Ok thanks to all of those dual lands, the ratio of blue / black spells is completely negligible, and could even afford for a good Consume Spirit
The bad is that its slow due to most lands comming out tapped.
The good is that there are enough 2 mana counterss and with a decent hand its easy to stick one on an Isochron Scepter.
Counter every menace, Damnation everything that slipped through counters and use Arcanis to draw cards and maybe attack, with its ability it should survive damnation.
There are other counters that are decent and I keep them in mind as sideboards, specially dissipate for those eldrazzi.
havent had much time to playtest the suggestions, but yes I think that Impulse would be great on the scepter, replacing Arkanis.
The high cost of the creatures is a bit problematic because the deck is slow, planning on removing most of those dual lands to add regular swamps / islands so I can speed it up a bit. Sphinx of Jwar Isle ability seems comboable.
Sadly most of those creatures cant avoid the emergency Damnations that will be thrown out.
I think that since the counters should keep my life mostly intact, I could withstand using reanimate for a fattie, which means I would have to add Entomb or Buried Alive to make it effective.
Do control/reanimation makes a good combination?
Well traditionally Reanimator is a deck built around reanimating powerful creatures while using enough disruption to keep your opponent off of their gameplan. I think you might be diluting it a bit much by trying to put it into your current deck. However, I don't think you need reanimation with the finishers that have been suggested. A UB control deck should largely play like this: Early game you draw cards and counter things you must counter while taking some damage from aggro decks until you cast Damnation then you use counters and spot removal to handle threats while drawing cards and to put you ahead on card advantage. Maybe you have to use a second Damnation here. You then drop your finisher with counter mana open to protect it and win with the superior creature while maintaining card advantage and board position. Reanimating finishers isn't usually an issue if you run 3-4 of them.
EDIT: Once M11 rolls around Stormtide Leviathan is a great finisher that can keep you from being attacked while ending the game in a few turns.
Looking at opponents hand is important to give ideas about which cards shouldve taken out.
This deck feels as it should not only draw cards, but specific cards to function propierly, I dont want to use tutors but Lim-Duls Vault mostly works to arrange piles of at least 2 cards that I need.
And so, the 4 scepters have specific functions, 2 for counters, 1 for drawing and the last for tutoring.
Attempted adding necropotence/yawgmoth's bargain but blue has good drawing options that dont require life.
I chosed finishers with shroud so I can ease on the counters for protecting them, and with telephaty I can play them when its most safe.
Thinking of using library of leng + ivory tower to slowly gain life.
The deck has gained speed but its a bit large and isnt really working as expected, can you people give me some pointers to help me with this deck please?
Paired with
Ok thanks to all of those dual lands, the ratio of blue / black spells is completely negligible, and could even afford for a good Consume Spirit
The bad is that its slow due to most lands comming out tapped.
The good is that there are enough 2 mana counterss and with a decent hand its easy to stick one on an Isochron Scepter.
Counter every menace, Damnation everything that slipped through counters and use Arcanis to draw cards and maybe attack, with its ability it should survive damnation.
There are other counters that are decent and I keep them in mind as sideboards, specially dissipate for those eldrazzi.
Have attempted discard with megrim or attacking with the Tar Creep or totems, however they dont feel very good :S
Modified deck below
If you suggest a card to add to a deck, suggest one to take out as well.
The high cost of the creatures is a bit problematic because the deck is slow, planning on removing most of those dual lands to add regular swamps / islands so I can speed it up a bit.
Sphinx of Jwar Isle ability seems comboable.
Sadly most of those creatures cant avoid the emergency Damnations that will be thrown out.
I think that since the counters should keep my life mostly intact, I could withstand using reanimate for a fattie, which means I would have to add Entomb or Buried Alive to make it effective.
Do control/reanimation makes a good combination?
EDIT: Once M11 rolls around Stormtide Leviathan is a great finisher that can keep you from being attacked while ending the game in a few turns.
Base
4 Tainted Isle
4 Drowned Catacomb
5 Island
4 Polluted Delta
6 Swamp
Counters
4 Counterspell
3 Dissipate
4 Mana Drain
4 Mana Leak
2 Cranial Extraction
2 Extirpate
2 Jester's Cap
4 Lobotomy
Other Spells
3 Damnation
2 Telepathy
1 Lim-Dul's Vault
1 Impulse
1 Circu, Dimir Lobotomist
2 Inkwell Leviathan
2 Sphinx of Jwar Isle
Artifacts
4 Isochron Scepter
2 Ivory Tower
Considering
Looking at opponents hand is important to give ideas about which cards shouldve taken out.
This deck feels as it should not only draw cards, but specific cards to function propierly, I dont want to use tutors but Lim-Duls Vault mostly works to arrange piles of at least 2 cards that I need.
And so, the 4 scepters have specific functions, 2 for counters, 1 for drawing and the last for tutoring.
Attempted adding necropotence/yawgmoth's bargain but blue has good drawing options that dont require life.
I chosed finishers with shroud so I can ease on the counters for protecting them, and with telephaty I can play them when its most safe.
Thinking of using library of leng + ivory tower to slowly gain life.
The deck has gained speed but its a bit large and isnt really working as expected, can you people give me some pointers to help me with this deck please?