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jackbohlen
04-23-2011, 07:26 PM
There’s been a lot of talk about Jin-Gitaxias, Core Augur as a Reanimator target recently, but a lot of people have been just talking about jamming him into existing builds. However, the fact is that Gitaxias is fundamentally different from the other good targets in the format: while all of the other targets will guarantee you the game against certain decks, Jin-Gitaxias on the 1st or 2nd turn will almost certainly hand it to you against ANY deck, but only IF you build you deck around him. If you don’t, he’s a much riskier investment compared to, say, Iona: in that extra turn before you empty their hand, control decks can deal with him, aggro decks can lay down threats (or often deal with him) and combo decks can go off. However, if you do build your deck around him, none of those decks really stand a chance.

To do this, 3 circumstances need to be met:

1. He has to come down early, i.e. before aggro decks have a chance to build up a board presence and before control decks can bring most of their answers online.

2. He has to be protected. Reanimator decks already have plenty of protection, but it needs to be the right kind. Specifically, it needs to be the sort that you can rip off the top of your deck from his draw 7 effect and then have active during the opponent’s turn (in other words, we need to forget about the discard and max out on free countermagic).

3. You have to be able to win even if your opponent does remove him (because he’s a lot easier to get rid off than Iona, Inkwell or most other Reanimator targets). The best way to do this is to ensure that you maximise your chance of drawing, in your new 7, the cards you need to reanimate another creature into play.

However, despite these issues, a 1st turn Jin is still an incredibly powerful play, and fixes a major issue Reanimator decks have had in the past: previously, if you tried to make the deck fast enough to get a fatty into play on Turn 1, you'd run into problems in that you wouldn't know what they were on and therefore would put a sub-optimal creature into play. With Jin, however, you can be pretty confident that, unless the opponent is actually able to counter your reanimation, you're basically assured of victory.

After looking at these issues, I came to the conclusion that the best home for Jin is a hybrid between Storm and Reanimator, and this is the list I came up with. It aims to win the same way all Reanimator decks do, but does it with some of the tools used by Storm decks (LED, Lotus Petal, Chrome Mox, Intuition), ensuring that it is much faster than traditional Reanimator builds without sacrificing too much in the way of consistency and protection. Unless you know you need to keep a protection-heavy hand, this deck will reanimate a creature, almost always Jin, on turn 1 or 2 like clockwork. In some ways, it's like CounterTop, in that you don't actually win early in the game, but you do set up a lock that they should find it pretty difficult to get out of.

Gitaxiator



4 Jin-Gitaxias, Core Augur
1 Iona, Shield of Emeria
1 Platinum Emperion

4 Brainstorm
4 Dark Ritual
4 Entomb
4 Force of Will
4 Mental Misstep
2 Careful Study
4 Exhume
3 Intuition
4 Reanimate
4 Lion’s Eye Diamond

3 Chrome Mox
4 Lotus Petal
4 Polluted Delta
1 Swamp
3 Underground Sea
2 Verdant Catacombs



So, that’s the deck. As you’ll notice, it looks very different from traditional Reanimator builds. Let’s go over the card choices:

THE CREATURES

Jin-Gitaxias, Core Augur – the core (sorry) of the deck. It might seem weird to play 4 of 1 creature in a Reanimator deck, but hear me out: the only ways this deck has of getting creatures to the graveyard are Entomb, Intuition, Careful Study, Lion’s Eye Diamond and overflowing your hand. 3 of those 5 ways only work if you have one in your hand or can draw into one. I tried various other ways of getting him to the yard, but eventually decided to just bite the bullet and run 4 Jins. This vastly increases the amount of ways we have of getting one to the yard, so I think it’s a solid choice.

Iona, Shield of Emeria – too good against some decks not to maindeck. What I love about making Reanimator faster is that it increases the range of decks she’s good against: previously, the mono-colour aggro decks like Goblins and Merfolk could occasionally just lay down enough pressure early on to kill you without casting any more spells, or they could ride Aether Vial to victory. Their ways of dealing with a Turn 1 Iona are much less numerous.

Platinum Emperion – I wanted one more maindeck Reanimate target, and went with Platinum Emperion because of all the life-loss going on in this deck – without him, I was pretty weak to all-in burn strategies, because they could often just deal enough damage to you to finish you off with lucky top decks once you get a Jin on the field, particularly if you’ve given them a helping hand by paying 10 life to cast Reanimate.

THE BUSINESS

Reanimate – obvious card is obvious. Admittedly, you’re always going to be losing a LOT of life with this card, but at least this deck lets you do that before that life loss matters too much.

Exhume – probably the best card in the deck, and certainly much better than Reanimate. The extra mana isn’t much when you’re packing so much acceleration, but the fact that it doesn’t target and the lack of life-loss are both pretty big deals.

THE ENABLERS

Careful Study – not quite as good in this deck as in regular Reanimator because of the heavy black focus you need to take advantage of Dark Ritual, but still good as a 2-of. I might try to make room for more of these.

Intuition – was Infernal Tutors because of the interaction with LED, but replaced them with Intuitions when it became obvious that the extra mana wasn't going to hurt as much as being unable to use it as an Entomb (because you'd have to get rid of your hand before you played IT, so you wouldn't have a reanimate effect in there). Still interacts with LED though, as you can cast this to tutor up an Exhume, then sac LED to get rid of a fatty in your hand.

Brainstorm – the best blue spell in legacy, obviously this deck’s going to play it. It’s also the reason for all the fetchlands.

Entomb – the card that makes all forms of Reanimator work.

THE PROTECTION

Force of Will – buys you time if you have a slow hand. Lets you protect your key spells. Lets you tap out to reanimate Jin, then still have protection up (because you drew it with his ability) on their turn.

Mental Misstep – soon to be one of the best cards in Legacy, without a doubt. Here, it lets you do many of the same things that Force of Will does, but without costing a card. I wouldn’t feel comfortable with this sort of deck if they weren’t going to print MM. Most Reanimator decks play Forces, maybe Daze and discard to protect their combo. By playing purely free counterspells, you ensure that you’ll be able to protect your Jin even on the first few turns. The other great thing about them is that it’s a pretty safe turn one play to just draw and discard a Jin-Gitaxias, knowing that if they have any game-winning combo or annoying piece of disruption (usually Thoughtseize or Duress), you can just counter it without needing to play any mana sources. It protects your Reanimates against other MMs, and your Exhumes against Spell Snares. It protects Jin from StP and other 1 mana removal spells. It buys you time against CounterTop by keeping Top off the table. It does everything you want out of a free spell.

THE ACCELERATION

Dark Ritual – vital for strong openers. Let’s you make very strong 1st turn plys. It also sometimes gives you a weird level of protection, because it lets you play Entomb AND Reanimate on the same turn, meaning that your opponent has to have two counters to stop you. A lot of people don’t like it in 2 colour decks, but most of your blue spells you never actually want to cast mana for.

Lion’s Eye Diamond – inspiration taken from ANT and Dredge. The LEDs in this deck have two major interactions with your other cards. Firstly, they let you Intuition for a Reanimate or an Exhume and then cast it. Secondly, they let you cast Exhume and then discard your hand, pitching a Jin, Iona or Stormtide and then bring it back (this trick works because Exhume doesn’t target, so
unfortunately you can’t do it with Reanimate). A lot of your most explosive openings will involve either this or Dark Ritual.

Chrome Mox and Lotus Petal – gives you the mana to make very strong opening plays, while also letting you cut down on lands, helping ensure fast starts.

LANDS – fetches help with Brainstorm, basic Swamps give protection against Wasteland. You don’t ever really need a basic Island in this deck, but it’s probably worth it anyway. I don’t know, I just feel safer knowing that all my lands will find me black mana. You can run so few lands because of the artifact mana, and because you’re looking for Turn 1 or Turn 2 ‘wins’.

So, that’s the deck. As you can see, it’s an interesting hybrid of Reanimator and Storm that can lock down the game ridiculously early but can also play a long(ish) game, countering key threats and choosing its moment to strike. Now, there’s a pretty major question to answer about it:

Why play this deck over traditional Reanimator or ANT?
Because free counterspells are just so much better than discard effects, and because you can effectively end the game before fast combo decks get the chance to go off and before control decks like CounterTop have time to get their disruption engines online. Basically, this deck takes some of the strongest counterspells in Legacy and finds a way to maximise their utility. Also, if you enjoy decks that can be as fast as Belcher but also involve a lot of decision making, this is a pretty good choice. However, unlike Belcher and ANT, this deck doesn't win with long spell chains but with one big but inexpensive spell, which makes it much easier to win through counters, since you often have enough gas to just be able to cast backup Reanimates or Exhumes should your first one get countered. A final, but pretty important, point to make is that this is a combo deck that can win WITHOUT resolving a one mana spell – yep, you have built in Mental Misstep protection.

I have yet to finalise a sideboard, but I think it will look something like this:


4 Show and Tell
3 Iona, Shield of Emeria
4 Misdirection
1 Terastodon
1 Sphinx of the Steel Wind
2 Stormtide Leviathan


The Show and Tells let you dodge graveyard hate – they’re a bit slower, and take longer to set up, but that doesn’t matter too much because your opponent needs to slow down their own game-plan to use their hate. The Ionas are there because of how many matchups there are where you just want to cast one and end the game on the spot. The Misdirections are necessary for decks packed with removal, because against them you want to be sure that on your first Jin draw you get enough protection to keep him safe. Terastodon seems like he’d be pretty useful somewhere, as does Sphinx – both of them just add a bit of flexibility to your game-plan. Stormtide Leviathan provides some insurance against non-merfolk aggro strategies like Goblins or Affinity, because if you mulligan deeply, they can sometimes vomit enough creatures onto the board to be able to win through a Gitaxias.

So, that’s the deck. I feel that this has a real shot at being a competitive deck – I’ve playtested it a bit, and found that it has a very strong, very fast and very resilient game-plan. It definitely has a few vulnerabilities, but they’re very different from the vulnerabilities of traditional Reanimator decks or Storm decks. Please let me know if you have any ideas about it - personally, I'm trying to find space for more Careful Studies (which have been outperforming my expectations) and for a Gitaxian Probe or two - knowing what pace of game to play from Turn 1 for free would be a huge benefit to this deck.

EDIT: replaced the Infernal Tutors with Intuitions - the extra mana wasn't proving as big a deal as being unable to use it as an Entomb.

SiegeX
04-25-2011, 06:03 AM
However, the fact is that Gitaxias is fundamentally different from the other good targets in the format: while all of the other targets will guarantee you the game against certain decks, Jin-Gitaxias on the 1st or 2nd turn will almost certainly hand it to you against ANY deck, but only IF you build you deck around him.


I 100% agree with this quote and I applaud you that you are not just trying to stuff Jin to a reanimate shell. However, I don't think your deck is taking full advantage of one of Jin's most powerful strengths, and that is he can become an instant speed mind twist for 7. I fully believe that the deck which fully utilizes Jin's power will have a full playset of Goryo's Vengeance and some number of Makeshift Mannequin so you can go "EOT mindtwist you", untap, attack, draw 7. Oh, and while you're busy throwing out legendary creatures at instant speed with haste, this sounds like a mighty good time to toss in a singleton Emrakul which by the way is an excellent card to discard to Jin's draw 7 effect if your opp has a decent board presence.

I'm with you 100% on the full playset of mental mistep in this deck. Although Jin doesn't kill in one turn, he might as well if he sticks until your opp's cleanup step. The other real nice thing about Jin is that he preemptively protects himself in anticipation of the following turn by allowing you to sculpt your hand with 7 new cards from your deck that are good at any other point in the game.

I'll state up front that my knowledge of the legacy format is not extensive, I am a vintage player, but I just have to make a deck around this card and I'm certain legacy is the format which will make him shine.

jackbohlen
04-25-2011, 01:27 PM
Thanks for the input! My problem with Makeshift Mannequin is that you really want Jin out on the 1st or 2nd turn, and Mannequin is just too expensive to reliably do that: the longer you wait to get him into play, the more his utility drops off (which is also why I'm pretty sure that a good Gitaxias deck wants 4 Dark Rituals). If Mystical Tutor were still legal, it would be a pretty good singleton, along with a Show and Tell, but oh well. Goryo's Vengeance, on the other hand, is an excellent idea - I was unsure about it, because of those times when you play it, get Jin out, Mind Twist them and then don't draw any action, but even then, if you do it before they get a board presence out, you've still basically just restarted the game with them on a mulligan to 0. Also, Entomb and Dark Ritual are both instants as well, so you can wait till their end phase and then go Ritual, Entomb, Vengeance. I think that may well have just become my favourite play in Legacy ;)

The Emrakul is also a pretty good idea, but I think it might be better in the sideboard, because of how situationally useful he is. Also, if you put him in the sideboard, you can bring him in with your Show and Tells (which I think all good Reanimator decks ought to be running) to increase his utility.

With that in mind, here's a new version of the deck (the LEDs weren't performing nearly as well as I'd hoped, so I cut them for more useful stuff - also, the 3/3 Exhume/Vengeance split is for testing purposes until I see which one is more useful):


4 Jin-Gitaxias, Core Augur
1 Iona, Shield of Emeria
1 Platinum Emperion

4 Brainstorm
4 Dark Ritual
4 Entomb
4 Force of Will
4 Mental Misstep
3 Careful Study
3 Exhume
3 Intuition
4 Reanimate
3 Goryo's Vengeance

4 Chrome Mox
4 Lotus Petal
4 Polluted Delta
1 Swamp
3 Underground Sea
1 Marsh Flats
1 Verdant Catacombs


Sideboard

4 Show and Tell
3 Iona, Shield of Emeria
4 Misdirection
1 Emrakul, the Aeons Torn
1 Terastodon
1 Sphinx of the Steel Wind
1 Stormtide Leviathan


Thanks for the feedback, and let me know how you get on with building around Jin: I completely agree that he is one of the most exciting creatures for Legacy in a long time. Good luck with him!

somethingdotdotdot
04-27-2011, 05:09 AM
The addition of Goryo's Vengeance doesn't seem to add too much to the deck. An instant mind twist is nice and all, but you forgo drawing 7 cards and the creature dies afterwards (ie you cannot use it to reanimate iona to lock out the opponent). Instead of vengeance, why not use animate dead or dance of the dead as both will allow you keep the creature on the field so Jin can draw you your 7 and Iona can just lock out the opponent.

Lemnear
04-27-2011, 05:39 AM
I have the feeling that Jin will kill you before he kills your opponent by drawing you dead. Can't see either why you run vengence over the full exhume set. Do you feel Intuition serves you better than ... Say ponder ... for dig'n for reanimation or a way to dump creatures?

I also question Dark Ritual if you already play Petal and mox. You have mass-acceleration in this deck but only 3 Intuition to use it aside from the ritual->entomb->reanimation play that is not only a wacky 3-Card-Combo but a red flag for Mental Missteps

jackbohlen
04-27-2011, 05:55 PM
The addition of Goryo's Vengeance doesn't seem to add too much to the deck. An instant mind twist is nice and all, but you forgo drawing 7 cards and the creature dies afterwards (ie you cannot use it to reanimate iona to lock out the opponent).

Correct me if I'm wrong, because I'm terrible with things like this, but you can still draw 7 once right? Cast Vengeance before their cleanup step, the have to discard, wait till your end step, then both the Vengeance and the Jin triggers go on the stack, so you can set them so you draw 7 and then have to get rid of Jin. That works, right? Sure, you only get to draw 7 once, but that should be enough to let you get a second creature into play. And what, exactly, is your opponent going to do about that with no cards in hand?

But still, having said that, I do think Exhume is just better in this deck: Vengeance doesn't really play well with Iona, and the instantness of it isn't really that relevant when the deck has so many ways to play around counterspells anyway. I don't really think the deck needs more reanimate effects: in playtesting, I haven't really had problems finding one, between Reanimate, Exhume and Intuition. Vengeance + Jin is a powerful combo, but I don't think it fits well in this deck. Vengeance probably belongs in a slightly slower, more controllish deck that aims to actively rather than reactively disrupt them and then use Jin as a fancy finisher, maybe in the sideboard.


I have the feeling that Jin will kill you before he kills your opponent by drawing you dead.

I wouldn't worry about that: you'd need to draw 7 about 6 times before dying, and I can't really see that happening, given how many times you should be able to Exhume stuff into play before you get decked.


Do you feel Intuition serves you better than ... Say ponder ... for dig'n for reanimation or a way to dump creatures?

Intuition's proved pretty useful in testing: sure, it costs a lot more than a cantrip, but its ability to be basically any piece of the combo or the protection makes it, I think, the best option for the slot. Plus it synergises really well with Dark Ritual: two mana sources and a ritual is exactly what you need to find and cast a Reanimate: certainly, it's a lot better here than it is in regular Reanimator decks. In those decks, you can Intuition Turn 3 and Reanimate something Turn 4, whereas here you can do both on Turn 2 pretty easily.


I also question Dark Ritual if you already play Petal and mox. You have mass-acceleration in this deck but only 3 Intuition to use it aside from the ritual->entomb->reanimation play that is not only a wacky 3-Card-Combo but a red flag for Mental Missteps

I like wacky 3-Card-Combos ;) But seriously, the rituals are pretty good here. There are actually quite a few plays they let you make involving Entomb, Exhume, Reanimate and Intuition. They do their job of getting Jin out ASAP pretty well, and I strongly believe that if you wait too long to get Jin out, you lose a lot of his value (at least if you're trying to be a comboish deck). I thought the Mental Misstep thing would be an issue with them, but it's not really that big a deal: you actually have quite a few ways to fight through them:
Play Exhume rather than Reanimate if you think they're waiting to counter your reanimate effect (although that would probably be bad play on their part)
Play 2 Reanimates or 2 Entombs if they have an MM but choose not to counter a ritual to try to get card advantage
Play your own MM
FoW

Basically, as far as I see it, the Ritual are a key part in what makes this deck unique as a combo deck: you can go for Belcher style turn 1 'wins', bu you can also spend a turn or two setting up wins that can be pushed through heavy disruption. Ritual helps a lot with the former, and a little bit with the latter, because it often lets you cast multiple key spells in a single turn.

Also, another point in Ritual's favour: very occasionally you just get a hand where you can just hardcast Platinum Emperion on the 1st or 2nd turn. That's game against quite a few decks: even ANT will have difficulty comboing off if you're able to put a huge dent in their life total every turn after the 1st.

I'm pretty happy with the amount of acceleration atm, since a lot of it (especially the Lotus Petals) actually do quite a good job of casting Brainstorms and Careful Studies as well (often, I'll use a Petal to cast Brainstorm turn 1 so that I can save a fecthland till after I've put some cards back - this play lets you see a lot more cards than most combo decks get to on Turn 1, particularly if you fetch a Sea and Careful Study off of it). I like how the fact that your combo pieces are so cheap means your acceleration is actually pretty good at all points in the game, not just your combo turn.

Anyway, an update on where the deck currently stands:


4 Jin-Gitaxias, Core Augur
1 Iona, Shield of Emeria
1 Platinum Emperion
1 Stormtide Leviathan

4 Brainstorm
4 Dark Ritual
4 Entomb
4 Force of Will
4 Mental Misstep
4 Careful Study
4 Exhume
3 Intuition
4 Reanimate

4 Chrome Mox
4 Lotus Petal
4 Polluted Delta
1 Swamp
3 Underground Sea
1 Marsh Flats
1 Verdant Catacombs


Sideboard

4 Show and Tell
3 Iona, Shield of Emeria
4 Misdirection
2 Terastodon
1 Sphinx of the Steel Wind
1 Stormtide Leviathan


If you're not worried about Wasteland, win style points by cutting the swamp and running one of every fetchland that gets blue or black.

Again, thanks for the feedback guys!

SiegeX
04-28-2011, 05:19 AM
Correct me if I'm wrong, because I'm terrible with things like this, but you can still draw 7 once right? Cast Vengeance before their cleanup step, the have to discard, wait till your end step, then both the Vengeance and the Jin triggers go on the stack, so you can set them so you draw 7 and then have to get rid of Jin. That works, right? Sure, you only get to draw 7 once, but that should be enough to let you get a second creature into play. And what, exactly, is your opponent going to do about that with no cards in hand?
Yep, you got this exactly right



But still, having said that, I do think Exhume is just better in this deck: Vengeance doesn't really play well with Iona, and the instantness of it isn't really that relevant when the deck has so many ways to play around counterspells anyway. I don't really think the deck needs more reanimate effects

As you mentioned in one of your earlier posts, one of the best things about jin is that he doesn't whiff against any deck. I think game 1, this deck has only one goal, getting jin out and keeping him out for at least one full turn (half a turn with vengeance). For that reason I think that Iona, Emperion and Leviathan all belong in the SB as they do nothing in getting Jin on the table.



I wouldn't worry about that: you'd need to draw 7 about 6 times before dying, and I can't really see that happening, given how many times you should be able to Exhume stuff into play before you get decked.

I think the bigger problem is when your deck is unkind to you and your opp was able to get out enough board presence to make the possibility of Jin killing you a reality. However, I think I've got a great solution for this and it fits perfectly into this stormish-type build -- Tidespout Tyrant. Not only does he easily clear your opp's board of threats and lands, but anything that goes back to his hand gets discarded the following turn via jin. Also, he can return Jin himself if you get low on card count for whatever reason. With all the 0 & 1 cc spells this deck plays, Tidespout can come online quite easily.

I'm thinking the following changes:


Out
1 Iona, Shield of Emeria
1 Platinum Emperion
1 Stormtide Leviathan
1 Intuition
2 Exhume

In
1 Tidespout Tyrant
2 Daze
3 Goryo's Vengeance


The plan would be to get Jin in the yard T1/T2. Vengeance him in at opp's EOT to mindtwist. If he counters, no problem. Untap, reanimate or exhume him in, draw 7 for your troubles. Your opp now has one less counter and you should have more than enough in your hand to stick through your opp turn with 4x FoW, 2x Daze and 4x MM. Once your opp's hand is gone the game is pretty well over but cheat in Tidespout to really seal the deal.

KnightElite
05-15-2011, 10:55 AM
Any further work been done on this type of strategy, or is the current consensus that "normal" reanimator (like in the reanimator thread) with Jin-Gitaxias is a better option?

Jeff Kruchkow
05-15-2011, 08:16 PM
Running less than 4 Exhume isn't right. You often need a bigger dude then Jin to close the game if you dont land him t1 or t2. Exhume is the only way to do that after a Reanimate.

MGC_player
05-15-2011, 09:09 PM
This may be a crap suggestion since I haven't toyed with it yet. So disregard it if it is.

Since you are running Goryo's Vengeance a one or two of Emrakul actually sounds good. Get it into the yard and reanimate it using Goryo's Vengeance in response to its trigger. It would also keep you from decking yourself if you keep getting that draw 7.