This is my Reaper King deck that I am putting together for my playgroup who wanted to do a horror trope theme like Vampires, Werewolves,Zombies etc it finally got me to start making it and what I have below is the list I have been brewing up. One of the weaknesses I think I am having is the lack of tutoring but I have no idea what to remove or change to make room for more. The deck works most other King decks by landing a early Conspiracy or Xenograft casting your commander then proceeding to play clones or changlings to get the most out of his ability before he gets removed from the field. The clones in the deck also serve as an alternative win con encase Reaper King gets removed too many times to make it viable to cast him, I can clone my opponents creatures and then clear the way to kill them that way.
If there any suggestions outside of tutor cards I should change I am open to it, though I am trying to keep this deck under $300 initially I am willing to upgrade the deck as I go but would rather not drop a ton of money at once.
My Reaper King deck is artifact focused rather than changeling/shapeshifter focused, as seen here, but one key card I can suggest from it is Riptide Replicator.
I also play a heavy artifact centric version of Reaper King, with a focus on Unwinding Clock. But I've noticed that in your deck Unwinding Clock almost does nothing? What do you use it with?
Xenograft will not trigger the Reaper Kings destroy ability, only Conspiracy works like that. So not sure if you just put it in for the +1/+1?
I personally would play Cultivate over Rampant Growth. Hitting land drops as well as ramping is always nice.
Xenograft will not trigger the Reaper Kings destroy ability, only Conspiracy works like that. So not sure if you just put it in for the +1/+1?
Not sure if you just read the card wrong, but Xenograft does allow creatures to trigger Reaper King's ability. Xenograft is a blue version of Conspiracy, with the exception that Conspiracy also changes spells as they're cast or when they are elsewhere in your deck/graveyard. But Reaper King is triggered by entry of the creature onto the battlefield, not as it's cast or elsewhere, so these additional components are irrelevant. With Xenograft in play, the creature will enter the battlefield as a scarecrow, and trigger Reaper King's ability.
I will definitely take into account your deck, I did make changes to mine last night but just got around to checking this post and making those changes. Let me know what you think and if I need to change anything else around to really make the most of the deck.
If there any suggestions outside of tutor cards I should change I am open to it, though I am trying to keep this deck under $300 initially I am willing to upgrade the deck as I go but would rather not drop a ton of money at once.
1x Adaptive Automaton
1x Avenger of Zendikar
1x Chameleon Colossus
1x Clever Impersonator
1x Clone
1x Dack's Duplicate
1x Deadeye Navigator
1x Grim Poppet
1x Disciple of Bolas
1x Evil Twin
1x Farhaven Elf
1x Mirror Entity
1x Lurebound Scarecrow
1x Myr Battlesphere
1x Padeem, Consul of Innovation
1x Phyrexian Metamorph
1x Wicker Warcrawler
1x Sakura-Tribe Elder
1x Scarecrone
1x Scuttlemutt
1x Shapesharer
1x Academy Rector
1x Sidisi, Undead Vizier
1x Taurean Mauler
1x Wild-Field Scarecrow
1x Wood Elves
1x Yavimaya Elder
Enchantment (4)
1x Conspiracy
1x Phyrexian Arena
1x Rhystic Study
1x Xenograft
1x Arcane Sanctum
1x City of Brass
1x Command Tower
1x Evolving Wilds
1x Exotic Orchard
1x Forbidden Orchard
7x Forest
1x Frontier Bivouac
4x Island
1x Jungle Shrine
1x Mana Confluence
2x Mountain
1x Mystic Monastery
1x Nomad Outpost
1x Opulent Palace
2x Plains
1x Sandsteppe Citadel
1x Savage Lands
1x Seaside Citadel
2x Swamp
1x Vivid Crag
1x Vivid Creek
1x Vivid Grove
1x Vivid Marsh
1x Vivid Meadow
Instant (8)
1x Anguished Unmaking
1x Beast Within
1x Cyclonic Rift
1x Enlightened Tutor
1x Vampiric Tutor
1x Path to Exile
1x Return to Dust
1x Swords to Plowshares
1x Riptide Replicator
1x Blade of Selves
1x Chromatic Lantern
1x Coalition Relic
1x Commander's Sphere
1x Fellwar Stone
1x Lightning Greaves
1x Mimic Vat
1x Nim Deathmantle
1x Panharmonicon
1x Sol Ring
1x Swiftfoot Boots
Sorcery (9)
1x Diabolic Tutor
1x Explosive Vegetation
1x Hull Breach
1x Kodama's Reach
1x Cultivate
1x Rite of Replication
1x Supreme Verdict
1x Vandalblast
1x Wrath of God
Planeswalker (1)
1x Tezzeret the Seeker
Changes to the deck are as followed
OUT:
Unwinding Clock
Diluvian Primordial
Sphinx of Uthuun
Reclamation Sage
Rampant Growth
Faith's Reward
Shriekmaw
Mulldrifter
Sepulchral Primordial
IN:
Riptide Replicator
Adaptive Automaton
Academy Rector
Vampiric Tutor
Demonic Tutor
Grim Poppet
Cultivate
Wicker Warcrawler
Lurebound Scarecrow
Xenograft will not trigger the Reaper Kings destroy ability, only Conspiracy works like that. So not sure if you just put it in for the +1/+1?
I personally would play Cultivate over Rampant Growth. Hitting land drops as well as ramping is always nice.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Not sure if you just read the card wrong, but Xenograft does allow creatures to trigger Reaper King's ability. Xenograft is a blue version of Conspiracy, with the exception that Conspiracy also changes spells as they're cast or when they are elsewhere in your deck/graveyard. But Reaper King is triggered by entry of the creature onto the battlefield, not as it's cast or elsewhere, so these additional components are irrelevant. With Xenograft in play, the creature will enter the battlefield as a scarecrow, and trigger Reaper King's ability.
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