Re: [Deck] B/U Reanimator
Mandatory Reanimation Spells
* Reanimate: Best reanimation spell ever. just one mana to cast and the life loss is irrelevant in most cases. auto 4 of in any reanimation deck.
---------------------------------------------------------------------
*Exhume: Second best reanimation spell ever printed, 1B to get any creature back, no life loss and more often than not your opponent will not get anything in play or they will get a creature that has no relevance in the game after you get your in. If you exhume a dragon you can kill their creature with its coming into play ability if you need it dead. Gets around tormods crypt and extirpate if you have a discard creature and another creature in hand EX:
just remember exhume doesnt target until resolved. so if they get rid of your yard before... just dsicard one more fatty after their effect resolves and with exhume still on the stack, since priority goes back to you even if you already passed it before the crypt trigger. And taaadaaa! you have it in play.
-------------------------------------------------------------------------
*Animate Dead: Third best reanimation spell printed. the -1 power and being able to loose it to a deed or disentchant make it worse than exhume and reanimate by alot of levels yet its better than other options out there. Also being able to take opponents creatures as well as the interaction with repel and the Tidesprout Tyrant make it even better.
----------------------------------------------------------------------
There are alot of reanimation spells in the game of magic. It really sucks that most of the best reanimation spells are old classics, and there hasnt been any good ones printed in years. here is a list of some that have the potential to be played in legacy, yet not any better than the ones i already have listed.
*Life and Death: Having 2 reanimation spells that make you loose life will often result in so much lie loss youll be easy to pick off. Incredibly worse than animate dead and exhume. Not good enough to be included.
*Stitch Together: not good. you have almost not way to achieve turn 2 threshhold or a consistent turn 3. if it didnt require it it would be there instead of animate dead, but its not so its not.
*Recurring Nightmare: is at least on paper an amazing card to play in this deck. i have tested it and unfortunately discovered that at 3 mana it is slow in alot of situations. its not bad, yet its a kill more card. you do leave yourself open to losing to a random stifle.
* Zombify, and any reanimation spell with a cost higher than 2 are too slow.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Spells/ Draw/ Additional discard---Synergy core if the deck.
Its obvious that any reanimation deck has to have more than just huge fatties and efficient reanimation spells in order to win games. In order for this deck, in fact any deck to have any chance to be competitive it needs the proper spells to help it succeed in its struggle.
these are the spells i have found till recently that have the best synergy and efficiency with this particular deck.
*Careful Study: Single handily the best synergy card in the deck, allows you to dig for combo pieces ( reanimator decks are considered combo by the way) while replacing your creatures in hand with reanimation spells and other goodies. and for just 1 blue mana its both a discard outlet and a draw engine.
--------------------------------------------------------------
*Intuition: This spot used to be buried alive. but being instant speed and being able to fetch creatures and spells make it infinitely better than buried alive. The best search engine card for the deck.
--------------------------------------------------------------
*3x Brainstorm: Only 3 brainstorms since its only the secondary draw card, it only fulfills one duty and is good in conjunction with the 8 fetchlands. but there is no space for one more.
-------------------------------------------------------------
*Repeal*: This card is essential to the decks consistency. You often run across main deck problematic cards that cant be dealt with with your creatures. this also buys you time and digs for cards you need. buys tempo for your deck. other cards used and efficient in this slot are Echoing truth, and Chain vapors ( both of which in my own opinion are inferior to repeal just die to the card drawing).
-------------------------------------------------------------------------
Other Spells not included due to inefficiency and lack of synergy:
*Cabal Therapy: good card in the deck yet not really as necessary as people might think, the deck is meant to be played as an aggressive deck, if your trying to spend your initial turns maybe, perhaps getting some cards out of your opponents hands then your probably going to loose. first turns are always meant to get your discard outlets active and ready to go, and using this on yourself is a horrible way to waste this cards intended use.
*Dark Ritual: a two color deck does not want this card, you only get a boost out of it about 50% of the time you draw it in your opening hand. which might not seem like something bad, yet the boost you might get sometime is often not necesery to win any games. you eliminate some speed in order to add consistency of the deck.
*Attunment: this would be good if you had alot of flashback spells. as a search spell its good and its not that bad as a discard outlet as well, yet you want to be able to selectively discard your cards not most of you hand. as a top deck its pointless. ( same could be said about careful study, yet that one only costs one not 3)
*Recall: 3 for one card, 5 for 2. not bad, its a little like a witness for blue. you would never want to see in your opening hand though. and without it in multiples its not worth it.
*Forbid: you dont need to have control elements like counters, i would consider daze since its free and protects your initial turns, not forbid though, most of your mana and turns should be spent searching and reanimating, and to protect a reanimation spell you would need 5 mana, as a discard outlet its not that great.
*Last Rites: not a bad card against combo, slow combo. almost any other deck your not worried about what they play enough to try to get it from their hands, instead of maybe swords or counters.
*False Memories: fun card! i would love this in ichorid, but as a creature tutor it not as efficient. you want your cards that search to be able to be as flexible as possible and as you have it right now you have some of the most effective tutors for a deck in this style. brainstorm is the nuts... carefull study is both draw and discard, and intuition is just too flexible. on the other hand if you had alot of flashback cards it would be good, but this is not really the deck or this card.
*Sickening Dreams: this is also a very good card to add to the deck, you could easily switch these for the oonas prowlers. this create an undisruptable way of discarding ( since the discard is as an additional cost to the mana payed for the spell) as well as an additional source of burn and damage. i used to have these in the B/G and B/R versions of the deck, and if you decide to go with either these or the oonas prowlers its completely a metagame call. if you have alot of aggro go for the dreams, if you have alot of aggro control go for the oonas.
*Insidious Dreams: too expensive, it would be amazing at 3. but 4 is too much
*Possessed Portal: hahaha really? common its 8 mana... hahaha its would be a late late late late late game card, if you want some disrution of the sort throw in braids cabal minion, nice recurring interaction and disruption of opponents strategy. not an optimal choice though.
*Lotus Petal: look at what i said about dark ritual, the cards boost is not worth the consistency of the later game.
*Hurkyl's Recall: im guessing this is to bounce cards like needle and also crypts... thats what repeal is for and it draws you a card.
*Wheel and Deal: in megrim deck perhaps... but you never want to give an opponent 7 fresh cards... you never do. unless you have some way of doing something in which it helps you more than them. maybe in legacy owling mine? ( do i hear a contest deck winner here? hahaha)
*Diamond Valley: its good if you have it... but irrelevant if you dont. never a good card to have in you opening hands, if it produced mana maybe... yet not even worth the investment. very conditional and useless unless you have multiples to draw it when you need it ( turns 2 or 3 and odds are you only want it turn 3 and if you dont use it turn 3 your critter is gone with the swords before you untap anyways.)
------------------------------------------------------------------------
------------------------------------------------------------------------
------------------------------------------------------------------------
Lands
the decks manabase is geared around getting a dual land turn 1 or 2. only 19 lands are ok since your spells cost 2 or 1 with exception of intuitions. removing as much land from the deck with 8 fetchlands and having some basics in case of a blood moon or anything of the sorts is good to have given the situation.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Side Board
*Echoing Truth: are against combo like TES or anything with a lot of token generation. extra bounce against decks you need it.
*Repeal: against small aggro, white weenie, suicide black, or if you fear crypt.
*Show and Tell: against black aggro control or stuff such as shuffle truffle style decks, or landstill
*Stifle: is also against combo and yet its so versatile that i side it in against alot more than that.
*Pithing Needle*** Strictly a metagame slot. you choose. need to find something very good.
________________________________________________________________
________________________________________________________________
Any percentages i post up are irrelevant, instead ill just describe what matchups are good and why their good and the bad and why as well.
Matchups agaisnt the major decks are as follows:
CONTROL:
Landstill:
In your favor. the only version that gives you any problems is the four color variation with edicts and spell snares main. Other version are simple to beat.
Side In: Stifles
The Rock:
Pretty much a Bye. you have soo much time its hard for them to deal with your critters fast enough, Sundering titan is MVP in this MU.
Side In: Echoing Truth.
AGGRO CONTROL:
U/G/b and U/G/r:
Incredibly in your favor, they also give you massive amount of time and without swords to deal with your fatties they cant stop you.
U/G/w:
swords makes this matchup slightly more disadvantageous than the other versions of thresh. Yet its still pretty good, id say very slightly in your favor.
MVP: Sky Swallower and Sundering Titan.
Survival:
Even. Unless you get control of the game early you will loose in tempo. you can still get the game under control later in the game but it really depends on who gets the upper hand first.
MVP: Hellkites.
Dragon Stompy:
Slightly unfavorable. this deck is also very explosive and if they get a turn 1 mage it ruins you game play. it doesnt lock you out but its not very good for you without having almost any basics. Chalice 1 or 2 hurts alot, but trinisphere isnt a gamebreaker.
AGGRO:
Vial Goblins:
Pretty much auto win. very close to a bye. If the opposing goblin deck has a white splash it still in your favor.
MVP: all.
Dead Guy ale:
Even. This decks disruption is very annoying. After play testing i have found that dealing with more than 1 creature is very hard for them before you kill them. but then again if you run into their disruption very early the tempo goes in their favor, not drastically but it shifts.
MVP: Sundering Titan, Skyswallower
COMBO:
Ichorid:
Unfavorable. they are very fast, you can still race them, yet if they have the god hand your gonna loose. at least game 1. after sideboard you have a much better chance.
Side In: Stifle, echoing truth
MVP: ???
----------------------------------------------------------------------
that was long.....
Re: [Deck] B/U Reanimator
i have taken the freedom to post this deck in the Cangd deck challenge as well.
also heres the link to all the previous information about the deck in the new and developmental section if anyone wants to take a look at how the deck turned out the way it did.
http://www.mtgthesource.com/forums/s...ead.php?t=8640
Re: [Deck] B/U Reanimator
Have you ever considered running Trickster Mage over Oona's Prowler? Its costs one less and gives the possibility of more turn two reanimations.
BTW congrads on getting this posted in the Established section.
Re: [Deck] B/U Reanimator
I would also consider Imp's Mischief for the sideboard. The card works wonders against B/W, B/G/W , B/G, and Burn.
Re: [Deck] B/U Reanimator
Quote:
Originally Posted by
manofbio
Have you ever considered running Trickster Mage over Oona's Prowler? Its costs one less and gives the possibility of more turn two reanimations.
BTW congrads on getting this posted in the Established section.
I like the way you are thinking but the problem with Trickster Mage is that she requires to tap. In addition to the summoning sickness, she can only discard one card a turn.
Oona's Prowler is able to discard more than one card a turn on the turn she comes into play. This is critical for the Reanimator deck when it's trying to play around Crypts and other graveyard hate.
I would much rather consider the card Turbulent Dreams if you want to run an additional blue discard outlet.
Re: [Deck] B/U Reanimator
Imps mischief is certainly a good sideboard card. it could easily replace the needle spot.
Also Team Hero hit it dead on when it comes down to the issue of being able to discard more than one card per activation.
Turbulent dreams is just not better than repeal. its good but not versatile enough since its not an instant.