Went back to 21 lands with the 2 Birds of Paradise and decided I liked that configuration more. Any suggestions for the 2 slots I have free? I've been playing Kitchen Finks just because I've been seeing a bit more aggro lately but am also testing out the new Sigarda. I played one Life from the Loam and it was fine, but it really just tended to function as a 5th Satyr and the Mindwrack Demons really upped the graveyard velocity already.
That's debatable. Had to decide between 2 Paths side or 2 Decays side and preferred having the Paths from experience. There aren't too many non-creature permanents under 3 I find myself worrying about aside from maybe Ensnaring Bridge, Blood Moon, Plating, and Shackles. Our creatures are so good there aren't many below 3 cmc that we need to really worry about, and Path costing only one mana usually serves as the more efficient removal for the ones that fall into that category.
Back from FNM, went 3-0-1 for 2nd place (20 people but we cap at 4 rounds)
R1 D 1-1 against Esper control trying to abuse Mulldrifter; seemed reasonable as we have quite a few Jund players at our LGS. Game 1 was a grindfest against big Elspeth and I conceded out of concern for time, but game 2 went to turns anyway and I snuck in the exacties for the draw.
R2 W 2-0 against Jeskai splashing B for Souls. Turn 2 Rhino crushes game one and he shows me the grip of Remands that my Rhino snuck under. Game 2, he resolves Ancestral Visions which helps him clear most of my board. I answer with Sigarda, Heron's Grace. He answers with Goblin Dark Dwellers to recast Ancestral. I answer with Angel of Serenity grabbing my Thragtusk, Siege Rhino, and Mindwrack Demon out of the bin. The 9 power flying gets there, as he can't find answers in time.
R3 W 2-0 against Blue Moon. Steam Vents, Scalding Tarn raises a red flag and I decide to search for basics with my fetches. It was a good decision and he couldn't beat my Siege Rhino and Mindwrack Demon. Game 2 was more of the same.
R4 W 2-1 against Jund. Mulled to 5 game 1 and lost that. He decides Liliana and discard spells are fine to leave in and I outgrind him the next two games.
Notes: Sigarda is quite impressive, as she can win games by herself. Think she'll stay in as my fun-of. Mindwracks are definitely great; they fuel the grave and present a threat so well, I would play more if Siege Rhino wasn't Siege Rhino.
Hey guys, this deck looks hella dope. I've wanted to play a reanimator strategy in modern for a while, all my lists have never panned out. These lists look super solid, I just had a few questions.
1)how does turn 2 rhino work? Just not seeing it.
2)manabase? I can't get the catacombs right now, so what could we do for a budget base? I have heaths, and a few of the shocks.
Thanks in advance guys!
Private Mod Note
():
Rollback Post to RevisionRollBack
How I like to win games:
Modern:
Grixis Shadow
Burn
Titanshift
Copycat (Given up currently, not entirely sure what it needs)
Hey buwalda98, glad to hear you're interested in the deck. To answer your questions:
1) You can play a Siege Rhino on turn 2 if you have the following 3 spells and 2 lands: 1 Arbor Elf, 1 Utopia Sprawl, 1 Siege Rhino, 1 untapped green source, access to 1 Temple Garden or Overgrown Tomb (a fetch land will work). I'll lay out the general plan, but there are variations that I'm sure you can work out yourself.
-Turn 1: Forest/Razorverge Thicket/Horizon Canopy/Temple Garden/Overgrown Tomb/(fetch land into any untapped green source) to cast Arbor Elf
-Turn 2: Temple Garden/Overgrown Tomb/(fetch land into one of those shock lands); play your Overgrown Tomb or Temple Garden untapped; use the first land to enchant Utopia Sprawl onto the Temple Garden or Overgrown Tomb, naming the third color (if you enchant Temple Garden, name black; if you enchant Overgrown Tomb, name white). The enchanted shock land can now tap for 2 mana of those 3 different colors; so if you have a Temple Garden with Utopia Sprawl (choosing black) you can tap it for GB, then untap it with Arbor Elf, and tap it again for WB. Then cast Siege Rhino with GBWB. Other four drops may be easier to cast, but this should give you a general idea how to proceed.
Example: One possible scenario is T1 play Forest, tap for Arbor Elf. T2 play Windswept Heath, sacrifice and search for Temple Garden untapped. Tap Forest for Utopia Sprawl, Utopia Sprawl enchants Temple Garden, choosing black. Tap Temple Garden for green, Sprawl adds black (GB in pool). Untap Temple Garden with Arbor Elf. Tap Temple Garden for white, Sprawl adds black (GBWB in pool to cast Siege Rhino).
Hey, I really appreciate it! Currently I'm building burn for Charlotte in a month, but this deck is for sure on my list. Ill proxy it up and test it, for sure. I'll occasionally post and check up in here to see how the deck is coming along! Good luck and happy brewing to you all!
Private Mod Note
():
Rollback Post to RevisionRollBack
How I like to win games:
Modern:
Grixis Shadow
Burn
Titanshift
Copycat (Given up currently, not entirely sure what it needs)
Played in an online tournament and the highlight was a match against UR Midrange/Control playing Thing in the Ice, Goblin Dark Dweller, and Ancestral Visions. Won game 1, lost game 2, won game 3. But man, game 2. Took 3 Thing in the Ice flips and 4 resolved Ancestral Visions between normal suspend and GDD casting. The grind was real.
So apparently Sun Titan is a thing that I/we have been missing. I've been messing around with a list that looks to get a bit of value out of him as well as just play with cards that I found in my binder. Also i've decided that Traverse the Ulvenwald, while ideal in some scenarios, is just too slow to have in a slot. I've dropped loam similarly due to not being impactful enough.
Here's my list in its current iteration. there should be 4x Birds of Paradise instead of the bad ones.
Some odd choices, but there's quite a bit of tech for the long grindy match ups, which from what i've gathered are the harder ones. Shrieking Affliction and Bow of Nylea are in to kill the opponent and keep us alive respectively. Bow is actually super useful in every long game situation. We'll never mill ourselves out, gain a ton of life, make one huge dude, or I guess snipe down Thopter tokens? I might end up leaning away from the afflictions, but the one of bow is here to stay. Hero of Bladehold also helps smoothe out our 4 drop slot and gives us more of a chance to go wide instead of stacking tall. If anyone is willing i'd like to hear what your thoughts.
Yeah, after playing some games against Jund, the deck that I put the afflictions in for, it turns out that I didn't even need them. They have a really hard time beating 2 siege rhinos, or anything else in the deck, so those have become a Resto Angel and an Eternal Witness. As for the fogs, I feel that I need just a bit more protection against infect because I play against it a lot. Sure, it could be something else like a Raven's Crime or some other form of disruption, but I get a lot of mileage out of fogs. That's more of a flex spot meta call sort of thing because I had two open SB slots.
I have not tested Hornet Queen, but it's certainly a powerful card we should consider; the main issue I have with Hornet Queen is that it'd be competing with Angel of Serenity, which already does a considerable amount of work.
I have yet to find a reason that hornet queen should be played in the deck. It's a good card, but it just isn't better than what's already here. I mean, if you need a budgeted top end, go for it, but I don't think that it's necessary.
When you cast them off of a mana dork, they're totally good enough. T3 Siege rhino when backed up with lingering souls is extremely difficult for most decks to beat.
Unburial Rites creates card advantage and resilience. It's actually the reason the deck exists, as other reanimator spells often need to be cast from hand (other than Dread Return) and Rites can be milled but still provide value. Trying to fuel graveyard reanimation but not accidentally milling your reanimator spells is much more difficult in modern, as we don't have access to the same tools legacy reanimator has. And with Satyr Wayfinder, Grisly Salvage, and Mindwrack Demon, I regularly churn through half of my library when a game grinds out; you'll see individual cards like an Angel of Serenity much more often than you think because of the velocity of our gy fuel. And in most cases, resolved Angel of Serenity with 2-3 targets will lead to insurmountable card advantage and tempo. It's like a 5/6 flyer with Ancestral Recall attached drawing a removal/bounce spell, Thragtusk, and Siege Rhino (or whatever variation).
Also, as JankPlays pointed out, even our average plays are very difficult to deal with. When I played Jund as my main deck, there were a lot of mirrors at my LGS, so I had one single Thragtusk sideboard. And just landing that Thragtusk once in any Jund mirror I played felt like such a HUGE blowout and as if that one Thragtusk was going to run away with the game. Jund currently holds the highest % meta share on MTGtop8 if you look at the past 2 weeks; imagine landing a Thragtusk against them and Unburial Rites'ing it when they kill it. They just aren't going to be able to keep up without a very strong, interactive draw.
That's how I find myself outgrinding a lot of Ancestral Visions decks, even if they resolve multiple Visions. Our spells are usually just more impactful and relevant than whatever they draw off Visions.
I will agree that there are strategies out there where, yes, dropping a Siege Rhino, Thragtusk, or even Angel isn't good enough. That's why it's crucial to know what meta to expect and sideboard accurately. But in any match up against another fair strategy, I'd bet on our deck. As things stand, we are a "rogue" deck and will usually catch others by surprise and leave them very little options to create efficient, meaningful interaction with us. And even when they do (say, they are packing Leyline of the Void), we still have the ability to switch game plans and just cast our threats normally or through ramp. That's what made Rites so resilient during Standard: Even when your opponent has 4 Rest in Peace, you just chain Thragtusks, or front-end Lingering Souls+mana dorks+Gavony Township. This makes our deck a very serious contender for the competitive modern scene.
The big Plus with this deck is that it's so highly adjustable.
You can run the craziest stuff and shenanigans, just the ramp / on-curve-play limits the decisions.
Legacy: GWB Rhino Fit
Commander: RKurkesh Onakke AncientR
Creatures 20
2 Angel of Serenity
4 Arbor Elf
2 Birds of Paradise
2 Mindwrack Demon
1 Restoration Angel
4 Satyr Wayfinder
3 Siege Rhino
2 Thragtusk
Instants 7
4 Path to Exile
3 Grisly Salvage
Sorceries 6
2 Lingering Souls
1 Painful Truths
3 Unburial Rites
4 Utopia Sprawl
Lands 21
2 Forest
1 Gavony Township
1 Godless Shrine
1 Horizon Canopy
1 Marsh Flats
1 Overgrown Tomb
1 Plains
1 Razorverge Thicket
1 Stirring Wildwood
1 Swamp
1 Vault of the Archangel
3 Verdant Catacombs
4 Windswept Heath
2 Abrupt Decay
1 Duress
2 Fracturing Gust
1 Painful Truths
2 Pulse of Murasa
1 Sin Collector
2 Surgical Extraction
2 Stony Silence
2 Thoughtseize
Went back to 21 lands with the 2 Birds of Paradise and decided I liked that configuration more. Any suggestions for the 2 slots I have free? I've been playing Kitchen Finks just because I've been seeing a bit more aggro lately but am also testing out the new Sigarda. I played one Life from the Loam and it was fine, but it really just tended to function as a 5th Satyr and the Mindwrack Demons really upped the graveyard velocity already.
Edit: Mamadas1, if you're reading this... Hello
Legacy: GWB Rhino Fit
Commander: RKurkesh Onakke AncientR
R1 D 1-1 against Esper control trying to abuse Mulldrifter; seemed reasonable as we have quite a few Jund players at our LGS. Game 1 was a grindfest against big Elspeth and I conceded out of concern for time, but game 2 went to turns anyway and I snuck in the exacties for the draw.
R2 W 2-0 against Jeskai splashing B for Souls. Turn 2 Rhino crushes game one and he shows me the grip of Remands that my Rhino snuck under. Game 2, he resolves Ancestral Visions which helps him clear most of my board. I answer with Sigarda, Heron's Grace. He answers with Goblin Dark Dwellers to recast Ancestral. I answer with Angel of Serenity grabbing my Thragtusk, Siege Rhino, and Mindwrack Demon out of the bin. The 9 power flying gets there, as he can't find answers in time.
R3 W 2-0 against Blue Moon. Steam Vents, Scalding Tarn raises a red flag and I decide to search for basics with my fetches. It was a good decision and he couldn't beat my Siege Rhino and Mindwrack Demon. Game 2 was more of the same.
R4 W 2-1 against Jund. Mulled to 5 game 1 and lost that. He decides Liliana and discard spells are fine to leave in and I outgrind him the next two games.
Notes: Sigarda is quite impressive, as she can win games by herself. Think she'll stay in as my fun-of. Mindwracks are definitely great; they fuel the grave and present a threat so well, I would play more if Siege Rhino wasn't Siege Rhino.
I'll also be testing 2 Pick the Brain in the sideboard.
1)how does turn 2 rhino work? Just not seeing it.
2)manabase? I can't get the catacombs right now, so what could we do for a budget base? I have heaths, and a few of the shocks.
Thanks in advance guys!
Modern:
Grixis Shadow
Burn
Titanshift
Copycat (Given up currently, not entirely sure what it needs)
Legacy:
Burn
B/R Reanimator (slowly building
EDH:
Sedris Control/Reanimation
1) You can play a Siege Rhino on turn 2 if you have the following 3 spells and 2 lands: 1 Arbor Elf, 1 Utopia Sprawl, 1 Siege Rhino, 1 untapped green source, access to 1 Temple Garden or Overgrown Tomb (a fetch land will work). I'll lay out the general plan, but there are variations that I'm sure you can work out yourself.
-Turn 1: Forest/Razorverge Thicket/Horizon Canopy/Temple Garden/Overgrown Tomb/(fetch land into any untapped green source) to cast Arbor Elf
-Turn 2: Temple Garden/Overgrown Tomb/(fetch land into one of those shock lands); play your Overgrown Tomb or Temple Garden untapped; use the first land to enchant Utopia Sprawl onto the Temple Garden or Overgrown Tomb, naming the third color (if you enchant Temple Garden, name black; if you enchant Overgrown Tomb, name white). The enchanted shock land can now tap for 2 mana of those 3 different colors; so if you have a Temple Garden with Utopia Sprawl (choosing black) you can tap it for GB, then untap it with Arbor Elf, and tap it again for WB. Then cast Siege Rhino with GBWB. Other four drops may be easier to cast, but this should give you a general idea how to proceed.
Example: One possible scenario is T1 play Forest, tap for Arbor Elf. T2 play Windswept Heath, sacrifice and search for Temple Garden untapped. Tap Forest for Utopia Sprawl, Utopia Sprawl enchants Temple Garden, choosing black. Tap Temple Garden for green, Sprawl adds black (GB in pool). Untap Temple Garden with Arbor Elf. Tap Temple Garden for white, Sprawl adds black (GBWB in pool to cast Siege Rhino).
2)For a budget base, I'd recommend 4 Windswept Heath 2 Wooded Foothills 1 Bloodstained Mire 1 Flooded Strand. And you can replace the Horizon Canopy with an additional shock land
Good luck!
Modern:
Grixis Shadow
Burn
Titanshift
Copycat (Given up currently, not entirely sure what it needs)
Legacy:
Burn
B/R Reanimator (slowly building
EDH:
Sedris Control/Reanimation
Here's my list in its current iteration. there should be 4x Birds of Paradise instead of the bad ones.
2x Avacyn's Pilgrim
2x Elvish Mystic
2x Arbor Elf
1x Spellskite
1x Satyr Wayfinder
1x Kitchen Finks
1x Reclamation Sage
4x Siege Rhino
1x Hero of Bladehold
1x Thragtusk
1x Acidic Slime
2x Shriekmaw
1x Sun Titan
1x Angel of Serenity
Instants, Sorceries, and Enchantments:
2x Shrieking Affliction
3x Path to Exile
3x Abrupt Decay
3x Grisly Salvage
3x Lingering Souls
1x Painful Truths
1x Bow of Nylea
2x Unburial Rites
2x Overgrown Tomb
1x Godless Shrine
1x Temple Garden
4x Windswept Heath
1x Bloodstained Mire
1x Stirring Wildwood
1x Hissing Quagmire
1x Vault of the Archangel
1x Mortuary Mire
1x Bojuka Bog
3x Forest
2x Swamp
2x Plains
1x Stony Silence
2x Ghostly Prison
2x Fog
2x Spellskite
1x Abrupt Decay
1x Qasali Pridemage
1x Painful Truths
1x Surgical Extraction
1x Illness in the Ranks
2x Wrath of God
1x Mirran Crusader
Some odd choices, but there's quite a bit of tech for the long grindy match ups, which from what i've gathered are the harder ones. Shrieking Affliction and Bow of Nylea are in to kill the opponent and keep us alive respectively. Bow is actually super useful in every long game situation. We'll never mill ourselves out, gain a ton of life, make one huge dude, or I guess snipe down Thopter tokens? I might end up leaning away from the afflictions, but the one of bow is here to stay. Hero of Bladehold also helps smoothe out our 4 drop slot and gives us more of a chance to go wide instead of stacking tall. If anyone is willing i'd like to hear what your thoughts.
Legacy: GWB Rhino Fit
Commander: RKurkesh Onakke AncientR
Legacy: GWB Rhino Fit
Commander: RKurkesh Onakke AncientR
Legacy: GWB Rhino Fit
Commander: RKurkesh Onakke AncientR
Legacy: GWB Rhino Fit
Commander: RKurkesh Onakke AncientR
Also, as JankPlays pointed out, even our average plays are very difficult to deal with. When I played Jund as my main deck, there were a lot of mirrors at my LGS, so I had one single Thragtusk sideboard. And just landing that Thragtusk once in any Jund mirror I played felt like such a HUGE blowout and as if that one Thragtusk was going to run away with the game. Jund currently holds the highest % meta share on MTGtop8 if you look at the past 2 weeks; imagine landing a Thragtusk against them and Unburial Rites'ing it when they kill it. They just aren't going to be able to keep up without a very strong, interactive draw.
That's how I find myself outgrinding a lot of Ancestral Visions decks, even if they resolve multiple Visions. Our spells are usually just more impactful and relevant than whatever they draw off Visions.
It has it's biggest payoff with a bunch of Dredgers, Craterhoof Behemoth and The Gitrog Monster. 2- to 3-of Life from the Loam would fit here. Also Courser of Kruphix has some synergies with Greenseeker and Loam.
I got to ask what does this deck do against fast Combo or Aggro strategies?
Infect and Griselbrand comes to my mind here.
Some other reanimation targets looks very attractive for me:
Green @ it's best
You can run the craziest stuff and shenanigans, just the ramp / on-curve-play limits the decisions.
Green @ it's best