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Despite winning Pro Tour Amonkhet with Mono-Black Zombies, I never did any sort of comprehensive deck guide. Standard adapted quickly, mostly with Chandra, Flamecaller.
It's not that you couldn't overcome Chandra, Flamecaller, but trying to beat a bunch of decks with those and a bunch of Aetherworks Marvel decks was a bit too much. You were better off trying to do something else. Zombies put up some Grand Prix Top 8s, but ultimately performed rather poorly.
Then Aetherworks Marvel got banned. I might be able to relive my glory days. We're going to have Hour of Devastation to contend with soon, but if anything, I'd expect Zombies to get a few new toys based on how well-supported Zombies were in Amonkhet. Of course, there's still #SCGINVI in a few weeks, and I plan on running back 22 basic Swamps.
Why is Zombies Good?
Zombies is a midrange-leaning aggressive deck that typically beats up on aggression and midrange. The low mana curve, plethora of removal, and focus on creating a huge battlefield position tends to give Zombies the edge against other creature-based decks.
You might think that a pile of removal is good against the deck that consists of just creatures and removal, but you're mostly wrong. If that were the case, Zombies wouldn't really be a deck. The real threats to the deck are big threats that also deal with the battlefield to some degree.