It has some really odd choices I know I'm Slowly Getting Cards for this thing...I assume...I should Focus on the lands ATM...Because they kinda suck
Advices?
I figured that would be the case. Well I do have some pricey stuff (most of them which I got from playing various limited events)but yeah considered budget due to no land, or fancy stuff/staples but yeah...corrected that
Yes Arbiter is there mostly coz my playgroup is filled with "You are in 10" effects, those which I'm normally victim of so I use it to hold myself on the game a little longer (I guess that having ResArch might be enough to combat that), but I see how it should be out...
Reducing the curve also seems like something I should do...well mostly becuase this used to be a Teneb Deck which was more of the Mill/Reanimate/not cast type of Deck I should easy then with new inclusions.
I think I can make some emergency Changes to this while I get the cards you suggested...say I can replace Path with a O-Ring which will up the number of Sun Titan Targets...plus O-Ring hits more stuff I guess...
I certantly want to get a Wake the Dead...but Commanders Deck hasn't even reached my Playstore yet...Will get one as soon as those arrive here.
Path is one of the best removal spells in the format. The downside is negligible once you get farther into the game, exile removal is powerful and necessary in this format (you're playing a reanimation deck. This should be readily apparent), spot removal is best at instant speed, and it costs only a single mana. I place this as just behind Swords to Plowshares for best creature spot removal in the format.
I think the biggest change you should make is your curve. You have 35 lands with 6 (7, maybe. Ashnod's Altar isn't really a ramp card) pieces of ramp, and you're running 11 cards with cmc 7+. Reanimation is a reasonable plan for some of those hugely expensive creatures, but you would need some way to dump them into the yard the first time, and you're not even running a significant number of reanimation effects. Enough that you can expect to see one or two every game, but not enough to make that a dedicated strategy. I'd pick your favorite five or six of your top end creatures, then replace the rest with ramp and additional lands. First, I'd up your land count to at least 38. You want to hit all of your land drops, or the ramp just functions as worse card draw. I'd aim to have roughly half your deck dedicated to your manabase if you want to run that top heavy. There's a lot of basic land ramp out there: Cultivate and Kodama's Reach put you up a mana and give you your next land drop, Explosive Vegetation jumps your from 4 to 7 as long as you hit your 5th land, Farseek and Rampant Growth are unexciting but solid, Farhaven Elf is another effect attached to a creature, and there are more similar effects than you're ever going to want to fit in the deck. Adding these means you actually have a chance to cast your pricey stuff in a reasonable time frame. Adding additional ramp will also fix your colors in game, so you're not going to feel the effects of a shakier manabase so much.
If you're worried about the life setting effects, I would just find some way to get some incidental lifegain in there. Something like True Conviction or Loxodon Warhammer will take you back out of danger while still pushing your gameplan of killing the other players.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
1 Deathrites Shaman
1 Weathered Wayfarer
1 Viscera Seer
1 Birds of Paradise
2 Sylvan Caryatid
2 Silverglade Pathfinder
2 Qasali Pridemage
2 Saffi Eriksdotter
2 Hermit Druid
3 Wood Elves
3 Yavimaya Elder
3 Fiend Hunter
3 Eternal Witness
3 Reclamation Sage
3 Varolz, the Scar-Striped
3 Geralf Messenger
3 Grim Haruspex
3 Fleshbag Marauder
3 Somberwald Sage
4 Solemn Simulacrum
4 Jarad, Golgari Lich Lord
4 False Prophet
4 Disciple of Nicol Bolas
5 Phyrexian Delver
5 Acidic Slime
5 Reveilark
5 World Queller
5 Karmic Guide
5 Kessig Cagebreakers
6 Magister of Worth
6 Sun Titan
6 Brutalizer Exarch
7 Resolute Archangel
7 Rune-Scarred Demon
7 Elesh Norn, Grand Cenobite
8 Ashen Rider
8 Terastodon
9 Iona, Shield of Emeria
1 Path to Exile
3 Act of Authority
3 Gaze of Granite
4 Wrath of God
5 Vraska the Unseen
6 Austere Command
Ramp or Something:
1 Sol Ring
3 Harrow
3 Chromatic Lantern
3 Ashnod Altar
Reanimate Stuff:
2 Animate Dead
2 Exhume
3 Victimize
5 Unburial Rites
5 Beacon of Unrest
Self Mill:
2 Grisly Salvage
2 Commune with the Gods
2 Mulch
Utility:
1 Green Sun's Zenith
2 Nim Deathmantle
3 Chord of Challing
3 Buried Alive
6 Grim Flowering
Lands:
0 Temple Garden
0 Overgrown Tomb
0 Sunpetal Grove
0 Woodland Cemetery
0 Selesnya Sanctuary
0 Orzhov Basilica
0 Golgari Rot Farm
0 Command Tower
0 Temple of the False God
0 Reliquary Tower
0 Vault of the Archangel
0 Bojuka Bog
0 Grim Backwoods
0 Riftstone Portal
0 Sandsteppe Citadel
0 Terramorphic Expanse
0 Evolving Wilds
0 Naya Panorama
0 Jund Panorama
7 Forest
6 Plains
6 Swamp
It has some really odd choices I know I'm Slowly Getting Cards for this thing...I assume...I should Focus on the lands ATM...Because they kinda suck
Advices?
Yes Arbiter is there mostly coz my playgroup is filled with "You are in 10" effects, those which I'm normally victim of so I use it to hold myself on the game a little longer (I guess that having ResArch might be enough to combat that), but I see how it should be out...
Reducing the curve also seems like something I should do...well mostly becuase this used to be a Teneb Deck which was more of the Mill/Reanimate/not cast type of Deck I should easy then with new inclusions.
I think I can make some emergency Changes to this while I get the cards you suggested...say I can replace Path with a O-Ring which will up the number of Sun Titan Targets...plus O-Ring hits more stuff I guess...
I certantly want to get a Wake the Dead...but Commanders Deck hasn't even reached my Playstore yet...Will get one as soon as those arrive here.
I think the biggest change you should make is your curve. You have 35 lands with 6 (7, maybe. Ashnod's Altar isn't really a ramp card) pieces of ramp, and you're running 11 cards with cmc 7+. Reanimation is a reasonable plan for some of those hugely expensive creatures, but you would need some way to dump them into the yard the first time, and you're not even running a significant number of reanimation effects. Enough that you can expect to see one or two every game, but not enough to make that a dedicated strategy. I'd pick your favorite five or six of your top end creatures, then replace the rest with ramp and additional lands. First, I'd up your land count to at least 38. You want to hit all of your land drops, or the ramp just functions as worse card draw. I'd aim to have roughly half your deck dedicated to your manabase if you want to run that top heavy. There's a lot of basic land ramp out there: Cultivate and Kodama's Reach put you up a mana and give you your next land drop, Explosive Vegetation jumps your from 4 to 7 as long as you hit your 5th land, Farseek and Rampant Growth are unexciting but solid, Farhaven Elf is another effect attached to a creature, and there are more similar effects than you're ever going to want to fit in the deck. Adding these means you actually have a chance to cast your pricey stuff in a reasonable time frame. Adding additional ramp will also fix your colors in game, so you're not going to feel the effects of a shakier manabase so much.
If you're worried about the life setting effects, I would just find some way to get some incidental lifegain in there. Something like True Conviction or Loxodon Warhammer will take you back out of danger while still pushing your gameplan of killing the other players.
Added some dig, and more lands let's see how this works