragon 4/4 Flying
Plainscycling {2}
Timeless Witness Black Creature — Zombie Human Shaman 4/4 When Timeless Witness enters the battlefield, return target card from your graveyard to your hand.

Manlands[ | ]

Trivia[ | ]

  • Zombie Apocalypse is a sorcery that returns all Zombie creature cards from your graveyard to the battlefield tapped, then destroys all Humans.
  • Due to regulations in China, alternate art often needs to be produced for cards depicting the undead. An example is the Seventh Edition Scathe Zombies.[41][42]
  • Although not identified as zombies, the three corrupted gods of Amonkhet are stated to be undead and very similar to the Eternals, being coated in lazotep instead of gold like the five gods. In the War of the Spark the four slain gods return as zombies and have similar return mechanics to those of the corrupted gods, leaving the question of whether they are also zombies but simply not typed as such.
  • The two Dreadhorde mechanics (Amass and Eternalize) have a flavorful disconnect, both with each other and with the independent cards representing them. Eternalize suggests that each Eternal warrior is strengthened into a 4/4, but many individual Eternals are smaller than this. Amass also suggests that each +1/+1 counter is a separate Eternal, but this leads to a situation where a 3/3 Army of three Eternals is weaker in strength than a single returned Proven Combatant.

References[ | ]

  1. Mark Rosewater (October 22, 2018). "Are the iconic/characteristic races considered a 1 on the Beeble Scale?". Blogatog. Tumblr.
  2. Mark Rosewater (March 15, 2015). "Characteristic and iconic creatures for each color?". Blogatog. Tumblr.
  3. Doug Beyer (February 18, 2009). "The Vorthos Awards: Conflux Edition". magicthegathering.com. Wizards of the Coast.
  4. Doug Beyer (December 8, 2008). "The Flavor of Zones". magicthegathering.com. Wizards of the Coast.
  5. a b c d e Doug Beyer & Jenna Helland (2008). A Planeswalker's Guide to Alara, Wizards of the Coast. ISBN-13 978-0786951246
  6. Dave Humpherys (April 4, 2017). "Developing Amonkhet". magicthegathering.com. Wizards of the Coast.
  7. Mark Rosewater (April 3, 2017). "Amonkhet Down to Business, Part 1". magicthegathering.com. Wizards of the Coast.
  8. Art of Amonkhet [Sponsored] (Video). loadingreadyrun. YouTube (June 23, 2017).
  9. Ken Troop (July 12, 2017). "Hour of Eternity". magicthegathering.com. Wizards of the Coast.
  10. Plane Shift: Amonkhet (PDF)
  11. Lazotep Convert
  12. Magic Arcana (March 5, 2003). "Style Guide - Zombies". magicthegathering.com. Wizards of the Coast.
  13. Kate Elliott (2019), Throne of Eldraine: The Wildered Quest, Penguin Random House
  14. Mark Rosewater (September 5, 2011). "C'mon Innistrad, Part 1". magicthegathering.com. Wizards of the Coast.
  15. Monty Ashley (October 10, 2011). "So Many Zombies". magicthegathering.com. Wizards of the Coast.
  16. a b Seanan McGuire (March 21, 2024). "A Pleasant Family Outing". magicthegathering.com. Wizards of the Coast.
  17. Magic Creative Team (October 19, 2011). "A Planeswalker's Guide to Innistrad: Nephalia and the Undead". magicthegathering.com. Wizards of the Coast.
  18. K. Arsenault Rivera (September 15, 2021). "Episode 3: The Fall of the House of Betzold". magicthegathering.com. Wizards of the Coast.
  19. Magic Creative Team (July 9, 2015). "The Worlds of Magic Origins". magicthegathering.com. Wizards of the Coast.
  20. Ant Tessitore (August 10, 2015). "A Skaab by any Other Flavor (Text)". magicthegathering.com. Wizards of the Coast.
  21. a b Seanan McGuire (March 22, 2023). "March of the Machine - Innistrad: Family Game Night". magicthegathering.com. Wizards of the Coast.
  22. Mark Rosewater (April 10, 2023). "Choosing Your Battles, Part 1". magicthegathering.com. Wizards of the Coast.
  23. Ari Zirulnik and Jenna Helland (January 14, 2021). "Planeswalker's Guide to Kaldheim, Part 2". magicthegathering.com. Wizards of the Coast.
  24. Doug Beyer (December 8, 2010). "The Nonhuman Cultures of Mirrodin". magicthegathering.com. Wizards of the Coast.
  25. Magic Arcana (October 29, 2003). "Sketches: Flayed Nim". magicthegathering.com. Wizards of the Coast.
  26. Jeremy Cranford (February 3, 2004). "Creating Mirrodin: Swamps and Zombies". magicthegathering.com. Wizards of the Coast.
  27. Magic Arcana (March 23, 2004). "Adam Rex's Nim mural". magicthegathering.com. Wizards of the Coast.
  28. Magic Arcana (July 13, 2004). "Crispy Nim". magicthegathering.com. Wizards of the Coast.
  29. Magic Arcana (May 19, 2004). "Sketches: Nim Grotesque". magicthegathering.com. Wizards of the Coast.
  30. Doug Beyer (November 17, 2010). "The Human Cultures of Mirrodin". magicthegathering.com. Wizards of the Coast. Archived from the original on May 1, 2021.
  31. Alison Luhrs (May 31, 2017). "Pride of the Kraul". magicthegathering.com. Wizards of the Coast.
  32. Mike Mikaelian (April 04, 2011). "Better Living Through Spinal Replacement". magicthegathering.com. Wizards of the Coast.
  33. Trick Jarrett (December 5, 2013). "The Returned". magicthegathering.com. Wizards of the Coast.
  34. Wizards RPG Team (2020), D&D Mythic Odysseys of Theros, Wizards of the Coast
  35. Magic Creative Team (October 21, 2009). "A planeswalker's Guide to Zendikar: Guul Draz and Vampires". magicthegathering.com. Wizards of the Coast.
  36. Wizards of the Coast (January, 2008). "Ask Wizards - January, 2008". magicthegathering.com. Wizards of the Coast.
  37. Mark Rosewater (April 11, 2015). "How about some trivia on Magic zombies in general?". Blogatog. Tumblr.
  38. Mark Rosewater (September 12, 2015). "Why zombie human doesn't exist?". Blogatog. Tumblr.
  39. Magic Arcana (May 18, 2004). "Would You Like That Zombified?". magicthegathering.com. Wizards of the Coast.
  40. Mark Rosewater (March 3, 2003). "I cc: Dead People". magicthegathering.com. Wizards of the Coast.
  41. Magic Arcana (May 13, 2002). "Chinese zombies". magicthegathering.com. Wizards of the Coast.
  42. Magic Arcana (November 14, 2005). "Alternate Chinese Art in Ravnica, Part 1". magicthegathering.com. Wizards of the Coast.

External links[ | ]

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