This deck looks like something I could get into and have been thinking about BUG for a bit. Really like the politics angle of playing people against the current threat/leader using the activated ability. Seems like could make for some interactive games and utilizing the yard without being totally reliant on it is also pretty appealing. Would be cool to see some of the non-Doomsday lists as my play group and LGS tend to frown on that kind of thing but we have been in a bit of an arms race lately so may end up trying it out.
Gasitur, and the Foldem' Gang. Get it? Because he gives you never ending gas and... I'll show myself out.
Jeez guys, I've been busy in life. I've got my list all put together now, and was gifted a cheap, dying laptop by an annoyed party who wished for me to have easier PC access.
You'll note zero doomsday. I just feel like the deck is significantly better without it, even though the package is real powerful. I'm instead working on acquiring value and killing things, both core philosophies I can get behind. The most questionable cards here (imo) are Underworld Connections, Kiora's Follower, and Temporal Trespass. The first and second are bonkers, never question 'em. UC gets busted by Kiora's Follower, Seedborn Muse, Prophet of Kruphix, etc. The delve Time Warp is mostly as an extremely good graveyard filter that also explores, but its looking like I may replace it with Voyaging Satyr, because a second Kiora's Follower would be aces. 2 mana ramp that doesn't go to my 'yard? Yes, please.
Oooo. New list. I like it. It's got some sweet interactions that I look forward to trying out myself.
This is my Reanimator blended with control list. This is a rough list to test some cards that I've always wanted to try with the basic shell of Reanimator and control. Note that my playgroup has a personal house rule of letting Primeval Titan running free. Like he should. Anyways, without further ado:
I'm still working on making the manabase a little more coherent, but I've been very happy with the maindeck. Tasigur is seriously powerful, and being able to take the role of the Control player for the beginning of the game is really nice. I tend to just use the table to help me shut down the people trying to combo when nobody else is able to, and then take control of the game later on.
Jeez guys, I've been busy in life. I've got my list all put together now, and was gifted a cheap, dying laptop by an annoyed party who wished for me to have easier PC access.
The list is missing Cyclonic Rift, I am guessing that was an oversight.
Jeez guys, I've been busy in life. I've got my list all put together now, and was gifted a cheap, dying laptop by an annoyed party who wished for me to have easier PC access.
The list is missing Cyclonic Rift, I am guessing that was an oversight.
Av kind of hates this card. Not sure if it was intentionally omitted but I wouldn't be surprised.
Jeez guys, I've been busy in life. I've got my list all put together now, and was gifted a cheap, dying laptop by an annoyed party who wished for me to have easier PC access.
The list is missing Cyclonic Rift, I am guessing that was an oversight.
Av kind of hates this card. Not sure if it was intentionally omitted but I wouldn't be surprised.
No, it was stolen from me. Again. Second time its happened. Its realistically my third solid wipe.
See, I thought LftL was going to be nuts for a bunch of reasons. First, the card builds an an engine that fills my yard on its own. Second, strip mine synergy! Third, awesome Intuition packages of LftL, Strip Mine, Lonely Sandbar. Well, it turns out that everything LftL did was too slow and required too many bad cards while simultaneously weakening my Tasigur plan (I was rarely not given LftL).
See, I thought LftL was going to be nuts for a bunch of reasons. First, the card builds an an engine that fills my yard on its own. Second, strip mine synergy! Third, awesome Intuition packages of LftL, Strip Mine, Lonely Sandbar. Well, it turns out that everything LftL did was too slow and required too many bad cards while simultaneously weakening my Tasigur plan (I was rarely not given LftL).
Basically, the card did more harm than good.
I've had the opposite experience--but I also run ways of playing extra lands, which makes Life from the Loam also a great ramp engine. With that in addition to Strip Mine/Wasteland locks and filling up graveyard as bonuses, the card does a lot more work. Although if you're not running Azusa, Lost but Seeking, Oracle of Mul Daya, and Exploration/Burgeoning, I don't like the card much.
As for other cards, have you considered Stubborn Denial? It's pretty easy to get Tasigur out and activate ferocious, but even before that, a noncreature-only Force Spike is surprisingly relevant, especially against more competitive decks. It has countered a number of turn 1 Sol Rings for me. Obviously it wouldn't be playable without the Fercious ability, but it's not dead if Tasigur happens to be absent.
Another card I've been surprisingly fond of is Diabolic Intent. Even though this deck is fairly creature-light, and though there are some value creatures that can be disposed of, I've found that this card works pretty well just because our Commander can make his mana cost ridiculously low. As the game goes on, it's often fairly easy to just sacrifice Tasigur, fetch something relevant, and then replay him, delving away all the spells you don't want back in your graveyard.
Hey, we talked about this a little yesterday but I want to write my full argument here for archiving purposes and so others can chime in.
Almost every part of this deck works wonderfully with the gameplan. The counterspells slow down your opponents so you can stabilize, the ramp spells are permanent-based, the delve spells make Tas good again after your 'yard is filled with junk, and the abundance of instants makes Prophet and Muse solid and game-defining cards. The one aspect of the deck that in my opinion doesn't fit well is the reanimator subtheme. First of all, it comes with inherent risks - flipping something like Jin-G by mistake with Tas gives others an opportunity to take advantage of it and reanimate it. I also think your reanimates don't do very much work. Admittedly they may do well as long as you're playing against a specific graveyard deck in your meta (hey, I'll take any advertising I can get), but there's a difference between metagaming and being inbred. You've expressed concerns about securing a win with Palinchron exiled once you're in a dominant position. You said you can consistently cast Jin-G, and that reanimating him was just gravy. Realistically you can't cast him that often, and if you can, then play Time Stretch instead as a wincon (Deadeye + E Wit + Time Stretch is infi turns). You talk about Dread Return making Intuition piles really good because you can tutor something like Jin-G + C Sphinx + Dread Return, but for this to work you need the three creatures already, and I don't often see you having three you want to spare, and you complain about drawing DR and having it sit in your hand all the time. If you really want to go reanimator, BUG reanimator is good, but ultimately reanimator and control are just getting in front of each other.
Hey, we talked about this a little yesterday but I want to write my full argument here for archiving purposes and so others can chime in.
Almost every part of this deck works wonderfully with the gameplan. The counterspells slow down your opponents so you can stabilize, the ramp spells are permanent-based, the delve spells make Tas good again after your 'yard is filled with junk, and the abundance of instants makes Prophet and Muse solid and game-defining cards. The one aspect of the deck that in my opinion doesn't fit well is the reanimator subtheme. First of all, it comes with inherent risks - flipping something like Jin-G by mistake with Tas gives others an opportunity to take advantage of it and reanimate it. I also think your reanimates don't do very much work. Admittedly they may do well as long as you're playing against a specific graveyard deck in your meta (hey, I'll take any advertising I can get), but there's a difference between metagaming and being inbred. You've expressed concerns about securing a win with Palinchron exiled once you're in a dominant position. You said you can consistently cast Jin-G, and that reanimating him was just gravy. Realistically you can't cast him that often, and if you can, then play Time Stretch instead as a wincon (Deadeye + E Wit + Time Stretch is infi turns). You talk about Dread Return making Intuition piles really good because you can tutor something like Jin-G + C Sphinx + Dread Return, but for this to work you need the three creatures already, and I don't often see you having three you want to spare, and you complain about drawing DR and having it sit in your hand all the time. If you really want to go reanimator, BUG reanimator is good, but ultimately reanimator and control are just getting in front of each other.
You know, as time progressed, I thought the reanimator theme fit less and less. I feel that the BUG generals have their own very solid archetypes:
Mimeo- Reanimator
Damia- Goodstuff Combo
Tasigur- Control
After playing a few more games at my University's Magic club, I think I would tend to agree with the thoughts about Reanimator. It does seem to conflict a lot with the overall game plan of control. I lent someone my mono-blue Memnarch deck and someone else was playing The Mimeoplasm, and there were a number of times when I wished I had a counterspell or a piece of removal instead of a reanimator spell or fattie. I'll give it some more testing, to be sure, but I am leaning towards the observations shared here. Although it was sweet to play Living Death into a win because I reanimated 7 dudes to no one else's dudes. 'Twas an epic win. Tempt with Discovery was awesome in that game, enabling me to assemble Urborg + Coffers and make ludicrous amounts of mana.
I feel wrong not having Reanimate and Necromancy myself, however. Both function as recursive threats (thanks Prophet) and one lets me keep other combo players honest. I'm playing Time Warp combo though, over the rest of the stuff. No more J-Tax, as brutal as he is.
Considered Tolaria West? Grabs utility lands or a pact. But it looks like you cut slaughter. I know your combo and go much faster than mine but with stuff like LftL and CoW it can be pretty useful.
Tolaria West has proved pretty useful for me as well.
I got to play some games today with Tasigur, and this guy continues to surprise me with how potent he is. I played a couple games where I was the definite Archenemy fairly early on, and I took on 3 players while having Rhystic Study, Tasigur, and Prophet of Kruphix on the field, keeping them all at bay long enough for me to find the pieces of my combo. And then there were still other games where I was able to just bide my time, stopping people from comboing off, until Tasigur himself just finished off a couple players.
I've been liking the removal of the reanimation strategy. There are fewer hands where I have Jin-Gitaxias or something sitting in my hand uselessly, or having multiple reanimation spells without any targets. I'm currently playing a single Reanimate because the ability to rebuy a Prophet or Seedborn Muse is pretty invaluable.
This definitely is not a deck to play if you're looking to make friends, though. Not that I have any problem with that, I'm loving this general.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
Gasitur, and the Foldem' Gang. Get it? Because he gives you never ending gas and... I'll show myself out.
LoL!! Cute Razz
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
1x Ancient Tomb
1x Bayou
1x Bazaar of Baghdad
1x Bloodstained Mire
1x Bojuka Bog
1x Breeding Pool
1x Cabal Coffers
1x Cephalid Coliseum
1x City of Brass
1x Command Tower
1x Dryad Arbor
1x Flooded Grove
1x Flooded Strand
2x Forest
1x Island
1x Mana Confluence
1x Marsh Flats
1x Misty Rainforest
1x Overgrown Tomb
1x Phyrexian Tower
1x Polluted Delta
1x Reflecting Pool
1x Strip Mine
1x Sunken Ruins
2x Swamp
1x Tropical Island
1x Twilight Mire
1x Underground River
1x Underground Sea
1x Urborg, Tomb of Yawgmoth
1x Verdant Catacombs
1x Watery Grave
1x Windswept Heath
1x Wooded Foothills
1x Yavimaya Coast
1x Abrupt Decay
1x Arcane Denial
1x Beast Within
1x Crop Rotation
1x Death Rattle
1x Delay
1x Dig Through Time
1x Entomb
1x Force of Will
1x Intuition
1x Krosan Grip
1x Lim-Dul's Vault
1x Momentous Fall
1x Murderous Cut
1x Mystical Tutor
1x Pact of Negation
1x Reality Shift
1x Slaughter Pact
1x Snuff Out
1x Sultai Charm
1x Summoner's Pact
1x Swan Song
1x Vampiric Tutor
1x Voidslime
1x Worldly Tutor
//Artifacts 5
1x Isochron Scepter
1x Mana Crypt
1x Scroll Rack
1x Sensei's Divining Top
1x Sol Ring
1x Sword of Feast and Famine
//Enchantments 6
1x Necromancy
1x Phyrexian Arena
1x Rhystic Study
1x Sylvan Library
1x Training Grounds
1x Underworld Connections
1x Birds of Paradise
1x Consecrated Sphinx
1x Crypt Ghast
1x Deadeye Navigator
1x Deathrite Shaman
1x Eternal Witness
1x Faerie Macabre
1x Jin-Gitaxias, Core Augur
1x Kiora's Follower
1x Oracle of Mul Daya
1x Palinchron
1x Phantasmal Image
1x Prophet of Kruphix
1x Seedborn Muse
1x Snapcaster Mage
1x Vorinclex, Voice of Hunger
//Sorceries 10
1x Decree of Pain
1x Demonic Tutor
1x Dread Return
1x Green Sun's Zenith
1x Reanimate
1x Temporal Trespass
1x Tempt with Discovery
1x Tooth and Nail
1x Toxic Deluge
1x Windfall
You'll note zero doomsday. I just feel like the deck is significantly better without it, even though the package is real powerful. I'm instead working on acquiring value and killing things, both core philosophies I can get behind. The most questionable cards here (imo) are Underworld Connections, Kiora's Follower, and Temporal Trespass. The first and second are bonkers, never question 'em. UC gets busted by Kiora's Follower, Seedborn Muse, Prophet of Kruphix, etc. The delve Time Warp is mostly as an extremely good graveyard filter that also explores, but its looking like I may replace it with Voyaging Satyr, because a second Kiora's Follower would be aces. 2 mana ramp that doesn't go to my 'yard? Yes, please.
#moneypile
BUG Tasigur GUB
#buglyfe
This is my Reanimator blended with control list. This is a rough list to test some cards that I've always wanted to try with the basic shell of Reanimator and control. Note that my playgroup has a personal house rule of letting Primeval Titan running free. Like he should. Anyways, without further ado:
1 Tasigur, the Golden Fang
Creatures
1 Vorinclex, Voice of Hunger
1 Jin-Gitaxias, Core Augur
1 Consecrated Sphinx
1 Primeval Titan
1 Terastodon
1 Palinchron
1 Mikaeus, the Unhallowed
1 Triskelion
1 Rune-Scarred Demon
1 Woodfall Primus
1 Kederekt Leviathan
1 Prophet of Kruphix
1 Seedborn Muse
1 Deadeye Navigator
1 Glen Elendra Archmage
1 Gilded Drake
1 Venser, Shaper Savant
1 Phantasmal Image
1 Eternal Witness
1 Deathrite Shaman
1 Birds of Paradise
1 Azusa, Lost but Seeking
1 Phyrexian Delver
1 Putrefy
1 Force of Will
1 Counterspell
1 Entomb
1 Voidslime
1 Mystical Tutor
1 Beast Within
1 Dismember
1 Sudden Death
1 Vampiric Tutor
1 Sultai Charm
1 Swan Song
1 Arcane Denial
1 Frantic Search
1 Intuition
1 Fact or Fiction
1 Forbidden Alchemy
1 Dig Through Time
1 Skeletal Scrying
1 Thirst for Knowledge
Sorceries
1 Ponder
1 Dread Return
1 Buried Alive
1 Reanimate
1 Victimize
1 Living Death
1 Tooth and Nail
1 Demonic Tutor
1 Tempt with Discovery
1 Regrowth
1 Life from the Loam
1 Careful Study
1 Animate Dead
1 Dance of the Dead
1 Greater Good
1 Survival of the Fittest
1 Necromancy
1 Pernicious Deed
Artifacts
1 Sol Ring
1 Crucible of Worlds
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
1 Azusa, Lost but Seeking
1 Consecrated Sphinx
1 Deadeye Navigator
1 Eternal Witness
1 Faerie Macabre
1 Oracle of Mul Daya
1 Palinchron
1 Phantasmal Image
1 Prophet of Kruphix
1 Scavenging Ooze
1 Seedborn Muse
1 Snapcaster Mage
1 Teferi, Mage of Zhalfir
1 Vorinclex, Voice of Hunger
Sorceries
1 Damnation
1 Demonic Tutor
1 Diabolic Intent
1 Life from the Loam
1 Merchant Scroll
1 Reanimate
1 Tooth and Nail
1 Toxic Deluge
1 Yawgmoth's Will
Enchantments
1 Animate Dead
1 Exploration
1 Necropotence
1 Rhystic Study
1 Training Grounds
1 Sylvan Library
1 Sol Ring
1 Mox Diamond
1 Chrome Mox
Planeswalkers
1 Jace, the Mind Sculptor
Instants
1 Arcane Denial
1 Beast Within
1 Constant Mists
1 Counterspell
1 Cyclonic Rift
1 Force of Will
1 Hinder
1 Intuition
1 Krosan Grip
1 Misdirection
1 Muddle the Mixture
1 Murderous Cut
1 Mystical Tutor
1 Nature's Claim
1 Pact of Negation
1 Pongify
1 Rapid Hybridization
1 Snuff Out
1 Stubborn Denial
1 Submerge
1 Sultai Charm
1 Summoner's Pact
1 Swan Song
1 Vampiric Tutor
1 Voidslime
1 Ancient Tomb
1 Bloodstained Mire
1 Breeding Pool
1 Cavern of Souls
1 Cephalid Coliseum
1 City of Brass
1 Command Tower
1 Exotic Orchard
1 Forbidden Orchard
6 Forest
1 Hinterland Harbor
6 Island
1 Llanowar Wastes
1 Marsh Flats
1 Opulent Palace
1 Overgrown Tomb
1 Polluted Delta
1 Reflecting Pool
1 Reliquary Tower
1 Scalding Tarn
3 Swamp
1 Underground River
1 Urborg, Tomb of Yawgmoth
1 Volrath's Stronghold
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Woodland Cemetary
I'm still working on making the manabase a little more coherent, but I've been very happy with the maindeck. Tasigur is seriously powerful, and being able to take the role of the Control player for the beginning of the game is really nice. I tend to just use the table to help me shut down the people trying to combo when nobody else is able to, and then take control of the game later on.
LegacyUBRDelverRBU
The list is missing Cyclonic Rift, I am guessing that was an oversight.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Av kind of hates this card. Not sure if it was intentionally omitted but I wouldn't be surprised.
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
No, it was stolen from me. Again. Second time its happened. Its realistically my third solid wipe.
#moneypile
BUG Tasigur GUB
#buglyfe
Basically, the card did more harm than good.
#moneypile
BUG Tasigur GUB
#buglyfe
I've had the opposite experience--but I also run ways of playing extra lands, which makes Life from the Loam also a great ramp engine. With that in addition to Strip Mine/Wasteland locks and filling up graveyard as bonuses, the card does a lot more work. Although if you're not running Azusa, Lost but Seeking, Oracle of Mul Daya, and Exploration/Burgeoning, I don't like the card much.
As for other cards, have you considered Stubborn Denial? It's pretty easy to get Tasigur out and activate ferocious, but even before that, a noncreature-only Force Spike is surprisingly relevant, especially against more competitive decks. It has countered a number of turn 1 Sol Rings for me. Obviously it wouldn't be playable without the Fercious ability, but it's not dead if Tasigur happens to be absent.
Another card I've been surprisingly fond of is Diabolic Intent. Even though this deck is fairly creature-light, and though there are some value creatures that can be disposed of, I've found that this card works pretty well just because our Commander can make his mana cost ridiculously low. As the game goes on, it's often fairly easy to just sacrifice Tasigur, fetch something relevant, and then replay him, delving away all the spells you don't want back in your graveyard.
Almost every part of this deck works wonderfully with the gameplan. The counterspells slow down your opponents so you can stabilize, the ramp spells are permanent-based, the delve spells make Tas good again after your 'yard is filled with junk, and the abundance of instants makes Prophet and Muse solid and game-defining cards. The one aspect of the deck that in my opinion doesn't fit well is the reanimator subtheme. First of all, it comes with inherent risks - flipping something like Jin-G by mistake with Tas gives others an opportunity to take advantage of it and reanimate it. I also think your reanimates don't do very much work. Admittedly they may do well as long as you're playing against a specific graveyard deck in your meta (hey, I'll take any advertising I can get), but there's a difference between metagaming and being inbred. You've expressed concerns about securing a win with Palinchron exiled once you're in a dominant position. You said you can consistently cast Jin-G, and that reanimating him was just gravy. Realistically you can't cast him that often, and if you can, then play Time Stretch instead as a wincon (Deadeye + E Wit + Time Stretch is infi turns). You talk about Dread Return making Intuition piles really good because you can tutor something like Jin-G + C Sphinx + Dread Return, but for this to work you need the three creatures already, and I don't often see you having three you want to spare, and you complain about drawing DR and having it sit in your hand all the time. If you really want to go reanimator, BUG reanimator is good, but ultimately reanimator and control are just getting in front of each other.
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
You know, as time progressed, I thought the reanimator theme fit less and less. I feel that the BUG generals have their own very solid archetypes:
Mimeo- Reanimator
Damia- Goodstuff Combo
Tasigur- Control
LegacyUBRDelverRBU
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
#moneypile
BUG Tasigur GUB
#buglyfe
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
I got to play some games today with Tasigur, and this guy continues to surprise me with how potent he is. I played a couple games where I was the definite Archenemy fairly early on, and I took on 3 players while having Rhystic Study, Tasigur, and Prophet of Kruphix on the field, keeping them all at bay long enough for me to find the pieces of my combo. And then there were still other games where I was able to just bide my time, stopping people from comboing off, until Tasigur himself just finished off a couple players.
I've been liking the removal of the reanimation strategy. There are fewer hands where I have Jin-Gitaxias or something sitting in my hand uselessly, or having multiple reanimation spells without any targets. I'm currently playing a single Reanimate because the ability to rebuy a Prophet or Seedborn Muse is pretty invaluable.
This definitely is not a deck to play if you're looking to make friends, though. Not that I have any problem with that, I'm loving this general.
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog