You hate making friends and then stabbing them right in their own smug faces.
Other options for infinite mana generals
So why pick Thrasios and Smasher over any of the other general's that can win with infinite mana? Well sit your butts down and I'll tell you....right now...the colors. Yup...Thrasios and Smasher give you four colors to abuse. Now you can also use Yidris, Maelstrom Wielder or Kydele, Chosen of Kruphix with Vial Smasher, the feirce to get the same color but the problem is neither Yidris or Kydele have the infinite mana outlet we're looking for. Thrasios is the only option for a Simic outlet and Vial smasher the only option for adding black and red to the mix. Now just because they're the only option doesn't mean we're not working with power. But just in case you want another option here are a few suggestions for other colors...
Oona, Queen of the Fae is an option if you like just blue black reanimator. You get access to the best colors and can win via reanimating Palinchron and Deadeye Navigator. Play your general and then exile everyone's library.
Scion of the Ur-Dragon Now because he gives us all colors he may be the clear choice for reanimator. Generate infinite mana with whatever you feel like that day since you have all colors, play Scion, tutor up Niv-Mizzet, dragongenius and kill everyone. The problem with that is white doesn't really add anything to the combo and the reanimation targets in white (While great) make the mana more clunky than four colors would. Thrasios is basically a two-color deck that splashes for green and red but adding another color means you have to make sure you have all the colors when you go infinite. Thrasios needs colorless and to just be on board with green and blue, much easier and frankly he's a better option when you can't go infinite as well.
"The best defense is saying no"
But first...A little story
So back when I was first playing magic all my friends were raving about EDH.
I used to just borrow decks of my friends and play them but none of them really felt at home until I played a Karador deck. I LOVED to reanimate some crazy creature and mess up whatever else my friends were planning. So over the next few months, I traded and traded and traded until I got a decent reanimator EDH. I loved using the spells to throw in some fatty and watch him go to work. I switched to Blue Black Green because I feel like Blue has better options for discard and searching than White and it was either Vorosh, The Hunter, Damia, Sage of Stone or The Mimeoplasm. I found that Tasigur is easily the most useful for mass reanimation decks. The guy reanimates two things and can empty opponents graves of pesky creatures they may want later. Damia and Vorosh don't have either of those so the choice was easy. I've updated the deck a lot since then and now my playgroup runs a lot more graveyard hate.
In October of 2015, I started testing Tasigur, the Golden Fang over Mimeoplasm as the general because I often didn't use plasm at all. With Tasigur he gave me more option to do what I want to do much earlier.
In June of 2017, I finally decided to use the Partners. Thrasios wins the game with infinite mana as well and can add colors to Tasigur. I chose Red because I tried white in the past and didn't care for it. The white cards added didn't do enough to the deck and made it a little more clunky than I would like. I added very few red cards and only ones that impacted the game heavily and made my plans faster.
This deck has been a work in progress since 2012 and with every change, I feel it getting closer to its eventual goal as the most optimal multiplayer reanimator shell.
Breya, Etherium Sculpter- Stax
Pretty much all the best stax cards in those colors and plenty of Breya synergy. Thankfully things like Worldgorger live through a Breya activation so it isn't difficult to continue. If Breya is on board consider things like Con Sphinx before Jin
Keranos, God of Storms-Land destruction control
Land your general and then wipe lands and creatures and kill from your general. Runs things like Land Equilibrium, Obliterate, and a ton of walkers
Queen Marchesa- Stax
An awesome deck that focuses on denying opponents resources while gaining card advantage. However, needs its own resources early so Terastodon and Void Winnower hurt a lot
Zur the Enchanter- 1 v 1 Actually impossible to beat
Easily the hardest thing to beat in 1 v 1 is Zur. Has all the low CMC answers, hand disruption and often a swing of Zur means Necropotence into a win. Playing Cautiously and smart is the best way to win. Of course, Gilded Drake helps
Other threats not in meta Kaalia of the vast
This lady is a huge threat because a swing often ends the game however if countered they often don't do anything else. Save your counters for them.
Scion of the Ur-Dragon- Hermit Druid Combo
Believe it or not, you can actually stop this deck. Killing druid isn't hard and if you counter necrotic ooze combo you can reanimate the ooze for yourself. Gilded Drake and counters make this a fight you can win
How well this deck fares against other EDH archetypes:
Stax
Mid-Range
Aggro
Creature Hate
Control
Milling
Pillow Fort
Graveyard Hate
There are 5 different cards in this build
Lands- Which I'm sure you know what they do
Fat creatures- We want them in the graveyard
Draw/Discard- Used to go through the deck and discard the fat creatures
Reanimation- Used to get back the big creatures
Other- Basic EDH goodies like ramp and some tricks for the deck
Early game
Ok, so basically I'm saying that games with this deck has two main goals.
One, you can reanimate a massive creature early on and hurt your opponents sources until you have victory. Or two, you can get to infinite mana and play your entire deck. But what about the turns to set up? Let's look at a few sample hands and see what cards would be good when and where.
At first glance this looks really good, you have a bazaar, a Mana drain, and enough land to play whatever you want. However, there is one huge problem with this hand. You have nothing to reanimate with or to target. Bazaar draws you cards every turn but it hurts your card advantage. It is not something I recommend playing on turn one and using. One, your opponents see that you have a bazaar and will target you for it. And two, it's entirely possible you wiff for the next two to three turns. In that case, you're dead on arrival. You can play your generals turn two and three but honestly, we can do a lot better. This is a perfect example of something we throw back
This is a very good hand. On turn two we can play Survival and throw away Razaketh next turn. Also having Library with survival works well. This way we can see what we're going to draw and if we don't like it we take the creature cards from the 3 cards shown and pitch it to survival to simply get new cards. Tutor up Jin-Gitaxias, core augur and dump him in the yard to find either Spellskite or Sylvan safekeeper (Safekeeper saves Jin while Spellskite saves Jin or the enchantment, but only once) At this point it should be easy to draw seven and get your game plan going.
It honestly does not get much better than this (Maybe with Force of Will back up). With this you can play your Underground sea turn one and then right before your turn you can entomb a huge threat. Even if someone has a Path to exile or Swords to plowshares you're fine because Sylvan safekeeper makes any spot removal useless. So unless there is a wrath coming up you're in the clear. Assuming your opponent did something insane like getting a turn two Kozilek, Butcher of Truth it's far better to get Gilded drake and steal the threat or nuke the artifacts before it can come out. The table will want to get rid of that player and you'll look like a hero. Granted in the next few turns you won't but that's not the point
Weakness (Mid game strategy)
"Public Enemy number one"
Sadly this deck has a few weaknesses and if you didn't have an insane first few turns you need to be able to answer these until you can control the board via land wipes or hand wipes.
Heavy counter decks can counter spells that would normally win the game.
Redundancy is a good answer to counterspells. Usually, they counter your reanimation spell and that would be that. However, there are so many cards that either get back cards or reanimate that all that does is remove one card from your hand.
Best bet against ooze is Gilded drake. Plan B would be to ramp with Sol ring and Mana Crypt to plan your fatty creatures the old fashioned way. The best way is to nuke opponents open green sources then go all out. Ooze is probably the biggest threat to the deck.
And of course just countering the pain in the butt is always an option
Unfortunately, the more people playing in a game, the more likely for them to have graveyard hate or a counter that screws you over. In cases like this, we go to plan B.
PLAN B
Early on finding an Abrupt decay or Nature's claim to destroy which card is giving you trouble should be the first priority. If that doesn't work and you can't get rid of those cards that turn off reanimate it's time to enter plan B.
Turn reanimation off for the time being (absurd I know, but bare with me) and go into ramp mode. Cards like Mana Crypt and Sol ring are now your best friends. With the draw/discard, spells be sure that whatever you're discarding isn't going to be too important late game. Since your opponent can destroy your graveyard whenever they want you to want to make sure that big cards that turn the game around are always in your hand. This is a problem when you can only have seven but the golden rule would be to keep at least one fatty and one reanimation spell. Make sure that the cards you toss to discard are not going to be cards that can destroy permanents like Rest in peace or Leyline of the Void.
Once you hit 8 mana you can bring the pain. Play your big creatures like Nezahal, primal tide and you can destroy the artifacts and enchantments that are hurting your deck with all that card advantage. Once those are gone you can resume piling your yard with creatures. Intuition shines here because you can bring in your combo pieces to win very quickly. But this is most important when facing a meta with things you're weak to and when you run a strong deck it's extremely important to remember...
Play defensively
Great, you landed a turn 3 fatty and are ready to wreck face. But what's this? Your opponent taps his Plains and exiles your creature. You gain 5 life and are now completely wrecked. One of the biggest problems I see is players playing all threats and no answers.
Now, let's say you wait one turn or put your creature in the grave end of opponents turn to ensure you have mana open. Your opponent goes to ruin your day and you promptly Swan song his spell (Bonus points to you if you honk when you play the spell). He now has a 2/2 goose and no hand.
This is the most important part of playing with threats. HAVE ANSWERS.
And most most most most importantly. More counters. Having just a few counters and hoping you can get them is just as good as having no counters.
Having mana open to counter threats is important. No one expects Swan song and it can ruin players. Force of Will is pricey but an absolute monster and I often tutor for it just to ensure things go my way. And when I do my win percentage skyrockets.
Now that you're causing damage it's time to end the game...assuming they haven't scooped yet.
PLAN C
Let's say that reanimation isn't working, you tried to reanimate. Things went south and now you're down a few cards you used to set up and have a big graveyard with no way to reanimate things....that's why our general is Thrasios. For only two mana and some exiled cards, you get a decent sized body that drowns you in card advantage. Assuming there isn't a better instant in your hand that you can combo or set up with this gives you the option to ramp at every end step or get the best card from your top two. Doesn't seem like much but in stalemates, it gives you an incremental advantage over opponents. You can get to critical mass fairly quickly since every card here is designed to sculpt a perfect hand or win on the spot. Vial Smasher can also help since She can whittle away people's life total slowly and make finishing them off easier if combo or reanimation isn't an option....speaking of combo...
Late game antics
What? Having a turn two Jin-Gixatais isn't good enough? Well fine. For the Johnny players, we have a combo that when set up promises victory: Combo
Throw Worldgorger Dragon in the graveyard somehow. I don't care how, Survival of the fittest, Entomb, Intuition all work well but you can also discard him from hand with any of the million filtering spells here. Afterward, reanimate him with any enchantment. He enters and exiles everything you own, including the enchantment. He gets put back in the yard, everything will enter again. Now you can tap your mana for more mana and then the enchantment will reanimate him again. This process repeats for infinite mana until you put the animate dead on another target. Now with infinite mana you can play Thraisos, activate him tons of times to draw your deck.
Also, if you have the most life you can just cast Pestilence demon and hit everyone for the highest life total (That's not yours)
It seems like this combo requires very specific cards to pull off but enough cards in the deck do something similar and there is enough tutor and draw/discard that setting up usually takes out a turn or two. Besides with your opponent worrying about the massive creatures you cheated out on turn two or three, there really isn't much you can't get away with.
CHOOSING YOUR TUTORS
So you have a tutor in hand but have no idea what to get, well I'll tell you! Vampiric tutor and Demonic tutor:
When you have a big creature and a way to reanimate it you search for a way to discard that creature. Early game the best bet is Frantic search since the mana cost is so low. Bazaar of baghdad also works very well but takes up a land drop in early game.
With a big creature and a discard spell you tutor for a way to reanimate it (duh). Reanimate serves well since it's only one mana if you want to do something else that turn.
With a reanimation and a discard spell, just search for whatever large creature you want to abuse. May I suggest Jin gitaxias, core augur?
When you have a way to reanimate and a tutor you must search for Entomb. Putting whatever you want in the grave for next turn is bonkers.
The question I get the most, is how do I make the most of Intuition?
It really depends on your situation.
Let's say the most common one. You have a reanimation spell in hand but nothing to reanimate. In 1v1 I usually get Terastodon,Jin-gitaxias, core augur, and Consecrated Sphinx It depends on if you want card advantage or you feel safe enough to wait a turn to get more threats back. However, depending on what you have in your grave it's often either Jin or Terastodon.
In Multiplayer I usually search for Jin-gitaxias, core augur,Consecrated Sphinx, or Sylvan-- I mean Sunderin--- Erm....Option C. Con Sphinx offer far more card advantage this way and it's not uncommon for you to have counterspells to protect it for the turns. Option C can really depend. Worldgorger if you have reanimation and it's safe.
It's rare but sometimes you want to intuition for cards that aren't fatties. Let's say late game you top deck it. You have a good chunk of fatties in the grave and you have victimize in the grave as well. By this point, Jin/Sire/Leviathan should have done some work and opponents should NOT have many resources. Sure they may have killed them before now you have what you need. Search for Snapcaster mage, Eternal witness, and Yawgmoth's will. If one of those is in the grave you can always get any reanimation spell and simply get it back. This way you reanimate witness/snappy and get back victimize for the win.
Why these Cards? CREATURES
This build runs a looooot of creatures. Nearly all of the creatures are either huge things to reanimate, things that discard/draw cards, or cards that interact with graveyards
Birds of Paradise- Excels mana so we can hit 3 mana early on. Plus giving color fixing means an early two blue or black open consistently.
consecrated Sphinx- Excels the deck into faster combo and more protection
Dark Confidant- Draws extra cards every turn, we have an average CMC less than 2 and we often tutor up the things that hurt into the yard so the threat is fairly minimal.
Deathrite Shaman- Exile threats, ramps, and can gain life. Like Birds of Paradise we can make sure we have access to two blue and two black as early as turn two with a turn one Deathrite.
Elves of deep shadow- While only producing black she ramps us to 3 mana early so often turns fetching a tropical island into elves means we can play pretty much anything the following turn
Elvish Mystic- Another turn one ramp that allows us to pretty much play anything the following turn
Gilded Drake- Utility to steal threats that may come down early and disrupt plans. Also, generally a really good card to have in the deck.
Where you're going you don't need a hand size
Jace, Vryn's Prodigy- An early looter that can also block, then turn into a walker. As a walker he usually allows us to use cards out of yard again to set up double entombs to get combo in the yard or protect or fatties with counterspells.
Jin-Gitaxias, Core Augur- The best thing to reanimate early game. Being able to get a new hand every turn and deny your opponents a hand altogether is just amazing. I cannot stress enough how important it is that he sticks to the table. Having someone Doom Blade him is fine, we will just get him back next turn but Path to exile or Swords to plowshares will ruin you. If you reanimate him make sure you have some answers in hand to make sure this doesn't happen.
Kederekt Levithan- Defensive reanimation to clear the board just before a twister effect. Also is abusable with enchantments for repeat mass bounce to stop opponents from gaining traction
Labrotory Maniac- Pretty much the main kill condition. Wins with tainted pact or with infinite mana
Niv-Mizzet, Parun- Big creature that draws cards and can kill pesky hatebears
Nezahal, Primal Tide- Big creature that draws us cards and serves as a discard outlet. Also is very hard to kill
Spellskite-Early protection that stops any spot removal and can often just be reanimated just in case.
Snapcaster Mage- Another counterspell, another entomb, another tutor, whichever you need and can be done at instant speed. Also, helps that he can be tutored via Survival of the fittest
Carpet of flowers- In a heavy blue meta, this often gives you two mana on turn two and three mana + every turn following.
Dance of the Dead- Cheap reanimation with a minor setback, also a Worldgorger combo
Mystic Remora- An early enchantment that draws a good amount of cards. Often we can pay for this while playing spells so if they want to stop us they have to give us cards
Necromancy- Cheap reanimation that can be used at instant speed to take out other reanimator builds. Worldgorger at instant speed if you really want
Search for azcanta- Acts like filtering early on and ramps later as well.
Survival of the Fittest- Discarding big creatures to set up for a Reanimate. Either way, you can discard and search for many creatures. And since we consider our graveyard in our hand then this is amazing.
Sylvan Library- Card draw and filtering. And if you don't like your next card there are plenty of ways to shuffle the deck and get new cards.
Planeswalkers
We run one walker...because he's absolutely insane
Dack Fayden- The best planeswalker in commander. Dack steals people's jewelry and when he's done he can filter your reanimation targets into the yard and draw you better cards. There is little reason to not play him if you can
Instants and Sorceries
Nearly all of the non-permanents in this build are spells that either tutor or have a draw/discard bonus with them.
Abrupt Decay- Kills nearly everything that the deck is weak against. Hitting a deathrite, scavenging ooze, or simply putting someone back a turn by killing rocks is very helpful.
Arcane Denial- Cheap counter. The downside doesn't matter when you are trying to combo off or protect Jin from removal.
Assassin's Trophy- Instant speed removal of pretty much anything with almost no drawback
Brainstorm- Best blue card ever. Draws three and then puts two back so I can fetch and get rid of them. Essentially a draw three.
Careful Study- Allows turn two reanimation pretty easy and overall decent and low CMC filter.
Counterspell- Counters everything that may be a threat.
Diabolic intent- Pretty much demonic tutor but needs a sacrifice. But with 4 low cmc dorks, snapcaster, and two generals it's easy to have it easily
Dig through time- Searches for two insane cards and can end the game very easily. The graveyard being filled up often and early means Dig through Time can be used much earlier than in other decks and with tons of consistency and fetch lands you have plenty to exile.
Dispel- 1 mana counterspell that gets a ton of relevant spells.
Entomb- Not only does it get us a huge creature it also puts it into the graveyard. The best turn one card you can possibly have in most cases. Can also get you counters/Removal if you have Jace or Snapcaster as an option
Force of Will- Free counter to make sure your fatty sticks. With most of the deck being blue and having multiple cards that do similar things it's fairly easy for this to be active.
Frantic Search- Free draw and discard. No reason to not play it.
Gamble- One mana tutor that often can set up wins. With so much redundancy it's rare that it can really hurt and sometimes does the set up for us.
Imperial Seal- One mana tutor to fetch up whatever is needed and put it on top
Intuition- Searching for three creatures to dump in the yard. Often we can make sure all three are put in via filter effects or Bazaar of Baghdad. Often this tutors up Jin-Gixatias, Worldgorger Dragon, and Con sphinx
Mission Briefing- Another snapcaster effect but also allows us to bin creatures or spells if they're on top. Works well with Vampiric tutor since you can find worldgorget with tutor then briefing in the dragon to the grave and re-cast tutor to find a win con
Negate- Usually a hard counter since a vast majority of the things we want to counter are not creatures.
Noxious Revival- Can save our own reanimation from exile, messes with people's graveyard effects, and can tutor our graveyard as well.
Ponder- Great dig card with and works well with all the shuffle effects.
Preordain- Another great way to dig to what cards you want.
Rakdos Charm- Stops opponents reanimation or combos that depend on graveyard, kills opponents swinging with infinite creatures, and the kill of an artifact is just gravy
SHOCK LANDS:Breeding pool, Overgrown tomb, and Watery grave- Shocks are pretty much duals. Losing two life is so irrelevant in a combo deck that it hardly matters. No stomping ground in here because the green and red are splashed in so I didn't want too many lands that tap for them exclusively. Blood crypt and Steam vents are also missing since once again red isn't really needed
BASICS: Forest and Island- This is mostly for blood moon and back to basic effects. With these two we can still play dorks and some counters. Usually we have a chrome mox or mox diamond out as well so it's not devastating but I feel like they're still useful
Ancient tomb- Excels our manabase so we can get threats our a turn earlier. With the curve pretty much stopping at three this means we can play anything in hand the following turn.
Bazaar of baghdad- There's a reason this card is banned in legacy. Draw and discard every turn for no mana? I'll take that any day. If you have issues getting one then Cephalid Coliseum is a good substitution.
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Also as a bonus, here's the worst misplay I've done Vs Karador (Derp)
I often get asked, Doom_blade, why don't you play X?
Here's some of the most popular cards and why I don't run them
Liliana of the veil- Absolute powerhouse...1 v 1. In multiplayer she's often a 3 mana discard and then dies. When I have the advantage she has little purpose and when I'm behind she dies to easy. Honestly, she's just not worth protecting outside of 1 v 1.
Jace, the mind sculptor- See above but times 10. He brainstorms or unsummons and then dies when I'm behind and when I'm winning he doesn't do anything other than draw me one extra card. Consecrated sphinx draws way more and gets me cards to protect itself and bashes for damage.
Tooth and nail- This often ends the game and pretty much is a huge bomb when it works. One problem...it's 9 mana. I can't remember the last time I got to 9 mana and didn't either loss or win by then. When you ramp into it...sure it's great but when I have infinite mana and can get what I want already before it....pass. I tested it out tons in the past and never really needed it.
Compulsive research- Instants are better than Soceries. That's really it. When playing competitively I'd rather have counter magic open and do things end of turn than hope for a good next 3 cards.
Show and tell- Because giving opponents a chance for eldrazi or omniscience is a terrible idea. Works great with kederekt leviathan but in that case I'm just getting a 5/5. Way too risky
Bribery- I usually have the fat creatures that I want to cheat out. I don't want to hope that opponents may have something I'd like. In every case that they don't have an eldrazi or something similar, it's a dead card to me.
Traumatize- Uncontrollable mill is bad. It can potentially mill win cons and many things you never want in the graveyard.
Hatred- Great card...in 1 v 1. This deck looses too much life to really risk killing in one shot anyway. And it's only good with the commander. Who I use as a last resort most of the time.
Defense of the heart- Hoping that opponents get to 3 creatures by the time it gets to my turn and it survives is too much risk. Seems like it would only work 1/3 of the time. That's not enough for me.
Tidespout tyrant- Another all star in 1 v 1. In multiplayer it falls behind leviathan and terastdon effects. And without a properly stocked hand he often does too little to be worth while.
Phantasmal image/Phyrexian metamorph "Clones- These work well with abusing effects like rune scarred demon for a big greater good chain or giving infinite mana with Palinchron however they work well with too few cards in the deck. Leviathan, Teraston, Rune scarred, and palinchron work well with them but that leaves another bunch that are just sub par. There are cases where they would be insane with survival of the fittest but you should be either binning Jin or going for a win with survival anyway
Skithiryx, the Blight Dragon- This only kills one person sometimes for 6 mana. This assumes they have no way to deal with it and if you don't have another answer on top of that 6 mana you just wasted your turn.
Also, we want to kill everyone, not just one person and then be targeted for the rest of the game.
Windfall- Anything that helps opponents draw cards isn't welcome here.
[c]Pact of negation[/c
Good counter but in a group with lots of LD and often we want to win before turn 5 so it's pretty useless here
Reality shift
Really good card for removal and can win with Tasigur infinite mana however my group doesn't run enough creatures for me to use this
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Haven't tested it out.
Seems like a sub-par entomb. Usually only need one fatty in the graveyard to so some a serious impact.
Besides, what would I take out for it?
have you ever tried think tank? it's a good card for dicarding and filtering your draws.
i would also try strands of night, it's VERY good.
Think tank looks like it could be really good. However with strands of night I really hate having to lose a land to get something back and I run only a few swamp cards anyway. While it's good with Urborg I don't want to have to depend on it. But I'll probably test it out
And that makes 5 to consider putting in.
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Took out: Cultivate Mana ramp and fixing really don't do the deck much good. Especially with so few basic lands. Loaming Shaman. He used to be a great target for when I'm being decked out. But no I have Labratory Maniac in the deck and can mill myself very quickly if need be.
Put in: Nostalgic Dreams. Only reason I didn't have it before is because I didn't know it existed. Amazing card for reanimation. Massacre Wurm Another fatty that can potential board wipe and take lots of life with him when paired with Deadeye Navigator
Didn't put in...yet: Krosan grip. I am considering it but for crypt and relic but usually they only prolong the game rather than knock me out of it. Strands of night. Problem with this is that I only run 5 swamps and Urborg. It's fairly unlikely I'll get much use out of it. And it being a permanent and losing my land is the kicker Think tank. I like the card but it seems too slow. I may test it out soon to see though. Buried alive By turn three I usually have a fatty on the field. And the fact that isn't instant speed is what kills it for me. Braids, cabal minon. A very hated card that can either sac itself or put something with a good etb trigger in the graveyard for me. So much fun with Sheoldred. Smokestack. See above
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
What are some good spells to play extra land or ramp spells for 2 or 3 mana? I'm looking to add exploration so I can play these fat creatures if someone locks out graveyards for a bit
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Someone is bound to argue that Kodama's Reach and Cultivate aren't card draw, but in fact they let you put one land in to play and then draw one land from somewhere in your library. Anyhow, there are a number of threads exclusively for green ramp. You should probably do a little research there.
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Played a few games with this and found it subpar. I can discard some good creatures but also loose the way to reanimate it. Have to pass on it.
These are the current cards I want to test out:
Yawgmoth's Will. I can't believe I forgot this card. Frantic search. Free draw and discard. brutalizer exarch. Way to tuck Leyline or RIP and also search for a good creature. Null rod Takes care of Crypt and Relic real well Burgenening. May be the best "Mana ramp" possible for the deck Explore and Skyshard claim would be good as well. Solemn too.
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Cards Tested that didn't pass: Think tank: Very rarely did what I wanted for me. And a lot of the time I resolved it I never actually needed to mill the next card. Strands of night: Losing the land was too much. Having just a few swamps in the deck didn't make it worth running. Usually only got one or two uses from it at all. Buried alive: Was decent but it was very rare that I needed three creatures in the graveyard rather than just one. Krosan Grip: To kill Leyline or Rest in peace I feel like there are better options than this. Braids, cabal minon and Smokestack: Running a reanimation deck focusing on one threat at a time does not help these cards in the deck. Wanted them to work but didn't. Manabond: Very good when I have Vampiric tutor or Insidious dreams but other than that combo is did nothing. explore and Skyshard claim The ramp is nice but I found creature land fetches far more useful. brutalizer exarch Had only one game where I got it to do what I wanted with lots of success. Every time I wished I had a better card though.
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Hey Splatterthrash!
You posted in my Mimeoplasm thread to come check out your list (link to my deck is in my sig).
The first thing I want to point out is that you don't have much removal. It's okay if you get a nice draw and dump some crazy stuff into play in the early game, but if your plan gets foiled, you need a backup plan. Another great thing about removal for mimeoplasm is that it gives you more targets for reanimation
I think board wipes will probably be the better option if you don't want to run too many removal spells, so I'd go with oblivion stone and other similar cards. In my deck, I have oblivion stone, gaze of granite, plague boiler, and life's finale. All of them are extremely useful. I remember I once used life's finale to kill a sigarda, and dumped a sun titan, novablast wurm, and avacyn into their graveyard. Next turn I had a 15/15 avacyn.
A good way to combat counterspells is to run a couple yourself. I literally put dispel in my deck just to counter counterspells. Another easy way (and it's becoming much cheaper since it's rotating out of standard) is cavern of souls naming ooze. If you can't get a reanimation spell in, you can at least get your commander in (basically a reanimation spell).
Hey Splatterthrash!
You posted in my Mimeoplasm thread to come check out your list (link to my deck is in my sig).
The first thing I want to point out is that you don't have much removal. It's okay if you get a nice draw and dump some crazy stuff into play in the early game, but if your plan gets foiled, you need a backup plan. Another great thing about removal for mimeoplasm is that it gives you more targets for reanimation
I think board wipes will probably be the better option if you don't want to run too many removal spells, so I'd go with oblivion stone and other similar cards. In my deck, I have oblivion stone, gaze of granite, plague boiler, and life's finale. All of them are extremely useful. I remember I once used life's finale to kill a sigarda, and dumped a sun titan, novablast wurm, and avacyn into their graveyard. Next turn I had a 15/15 avacyn.
A good way to combat counterspells is to run a couple yourself. I literally put dispel in my deck just to counter counterspells. Another easy way (and it's becoming much cheaper since it's rotating out of standard) is cavern of souls naming ooze. If you can't get a reanimation spell in, you can at least get your commander in (basically a reanimation spell).
I hope that helps!
Thanks for the advice.
Why not Pernicious Deed over gaze of granite?
I tend to have teferi, mage of zhalfir out as soon as possible to combat counterspells but it doesn't work so well if it's not my turn right after and I'm ready to destroy everyone.
I'll test out some of the board wipes and probably get a cavern of souls for the deck.
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Thanks for the advice.
Why not Pernicious Deed over gaze of granite?
I tend to have teferi, mage of zhalfir out as soon as possible to combat counterspells but it doesn't work so well if it's not my turn right after and I'm ready to destroy everyone.
I'll test out some of the board wipes and probably get a cavern of souls for the deck.
I actually just don't have a pernicious deed. I'll maybe get one at some point. It's basically the same thing as gaze of granite but it's less mana intensive (3 now, and then 5 next turn as opposed to 8 for roughly the same effect), so it would just be switching 1 card for an overall better version.
A couple counterspells would probably help your deck as well. You don't need to go hardcore control mode, but having that one counterspell at the right time can just destroy people. They will also be afraid every game after when you have mana open, causing them to potentially make misplays.
I actually just don't have a pernicious deed. I'll maybe get one at some point. It's basically the same thing as gaze of granite but it's less mana intensive (3 now, and then 5 next turn as opposed to 8 for roughly the same effect), so it would just be switching 1 card for an overall better version.
A couple counterspells would probably help your deck as well. You don't need to go hardcore control mode, but having that one counterspell at the right time can just destroy people. They will also be afraid every game after when you have mana open, causing them to potentially make misplays.
Very good point. I'll be adding Forbid and probably more counters soon.
Thanks again.
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Huge update on the decklist. Added some really powerful cards today and they served amazingly well.
Also have made the page a lot prettier. (I like to think so anyway)
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
I have questions about cards in your deck could you explain them for me.
Teferi, Mage of Zhalfir what is accomplished by having him here? He doesn't particularly benefit you and i find he draws a considerable amount of hate.
Golgari Grave-troll is he ever worth getting in the yard to dredge and then actually dredging? I'm new t mineoplasm and don't have any dredge in my list so I'm not sure
Havengul lich seems slow is your paying 7 for sylvan primordial from a graveyard I think I'd rather cast mineoplasm
Insidious dreams I get its a discard outlet but tutoring to the top of the library seems.... Lackluster
Blood Artist don't even know what your trying to do with him.
Viscera Seer sac outlets are cool. I've never really needed the due to frequent board wipes is he worth anything? If my dudes reanimated and coming in for another go it seems slightly win more
It that betrays this card seems like it would just die before it did anything.
I think your list would benefit from a few counters and emergency board wipes with the amount of looting you do if you need them you could find them fairly easily. Forgive me if I overlooked obvious utility in something
I have questions about cards in your deck could you explain them for me.
Teferi, Mage of Zhalfir what is accomplished by having him here? He doesn't particularly benefit you and i find he draws a considerable amount of hate.
Golgari Grave-troll is he ever worth getting in the yard to dredge and then actually dredging? I'm new t mineoplasm and don't have any dredge in my list so I'm not sure
Havengul lich seems slow is your paying 7 for sylvan primordial from a graveyard I think I'd rather cast mineoplasm
Insidious dreams I get its a discard outlet but tutoring to the top of the library seems.... Lackluster
Blood Artist don't even know what your trying to do with him.
Viscera Seer sac outlets are cool. I've never really needed the due to frequent board wipes is he worth anything? If my dudes reanimated and coming in for another go it seems slightly win more
It that betrays this card seems like it would just die before it did anything.
I think your list would benefit from a few counters and emergency board wipes with the amount of looting you do if you need them you could find them fairly easily. Forgive me if I overlooked obvious utility in something
I think teferi was to block counterspells. Not 100% sure though.
I don't really like the grave troll, but some people like it for the big self mill. In my list, I only have life from the loam for dredge, and really, it's not just for dredge, it's for being broken.
Well once you've casted the mimeoplasm once, then next time he will cost 7 mana. He may also already be in play.
Insidious dreams is better than you may think. It is instant speed, so you do it just before your turn starts to set up something ridiculous. As pointed out in my thread, you can use it to discard a bunch of creatures, and then put living death on top of your deck for a huge blowout/victory. I also had the idea of putting windfall on top of my deck.
Blood artist and viscera seer are for combos I believe. Also, there are more painful boardwipes than wrath of god. What happens when your opponent casts terminus? It's not the strongest sac outlet, but it's still there for that (plus your combos).
I'm not sure what it that betrays is for, but there's probably a reason.
NOTE: I am not the OP so I could be wrong on this stuff I'm just sharing my thoughts.
I did point out earlier that he needed more answers. I'm not sure of everything he put in though.
EDIT:
Thanks for the shoutout in the OP
Also, @Mic1994, it looks like most of the cards you are asking about were explained in the OP near the bottom.
Thanks for the info.
Teferi seems a ineffective block unless you go Teferi and reanimate same turn. I just generally see him blocked because of the fear of knowledge pool lock
As far as terminus I simply don't over extend. I also use buried alive and other people's creatures to keep my grave stocked with the good stuff.
Also do just EoT insidious dreams for 1 typically?
Thanks for the info.
Teferi seems a ineffective block unless you go Teferi and reanimate same turn. I just generally see him blocked because of the fear of knowledge pool lock
As far as terminus I simply don't over extend. I also use buried alive and other people's creatures to keep my grave stocked with the good stuff.
Also do just EoT insidious dreams for 1 typically?
Thanks for the prompt reply
I've never played The Mimeoplasm before but I've run Insidious Dreams in most of the decks I build that play black. It's a very powerful tutor especially in decks that also want discard outlets. As SAUS mentioned you can put a wheel or other powerful draw spell on top of your deck to turn the card disadvantage into a large card advantage spell that draws you a bunch of cards of your choosing. It's great against mass discard for obvious reasons. Since it can fetch multiple cards it's also great for setting up combos and synergies. If I'm worried about counters I'll usually cast it for 1 which is still perfectly fine.
I've never played The Mimeoplasm before but I've run Insidious Dreams in most of the decks I build that play black. It's a very powerful tutor especially in decks that also want discard outlets. As SAUS mentioned you can put a wheel or other powerful draw spell on top of your deck to turn the card disadvantage into a large card advantage spell that draws you a bunch of cards of your choosing. It's great against mass discard for obvious reasons. Since it can fetch multiple cards it's also great for setting up combos and synergies. If I'm worried about counters I'll usually cast it for 1 which is still perfectly fine.
Yea this has always been my problem with Insideous dreams everyplayer in my meta plays counterspells ... Everyone has FoW even with a nearly gaureteed auto win off an in play Damia it had kicked walk the Aeons syndrome for me when it gets countered its like getting your ideas unbound gets Spell Snared after casting doomsday in DDFT ... Your dead . In a less counter heavy meta is run it all day its better than gifts ungiven if You pile a Brainstorm on top I envy your Abilty to run such a good card
Thanks for the info.
Teferi seems a ineffective block unless you go Teferi and reanimate same turn. I just generally see him blocked because of the fear of knowledge pool lock
As far as terminus I simply don't over extend. I also use buried alive and other people's creatures to keep my grave stocked with the good stuff.
Also do just EoT insidious dreams for 1 typically?
Thanks for the prompt reply
Teferi has flash, so if you flash him into play before your turn, they either blow their counter then, or you have a turn of complete peace to just combo or do silly things that blow everything up.
Ya, you don't NEED sac outlets to survive, but they are still definitely useful at times. Since the card is for combo purposes, it doesn't matter too much. At least it does something when he doesn't have a combo going.
Ya insidious dreams will typically be just for 1 or 2, and usually just so you can discard some creature to reanimate. If it gets countered, you can still reanimate them. If not, you can either set up combos or just put some reanimation spells on top. On top of that, a tutor's a tutor. Need a board wipe on your turn? No problem.
I have questions about cards in your deck could you explain them for me.
Teferi, Mage of Zhalfir what is accomplished by having him here? He doesn't particularly benefit you and i find he draws a considerable amount of hate.
Golgari Grave-troll is he ever worth getting in the yard to dredge and then actually dredging? I'm new t mineoplasm and don't have any dredge in my list so I'm not sure
Havengul lich seems slow is your paying 7 for sylvan primordial from a graveyard I think I'd rather cast mineoplasm
Insidious dreams I get its a discard outlet but tutoring to the top of the library seems.... Lackluster
Blood Artist don't even know what your trying to do with him.
Viscera Seer sac outlets are cool. I've never really needed the due to frequent board wipes is he worth anything? If my dudes reanimated and coming in for another go it seems slightly win more
It that betrays this card seems like it would just die before it did anything.
I think your list would benefit from a few counters and emergency board wipes with the amount of looting you do if you need them you could find them fairly easily. Forgive me if I overlooked obvious utility in something
Teferi, Mage of Zhalfir is a good way to insure that I can combo off without any interference. I may take him out soon due to this rarely mattering though.
Golgari Grave-troll is not as good as Lftl but once I have a reanimation spell in hand it's a safe way to make sure I can get a fatty out during my turn.
Havengul lich is mostly a finisher. Whenever you can get infinite mana with Palinchron and friends he is amazing to cast. After that you can play every creature from your graveyard for a huge finish.
Blood Artist is a way to kill everyone once I set up with havengul lich. I have him incase Kukusho is exiled.
Viscera Seer is good in board tucks an to sac something and replay with lich.
it that betrays is extremly hard to kill if played on turn 2 or 3. And since people have little in the way of permanents he can kinda ramp too
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
The pimped deck
https://imgur.com/a/L41uY
-Urborg, tomb of yawgmoth
-Izzet charm
-Fire Covenant
-Winds of rebuke
-Labrotory Maniac
-Kederekt Levithan
-Tainted Pact
-Sire of Stagnation
+Notion Thief
+Wheel of fortune
+Timetwister
+Faerie Macabre
+Vandalblast
+Noxious Revival
+Memory's Journey
+Razaketh, the Foulblooded
-Faerie Macabre
-Void Winnower
-Logic knot
-Exhume
-Wheel of fortune
-Notion Theif
+Labrotory Maniac
+Tainted Pact
+Llanowar elves
+Elvish Mystic
+Nezahal, Primal Tide
+Chain of vapor
-Pestilence demon
-Vandalblast
+Seeds of innocence
+Kederekt Levithan
-Exotic Orchard
+Forbidden Orchard
-Runic Armasaur
+search for azcanta
-Chain of vapor
-Timetwister
+Assassin's trophey
+Mission Briefing
-Razaketh, the foul-blooded
-Memory's Journey
-Chain of vapor
+Mausleoum secrets
+Niv-Mizzet, parun
+Logic knot
Fire Covenant
Fyndhorn elves
Razaketh, the foul-blooded
Chain of vapor
Trickbind
Memory's Journey
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
VS Nekusar, the Mindrazer
VS Horde of notions
VS Sigarda, host of herons
Game 2 Sigarda, host of herons (Epic game)
VS Prossh, Skyraider of Kher
VS Jin-Gixatas (Made big mistake this game but still a good match)
VS Animar (How to not play against Animar. Big mistake on my end that cost me the game)
vs Jeleva (How to use control)
vs Geist of saint traft
vs intense Damia
vs Damia round two
vs Damia round three
vs Krenko
vs Krenko round 2
vs Krenko round 3
Kaalia round 1 (Whoops)
Kaalia round 2
Kaalia round 3
Dralnu (EPIC GAME. Decided by ONE mana)
Vs Teysa (Pestilence demon is insane)
Vs Teysa round 2Pestilence demon is insane)
Also as a bonus, here's the worst misplay I've done
Vs Karador (Derp)
I often get asked, Doom_blade, why don't you play X?
Here's some of the most popular cards and why I don't run them
Liliana of the veil- Absolute powerhouse...1 v 1. In multiplayer she's often a 3 mana discard and then dies. When I have the advantage she has little purpose and when I'm behind she dies to easy. Honestly, she's just not worth protecting outside of 1 v 1.
Jace, the mind sculptor- See above but times 10. He brainstorms or unsummons and then dies when I'm behind and when I'm winning he doesn't do anything other than draw me one extra card. Consecrated sphinx draws way more and gets me cards to protect itself and bashes for damage.
Tooth and nail- This often ends the game and pretty much is a huge bomb when it works. One problem...it's 9 mana. I can't remember the last time I got to 9 mana and didn't either loss or win by then. When you ramp into it...sure it's great but when I have infinite mana and can get what I want already before it....pass. I tested it out tons in the past and never really needed it.
Compulsive research- Instants are better than Soceries. That's really it. When playing competitively I'd rather have counter magic open and do things end of turn than hope for a good next 3 cards.
Show and tell- Because giving opponents a chance for eldrazi or omniscience is a terrible idea. Works great with kederekt leviathan but in that case I'm just getting a 5/5. Way too risky
Oath of druids- Too risky
Bribery- I usually have the fat creatures that I want to cheat out. I don't want to hope that opponents may have something I'd like. In every case that they don't have an eldrazi or something similar, it's a dead card to me.
Traumatize- Uncontrollable mill is bad. It can potentially mill win cons and many things you never want in the graveyard.
Hatred- Great card...in 1 v 1. This deck looses too much life to really risk killing in one shot anyway. And it's only good with the commander. Who I use as a last resort most of the time.
Defense of the heart- Hoping that opponents get to 3 creatures by the time it gets to my turn and it survives is too much risk. Seems like it would only work 1/3 of the time. That's not enough for me.
Tidespout tyrant- Another all star in 1 v 1. In multiplayer it falls behind leviathan and terastdon effects. And without a properly stocked hand he often does too little to be worth while.
Phantasmal image/Phyrexian metamorph "Clones- These work well with abusing effects like rune scarred demon for a big greater good chain or giving infinite mana with Palinchron however they work well with too few cards in the deck. Leviathan, Teraston, Rune scarred, and palinchron work well with them but that leaves another bunch that are just sub par. There are cases where they would be insane with survival of the fittest but you should be either binning Jin or going for a win with survival anyway
Skithiryx, the Blight Dragon- This only kills one person sometimes for 6 mana. This assumes they have no way to deal with it and if you don't have another answer on top of that 6 mana you just wasted your turn.
Also, we want to kill everyone, not just one person and then be targeted for the rest of the game.
Windfall- Anything that helps opponents draw cards isn't welcome here.
[c]Pact of negation[/c
Good counter but in a group with lots of LD and often we want to win before turn 5 so it's pretty useless here
Reality shift
Really good card for removal and can win with Tasigur infinite mana however my group doesn't run enough creatures for me to use this
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
i would also try strands of night, it's VERY good.
Thanks Argentleman;)
WB Teysa token aggroBW (retired)
MAKING (Onmath, Numot, maybe something in Esper)
Neheb
Marath
Yidris
Sharuum
Yidris
Haven't tested it out.
Seems like a sub-par entomb. Usually only need one fatty in the graveyard to so some a serious impact.
Besides, what would I take out for it?
Think tank looks like it could be really good. However with strands of night I really hate having to lose a land to get something back and I run only a few swamp cards anyway. While it's good with Urborg I don't want to have to depend on it. But I'll probably test it out
And that makes 5 to consider putting in.
Thanks guys.
Any word on what to take out?
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Took out:
Cultivate Mana ramp and fixing really don't do the deck much good. Especially with so few basic lands.
Loaming Shaman. He used to be a great target for when I'm being decked out. But no I have Labratory Maniac in the deck and can mill myself very quickly if need be.
Put in:
Nostalgic Dreams. Only reason I didn't have it before is because I didn't know it existed. Amazing card for reanimation.
Massacre Wurm Another fatty that can potential board wipe and take lots of life with him when paired with Deadeye Navigator
Didn't put in...yet:
Krosan grip. I am considering it but for crypt and relic but usually they only prolong the game rather than knock me out of it.
Strands of night. Problem with this is that I only run 5 swamps and Urborg. It's fairly unlikely I'll get much use out of it. And it being a permanent and losing my land is the kicker
Think tank. I like the card but it seems too slow. I may test it out soon to see though.
Buried alive By turn three I usually have a fatty on the field. And the fact that isn't instant speed is what kills it for me.
Braids, cabal minon. A very hated card that can either sac itself or put something with a good etb trigger in the graveyard for me. So much fun with Sheoldred.
Smokestack. See above
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Thanks Argentleman;)
WB Teysa token aggroBW (retired)
MAKING (Onmath, Numot, maybe something in Esper)
Huh...I may have to test that out
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Ramp
Ramp plus draw
Someone is bound to argue that Kodama's Reach and Cultivate aren't card draw, but in fact they let you put one land in to play and then draw one land from somewhere in your library. Anyhow, there are a number of threads exclusively for green ramp. You should probably do a little research there.
Sydri's Magical Castle WUB
Chainer, Dementia Master: "Bring out your dead!" BBB
Riku Because Copying Decimate URG
Xira Arien, Jund StaxBRG
The Sylvan-Primordial-PlasmBUG
Trostani ComboGW
Vizkopa Guildmage - Peasant VariantBW
Explore and Skyshroud Claim are the ones that catch my eye the most for non creature ramp
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Played a few games with this and found it subpar. I can discard some good creatures but also loose the way to reanimate it. Have to pass on it.
These are the current cards I want to test out:
Yawgmoth's Will. I can't believe I forgot this card.
Frantic search. Free draw and discard.
brutalizer exarch. Way to tuck Leyline or RIP and also search for a good creature.
Null rod Takes care of Crypt and Relic real well
Burgenening. May be the best "Mana ramp" possible for the deck
Explore and Skyshard claim would be good as well. Solemn too.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Think tank: Very rarely did what I wanted for me. And a lot of the time I resolved it I never actually needed to mill the next card.
Strands of night: Losing the land was too much. Having just a few swamps in the deck didn't make it worth running. Usually only got one or two uses from it at all.
Buried alive: Was decent but it was very rare that I needed three creatures in the graveyard rather than just one.
Krosan Grip: To kill Leyline or Rest in peace I feel like there are better options than this.
Braids, cabal minon and Smokestack: Running a reanimation deck focusing on one threat at a time does not help these cards in the deck. Wanted them to work but didn't.
Manabond: Very good when I have Vampiric tutor or Insidious dreams but other than that combo is did nothing.
explore and Skyshard claim The ramp is nice but I found creature land fetches far more useful.
brutalizer exarch Had only one game where I got it to do what I wanted with lots of success. Every time I wished I had a better card though.
Next to test:
Yawgmoth's Will
solemn simulacrum
Frantic search
Vigor Mortis
Null rod
Flash
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
You posted in my Mimeoplasm thread to come check out your list (link to my deck is in my sig).
The first thing I want to point out is that you don't have much removal. It's okay if you get a nice draw and dump some crazy stuff into play in the early game, but if your plan gets foiled, you need a backup plan. Another great thing about removal for mimeoplasm is that it gives you more targets for reanimation
I think board wipes will probably be the better option if you don't want to run too many removal spells, so I'd go with oblivion stone and other similar cards. In my deck, I have oblivion stone, gaze of granite, plague boiler, and life's finale. All of them are extremely useful. I remember I once used life's finale to kill a sigarda, and dumped a sun titan, novablast wurm, and avacyn into their graveyard. Next turn I had a 15/15 avacyn.
A good way to combat counterspells is to run a couple yourself. I literally put dispel in my deck just to counter counterspells. Another easy way (and it's becoming much cheaper since it's rotating out of standard) is cavern of souls naming ooze. If you can't get a reanimation spell in, you can at least get your commander in (basically a reanimation spell).
I hope that helps!
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
Thanks for the advice.
Why not Pernicious Deed over gaze of granite?
I tend to have teferi, mage of zhalfir out as soon as possible to combat counterspells but it doesn't work so well if it's not my turn right after and I'm ready to destroy everyone.
I'll test out some of the board wipes and probably get a cavern of souls for the deck.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
I actually just don't have a pernicious deed. I'll maybe get one at some point. It's basically the same thing as gaze of granite but it's less mana intensive (3 now, and then 5 next turn as opposed to 8 for roughly the same effect), so it would just be switching 1 card for an overall better version.
A couple counterspells would probably help your deck as well. You don't need to go hardcore control mode, but having that one counterspell at the right time can just destroy people. They will also be afraid every game after when you have mana open, causing them to potentially make misplays.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
Very good point. I'll be adding Forbid and probably more counters soon.
Thanks again.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Also have made the page a lot prettier. (I like to think so anyway)
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Teferi, Mage of Zhalfir what is accomplished by having him here? He doesn't particularly benefit you and i find he draws a considerable amount of hate.
Golgari Grave-troll is he ever worth getting in the yard to dredge and then actually dredging? I'm new t mineoplasm and don't have any dredge in my list so I'm not sure
Havengul lich seems slow is your paying 7 for sylvan primordial from a graveyard I think I'd rather cast mineoplasm
Insidious dreams I get its a discard outlet but tutoring to the top of the library seems.... Lackluster
Blood Artist don't even know what your trying to do with him.
Viscera Seer sac outlets are cool. I've never really needed the due to frequent board wipes is he worth anything? If my dudes reanimated and coming in for another go it seems slightly win more
It that betrays this card seems like it would just die before it did anything.
I think your list would benefit from a few counters and emergency board wipes with the amount of looting you do if you need them you could find them fairly easily. Forgive me if I overlooked obvious utility in something
I think teferi was to block counterspells. Not 100% sure though.
I don't really like the grave troll, but some people like it for the big self mill. In my list, I only have life from the loam for dredge, and really, it's not just for dredge, it's for being broken.
Well once you've casted the mimeoplasm once, then next time he will cost 7 mana. He may also already be in play.
Insidious dreams is better than you may think. It is instant speed, so you do it just before your turn starts to set up something ridiculous. As pointed out in my thread, you can use it to discard a bunch of creatures, and then put living death on top of your deck for a huge blowout/victory. I also had the idea of putting windfall on top of my deck.
Blood artist and viscera seer are for combos I believe. Also, there are more painful boardwipes than wrath of god. What happens when your opponent casts terminus? It's not the strongest sac outlet, but it's still there for that (plus your combos).
I'm not sure what it that betrays is for, but there's probably a reason.
NOTE: I am not the OP so I could be wrong on this stuff I'm just sharing my thoughts.
I did point out earlier that he needed more answers. I'm not sure of everything he put in though.
EDIT:
Thanks for the shoutout in the OP
Also, @Mic1994, it looks like most of the cards you are asking about were explained in the OP near the bottom.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
Teferi seems a ineffective block unless you go Teferi and reanimate same turn. I just generally see him blocked because of the fear of knowledge pool lock
As far as terminus I simply don't over extend. I also use buried alive and other people's creatures to keep my grave stocked with the good stuff.
Also do just EoT insidious dreams for 1 typically?
Thanks for the prompt reply
I've never played The Mimeoplasm before but I've run Insidious Dreams in most of the decks I build that play black. It's a very powerful tutor especially in decks that also want discard outlets. As SAUS mentioned you can put a wheel or other powerful draw spell on top of your deck to turn the card disadvantage into a large card advantage spell that draws you a bunch of cards of your choosing. It's great against mass discard for obvious reasons. Since it can fetch multiple cards it's also great for setting up combos and synergies. If I'm worried about counters I'll usually cast it for 1 which is still perfectly fine.
Yea this has always been my problem with Insideous dreams everyplayer in my meta plays counterspells ... Everyone has FoW even with a nearly gaureteed auto win off an in play Damia it had kicked walk the Aeons syndrome for me when it gets countered its like getting your ideas unbound gets Spell Snared after casting doomsday in DDFT ... Your dead . In a less counter heavy meta is run it all day its better than gifts ungiven if You pile a Brainstorm on top I envy your Abilty to run such a good card
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Teferi has flash, so if you flash him into play before your turn, they either blow their counter then, or you have a turn of complete peace to just combo or do silly things that blow everything up.
Ya, you don't NEED sac outlets to survive, but they are still definitely useful at times. Since the card is for combo purposes, it doesn't matter too much. At least it does something when he doesn't have a combo going.
Ya insidious dreams will typically be just for 1 or 2, and usually just so you can discard some creature to reanimate. If it gets countered, you can still reanimate them. If not, you can either set up combos or just put some reanimation spells on top. On top of that, a tutor's a tutor. Need a board wipe on your turn? No problem.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
Teferi, Mage of Zhalfir is a good way to insure that I can combo off without any interference. I may take him out soon due to this rarely mattering though.
Golgari Grave-troll is not as good as Lftl but once I have a reanimation spell in hand it's a safe way to make sure I can get a fatty out during my turn.
Havengul lich is mostly a finisher. Whenever you can get infinite mana with Palinchron and friends he is amazing to cast. After that you can play every creature from your graveyard for a huge finish.
Insidious dreams Nothing lackluster about putting a jin gitaxias, core augur in your graveyard and putting a reanimation spell on top.
Blood Artist is a way to kill everyone once I set up with havengul lich. I have him incase Kukusho is exiled.
Viscera Seer is good in board tucks an to sac something and replay with lich.
it that betrays is extremly hard to kill if played on turn 2 or 3. And since people have little in the way of permanents he can kinda ramp too
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake