Renanimator has been known as a powerful deck in Legacy. It has proven itself to be a force in most metagames because not too many decks can handle a huge creature with evasion in the first two or three turns.
Lately, the deck has made a huge comeback thanks to entomb which came off the banned list in the recent months. Entomb single handly has made renanimator a competitive contender to deal with in any legacy tournament. Your able to dump any creature you want in the graveyard with this card and on the very next turn renimate it to swing for the win instantly.
Here is one of the most recent renimator decks that placed 6th out of 78 players at the Feb 13 Vestal Power tournament. The pilot was Geoff Smelski and the deck was designed by Team Left Field when entomb just got unbanned.
Basically, it comes down to searching your library for a big creature with entomb and dumping it into the grave. Then reanimate/exhume the creature into play for one or two mana. Of course, it's harder then it sounds since this format is a blue based format with lots of decks packing force of will and such. However, you play disruption yourself and so you have a high chance of preventing your opponent's disruption from halting your own success with this deck.
Why play this deck over some other decks?
Well, this deck is consistent, fast, and resilient. You can put away any match in a couple of turns and this deck plays with a vast amount of tools to deal with any problematic situation. Not to mention, this deck is actually pretty easy to play since this deck has a linear strategy at winning. This deck can also get around graveyard hate which makes this an attractive deck to play. Considering, you can choose when to dump your creatures in your graveyard and instantly revive them into play on the same turn. While in the meantime, you can just wreck your opponent's hand with discard and customize your own hand for desired results.
Card Choices:
Reanimate: Along with exhume this card is used primarily to dispatch large creatures from your graveyard to end games quickly.
Entomb: The signature card in this deck. Your able to gold fish fast with entomb since it costs only one black mana and dumping any creature card in your graveyard is insanely efficient in this deck. Afterall, you play the least casting cost cards for big effects in this format.
Careful Study: A discard outlet and draw spell built into one card. A great card to have in a reanimator deck to accerate this deck and make it more consistent.
Brainstorm: One of the best cards in the format. A must have for just about any blue deck and this card enables sheer tempo advantage for the caster.
Ponder: It's like playing with 8 brainstorms in one deck. Ponder enables card quality and card advantage simultaneous so you will have a better chance to draw what you need to. Also, Ponder as well as brainstorm is just great with shuffling effects such as fetchlands, entomb, and mystical tutors.
Mystical Tutor: Pitchable to Force of will and can search for any disruption or combo piece you need. Generally makes this deck more explosive, less clunky, and more resilient.
Force of Will: One of the best cards in the format. Generally, force of will makes this deck viable to a point where it can compete in any big scale event. This card can either help you enforce your reanimating capabilities against your opponent or buy you time to win the next turn.
Daze: Another free counterspell that gives you a chance to out tempo your opponent early.
Iona, shield of emeria: Effective against aggro-control decks and just steals you games against storm combo. With that said, Iona is basically a meddling mage on crack.
Inkwell Leviathan: There aren't too many decks in the format that can deal with this when it hits play. Inkwell is a great card against all of those UGW aggro-control decks that are floating around. Instantly, making the most played spot removal in the format(swords to plowshares) obsolete in the early turns is just necassary. Besides, Inkwell is well over a 6/6 that has massive envasion.
Sphinx of the Steelwind: Sphinx is generally just insane against pure aggro because I'd imagine a difference of 12 points of damage can quickly become apparent. Also, with the resurgence of Vial Goblins, Sphinx is just incredible.
Blazing Archon: Generally, relevant against aggro decks that usually have minimal spot removal spells in the maindeck. Decks such as merfolks, goblins, and elves comes to mind.
Sundering Titan: Can be excellent against a deck like zoo and Landstill because they run a multi-colored manabase and sundering titan can make quick work of their foundations.
Sideboard Card Choices:
Chain of Vapor: Bouncing graveyard hate such as relic of progenitus, Leyline of the void, and tormod's crypt is necassary. Reanimating becomes much easier once graveyard hate is out of the picture.
Hurkyl's recall: Another answer to the previous mentioned artifacts that nullify your graveyard. Bouncing Aether vial seems necassary as well, especially, when your behind.
Rushing River: A useful card to use against counterbalance decks and bouncing a goyf or two seems like it can buy you a turn if you need it.
Duress/Thoughtseize: Generally great against any blue based deck and ripping your opponent's hand full of spot removal or storm combo pieces seems huge as well.
Faerie macabre: Graveyard hate on legs seems great against decks like Ichorid/Dredge and Macabre can also be decent in the mirror. Depending on the build of survival, Faerie Macabre might be relevant there too.
Matchup Analysis
Merfolks: Favorable. You have free countermagic, cantrips to enable you to race them and then outrace them with your reanimate capabilities. Renaimating a Blazing Archon would seem nuts here since it's basically a super moat. Although, Sphinx of the steelwind seems awesome here as well since he's good against aggro peroid. Postboard, it only gets better for you thanks to duresses and thoughtseizes.
Countertop Goyf: Even-Favorable. Preboard, can be fairly tough if they manage to resolve an early counterbalance. Although, daze is incredible against counterbalance. Obviously, disruption and getting a fast start is key here. Reanimating Iona seems great here, especially, since they don't play Vial like Merfolks. Postboard, just like the merfolks matchup thoughtseize and duress is brilliant here. Your able to protect your renanimate pieces more actively as well.
Goblins: Favorable. Of course, you would want to take them out of the game as soon as possible. Renimating into a Blazing archon or even a sphinx of the steelwind can make quick work of them.
Zoo: Even-Favorable. You would want to have a fast start against zoo. Renamating into almost anything can win you games. Renimating into sundering titan can set them back quite a ways because titan destroys their manabase. Sphinx of the steelwind can also be a good way to race with them and then outrace them as well.
Aggro-Loam: Even-Favorable. Watch out for chalice set at 1 or 2 and try to get a fast hand so it will be harder for them to recover. Reanimating into either a Inkwell or Sphinx can easily put away the game for you.
Storm Tendrils: Even. This can be a tough matchup because they are just as fast or faster then you. Force of will and Daze alone might not be enough to shut them down. Renimating a Iona(naming black) into play can probably go a long way in this matchup at least in game 1. Postboard, you have a much better chance with 7 pieces of discard and the already included countermagic.
Dredge: Even-Not Favorable. This matchup can be tough especially if they rip your hand apart with cards like cabal therapy and sadistic Hypnotist. Not to mention, they can either be just as fast or faster then you. You should try to get an explosive start while holding countermagic. Daze and/or Force on Breakthrough, deep analysis, and careful study seems like it can buy you sometime to win. Postboard, this matchup gets better with faerie Macabre, chain of vapor, and discard. On the play, thoughtseizing a cabal therapy, breakthrough, or even a careful study can potentially buy you sometime.
Canadian Threshold: Even-not favorable. This matchup can be pretty rough preboard because they have stifle and wastelands to dismantle your fetchable manabase. They also have an actual clock and just as much countermagic as you. I'd probably suggest reanimating a Iona and naming blue. This at least stops their bounce, countermagic, and cantrips. However, the more disruption they run the tougher the game could be for you. Postboard, I'd board in all of your discard because I am sure they will bring in spell pierce and possibly red elemental blast. This can really be a toss up but drawing your discard early definitely helps.
Bant Tempo Threshold: Even. This matchup can also be rough but at least they don't run red blasts to shut off your blue spells. Reanimating a Iona or an inkwell leviathan should be good enough to take them down. Just watch out for their spell pierces because they most likely have them maindecked. Postboard, the matchup gets better for you because of your thoughtseizes and duresses, once again.
Bant Survival: Even. You run as much countermagic as they do and if you can get a early inkwell or even an iona(naming white) your chances of winning is pretty good. Postboard, once again gets much better for you because your discard spells really dictates on how much the match will go for you.
Landstill: Favorable. You run just as much countermagic as them and your early game is superb to their early game. Reanimatoring Iona naming white could be a good idea since it virtually shuts off humility, swords to plowshares, and wrath of god. Postboard, is just going to get better for you thanks to thoughtseize and duress. Discard is quite amazing against blue based control.
Another Sample list by one of the innovators of Reanimator.
As for the deck's viability, it has made a top 8 appearance at least twice in vestal and both of those events are big scale events. It definitely has the tools to compete with the rest of legacy. I mean, it runs alot of disruption and it can win in the first 3 or 4 turns.
I wouldn't be too surprised if it managed to top 8 in more big scale tournaments.
This is a deck that I've actually been interested in for quite some time. Dropping the largest of creatures within 2 turns is quite appealing.
I considered suggesting Dark Ritual, but it seems like it'd be sort of useless at times. Sure you could get the 1st turn Swamp to Dark Ritual to Entomb and Exhume, but there's not much else outside of that. Dropping it for more draw/search seems better. What are your opinions on it?
With Dredge hate being everywhere, this deck will get hated out by the same things, but it does seem this deck can play around it more easily since it has mana to work with. Have you tried out Show and Tell? It works nicely around Leyline of the Void and opponents will rarely have anything as good as you will have.
Yet to find one who is not affected so much, though maybe burn is one.
Have you tried playing against solidarity? They can combo off in response iona reanimation/extract.
I'm currently running the same build as you except that I run 2 ionas and 4 careful studies and will let you know too =) I'm considering to omit echoing truth in my deck for maybe another creature as dredge is not very heavily played over here.
But yea 1 in 10 cards is of course gives a much higher % chance of drawing 1 in 12 cards.
Btw, not sure you ever done this before, but angel of despair got removed, i used it to hit a core dual land of a deck, then using extirpate on that land and it screwed the deck mana base =x
Here's a thought...
haven't you thought of careful study as a burning wish? I mean, everyone knows that 1 wish MD = 2 cards in SB, then 1 careful study = 2 creatures MD, ergo if you are running 6 creatures you should run 3 careful study
So i gather that it's mostly for dredge and maybe goblin/merfolk matchups only? And mostly replaceable by Sphinx.
@Folkien: how do you liken it to a wish? I don't really understand the logic. But considering the outlets available, careful study seems likely to be able to get cut by 1.
I'm not 100% sure if this deck should be in here yet.
It makes results, but it isn't played in great numbers.
If it's strong enough to compete with high Tier decks: absolutely.
I went 4 T8's in a row right after entomb got unbanned, ( mostly 30-40man tourneys, except for 1, winning the dutch open nationals 136man)
I was playing a rather high speed build, if I recollect correctly 7 creatures and 15 discard outlets ( 4 thoughtseize, 3 study, 4 putrid imp, 4 entomb)
I changed that version of the deck because without daze, it simply coulnd't compete with counterbalance decks, it died horribly.
The changes I'm making are in prospect of the GP Madrid where I expect to see my all-time fav counterbalance again next to combo, tribal, Bant aggro and zoo decks as majority. ( other decks will be around in great numbers, but not compared to these).
Hence I changed the deck a little over time. My results dropped big time ( poor ponder didn't do me any good)
The deck became to slow and the small dutch legacy meta was highly prepared, but that isn't a downfall.
At all GPT's I've been I tried small different set-ups including ponder and only entomb/thoughtseize as an out. Worst Idea ever.
I'm going back to basics, high speed T1-T3 drops with protection if needed.
My list is probably going to be the following for GP Madrid.
If you counted correctly, the main deck results into 61 cards. This won't be my final build.
No matter how you see it, iona is good against ANY deck, won't always win you the game, but it's by far the best creature to find in a careful study.
If you want to play 4 careful study, I'm not so sure yet.
My little primer ( I think I made a few by now in the old thread):
What makes reanimate so strong: It drops a high utility creature at such speed, the opponent has no/limited time to recover. He'll spend his few turns remaining in a state of fear/suicide where he has to spend his last resorts in removing or handling this threat.
How does reanimate play itself:
it seems easy, but it can be tricky. Just drop a fat one on the field ASAP!
The hard part is, how fast should you drop it and what creature do you pick.
I'll explain that in the MAtch-ups below.
Cards that are important: study/entomb/thoughtseize: these can be the enablers to make your combo go where it should. Thoughtseize is not prefered but will high likely win as well.
reanimate/exhume: no words needed here, do pay attention to an opponents gy, it will kill you or win the you match if you do so.
BS/mystical/study: finding your cards and dropping what's dead.
The creatures:in case of sundering titan, there's always a better creature. iona is the bomb play either 2-3 of them.
daze/FoW/thoughtseize: the disruption package, no explains needed here. The addition of daze makes the counterbalance MU a lot better.
Petals: speed, it makes T1 drops able with study into creature into reanimate where rituals can't
echoing truth: so good in so many situations: tutor it and it can be your winning condition.
Match-ups:
Ad Nauseam Tendrils and other storm variants: Good. Why is this a good match-up. Most of the time you will win the first match. Iona named black will seal the deal. If not, they are playing bounce maindeck ( wipe away). Best answer, get ready to be in control after they bounced it. Since they could be on very low life, ad nauseam is a bad card to try. Get ready for ill-gotten gains and use the mysticals to get more forces/thoughtseizes.
After Sideboarding you will use extirpate to take care of chants, rituals and other mana set-ups. ( depending on mystical tutor target) when you see their hand anticipate on iona's color. Remind yourself not to board out a sphinx of the steel wind, since it can nullify empty the warrens. Iona blue seems like the best choise now, since at that point they cannot tutor for anything or find things the easy way.
TES is a bit tougher, still iona black, and take care of all their burning wishes. ( they can't wish for bounce since most of them in SB are instants anyways)
Belcher: decent-good: belcher is a combo deck, iona naming red will seal the deal. Be aware on counting their mana in their pool so that you do not die to a well-played belcher. Sideboarding doesn't matter much, additional spell pierces will seal the deal. Iona or sphinx are the game winners here. ( or archon if you play that)
Tempo treshhold: not so good: drop a threat early and win, if you do not, they get your manabase to screw up and will counter nearly anything. You can win late-game on empyrial archangel since it sets a good clock. Iona naming green is more fun. ( no threat at all)
If tempotreshhold is NOT URG, it's a horrible match-up. since it will possibly play white or black. In white, path to exile or swords to plowshares is coming to get you ( sphinx wins the game here) if black, dark confidant will take you down. The CA and the counters they draw from that is so immense, you have to lucksack yourself through. ( testresults lead into 25-75% after SB)
Counterbalance: even: you have the same ammount of disruption they have. ( 8 counters + 4 thoughtseize vs 8 counters + 4 CB)
Why even? dropping an iona white/inkwel leviathan or a very early empyrial will be too fast for them to handle. After SB-ing bring in the EE for CB or goyfs, spell pierces to take down the CB and take out sphinx. ( stupid stp's will hardly be boarded out) also bring a perish, it might safe you from overkill goyfs.
Against NO the match-up is harder. They have a fast clock, and a faster clock outside of white. (progenitus eats iona, for sure) This can become a very tricky fight. You want both extract and perish here. ( extract for proggy and perish in general)
Goblins: Very good: the speed you can muster against this deck is something they cannot deal with. They have to draw immensely good will they win. A first turn vial is a better thing to see than a T1 lacky. Sphinx will most likely seal the deal unless they go insane. Nature's claim will be boarded in to take down vials/crypts or relics. Be aware of goblins with splashed colors, the match-up will change and counters are good here. Also some goblins use anarchy here, so be ready to have an exhume ready.
Merfolk: doubtfull, but in disadvantage: they have everything we hate. A fast clock, counters and a disruption package and sometimes sowers in SB:
How to deal with merfolk. Mainboard sphinx is game unless they play sower mainboard which is highly doubtfull. Sideboard, bring iona to blue and then shatter their vials. They don't like it. If they board in nothing like sowers or bounce. Take them out hard with sphinx. Blazing archon works the same way mainboard as sideboard as the sphinx. Not a very good match-up but it can be dealt with.
Ichorid: even: might be my lack of experience with ichorid, but I've won, drawn and lost matches against it. Differs per time and choises I made. I miscalled a few times ( bloodghast builds) and have gained new insight.
Mainboard sphinx or iona (black) could be game, blazing archon is better here.
In SB extirpate really shines, but is not guarantee for a win. ( take out bridges and bring iona to blue, also EE's work wonders) Tough fight but definately winnable.
Staxx ( white): pretty good, you can shut down the deck with iona out. Smokestaxx itself can be tricky, but it'll cost them more than you if they MUST drop it early to get her killed. ( just do it again later on) be carefull with what you counter. I won a match while only countering an elspeth and an early chalice. ( he got to play: armageddon, trinisphere, chalice @1, ghostly prison, moat and something no bothering enough)
Staxx ( brown): this on the other hand is trickier, iona cannot name a color and they will have some beats as well. Take down a sphinx of the steel wind. ( it has vigilance and will take down the creatures they drop while inflicting damage) Chalice @1 is a must counter or must be played around. Trinisphere can be dealt with.
Bant Aggro: Tough, but winnable- even:won most matches on either a quick iona whiteor stealing their goyfs. Heavy beatings are needed or you'll die quikcly. NO-prog isn't the worst since you'll probably end up dieing before that already.
Aggro-loam: extremely favorable: The only thing that can take you down is a immensely sick hand with a terravore or a chalice @1 on T1 that resolves. Sphinx wins games single-handedly. They have hardly or no SB against us.
43.land: Favorable: they have nothing to stop an inkwell leviathan except chasm lock which is slow as hell and hard to keep up early turn. ( also dropping iona naming green and then take out their fun with an inkwell is also doing the trick) Do get a basic land for wasteland + tabernacle.
Zoo: funny fight, but favorable. the OP says that a quick creature gives a win. This is NOT true. A lot of naya zoo decks play PTE! this is something taht must be deal with, Counters only might not solve this problem. It changes a bit with each fight. Since they have a very fast clock exhume is better. inkwell leviathan/iona (white/red) or a sphinx can seal the deal, depends on your own hand.
Landstill: Favorable: even though there's a new jace and they do play with forces. it's favorable. Landstill is too slow most of the time. Empyrial/inkwell/iona (white) can seal the deal. The latter one is by far the best choise. The new jace, drop iona too late and they can win on that card. ( therefore empyrial can seal the deal nicely) keep counters on hand since it will be their last-turn drop and answer. Be aware of extirpate/edicts/damnations sideboard. They could be in there. ( or a wishboard with ravenous trap)
Eva-Green: cute gal, favorable: They have nothing, a lot of discard won't help them solve the fight against iona (black). counter their first discard, T2 drop is more than enough. After SB-ing expect GY hate( macabre/extirpate/leylines.Show and tell is a very good SB here, they might discard a lot, but dropping something past their leylines is not according to plan. (brainstorm is soo good here)
The Rock: favorabel, but depends on the build: Standard rock lists have single-color removal + shriekmaw. Iona naming white or empyrial will probably seal the deal unless they will set-up a huge clock. ( not likely, but they can)
EDIT: when I know more important match-ups from T1 decks I'll add it.
Sideboard:
Show and tell: good for anything, find iona and win: works wonders against GY hate.
nature's claim: works better than krosan grip in some matches but worse against other matches, therefore I added EE in my SB as gy-hate-removal 4-5
EE: destroys goyfs+ CB where claim cannot ( krosan grips work is not always garanteed) it also takes out chalice of the void.
Akroma: a second trickbox against goblins/eva green and aggro-loam. It's fast,hasty big and pro black and red. Why? this way you have more outs against piley's and gy hate. Tricking your opponent into removing sphinx while bringing an akroma right after will make them sob.
Extirpate: why I like this card, it targets, it removes, it shows their hands and possible SB plans and for only 1 mana. works flawlessly against stormcombo, loam decks, the rock with multi-color removal and as one-offs against 43.land. (it's good enough against ichorid since it takes out specific targets. If you have multiples in hand, take out dredges and they will have no speed after that)
extract: takes out the Pro from the NO ( which can kill this deck), also takes out kills from tendril combo's ( or ad nauseam/ill-gotten gains so they will have limited storm to work with)
perish: takes out the rock/zoo with a flashy start, make racing for those decks not an option. Doesn't coop with empyrial well, but enough to play it.
Spell pierce: only 2, you could play duress in here, but this does the trick against so many decks as well.
co-workers getting angry for me typing this much in such a short time, I should work harder. I'll finish a nice lay-out when I get the time this week. Also adding any new information and explanation about creature choise and different builds, because there is an even more aggressive build hanging around which should be mentioned
Seems like a good little primer and since your build is somewhat different from team left fields, it's good that you wrote a primer. It's definitely a good supplement primer and increases discussion on this archetype, which I definitely want.
I am definitely still working on my opening primer though.
Back to discussion:
I personally like to run 8 cantrips since even though it makes the deck less explosive it makes it more consistent. Considering, brainstorm and ponder can be amazing with Entomb as well. Although, I definitely like the idea of playing show and tell. I thought about just trying it out in the sideboard though.
I also agree that 2 Iona is just fine. From my testing experience, I think adding a 3rd one seems win-more but it could entirely be just my opinion.
Overall, I definitely like your list, it seems very strong.
Edit: I just added some tournament data to the opening post at the bottom.
What enchantments are you trying to hit with nature's claim? I doubt counterbalance will let you resolve it. So your nature's claim is mostly for artifacts? Why not try crumble instead. They will gain less life.
Private Mod Note
():
Rollback Post to RevisionRollBack
This is how I make mad money by doing what I already do, Shopping with Mr. Rebates. If you signup with my referral, send me an email and I will show you how to earn even more money.
Burning wish seems like it could be an innovative idea for this deck since Show and Tell, Exhume, and reanimate are all sorcery spells. It never hurts to test and try out something new at any rate.
With that said, even though Burning wish gives you flexibility and resiliency. The card probably doesn't outweigh the liability of adding another color though because essentially cards such as ponder, careful study, brainstorm, and mystical tutor fills in the same role. Also, we don't run cards such as Lion's Eye Diamond, Dark ritual, and Rite of flame to maximize the full capabilities of Burning wish, such as TES. In other words, your just minimizing the core skeleton of this deck and making it weaker to other strategies that see play in Legacy.
I also just added some more content to the opening post in this thread.
It is of course no way as good as the UB versions we are running but it's just for reference for those who wish to get an idea of the BR burning wish one.
Private Mod Note
():
Rollback Post to RevisionRollBack
This should help people out who are addressing me in further posts: My name is Tenkai. It's not Tokobo. Thank you. =)
It is of course no way as good as the UB versions we are running but it's just for reference for those who wish to get an idea of the BR burning wish one.
Ah yeah, I remember a friend of mine used a deck that was similiar to this. Of course, he never went to any major legacy tournaments but he would always do well in his local 10-15 man tournaments. He doesn't play anymore though and this was back in 2006. It was definitely a consistent deck for what it's worth.
Edit: I just updated the opening post again. I think this should be enough for awhile.
Usually you can play one MD show and tell; if you get a creature in hand, just search for S&T with mystical tutor, brainstorm, and ponder. As well as careful study but then you could just discard the creature if you don't see show and tell.
For reanimation targets I would play the following for an unknown meta:
2x Iona
1x Blazing Archon
1x Sphinx of the Steel Wind
1x Akroma, Angel of Fury (red one)
1x Inkwell Leviathan
Private Mod Note
():
Rollback Post to RevisionRollBack
"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
My deck is a little less stable than most reanimator deck because of my lower land count, but I tend to increase my % of getting turn 1-2 reanimates a lot more. This deck usually only needs one land to perform well.
I agree with alphastryk. I've been running 3 C. Study w/ 1 Show and Tell and it has worked well. I also play 4 Mystical Tutors. They make things so consistant it's rediculous. I know that opening a double tutor hand is unappealing. Rarely will I keep a hand where I'm forced to double tutor for both pieces. But, having two tutors in addition to Entomb or a reanimation spell is fantastic. The 4th tutor also helps with sideboarding, too, by either strengthening the 1 of's or boarding it out.
The Sideboard fluctuates, but I keep 2x K. Grip, Reverent Silence, Blazing Archon, and Show & Tell as staples. Duress and Extirpate are common here. I've even used Massacre since ALL the goblins in my area are R/w. Stingscourger + Stp are backbreaking.
I've used 3x Thoughtseize for a while now and the count hasn't bothered me yet, though I'm considering dropping the main S&T for the 4th. Thoughtseize is so awkward in this deck, especially if you have Exhume as your reanimation spell. And you never really want to target yourself. (Though I have targeted myself -explicitly stating so- and my opponent dropped their hand on the table) It may very well be better off as Ponder, but they have their trade-offs. Ponder is better later in the game when you are digging for something, where 'seize is less than stellar. Thoughtseize is terrific turn 1 where you have the possibility to ruin their game plan, and clear the way for yours.
I'm currently testing going -1 Bayou, -1 swamp for two more fetches and it's fine so far. Not many Stifles in my area lately.
Why I choose for akroma over a second sphinx is because she completes the match-ups where the sphinx could still die and vice versa and she haste haste which result into a sudden alphastrike.
Haste is why I keep her in my list. If I've got an Entomb and a reanimator in hand, the opponent is likely calculating he has two turns left before dying to Iona. EoT Entomb Akroma, reanimate her during my turn, GG. Winning now is almost always preferable to winning later.
Renanimator has been known as a powerful deck in Legacy. It has proven itself to be a force in most metagames because not too many decks can handle a huge creature with evasion in the first two or three turns.
Lately, the deck has made a huge comeback thanks to entomb which came off the banned list in the recent months. Entomb single handly has made renanimator a competitive contender to deal with in any legacy tournament. Your able to dump any creature you want in the graveyard with this card and on the very next turn renimate it to swing for the win instantly.
Here is one of the most recent renimator decks that placed 6th out of 78 players at the Feb 13 Vestal Power tournament. The pilot was Geoff Smelski and the deck was designed by Team Left Field when entomb just got unbanned.
4x Exhume
4x Entomb
4x Careful Study
4x Brainstorm
4x Ponder
3x Mystical Tutor
4x Force of Will
4x Daze
2x Iona, shield of emeria
2x Inkwell leviathan
1x Sphinx of the steel wind
1x Blazing Archon
1x Sundering Titan
2x Island
2x Swamp
3x misty rainforest
3x verdant catacombs
4x polluted delta
3 chain of vapor
1 hurkyll's recall
1 rushing river
3 duress
4 thoughtseize
3 faerie macabre
How to play the deck?
Basically, it comes down to searching your library for a big creature with entomb and dumping it into the grave. Then reanimate/exhume the creature into play for one or two mana. Of course, it's harder then it sounds since this format is a blue based format with lots of decks packing force of will and such. However, you play disruption yourself and so you have a high chance of preventing your opponent's disruption from halting your own success with this deck.
Why play this deck over some other decks?
Well, this deck is consistent, fast, and resilient. You can put away any match in a couple of turns and this deck plays with a vast amount of tools to deal with any problematic situation. Not to mention, this deck is actually pretty easy to play since this deck has a linear strategy at winning. This deck can also get around graveyard hate which makes this an attractive deck to play. Considering, you can choose when to dump your creatures in your graveyard and instantly revive them into play on the same turn. While in the meantime, you can just wreck your opponent's hand with discard and customize your own hand for desired results.
Card Choices:
Reanimate: Along with exhume this card is used primarily to dispatch large creatures from your graveyard to end games quickly.
Entomb: The signature card in this deck. Your able to gold fish fast with entomb since it costs only one black mana and dumping any creature card in your graveyard is insanely efficient in this deck. Afterall, you play the least casting cost cards for big effects in this format.
Careful Study: A discard outlet and draw spell built into one card. A great card to have in a reanimator deck to accerate this deck and make it more consistent.
Brainstorm: One of the best cards in the format. A must have for just about any blue deck and this card enables sheer tempo advantage for the caster.
Ponder: It's like playing with 8 brainstorms in one deck. Ponder enables card quality and card advantage simultaneous so you will have a better chance to draw what you need to. Also, Ponder as well as brainstorm is just great with shuffling effects such as fetchlands, entomb, and mystical tutors.
Mystical Tutor: Pitchable to Force of will and can search for any disruption or combo piece you need. Generally makes this deck more explosive, less clunky, and more resilient.
Force of Will: One of the best cards in the format. Generally, force of will makes this deck viable to a point where it can compete in any big scale event. This card can either help you enforce your reanimating capabilities against your opponent or buy you time to win the next turn.
Daze: Another free counterspell that gives you a chance to out tempo your opponent early.
Iona, shield of emeria: Effective against aggro-control decks and just steals you games against storm combo. With that said, Iona is basically a meddling mage on crack.
Inkwell Leviathan: There aren't too many decks in the format that can deal with this when it hits play. Inkwell is a great card against all of those UGW aggro-control decks that are floating around. Instantly, making the most played spot removal in the format(swords to plowshares) obsolete in the early turns is just necassary. Besides, Inkwell is well over a 6/6 that has massive envasion.
Sphinx of the Steelwind: Sphinx is generally just insane against pure aggro because I'd imagine a difference of 12 points of damage can quickly become apparent. Also, with the resurgence of Vial Goblins, Sphinx is just incredible.
Blazing Archon: Generally, relevant against aggro decks that usually have minimal spot removal spells in the maindeck. Decks such as merfolks, goblins, and elves comes to mind.
Sundering Titan: Can be excellent against a deck like zoo and Landstill because they run a multi-colored manabase and sundering titan can make quick work of their foundations.
Sideboard Card Choices:
Chain of Vapor: Bouncing graveyard hate such as relic of progenitus, Leyline of the void, and tormod's crypt is necassary. Reanimating becomes much easier once graveyard hate is out of the picture.
Hurkyl's recall: Another answer to the previous mentioned artifacts that nullify your graveyard. Bouncing Aether vial seems necassary as well, especially, when your behind.
Rushing River: A useful card to use against counterbalance decks and bouncing a goyf or two seems like it can buy you a turn if you need it.
Duress/Thoughtseize: Generally great against any blue based deck and ripping your opponent's hand full of spot removal or storm combo pieces seems huge as well.
Faerie macabre: Graveyard hate on legs seems great against decks like Ichorid/Dredge and Macabre can also be decent in the mirror. Depending on the build of survival, Faerie Macabre might be relevant there too.
Matchup Analysis
Merfolks: Favorable. You have free countermagic, cantrips to enable you to race them and then outrace them with your reanimate capabilities. Renaimating a Blazing Archon would seem nuts here since it's basically a super moat. Although, Sphinx of the steelwind seems awesome here as well since he's good against aggro peroid. Postboard, it only gets better for you thanks to duresses and thoughtseizes.
Countertop Goyf: Even-Favorable. Preboard, can be fairly tough if they manage to resolve an early counterbalance. Although, daze is incredible against counterbalance. Obviously, disruption and getting a fast start is key here. Reanimating Iona seems great here, especially, since they don't play Vial like Merfolks. Postboard, just like the merfolks matchup thoughtseize and duress is brilliant here. Your able to protect your renanimate pieces more actively as well.
Goblins: Favorable. Of course, you would want to take them out of the game as soon as possible. Renimating into a Blazing archon or even a sphinx of the steelwind can make quick work of them.
Zoo: Even-Favorable. You would want to have a fast start against zoo. Renamating into almost anything can win you games. Renimating into sundering titan can set them back quite a ways because titan destroys their manabase. Sphinx of the steelwind can also be a good way to race with them and then outrace them as well.
Aggro-Loam: Even-Favorable. Watch out for chalice set at 1 or 2 and try to get a fast hand so it will be harder for them to recover. Reanimating into either a Inkwell or Sphinx can easily put away the game for you.
Storm Tendrils: Even. This can be a tough matchup because they are just as fast or faster then you. Force of will and Daze alone might not be enough to shut them down. Renimating a Iona(naming black) into play can probably go a long way in this matchup at least in game 1. Postboard, you have a much better chance with 7 pieces of discard and the already included countermagic.
Dredge: Even-Not Favorable. This matchup can be tough especially if they rip your hand apart with cards like cabal therapy and sadistic Hypnotist. Not to mention, they can either be just as fast or faster then you. You should try to get an explosive start while holding countermagic. Daze and/or Force on Breakthrough, deep analysis, and careful study seems like it can buy you sometime to win. Postboard, this matchup gets better with faerie Macabre, chain of vapor, and discard. On the play, thoughtseizing a cabal therapy, breakthrough, or even a careful study can potentially buy you sometime.
Canadian Threshold: Even-not favorable. This matchup can be pretty rough preboard because they have stifle and wastelands to dismantle your fetchable manabase. They also have an actual clock and just as much countermagic as you. I'd probably suggest reanimating a Iona and naming blue. This at least stops their bounce, countermagic, and cantrips. However, the more disruption they run the tougher the game could be for you. Postboard, I'd board in all of your discard because I am sure they will bring in spell pierce and possibly red elemental blast. This can really be a toss up but drawing your discard early definitely helps.
Bant Tempo Threshold: Even. This matchup can also be rough but at least they don't run red blasts to shut off your blue spells. Reanimating a Iona or an inkwell leviathan should be good enough to take them down. Just watch out for their spell pierces because they most likely have them maindecked. Postboard, the matchup gets better for you because of your thoughtseizes and duresses, once again.
Bant Survival: Even. You run as much countermagic as they do and if you can get a early inkwell or even an iona(naming white) your chances of winning is pretty good. Postboard, once again gets much better for you because your discard spells really dictates on how much the match will go for you.
Landstill: Favorable. You run just as much countermagic as them and your early game is superb to their early game. Reanimatoring Iona naming white could be a good idea since it virtually shuts off humility, swords to plowshares, and wrath of god. Postboard, is just going to get better for you thanks to thoughtseize and duress. Discard is quite amazing against blue based control.
Another Sample list by one of the innovators of Reanimator.
1 island
1 swamp
3 underground sea
1 bayou
4 lotus petal
4 reanimate
4 exhume
4 thoughtseize
4 entomb
4 careful study
3 mystical tutor
4 force of will
4 daze
4 brainstorm
1 show and tell
1 echoing truth
1 inkwell leviathan
1 sphinx of the steel wind
1 empyrial archangel/blazing archon
4 extirpate
2 engineered explosives
1 perish
1 extract
1 show and tell
1 akroma angel of wrath
3 nature's claim
2 spell pierce
Here is Practical Joke's primer on the deck: http://forums.mtgsalvation.com/showpost.php?p=4971914&postcount=9
2 Bloodstained Mire
2 Island
4 Polluted Delta
2 Swamp
4 Underground Sea
2 Verdant Catacombs
Creatures
2 Iona, Shield of Emeria
1 Sphinx of the Steel Wind
1 Empyrial Archangel
1 Blazing Archon
2 Inkwell Leviathan
4 Reanimate
2 Thoughtseize
1 Echoing Truth
4 Mystical Tutor
1 Show and Tell
4 Force of Will
4 Brainstorm
4 Careful Study
1 Dark Ritual
4 Daze
4 Entomb
4 Exhume
1 Iona, Shield of Emeria
1 Animate Dead
1 Chain of Vapor
1 Echoing Truth
1 Hurkyl's Recall
1 Misdirection
2 Perish
1 Show and Tell
3 Spell Pierce
1 Sphinx of the Steel Wind
1 Wipe Away
1 Woodfall Primus
Here is a Top 8 Reanimator list that was played at a 138 player Legacy tournament after the banning of mystical tutor.
3 Daze
4 Personal Tutor
4 Brainstorm
2 Ponder
4 Careful Study
1 Show and Tell
1 Turbulent Dreams
3 Reanimate
4 Exhume
4 Entomb
2 Thoughtseize
1 It That Betrays
1 Terastodon
1 Blazing Archon
1 Inkwell Leviathan
1 Sphinx of the Steel Wind
2 Iona, Shield of Emeria
1 Bayou
1 Tropical Island
3 Underground Sea
4 Verdant Catacombs
4 Misty Rainforest
2 Polluted Delta
1 Swamp
1 Island
1 Animate Dead
1 Show and Tell
1 Dryad Arbor
1 Perish
1 Reverent Silence
1 Gilded Drake
1 Realm Razer
2 Moment’s Peace
2 Inquisition of Kozilek
2 Null Rod
2 Pithing Needle
Top 8 Appearances.
@Vestal Power + Duals, 6th place out of 78 players:http://www.mtgthesource.com/forums/showthread.php?15458-Feb-13th-Gigantic-Legacy-Jupiter-Games!-Power-Duals!&p=428726&viewfull=1#post428726
@GPT Madrid-Japan, 2nd out of 40 players: http://www.deckcheck.net/deck.php?id=32497
4th place out of 42 players: http://www.deckcheck.net/deck.php?id=32290
5th place out of 35 players: http://www.deckcheck.net/deck.php?id=32196
@GPT Madrid-Germany, 7th out of 37 players: http://www.deckcheck.net/deck.php?id=31751
@GPT Madrid-Germany, 3rd out of 37 players: http://www.deckcheck.net/deck.php?id=31747
@GPT Madrid-Czech Republic, 2nd out of 59 players: http://www.deckcheck.net/deck.php?id=31488
@Lotacy, 1st place out of 58 players: http://www.deckcheck.net/deck.php?id=31223
@Netherlands Legacy Championships, 1st place out of 136 players: http://www.deckcheck.net/deck.php?id=31215
@Final Power, 7th place out of 58 players: http://www.deckcheck.net/deck.php?id=31142
Here are some Top 8 appearances of Reanimator before Entomb.
@Game empire, 1st out of 52 players: http://www.deckcheck.net/deck.php?id=13145
@Kadilak's Dual Land draft, 4th out of 56 players: http://www.deckcheck.net/deck.php?id=13084
@Dragons League, 8th out of 56 players: http://www.deckcheck.net/deck.php?id=16076
Check out my Trade Thread!
As for the deck's viability, it has made a top 8 appearance at least twice in vestal and both of those events are big scale events. It definitely has the tools to compete with the rest of legacy. I mean, it runs alot of disruption and it can win in the first 3 or 4 turns.
I wouldn't be too surprised if it managed to top 8 in more big scale tournaments.
I considered suggesting Dark Ritual, but it seems like it'd be sort of useless at times. Sure you could get the 1st turn Swamp to Dark Ritual to Entomb and Exhume, but there's not much else outside of that. Dropping it for more draw/search seems better. What are your opinions on it?
With Dredge hate being everywhere, this deck will get hated out by the same things, but it does seem this deck can play around it more easily since it has mana to work with. Have you tried out Show and Tell? It works nicely around Leyline of the Void and opponents will rarely have anything as good as you will have.
Against Zoo, Inkwell Leviathan might be better than other choices because of PtEs. I guess for me, deciding between Sphinx of the Steel Wind and Inkwell Leviathan would depend on what's in my hand
Adding on: Merfolk matchup, I would say to watch out for the vial, it's one of the bigger issue things in the deck when playing against it.
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
One quick question, is 3 Ionas too excessive? Or are you trying to get Iona as much as possible?
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
Have you tried playing against solidarity? They can combo off in response iona reanimation/extract.
I'm currently running the same build as you except that I run 2 ionas and 4 careful studies and will let you know too =) I'm considering to omit echoing truth in my deck for maybe another creature as dredge is not very heavily played over here.
But yea 1 in 10 cards is of course gives a much higher % chance of drawing 1 in 12 cards.
Btw, not sure you ever done this before, but angel of despair got removed, i used it to hit a core dual land of a deck, then using extirpate on that land and it screwed the deck mana base =x
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
Also, I gather that blazing archons are not required against dredge but more of to ensure victory?
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
haven't you thought of careful study as a burning wish? I mean, everyone knows that 1 wish MD = 2 cards in SB, then 1 careful study = 2 creatures MD, ergo if you are running 6 creatures you should run 3 careful study
@Folkien: how do you liken it to a wish? I don't really understand the logic. But considering the outlets available, careful study seems likely to be able to get cut by 1.
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
Seems like a good little primer and since your build is somewhat different from team left fields, it's good that you wrote a primer. It's definitely a good supplement primer and increases discussion on this archetype, which I definitely want.
I am definitely still working on my opening primer though.
Back to discussion:
I personally like to run 8 cantrips since even though it makes the deck less explosive it makes it more consistent. Considering, brainstorm and ponder can be amazing with Entomb as well. Although, I definitely like the idea of playing show and tell. I thought about just trying it out in the sideboard though.
I also agree that 2 Iona is just fine. From my testing experience, I think adding a 3rd one seems win-more but it could entirely be just my opinion.
Overall, I definitely like your list, it seems very strong.
Edit: I just added some tournament data to the opening post at the bottom.
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
With that said, even though Burning wish gives you flexibility and resiliency. The card probably doesn't outweigh the liability of adding another color though because essentially cards such as ponder, careful study, brainstorm, and mystical tutor fills in the same role. Also, we don't run cards such as Lion's Eye Diamond, Dark ritual, and Rite of flame to maximize the full capabilities of Burning wish, such as TES. In other words, your just minimizing the core skeleton of this deck and making it weaker to other strategies that see play in Legacy.
I also just added some more content to the opening post in this thread.
@Cecilia: There was a deck a long time ago which used burning wish and top8. But the list was rather rough, but here's the list:-
2 Mox Diamond
// Creatures
1 Phantom Nishoba
// Enchantments
4 Zombie Infestation
// Instants
3 Intuition
// Legendary Creatures
3 Akroma, Angel Of Wrath
4 Squee, Goblin Nabob
Sorceries
4 Burning Wish
4 Cabal Therapy
4 Careful Study
4 Duress
4 Exhume
1 Last Rites
3 Reanimate
1 Island
1 Mountain
2 Swamp
Lands
1 Badlands
4 Bloodstained Mire
4 Polluted Mire
2 Underground Sea
4 Wasteland
3 Petradon
1 Plated Slagwurm
3 Disrupt
1 Buried Alive
1 Echoing Ruin
3 Last Rites
1 Pyroclasm
1 Reanimate
1 Sickening Dreams
It is of course no way as good as the UB versions we are running but it's just for reference for those who wish to get an idea of the BR burning wish one.
Legacy Competitive
BUReanimatorUB
RUSneaky ShowUR(Dismantled)
GBUReanimatorUBG(Retired)
(Pre-Mystical Tutor Banning)
{RIP:July 1, 2010}
Legacy Casual
UWBag Of TricksWU
GWEnchantressWG(Budget/In construction)
WSoul SistersW
Legacy Casual - Retired
UBT.E.S. - The EGG-pic StormBU
BGrave ExistenceB
Sig by Me =)
Ah yeah, I remember a friend of mine used a deck that was similiar to this. Of course, he never went to any major legacy tournaments but he would always do well in his local 10-15 man tournaments. He doesn't play anymore though and this was back in 2006. It was definitely a consistent deck for what it's worth.
Edit: I just updated the opening post again. I think this should be enough for awhile.
For reanimation targets I would play the following for an unknown meta:
2x Iona
1x Blazing Archon
1x Sphinx of the Steel Wind
1x Akroma, Angel of Fury (red one)
1x Inkwell Leviathan
Currently Playing:
Retired
4 entomb
4 reanimate
4 exhume
4 mystical tutor
4 brainstorm
1 show and tell
Creatures: 4
2 iona, shield of emeria
1 inkwell leviathon
1 blazing archon
Disruption: 13
4 force of will
4 daze
4 thoughtseize
1 echoing truth
4 dark ritual
4 lotus petal
Land: 14
4 underground sea
4 polluted delta
2 talding scarn
2 flatmarsh
1 island
1 swamp
2 tormod's crypt
2 echoing truth
3 extirpate
3 spellpierce
1 akroma, angel of wrath
1 sphinx of steel wheel
1 show and tell
2 diabolic edict
My deck is a little less stable than most reanimator deck because of my lower land count, but I tend to increase my % of getting turn 1-2 reanimates a lot more. This deck usually only needs one land to perform well.
From my testing lately, I am pretty sure the 4th Careful Study is the card to cut to get down to 60...
4x Reanimate
4x Exhume
4x Mystical Tutor
4x Brainstorm
3x Careful Study
1x Show and Tell
3x Daze
3x Thoughtseize
3x Iona, Shield of Emeria
1x Inkwell Leviathan
1x Empyrial Archangel
1x Sphinx of the Steel Wind
4x Polluted Delta
4x Underground Sea
1x Verdant Catacombs
1x Marsh Flats
1x Bloodstained Mire
2x Bayou
2x Swamp
1x Island
The Sideboard fluctuates, but I keep 2x K. Grip, Reverent Silence, Blazing Archon, and Show & Tell as staples. Duress and Extirpate are common here. I've even used Massacre since ALL the goblins in my area are R/w. Stingscourger + Stp are backbreaking.
I've used 3x Thoughtseize for a while now and the count hasn't bothered me yet, though I'm considering dropping the main S&T for the 4th. Thoughtseize is so awkward in this deck, especially if you have Exhume as your reanimation spell. And you never really want to target yourself. (Though I have targeted myself -explicitly stating so- and my opponent dropped their hand on the table) It may very well be better off as Ponder, but they have their trade-offs. Ponder is better later in the game when you are digging for something, where 'seize is less than stellar. Thoughtseize is terrific turn 1 where you have the possibility to ruin their game plan, and clear the way for yours.
I'm currently testing going -1 Bayou, -1 swamp for two more fetches and it's fine so far. Not many Stifles in my area lately.
Haste is why I keep her in my list. If I've got an Entomb and a reanimator in hand, the opponent is likely calculating he has two turns left before dying to Iona. EoT Entomb Akroma, reanimate her during my turn, GG. Winning now is almost always preferable to winning later.
Because it costs three and therefore is more difficult to match up to? Just saying that...Counterbalance activates against Wipe Away.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'