Yeah, that is something that I have thought about and should probably work into the deck. Even with Thalia I could play Abrupt Decay. I'll have to tweak around a bit.
I've been playing this deck since RTR was released and I have been loving it. It has great matchups with a lot of decks in game 1. I really like this deck against Spirit Jund. Lotleth Troll is great against their Lightning Bolt's and puts the cards we want into our graveyard at the same time. One of the best things this deck can do is attack on turn 2 with multiple Vengevine's.
The one thing I wish the deck could have is a way to sac Gravecrawler. Being able to cast him multiple times in a turn would make the Vengevine's even that much better than they are right now.
Any imput on this deck would be greatly appreciated, and I'll do my best not to rage if you have a different opinion than me ;D
Here's a deck I've been piloting with great success recently. The deck has the engine to allow for reanimation, but uses tokens as a way to fight without a fattie. Even though Bonfire of the Damned isn't seeing much play right now, Thundermaw Hellkite is, which is why I like to play the anthems.
I like to play 3 Angel of Serenity because she will always make an impact when she enters the battlefield. She cleans up the mess and allows you to take over the game. I was initially only running 2, but I think all 3 are needed to effectively fight off the decks that run multiples of her. Being able to have your angel holding down all their creatures is the best way to beat angel decks.
2 Griselbrand because he's just good. Gaining 7 life will bring you back from dead to alive, and if you're ahead when he comes into play, then you will never have an empty hand. He's one of the best creatures you can be reanimating on turn 4.
A single Drogskol Reaver rounds out the targets. I think he should be seeing a lot of play and I'm surprised he isn't. 3/5 with double strike is serious business right now. He can fend off against a lot of the threats in standard easily. The added benefit of gaining 6 life and drawing 2 cards when he attacks or blocks is pure gold. I've been thinking of upping the number of this card, I just haven't found the room yet.
Getting the Fatties:
This is quite obvious but Forbidden Alchemy is our best (and sadly, one of the only) ways of getting the cards we want into our graveyard. The full 4 allows us to have this card as often as possible.
Unurial Rites is the way to get the fatties back. I'm only running 3 since the 4 Forbidden Alchemy's are the only way to fill the graveyard.
Protection:
The four counter spells are there to hold off any funny business our opponent will try to do. Snapcaster Mage allows us to play these spells again, blah blah blah, you've seen it before. 2 Detention Sphere in the main allows me to maintain a bit more control on the game. It may seem odd, but it always serves a purpose.
Token Package:
This deck originally formed from playing pure Esper tokens, but I found that it was lacking a little bit. This is what remained after I threw in the reanimation package. 4 Lingering Souls feels like the normal that graveyard decks want to be playing. I like playing 3 Midnight Haunting because I can play it after a Thundermaw Hellkite trigger and block to stay alive.
One of the big reasons I kept the token package in was to play Entreat the Angels. I simple love this card. Sure it can be awkward to draw early, but late game it will allow you to win on the spot. This card might look like it doesn't belong in a reanimator deck, but I absolutely love this.
The four anthems, currently 2 Intangible Virtue and 2 Favorable Winds is for balance purposes. I'm play 6 non token creatures that all have flying, so Favorable Winds pumps them. It might be wrong, and I should go back to playing 4 Intangible Virture, but for now, I like making my Fatties bigger.
Any advice you have would be greatly appreciated. The deck has had a lot of play, and has a slight bit of trouble with hyper aggro decks, but with the right sideboard plan it should be fine.
i would love to, only this thursday at 9pm Pacific (12am EST) i will be at the pre-release for Skyrim... Any other times though, including next thursday I would totally be down for it.
Not quite sure what I am doing wrong, but it wont add the cards to MWS for me. I followed all the steps on the post but it either says "added 0 of 0 cards" or gives me "Current grid must be MASTER-like type". any help would be appreciated
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Figured it out. I wasn't using the Master.mwbase, i was using my back up. sorry for that.
3 Stoneforge Mystic
3 Knight of the Reliquary
4 Deathrite Shaman
4 Dark Confidant
1 Scavenging Ooze
1 Qasali Pridemage
Artifacts:
1 Batterskull
1 Sword of Light and Shadow
1 Umezawa's Jitte
2 Sensei's Diving Top
2 Pernicious Deed
1 Sylvan Library
Spells:
4 Swords to Plowshares
1 Path to Exile
3 Abrupt Decay
1 Maelstrom Pulse
2 Green Sun's Zenith
Planeswalkers:
1 Liliana of the Veil
1 Garruk Relentless
Land:
3 Scrubland
3 Savannah
3 Bayou
3 Marsh Flats
3 Verdant Catacomb
2 Windswept Heath
1 Karakas
1 Dryad Arbor
1 Maze of Ith
1 Plains
1 Swamp
1 Forest
No sideboard yet, but any suggestions would be awesome.
4x Deathrite Shaman
4x Diregraf Ghoul
4x Gravecrawler
4x Lotleth Troll
3x Thalia, Guardian of Thraben
4x Tidehollow Sculler
4x Oona's Prowler
4x Vengevine
2x City of Brass
4x Gemstone Mine
1x Godless Shrine
4x Marsh Flats
3x Overgrown Tomb
3x Swamp
4x Verdant Catacombs
I've been playing this deck since RTR was released and I have been loving it. It has great matchups with a lot of decks in game 1. I really like this deck against Spirit Jund. Lotleth Troll is great against their Lightning Bolt's and puts the cards we want into our graveyard at the same time. One of the best things this deck can do is attack on turn 2 with multiple Vengevine's.
Turn 1: Fetchland, Deathrite Shaman
Turn 2: Either Lotleth Troll or Oona's Prowler. Discard X Vengevine's then cast any of the 1 drops.
Being able to recur 12 of our creatures when needed makes this deck very strong against removal.
Only running the 4 non creature spells makes Thalia, Guardian of Thraben amazing. Along with Tidehollow Sculler, the matchup against combo decks isn't a lost cause in game 1.
The one thing I wish the deck could have is a way to sac Gravecrawler. Being able to cast him multiple times in a turn would make the Vengevine's even that much better than they are right now.
Any imput on this deck would be greatly appreciated, and I'll do my best not to rage if you have a different opinion than me ;D
3 Angel of Serenity
2 Griselbrand
1 Drogskol Reaver
Getting the Fatties
4 Forbidden Alchemy
3 Unburial Rites
Protection
2 Dissipate
2 Syncopate
2 Detention Sphere
2 Snapcaster Mage
1 Azorius Charm
4 Lingering Souls
3 Midnight Haunting
3 Entreat the Angels
2 Intangible Virtue
2 Favorable Winds
Lands
4 Hallowed Fountain
4 Glacial Fortress
4 Drowned Catacomb
4 Isolated Chapel
3 Plains
1 Island
2 Swamp
2 Vault of the Archangel
Reanimation Targets:
2 Griselbrand because he's just good. Gaining 7 life will bring you back from dead to alive, and if you're ahead when he comes into play, then you will never have an empty hand. He's one of the best creatures you can be reanimating on turn 4.
A single Drogskol Reaver rounds out the targets. I think he should be seeing a lot of play and I'm surprised he isn't. 3/5 with double strike is serious business right now. He can fend off against a lot of the threats in standard easily. The added benefit of gaining 6 life and drawing 2 cards when he attacks or blocks is pure gold. I've been thinking of upping the number of this card, I just haven't found the room yet.
Getting the Fatties:
Unurial Rites is the way to get the fatties back. I'm only running 3 since the 4 Forbidden Alchemy's are the only way to fill the graveyard.
Protection:
Token Package:
One of the big reasons I kept the token package in was to play Entreat the Angels. I simple love this card. Sure it can be awkward to draw early, but late game it will allow you to win on the spot. This card might look like it doesn't belong in a reanimator deck, but I absolutely love this.
The four anthems, currently 2 Intangible Virtue and 2 Favorable Winds is for balance purposes. I'm play 6 non token creatures that all have flying, so Favorable Winds pumps them. It might be wrong, and I should go back to playing 4 Intangible Virture, but for now, I like making my Fatties bigger.
Any advice you have would be greatly appreciated. The deck has had a lot of play, and has a slight bit of trouble with hyper aggro decks, but with the right sideboard plan it should be fine.
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Figured it out. I wasn't using the Master.mwbase, i was using my back up. sorry for that.