Jenni
07-30-2012, 04:57 AM
So this is a deck I've been playing around with for a little while now, it's a cheap mono-black reanimator list, that's been fairly decent so far, so thought I'd share.
land: (22)
18 swamp
4 ghost quarter
Set up: (21)
4 Zombie infestation
4 Dark Ritual
3 buried alive
1 entomb (would go up to 4 if I had them)
1 Liliana of the veil
4 duress
4 phyrexian arena
Reanimation Spells: (10)
4 reanimate
4 exhume
2 dread return
Targets: (7)
2 Iona, shield of Emeria
2 Sphinx of the steel wind
1 Terastadon
1 griselbrand (was an inkwell leviathan until I got 'brand)
1 blazing archon
It's pretty cheap, can have some really explosive draws (such as turn 1 swamp -> dark rit -> duress -> entomb -> reanimate ), and it's actually somewhat resistant to counter magic thanks to duress letting you check what your opponent has before deciding if it's worth going through with the reanimation.
Unfortunately, without adding blue, you have minimal card draw, unless you make room for sign in blood I guess (I'm not convinced sign in blood improves the deck), so your opening hand and first draw step or two really determine how well your game will go usuallt. Phyrexian Arena helps, especially if you get it out on an early turn, but it's just not as good as having ponder, brainstorm, or preordain to fix your draws.
The deck also just dies to an on-board leyline of the void or similar effect unless you side in (or make room for a maindeck) Nevinyrral's Disk or similar effect.
It's not as reliable as I would like for anything competative, the U/B reanimator decks have much more consistency, and resilience, because of blue's card draw and the option to run force of wills, daze, etc to protect the combo, but I've managed to win a few friendly games with it against Burn and High Tide (even getting through force of wills, thanks to duress).
If you want to make it more competative, I would reccomend adding blue if you can (ponder, brainstorm, daze), and of course go up to 4 entomb(dropping the buried alive), pick up wastelands instead of the ghost quarters, and adjust reanimation targets as for the metagame and your budget.
mystical teachings might be worth looking at, too, really, as a cheap(in money not mana), tutor to find entomb if you add in blue, using teachings can help you find a one-of entomb, saving you about 14$ but the cmc of 4 slows you down quite a bit.
Anyone have advice on the ratio of discard spells to reanimation spells to targets, though?
As it is now, with entomb and buried alive, + the creatures themselves, 10 cards that become a reanimation target, 10 reanimate spells, and 5 discard outlets doesn't seem right... but I don't know what tweaks would realy fix it, it seems like reducing either the targets or reanimate spells for more discard leaves you digging too often, replacing the dark rits with, say, putrid imp balances it out quite a bit, but then you lose all of the explosiveness that rit gives you, and lose the ability to turn 1-2 arena, or turn 1-2 buried alive.
Can't really remove duress, since the deck is very weak to counter magic without them, and it can get their graveyard hate out of their hand before it has a chance to hit you.
land: (22)
18 swamp
4 ghost quarter
Set up: (21)
4 Zombie infestation
4 Dark Ritual
3 buried alive
1 entomb (would go up to 4 if I had them)
1 Liliana of the veil
4 duress
4 phyrexian arena
Reanimation Spells: (10)
4 reanimate
4 exhume
2 dread return
Targets: (7)
2 Iona, shield of Emeria
2 Sphinx of the steel wind
1 Terastadon
1 griselbrand (was an inkwell leviathan until I got 'brand)
1 blazing archon
It's pretty cheap, can have some really explosive draws (such as turn 1 swamp -> dark rit -> duress -> entomb -> reanimate ), and it's actually somewhat resistant to counter magic thanks to duress letting you check what your opponent has before deciding if it's worth going through with the reanimation.
Unfortunately, without adding blue, you have minimal card draw, unless you make room for sign in blood I guess (I'm not convinced sign in blood improves the deck), so your opening hand and first draw step or two really determine how well your game will go usuallt. Phyrexian Arena helps, especially if you get it out on an early turn, but it's just not as good as having ponder, brainstorm, or preordain to fix your draws.
The deck also just dies to an on-board leyline of the void or similar effect unless you side in (or make room for a maindeck) Nevinyrral's Disk or similar effect.
It's not as reliable as I would like for anything competative, the U/B reanimator decks have much more consistency, and resilience, because of blue's card draw and the option to run force of wills, daze, etc to protect the combo, but I've managed to win a few friendly games with it against Burn and High Tide (even getting through force of wills, thanks to duress).
If you want to make it more competative, I would reccomend adding blue if you can (ponder, brainstorm, daze), and of course go up to 4 entomb(dropping the buried alive), pick up wastelands instead of the ghost quarters, and adjust reanimation targets as for the metagame and your budget.
mystical teachings might be worth looking at, too, really, as a cheap(in money not mana), tutor to find entomb if you add in blue, using teachings can help you find a one-of entomb, saving you about 14$ but the cmc of 4 slows you down quite a bit.
Anyone have advice on the ratio of discard spells to reanimation spells to targets, though?
As it is now, with entomb and buried alive, + the creatures themselves, 10 cards that become a reanimation target, 10 reanimate spells, and 5 discard outlets doesn't seem right... but I don't know what tweaks would realy fix it, it seems like reducing either the targets or reanimate spells for more discard leaves you digging too often, replacing the dark rits with, say, putrid imp balances it out quite a bit, but then you lose all of the explosiveness that rit gives you, and lose the ability to turn 1-2 arena, or turn 1-2 buried alive.
Can't really remove duress, since the deck is very weak to counter magic without them, and it can get their graveyard hate out of their hand before it has a chance to hit you.