There has been talk over on the Source about Noxious Revival and it ended with us determining that it was not a good card. First off and most importantly we need to define its role in the deck. If you say it is to return counterspells, lands, opponents cards, why not play something better. If we need more counterspells play more counterspells. If you need more lands play more lands. If you need to get rid of opponents cards play Surgical Extraction. You get the picture. So most of the time, your logic in using Noxious Revival is to save your creatures from gy removal. First off this screams SB card. I can hardly think of any relevant reason to include it in the main deck over cantrips or Thoughtseize. And since it is in the SB, what do you bring it against? Most likely you would bring it in against gy hate, solidifying it's role as gy protection. Well that's all nice, but the reason it is a terrible card for us is that it is card disadvantage. Not only is it card disadvantage, but it's additional disadvantage that we essentially Time Walked ourselves. Now we are drawing our creature, which might be as useless as having him removed.
Yes I know that Noxious Revival serves as all the purposes named above, but that doesn't get by the fact that the card disadvantage would most likely hurt us more than it helps. We also are not green so we must pay the 2 life to cast it. I think its best application would actually to use it on your opponent and make him draw a land or something less useful. But then that just seems like a win more card, and doesn't deserve a slot in our 75 at all.
There has been talk over on the Source about Noxious Revival and it ended with us determining that it was not a good card. First off and most importantly we need to define its role in the deck. If you say it is to return counterspells, lands, opponents cards, why not play something better. If we need more counterspells play more counterspells. If you need more lands play more lands. If you need to get rid of opponents cards play Surgical Extraction. You get the picture. So most of the time, your logic in using Noxious Revival is to save your creatures from gy removal. First off this screams SB card. I can hardly think of any relevant reason to include it in the main deck over cantrips or Thoughtseize. And since it is in the SB, what do you bring it against? Most likely you would bring it in against gy hate, solidifying it's role as gy protection. Well that's all nice, but the reason it is a terrible card for us is that it is card disadvantage. Not only is it card disadvantage, but it's additional disadvantage that we essentially Time Walked ourselves. Now we are drawing our creature, which might be as useless as having him removed.
Yes I know that Noxious Revival serves as all the purposes named above, but that doesn't get by the fact that the card disadvantage would most likely hurt us more than it helps. We also are not green so we must pay the 2 life to cast it. I think its best application would actually to use it on your opponent and make him draw a land or something less useful. But then that just seems like a win more card, and doesn't deserve a slot in our 75 at all.
I wasn't looking or thinking about it as anti-GY hate, that'd just be silly and almost strictly worse than Chain of Vapor. As I said, it could serve a utility role for extra gas similar to mystical tutor did previously. The ONLY disadvantages is that it doesn't tutor, and at times the 2 life could be relevant.
You wouldn't play it over more lands/counterspells/etc. because it would be more of whatever card you needed in that particular match. As far as "card disadvantage" is concerned, I don't find that draw-back relevant enough to nix the card. It's instant speed, and puts the card in question on top of your library - the same thing that mystical did. I'm not preaching for it to be a 4-of staple in EVERY deck, I'm merely pointing out the functional similarities (getting back entomb/renamation/permission after initial attempt(s) - grabs which ever you need, even gets back fetches to fix land drops) to mystical tutor.
I guess if not tutor-ing and costing 2 life instead of U (hardly seems relevant though as reanimator is pretty much a "go big or go home deck" - many creature totally lock the opponent out of the game) made the difference from total awesome 4-of to unplayable. I personally think it's a niche-tech that has its merits.
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Maverick -- Storm Click here for trade thread
Trade thread under reconstruction. Because you can't spell slaughter without laughter.
I didn't mean it as anti graveyard hate in the form of bounce, I meant it as when they target your creature in the gy with Extraction or try to Crypt/Relic you, you respond by putting it on top of your deck instead. And the list we have now is pretty solid and there's not a lot of room for changing things up. So to play Noxious in the main, something would have to be removed. I personally would play it instead of the Ponder slot as a 2 of, if I was to play it at all. But I do believe Ponder gives us a lot of reach that is needed with this deck. If I wasn't to play Ponder I would still even play Hapless Researcher over Noxious Revival.
IF Brainstorm gets banned, I think the first alternative is to test out Ponder. I believe this deck absolutely needs a cantrip to reliably find the pieces we are missing. I would probably test out Preordain in the Ponder spot as well just to see how the deck feels. The big thing to remember is that even though we would lose Brainstorm, so does every other deck. We don't rely on Brainstorm to dig for Force of Will like other decks do (even though that ability is helpful at times). I feel what we lose is less than what other decks lose with Brainstorm, which would allow us to adapt much better than others would.
I think the biggest use of Brainstorm in our deck is the ability to cantrip, which Ponder might do just as efficiently. But that is something we will see as the time of bannings/unbannings gets closer. I personally think Brainstorm will not be banned, but that's a discussion for a different thread.
Ok, I just got back into magic and I missed quite a bit. I have what is probably going to end up being a stupid question, but I was hoping you guys could help me understand something. Everything about this deck makes complete sense and I'm considering building a Reanimator, but I'm very confused about the land. At first instinct, I would think of putting 4 Underground Sea, 4 Watery Grave, 4 Drowned Catacomb, and 4 Darkslick Shores with a couple Swamps and Islands. However, every deck build I see has the Underground Seas with a ton of fetch lands and sometimes an Urborg, Tomb of Yawgmoth. I'm sure there's something I'm missing here, either in terms of how the games play out and the fetch lands being able to combat things or something to deal with the Tomb of Yawgmoth. Can someone explain it to me? Thanks!
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Standard: BGMono-Black Devotion with Green SplashBG
Ok, I just got back into magic and I missed quite a bit. I have what is probably going to end up being a stupid question, but I was hoping you guys could help me understand something. Everything about this deck makes complete sense and I'm considering building a Reanimator, but I'm very confused about the land. At first instinct, I would think of putting 4 Underground Sea, 4 Watery Grave, 4 Drowned Catacomb, and 4 Darkslick Shores with a couple Swamps and Islands. However, every deck build I see has the Underground Seas with a ton of fetch lands and sometimes an Urborg, Tomb of Yawgmoth. I'm sure there's something I'm missing here, either in terms of how the games play out and the fetch lands being able to combat things or something to deal with the Tomb of Yawgmoth. Can someone explain it to me? Thanks!
You want to maximize your brainstorms with the fetchlands. Imagine if you was running the deck with the aformentioned land configuration when using brainstorm. You'll have no way to get rid of cards you don't want from your brainstorms. The basics are there to avoid plowouts from multiple wasteland. Tomb is always good since it is basically a legendary swamp and makes every land swamps as well.:D
You want to maximize your brainstorms with the fetchlands. Imagine if you was running the deck with the aformentioned land configuration when using brainstorm. You'll have no way to get rid of cards you don't want from your brainstorms. The basics are there to avoid plowouts from multiple wasteland. Tomb is always good since it is basically a legendary swamp and makes every land swamps as well.:D
Ok, got it. The shuffling effect of the fetch lands following the brainstorm is the key. That's what I was missing. And yeah, the wasteland factor makes sense. Fetching a basic land nullifies them. Gotcha! Thanks for the help, I appreciate it.
EDIT: Since the Tomb isn't a swamp until it enters play, is the only way to board it usually just using brianstorm, ponder, etc.?
Oh yeah! Even though they count as both basic land types, can they also be taken out by Wasteland?
Yes they can, the duals have the basic land subtypes but they are still non-basic lands. Thats actually the reason why Wasteland is a staple since most manabases rely on the ABUR duals.
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But whomever your commander is, Cabal Coffers is really in charge.
Do you guys have any suggestions on how to fight U/W Stoneblade, which is rising in popularity in my local metagame? I'm talking about play-style, really. I feel like I'm missing some of the nuances of playing this deck.
And there's another deck. It's like... U/B Wizards or something. Essentially, it's like Dark Confidants, Vendilion Cliques, Snapcasters, Hymns, and the blue permission suite. It's pretty savage. No idea how to fight that either.
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Current Decks
Legacy: :symu::symb: Reanimator + :symu::symr::xmana: Sneak and Show + :symb::symr::symg: Punishing Jund Modern: :symu::symb::symr: Reanimator + :symr::symg: Tron + :symu::symr: Twin
Do you guys have any suggestions on how to fight U/W Stoneblade, which is rising in popularity in my local metagame? I'm talking about play-style, really. I feel like I'm missing some of the nuances of playing this deck.
And there's another deck. It's like... U/B Wizards or something. Essentially, it's like Dark Confidants, Vendilion Cliques, Snapcasters, Hymns, and the blue permission suite. It's pretty savage. No idea how to fight that either.
Seems like resolving Jin-Gitaxias, core augur turns 2-3 otherwise the next target would be Elesh Norn, Grand Cenobite or Blazing Archon to prevent their attacks...if you can resolve these and protect them from StP then you're sure to win.
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“Anyone who does not love, does not know God, for God is love” (1 John 4:8, NLT).
Jesus told him, “Iam the way, the truth, and the life. No one can come to the Father except through me. John 14:6
Another (potentially) stupid question: is Dark Ritual no longer used in Reanimator? I remember that used to be used for first turn pimp-slaps with Entomb and Animate Dead.
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Standard: BGMono-Black Devotion with Green SplashBG
Another (potentially) stupid question: is Dark Ritual no longer used in Reanimator? I remember that used to be used for first turn pimp-slaps with Entomb and Animate Dead.
It really just gets in the way now since most reanimator decks splash blue and have a decent amount of disruption.
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"Bottled life. Not as tasty as I'm used to, rather stale, but it has the same effect." Baron Sengir My Deck Index
Main Decks:
Casual
Vampire
Zombie
:symw::symu::symb::symr::symg: Last Stand Legacy
:symu::symb: Reanimator
Merfolk
:symb::symr: Dragon Stompy Vintage
:symu::symb::symg: Demon Oath
MUD
:symu::symr: Landstill
Do you guys have any suggestions on how to fight U/W Stoneblade, which is rising in popularity in my local metagame? I'm talking about play-style, really. I feel like I'm missing some of the nuances of playing this deck.
And there's another deck. It's like... U/B Wizards or something. Essentially, it's like Dark Confidants, Vendilion Cliques, Snapcasters, Hymns, and the blue permission suite. It's pretty savage. No idea how to fight that either.
Against UW Stoneblade, I would go for either Jin-Gitaxias or Empyrial Archangel. I'd get Jin if you can get him out within the first few turns of the game. But if it's later in the game, probably around turn 5 or later, I'd get Empyrial. Empyrial will stall the game until you can get some more fuel going to try to reanimate another creature. None of UX Stoneblade's creatures are that strong, and they do not have a large threat density so none of their attacks will kill the Archangel. Not to mention they cannot Karakas or Jace her back to your hand.
After Archangel, I'd probably go for Angel of Despair to kill Karakas or Jace if they have it our. Or kill Batterskull if they cannot pay to bounce it. You really cannot afford to lose the tempo of having a creature bounced. Not to mention that's one more Careful Study you have to draw and force through counters. Non Legendary creatures will allow you to get around Karakas as well.
If you happen to play against Bant Stoneblade, that is a different story however. They have a much larger threat density, but play less counterspells. I'd personally go for Sphinx of the Steel Wind because it can block their huge creatures all day. Make sure you protect yourself against StP. They also play Karakas so keep that in mind, and they also can search for it with Knight of the Reliquary so definitely stay away from Legendary creatures here.
My suggestion against that wizards deck is to do the same thing you'd do against UW Stoneblade. Their creatures aren't too powerful so either get out Jin fast, or get Empyrial and just attack with her. Her fog ability really punishes decks with smaller creatures like UX Stoneblade and Team America. Also if it is only UB Wizards, they will not be able to kill her unless they use an edict effect.
zmattk, what is your suggestions against maverick? my friend play maverick with karakas and bojuka bog mainboard. Jin gitaxias rarely helps against maverick, except maybe if they dont have explosive start (which is rare). I tried:
Jin gitaxias - can be cool, but they already have all cards from hand on board (or they will stp/pte jin)
elesh - can kill some dude, but the biggest problem are kotr, terravore and goyf. sometimes batterskull
empyrial archangel - can stall game for sure, but they are more explosive than me.
blazing archon - eats stp
iona - the biggest problem of iona (on white) is green sun zenith which can fetch kotr (and he can fetch karakas/bojuka)
Maverick is a pretty tough matchup for us, but what you have to remember about Maverick is that it is a GW deck meaning they have no way of countering your spells. Knight of the Reliquary does not come down until turn 2 at the earliest, and turn 3 can use her ability. This means you can essentially get one creature in the gy and reanimate it safely. I personally would go for Sphinx of the Steel Wind since it can block all of their creatures and is immune to Karakas. Save your counterspells for Swords to Plowshares and just go off faster than they can get the bog in play. Main deck bog is rough though, but you should know not every deck will be playing it that way. Game one just focus on getting your Sphinx out before Knight of the Reliquary and as long as they don't land a StP you should be in the clear. Games 2 and 3 are always a lot more rough for us against any deck. I personally sculpt my hand for a few turns and bin a weaker creature, forcing decks to remove that right away then follow up with the creature I really want to reanimate.
Yeah I think Sphinx really deserves a slot in the main. He allows you to come back from games where you just have slow starts and are low on life. He also let's you use more than one Reanimate in a game. His protections are also great.
Pithing Needle is definitely something I'd bring in against Maverick. I'd most likely name Karakas, Knight of the Reliquary, or Scavenging Ooze with it. I haven't seen any Maverick decks play Natural Order so it might be safe to bring it in. Natural Order takes spots in a deck and usually wants counter backup to push it through.
Yeah I think Sphinx really deserves a slot in the main. He allows you to come back from games where you just have slow starts and are low on life. He also let's you use more than one Reanimate in a game. His protections are also great.
Exactly why I play him. I find myself having low life in many games due to reanimator and fetch lands, and Sphinx really helps save me sometimes; or at least is a nice boost.
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"Bottled life. Not as tasty as I'm used to, rather stale, but it has the same effect." Baron Sengir My Deck Index
Main Decks:
Casual
Vampire
Zombie
:symw::symu::symb::symr::symg: Last Stand Legacy
:symu::symb: Reanimator
Merfolk
:symb::symr: Dragon Stompy Vintage
:symu::symb::symg: Demon Oath
MUD
:symu::symr: Landstill
If you're worried about Progenitus, Archon is your best bet. And like before, save your counters for StP. If Maverick is playing Natural Order, there is at least 5 cards they are cutting so keep in mind of that. I'd still have Sphinx in the main because you could possibly race the Progenitus if you land Sphinx first.
I've been playing around with eldrazi quite a bit in reanimator lately. Dropping a huge annihilator creature turn 2 and swinging is basically gg. her'es the list I've got right now.
It's working quite well as it usually shuts down the opponent in 1 swing. If they manage to stop you early on, pulling out Sheoldred can quite easily end a game as well. Bog Witch enables your creatures in the yard as well as mana and with them and 4 dark rituals the swamps aren't nearly as necessary as normal and you can easily get away with a lower land count.
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Currently Playing Standard GGRWolf Run RampRGG BGGKessig Cage-PodGGB WRMyrRW
I've been playing around with eldrazi quite a bit in reanimator lately. Dropping a huge annihilator creature turn 2 and swinging is basically gg. her'es the list I've got right now.
It's working quite well as it usually shuts down the opponent in 1 swing. If they manage to stop you early on, pulling out Sheoldred can quite easily end a game as well. Bog Witch enables your creatures in the yard as well as mana and with them and 4 dark rituals the swamps aren't nearly as necessary as normal and you can easily get away with a lower land count.
Not sooooo good when you can't reanimate the big guys they get shuffled back in
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“Anyone who does not love, does not know God, for God is love” (1 John 4:8, NLT).
Jesus told him, “Iam the way, the truth, and the life. No one can come to the Father except through me. John 14:6
I was wondering what hate spell gives Reanimator more problems?
- Leyline of the Void
- Surgical Extraction
- Purify the Grave
- Relic/Tormod
It seems like Leyline is somewhat more annoying since it cannot be Thought Seized/Duressed, but what do you guys think?
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I would say it's Leyline of the Void because for the exact reason everyone else is saying. Graveyard hate is bad all the way around and going to be worse now that snapcaster decks are going to be hitting the scene (basically more graveyard hate all in all and some even maindeck to fight those types) so the best way to avoid them is to start using the Show and Tells in sideboard and the bounce spells.
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“Anyone who does not love, does not know God, for God is love” (1 John 4:8, NLT).
Jesus told him, “Iam the way, the truth, and the life. No one can come to the Father except through me. John 14:6
Yes I know that Noxious Revival serves as all the purposes named above, but that doesn't get by the fact that the card disadvantage would most likely hurt us more than it helps. We also are not green so we must pay the 2 life to cast it. I think its best application would actually to use it on your opponent and make him draw a land or something less useful. But then that just seems like a win more card, and doesn't deserve a slot in our 75 at all.
I wasn't looking or thinking about it as anti-GY hate, that'd just be silly and almost strictly worse than Chain of Vapor. As I said, it could serve a utility role for extra gas similar to mystical tutor did previously. The ONLY disadvantages is that it doesn't tutor, and at times the 2 life could be relevant.
You wouldn't play it over more lands/counterspells/etc. because it would be more of whatever card you needed in that particular match. As far as "card disadvantage" is concerned, I don't find that draw-back relevant enough to nix the card. It's instant speed, and puts the card in question on top of your library - the same thing that mystical did. I'm not preaching for it to be a 4-of staple in EVERY deck, I'm merely pointing out the functional similarities (getting back entomb/renamation/permission after initial attempt(s) - grabs which ever you need, even gets back fetches to fix land drops) to mystical tutor.
I guess if not tutor-ing and costing 2 life instead of U (hardly seems relevant though as reanimator is pretty much a "go big or go home deck" - many creature totally lock the opponent out of the game) made the difference from total awesome 4-of to unplayable. I personally think it's a niche-tech that has its merits.
Maverick -- Storm
Click here for trade threadTrade thread under reconstruction.
Because you can't spell slaughter without laughter.
I think the biggest use of Brainstorm in our deck is the ability to cantrip, which Ponder might do just as efficiently. But that is something we will see as the time of bannings/unbannings gets closer. I personally think Brainstorm will not be banned, but that's a discussion for a different thread.
You want to maximize your brainstorms with the fetchlands. Imagine if you was running the deck with the aformentioned land configuration when using brainstorm. You'll have no way to get rid of cards you don't want from your brainstorms. The basics are there to avoid plowouts from multiple wasteland. Tomb is always good since it is basically a legendary swamp and makes every land swamps as well.:D
Ok, got it. The shuffling effect of the fetch lands following the brainstorm is the key. That's what I was missing. And yeah, the wasteland factor makes sense. Fetching a basic land nullifies them. Gotcha! Thanks for the help, I appreciate it.
EDIT: Since the Tomb isn't a swamp until it enters play, is the only way to board it usually just using brianstorm, ponder, etc.?
My Deck Index
Main Decks:
Vampire
Zombie
:symw::symu::symb::symr::symg: Last Stand
Legacy
:symu::symb: Reanimator
Merfolk
:symb::symr: Dragon Stompy
Vintage
:symu::symb::symg: Demon Oath
MUD
:symu::symr: Landstill
Oh yeah! Even though they count as both basic land types, can they also be taken out by Wasteland?
Yes they can, the duals have the basic land subtypes but they are still non-basic lands. Thats actually the reason why Wasteland is a staple since most manabases rely on the ABUR duals.
And there's another deck. It's like... U/B Wizards or something. Essentially, it's like Dark Confidants, Vendilion Cliques, Snapcasters, Hymns, and the blue permission suite. It's pretty savage. No idea how to fight that either.
Modern: :symu::symb::symr: Reanimator + :symr::symg: Tron + :symu::symr: Twin
Seems like resolving Jin-Gitaxias, core augur turns 2-3 otherwise the next target would be Elesh Norn, Grand Cenobite or Blazing Archon to prevent their attacks...if you can resolve these and protect them from StP then you're sure to win.
Jesus told him, “I am the way, the truth, and the life. No one can come to the Father except through me.
John 14:6
Trade:
Yeah they certainly can be nuked by Wasteland.
My Deck Index
Main Decks:
Vampire
Zombie
:symw::symu::symb::symr::symg: Last Stand
Legacy
:symu::symb: Reanimator
Merfolk
:symb::symr: Dragon Stompy
Vintage
:symu::symb::symg: Demon Oath
MUD
:symu::symr: Landstill
My Deck Index
Main Decks:
Vampire
Zombie
:symw::symu::symb::symr::symg: Last Stand
Legacy
:symu::symb: Reanimator
Merfolk
:symb::symr: Dragon Stompy
Vintage
:symu::symb::symg: Demon Oath
MUD
:symu::symr: Landstill
Against UW Stoneblade, I would go for either Jin-Gitaxias or Empyrial Archangel. I'd get Jin if you can get him out within the first few turns of the game. But if it's later in the game, probably around turn 5 or later, I'd get Empyrial. Empyrial will stall the game until you can get some more fuel going to try to reanimate another creature. None of UX Stoneblade's creatures are that strong, and they do not have a large threat density so none of their attacks will kill the Archangel. Not to mention they cannot Karakas or Jace her back to your hand.
After Archangel, I'd probably go for Angel of Despair to kill Karakas or Jace if they have it our. Or kill Batterskull if they cannot pay to bounce it. You really cannot afford to lose the tempo of having a creature bounced. Not to mention that's one more Careful Study you have to draw and force through counters. Non Legendary creatures will allow you to get around Karakas as well.
If you happen to play against Bant Stoneblade, that is a different story however. They have a much larger threat density, but play less counterspells. I'd personally go for Sphinx of the Steel Wind because it can block their huge creatures all day. Make sure you protect yourself against StP. They also play Karakas so keep that in mind, and they also can search for it with Knight of the Reliquary so definitely stay away from Legendary creatures here.
My suggestion against that wizards deck is to do the same thing you'd do against UW Stoneblade. Their creatures aren't too powerful so either get out Jin fast, or get Empyrial and just attack with her. Her fog ability really punishes decks with smaller creatures like UX Stoneblade and Team America. Also if it is only UB Wizards, they will not be able to kill her unless they use an edict effect.
Maverick is a pretty tough matchup for us, but what you have to remember about Maverick is that it is a GW deck meaning they have no way of countering your spells. Knight of the Reliquary does not come down until turn 2 at the earliest, and turn 3 can use her ability. This means you can essentially get one creature in the gy and reanimate it safely. I personally would go for Sphinx of the Steel Wind since it can block all of their creatures and is immune to Karakas. Save your counterspells for Swords to Plowshares and just go off faster than they can get the bog in play. Main deck bog is rough though, but you should know not every deck will be playing it that way. Game one just focus on getting your Sphinx out before Knight of the Reliquary and as long as they don't land a StP you should be in the clear. Games 2 and 3 are always a lot more rough for us against any deck. I personally sculpt my hand for a few turns and bin a weaker creature, forcing decks to remove that right away then follow up with the creature I really want to reanimate.
Pithing Needle is definitely something I'd bring in against Maverick. I'd most likely name Karakas, Knight of the Reliquary, or Scavenging Ooze with it. I haven't seen any Maverick decks play Natural Order so it might be safe to bring it in. Natural Order takes spots in a deck and usually wants counter backup to push it through.
My Deck Index
Main Decks:
Vampire
Zombie
:symw::symu::symb::symr::symg: Last Stand
Legacy
:symu::symb: Reanimator
Merfolk
:symb::symr: Dragon Stompy
Vintage
:symu::symb::symg: Demon Oath
MUD
:symu::symr: Landstill
1 Progenitus
1 Emrakul, the Aeons Torn
1 Blightsteel Colossus
2 Sheoldred, Whispering One
2 It that Betrays
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Pathrazer of Ulamog
4 Bog Witch
4 Reanimate
4 Animate Dead
4 Exhume
3 Buried Alive
4 Entomb
4 Zombify
17 Swamp
It's working quite well as it usually shuts down the opponent in 1 swing. If they manage to stop you early on, pulling out Sheoldred can quite easily end a game as well. Bog Witch enables your creatures in the yard as well as mana and with them and 4 dark rituals the swamps aren't nearly as necessary as normal and you can easily get away with a lower land count.
Standard
GGRWolf Run RampRGG
BGGKessig Cage-PodGGB
WRMyrRW
In Construction:
RWUAmerican LiberationUWR
Modern
UGGrafty KrajGU
Emrakul, Blightsteel, Ulamog, and Kozilek can not be reanimated. Look at the last line of card text.
Not sooooo good when you can't reanimate the big guys they get shuffled back in
Jesus told him, “I am the way, the truth, and the life. No one can come to the Father except through me.
John 14:6
Trade:
- Leyline of the Void
- Surgical Extraction
- Purify the Grave
- Relic/Tormod
It seems like Leyline is somewhat more annoying since it cannot be Thought Seized/Duressed, but what do you guys think?
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Jesus told him, “I am the way, the truth, and the life. No one can come to the Father except through me.
John 14:6
Trade: