Idea is to have Oloro mitigate my card draw and reanimation costs to make my deck that much more potent.
So my first shot at a reanimation deck. Seems a little slow right now. I feel I could probably cut some lands for more action or draw. So if anyone has any luck or ideas for an Esper Reanimation list do tell as I couldn't find a list thats being maintained at the moment.
(And before anyone says anything I'm in the middle of building another list that will be costing me a fair amount on lands. So I am aware of the land base being pretty bad. If there is any cheap switches for that I'll do it but I'm out of my shocks/checks/manlands/ect and don't plan on working on the manabase on this deck until Marath is a more streamlined level.
I'd probably take advantage of black tutors to run a 'Lark + Guide + Blasting Station as a win con. What are your win cons by the win? Just beating? You need Elesh Norn, Grand Cenobite in that case. Ashnod's Altar and Phyrexian Altar seem like must have cards. I'd create infinite mana with them and a recur loop like Guide and 'Lark then X people with Exsanguinate or Debt to the Deathless. Other cards that in various combinations can loop (some with 'Lark and Guide) are Fiend Hunter, Adarkar Valkyrie and Sun Titan. If you just want to beat then run big mana creation with the sac outlets and reanimation then close the game with Mirror Entity.
I know you mentioned the state of the land base but just in case...Get rid of the Opal Palace. Casting Oloro is a terrible mistake so the palace does nothing. Cabal Coffers and Urborg, Tomb of Yawgmoth are must runs.
I can't believe I forgot Titan. But 'Lark seems bad. I have VERY few targets. Guide, Solemn, Body Double, Archaeomancer, and Duplicant? The two white reanimations seem good. But what would you cut? I plan on getting a Necromancy in here too.
Lolz basically. Win via combat. Whenever someone wraths just refill my board and swing again. I would like to get a hold of an Elesh but I don't currently own one. What would you cut?
I know you mentioned the state of the land base but just in case...Get rid of the Opal Palace. Casting Oloro is a terrible mistake so the palace does nothing. Cabal Coffers and Urborg, Tomb of Yawgmoth are must runs.
Yea... Shortly after publishing it and in the middle of writing another decklist I was thinking about it. I don't own anymore Coffers or Urborg at the moment. If I run across one I will throw it in. For now it'll be a swamp.
For cuts you can start with probably 3 land. Especially if you eventually get Urborg/Coffers.
Hallowed obviously. Maybe cut down on the draw spells by one or two (or one and 1for1 another with Insight)
I like the cards that fuel the yards but replacing them with alternate win cons could be beneficial. Finding a balance would require play testing though. Though one should definitely come out for Buried Alive. Maybe Entomb.
'Lark is only worth running if you run sac loops with Guide so you are sort of right about that.
For cuts you can start with probably 3 land. Especially if you eventually get Urborg/Coffers.
So I'm thinking 2 Islands and a Plains for Sun Titan, Necromancy, and Entomb when I acquire these.
On top of this I'm going to cut a 4th land for a Dimir Aqueduct
I like the cards that fuel the yards but replacing them with alternate win cons could be beneficial. Finding a balance would require play testing though. Though one should definitely come out for Buried Alive. Maybe Entomb.
Yep I don't own these sadly. But I will be making room asap.
This is the only one I'm a little more curious about. I had it in here on initial builds but always felt WAY too slow, mana intensive, and gimicky to work often. 6 mana to draw 2 cards isn't the greatest I don't think. While JAr fills my yard, give me gas, and I want to get an Academy Ruins in here to recur it and other artifacts.
But this is my first reanimator list so I'm new to this archtype and would like to know if my views are skewed to playing other decks too long.
So I'm thinking 2 Islands and a Plains for Sun Titan, Necromancy, and Entomb when I acquire these.
On top of this I'm going to cut a 4th land for a Dimir Aqueduct
This is the only one I'm a little more curious about. I had it in here on initial builds but always felt WAY too slow, mana intensive, and gimicky to work often. 6 mana to draw 2 cards isn't the greatest I don't think. While JAr fills my yard, give me gas, and I want to get an Academy Ruins in here to recur it and other artifacts.
I feel like Buried Alive is better for you than Entomb unless you are planning on grabbing non creatures. BA for Sun Titan, Guide and Sheoldred...Reanimate Titan, recur Guide. Recur Sheoldred. For 4 mana you've brought out creatures whose combined CMC is what? 17-18? Seems good. At that point you can stack your upkeep triggers so that Guide goes to the yard before Sheoldred recurs. Recur Guide AND something else EVERY turn. So for 4 mana and some life loss you've set up a chain that is potentially pulling all your creatures out of the yard for as long as you can protect Sheoldred.
If you run sacrifice outlets with that you can then recur things like Ashen Rider every turn and slowly start wiping your opponents boards (you'll get both Rider triggers every turn cycle...). An Ashnod's Altar with Well of Lost Dreams allows you to stack triggers so that you sack Ashen, gain life, draw 2 cards off Well with the Altar mana, recur Guide then finally recur Rider every upkeep. Nasty little combo. You can also sacrifice Guide to the Altar if you have another source for 2 more upkeep mana. Side note: Paradox Haze is VERY good with Oloro and Sheoldred. It would also give you 4 Rider triggers per turn with a sac outlet
Buried Alive is also a cheaper card in terms of real money.
Jar vs. Well is kind of a 6 of one, half a dozen of another situation. If you think you can consistently recur Jar it's almost always the better choice. Well seems slow but I like it for the option. You can grab fuel if you need it or just wait. I'll often cast it then wait several turns to actually use it. Thing is I run some pretty high mana production so it works out well (pun intended) for me.
Side Note: I'm not a huge fan of Lim's Vault. With more life gain it's an okay semi tutor. Otherwise you have more important uses for that life (Reanimate, Greed, Arena etc...). I know you are trying to keep this budget but I'd run a standard black tutor over the vault. Diabolic Tutor isn't optimal but is affordable. You can run that until maybe upgrading to Demonic or Vampiric.
Creature [18]
2 Millikin
2 Deranged Assistant
4 Solemn Simulacrum
4 Archaeomancer
5 Bloodgift Demon
5 Phyrexian Delver
5 Body Double
5 Karmic Guide
6 Consecrated Sphinx
6 Duplicant
6 Sun Titan
7 Sphinx of Uthuun
7 Sheoldred, Wispering One
7 Sepulchral Primodial
7 Angel of Despair
8 Baleful Force
8 Sphinx of the Steel Wind
8 Ashen Rider
10 Jin-Gitaxias, Core Augur
2 Animate Dead
2 Dance of the Dead
3 Phyrexian Arena
3 Necromancy
4 Greed
1 Sol Ring
2 Azorius Signet
2 Dimir Signet
2 Orzhov Signet
2 Mind Stone
3 Pristine Talisman
4 Nevinyrral's Disk
1 Swords to Plowshare
1 Path to Exile
1 Thought Scour
2 Lim-Dul's Vault
2 Flash
3 Mortify
3 Frantic Search
3 Thirst for Knowledge
3 Forbidden Alchemy
4 Return to Dust
4 Fact of Fiction
5 Miraculous Recovery
1 Ponder
1 Preordain
1 Reanimate
2 Strategic Planning
2 Night's Wisper
2 Stitch Together
3 Victimize
3 Windfall
3 Yawgmoth's Will
4 Supreme Verdict
4 Deep Analysis
5 Hallowed Burial
5 Unburial Rites
6 Akroma's Vengence
6 Austere Command
0 Command Tower
0 Arcane Sanctum
0 Transguild Promenade
0 Rupture Spire
0 Azorius Chancery
0 Adarkar Wastes
0 Glacial Fortress
0 Dimir Guildgate
0 Dimir Aquaduct
0 Jwar Isle Refuge
0 Underground River
0 Orzhov Guildgate
0 Orzhov Basilica
0 Esper Panorama
0 Temple of the False God
0 Evolving Wilds
0 Plains
0 Plains
0 Plains
0 Plains
0 Plains
0 Plains
0 Plains
0 Island
0 Island
0 Island
0 Island
0 Island
0 Swamp
0 Swamp
0 Swamp
0 Swamp
0 Swamp
0 Swamp
0 Swamp
0 Swamp
0 Swamp
So my first shot at a reanimation deck. Seems a little slow right now. I feel I could probably cut some lands for more action or draw. So if anyone has any luck or ideas for an Esper Reanimation list do tell as I couldn't find a list thats being maintained at the moment.
(And before anyone says anything I'm in the middle of building another list that will be costing me a fair amount on lands. So I am aware of the land base being pretty bad. If there is any cheap switches for that I'll do it but I'm out of my shocks/checks/manlands/ect and don't plan on working on the manabase on this deck until Marath is a more streamlined level.
3 Toxic Deluge
3 Buried Alive
1 Entomb
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
Off the top of my head you're missing Reveillark and Sun Titan. You may want to consider white reanimation like Breath of Life or False Defeat.
I'd probably take advantage of black tutors to run a 'Lark + Guide + Blasting Station as a win con. What are your win cons by the win? Just beating? You need Elesh Norn, Grand Cenobite in that case. Ashnod's Altar and Phyrexian Altar seem like must have cards. I'd create infinite mana with them and a recur loop like Guide and 'Lark then X people with Exsanguinate or Debt to the Deathless. Other cards that in various combinations can loop (some with 'Lark and Guide) are Fiend Hunter, Adarkar Valkyrie and Sun Titan. If you just want to beat then run big mana creation with the sac outlets and reanimation then close the game with Mirror Entity.
Phyrexian Reclamation wouldn't be optimal but could give you some value.
Hallowed Burial seems terrible in reanimator. You want creatures in yards. Standard wraths seem better.
Card draw is good and I like Recurring Insight A LOT.
I know you mentioned the state of the land base but just in case...Get rid of the Opal Palace. Casting Oloro is a terrible mistake so the palace does nothing. Cabal Coffers and Urborg, Tomb of Yawgmoth are must runs.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
Really? I built this deck when Oloro first came out. The idea of Oloro paying for Reanimation and such seemed awesome.
I can't believe I forgot Titan. But 'Lark seems bad. I have VERY few targets. Guide, Solemn, Body Double, Archaeomancer, and Duplicant? The two white reanimations seem good. But what would you cut? I plan on getting a Necromancy in here too.
Lolz basically. Win via combat. Whenever someone wraths just refill my board and swing again. I would like to get a hold of an Elesh but I don't currently own one. What would you cut?
Yea... I'm going to work on switching it out... Maybe for a Titan/Norn...
I'm sure I have another one around here somewhere... I'll have to try and fit it in...
Yea... Shortly after publishing it and in the middle of writing another decklist I was thinking about it. I don't own anymore Coffers or Urborg at the moment. If I run across one I will throw it in. For now it'll be a swamp.
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
Hallowed obviously. Maybe cut down on the draw spells by one or two (or one and 1for1 another with Insight)
I like the cards that fuel the yards but replacing them with alternate win cons could be beneficial. Finding a balance would require play testing though. Though one should definitely come out for Buried Alive. Maybe Entomb.
'Lark is only worth running if you run sac loops with Guide so you are sort of right about that.
I'd probably also replace Memory Jar with Well of Lost Dreams
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
So I'm thinking 2 Islands and a Plains for Sun Titan, Necromancy, and Entomb when I acquire these.
On top of this I'm going to cut a 4th land for a Dimir Aqueduct
Probably cut this when I get another Damnation/Toxic Deluge/Life's Finale and an Insight.
Yep I don't own these sadly. But I will be making room asap.
This is the only one I'm a little more curious about. I had it in here on initial builds but always felt WAY too slow, mana intensive, and gimicky to work often. 6 mana to draw 2 cards isn't the greatest I don't think. While JAr fills my yard, give me gas, and I want to get an Academy Ruins in here to recur it and other artifacts.
But this is my first reanimator list so I'm new to this archtype and would like to know if my views are skewed to playing other decks too long.
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
I feel like Buried Alive is better for you than Entomb unless you are planning on grabbing non creatures. BA for Sun Titan, Guide and Sheoldred...Reanimate Titan, recur Guide. Recur Sheoldred. For 4 mana you've brought out creatures whose combined CMC is what? 17-18? Seems good. At that point you can stack your upkeep triggers so that Guide goes to the yard before Sheoldred recurs. Recur Guide AND something else EVERY turn. So for 4 mana and some life loss you've set up a chain that is potentially pulling all your creatures out of the yard for as long as you can protect Sheoldred.
If you run sacrifice outlets with that you can then recur things like Ashen Rider every turn and slowly start wiping your opponents boards (you'll get both Rider triggers every turn cycle...). An Ashnod's Altar with Well of Lost Dreams allows you to stack triggers so that you sack Ashen, gain life, draw 2 cards off Well with the Altar mana, recur Guide then finally recur Rider every upkeep. Nasty little combo. You can also sacrifice Guide to the Altar if you have another source for 2 more upkeep mana. Side note: Paradox Haze is VERY good with Oloro and Sheoldred. It would also give you 4 Rider triggers per turn with a sac outlet
Buried Alive is also a cheaper card in terms of real money.
Jar vs. Well is kind of a 6 of one, half a dozen of another situation. If you think you can consistently recur Jar it's almost always the better choice. Well seems slow but I like it for the option. You can grab fuel if you need it or just wait. I'll often cast it then wait several turns to actually use it. Thing is I run some pretty high mana production so it works out well (pun intended) for me.
Side Note: I'm not a huge fan of Lim's Vault. With more life gain it's an okay semi tutor. Otherwise you have more important uses for that life (Reanimate, Greed, Arena etc...). I know you are trying to keep this budget but I'd run a standard black tutor over the vault. Diabolic Tutor isn't optimal but is affordable. You can run that until maybe upgrading to Demonic or Vampiric.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB