Blood Barron has pro-black, so Batterskull can't block him.
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Blood Barron has pro-black, so Batterskull can't block him.
I prefer target 1 to be Archetype of Endurance, followed up with an Elesh Norn. Talk about impossible for them to race.
From my phone. I do my best, dammit!
They can absolutely race a Blood Baron of Vizkopa. A Batterskull grinds you to a stalemate, just trading swings at each other; unless you're plan is to just block, but any flier comes down and you're dead. And any game where you're up to 30 life and they're at 10, you've already won, so I hope that wasn't your plan all along. I've had D&T race a Griselbrand, so a tricky 4/4 isn't a very large roadblock.
http://img.photobucket.com/albums/v1...animator-1.jpg
Image courtesy of Guerte
What is Reanimator and why play it?
Reanimator is a Legacy deck built around a collection of cards designed to put a creature card into your graveyard and return it to play for a cost significantly less than it would take to cast from your hand. These high end creatures provide devastating effects that hope to quickly disarm your opponent and close out the game with a few combat steps. The history of Reanimator has always been that of an arms race between our quality creatures and our opponent's effective graveyard hate. Sadly despite having access to some the best creatures ever printed, we've been overtaken with cheap and plentiful ways to lock us out of our own graveyard. As such, Reanimator has not been a tier 1 deck for some time. However, it's massive potential power and ability to win games from limited resources even through persistent hate has kept many players loyal to the deck.
My purpose in this primer is not to rewrite comprehensive instructions on how to play the deck as the combos are simple enough when you get a good hand, and they've been explained in depth enough already. Rather, I'll focus on corner case use of cards and color splashes that make the deck interesting beyond the typical lists. Being able to generate wins when you're not given the nuts and utilizing off color cards to go around your opponent's roadblocks will make you a better player and help get you higher standings at tournaments.
The usual suspects aka the creatures
Separate from the core of the deck, the creature package is a unique and dynamic collection of cards. Because we're not limited to color or cost of our creatures, we can switch and substitute radically different cards based on our opponents and local meta. So while not all of these creatures will find a spot in your 75, keeping these cards in a binder close by is recommended.
Griselbrand Absolutely disgusting, and I mean that in the nicest way possible. This guy has grown to overshadow all other potential targets, and is typically the only creature found in multiples in our deck. In times past, we had to choose between a high power evasive beater and utility card advantage creature. Now everything we could want is wrapped up into a single body. He's not infallible though, cards like Karakas, Maze of Ith and Ensnaring Bridge will put the brakes on pretty quickly. Be mindful of the potential Stifle on the draw seven. Also because he runs double duty as our most common target and as the only one run in multiples, watch for Extirpate and Surgical Extraction.
Elesh Norn, Grand Cenobite The second most ubiquitous card found in our decks, she'll single handily put down your opponent's army and then continue to keep them down. Even though she's slow herself, using her to pump your other creatures can help cut down your clock by a full turn. While not used as offensively as Griselbrand, her Legendary status makes her weak to all the same threats.
Tidespout Tyrant A fun utility creature that doesn't skimp on power either, he will likely be your out of choice once your opponent lands a bothersome permanent. Oftentimes irreparable damage can be inflicted with him in play alongside a draw seven from Griselbrand. Even alone he can keep your opponent in check and close out the game. Additionally, useful tricks can be used with Animate Dead, described below.
Inkwell Leviathan Sometimes we just need a big dumb creature to hit our opponent until they're dead and not many creatures do this better. Perfect for being both very difficult to stop or kill, he's the king against removal heavy opponents. Obviously watch out for board wipes and the occasional damage race.
Iona, Shield of Emeria She'll be game over for a lot of decks. Even if your opponent's don't concede, a 7/7 flier isn't something to shrug off. Depending on your opponent, she'll prove to be very very good or disappointingly ineffective. Your local meta will determine where in the 75 she'll go, if at all. Watch out for Karakas, for the bulk of opponents, this will be their only out.
Grave Titan Another simple beater that offers unique protection against sacrifice effects. Alone he'll quickly build an army of Zombie tokens to overwhelm your opponent, even keeping you safe from a counterattack. At a cost of only six he's easy on the life as well when brought in with Reanimate. You might even cast him! Keep in mind on an empty board he represent a two turn clock, the fastest of any of our creatures.
Sire of Insanity A very effective utility creature, he can hinder many opponents by reducing them to top deck only, and outright shut down any combo deck. The low cost is thanks to the symmetrical effect, but this is typically of little consequence to us. He's slightly squishy though, there will be games when potential blockers will keep him ineffectual in combat.
Keranos, God of Storms Our creature that really isn't. First seen as a sideboard card in decks that would actually cast it, it's unique type status was put to use for us. Being a creature card that doesn't come into play as a creature lets us blow right past the increasingly popular Containment Priest or newly printed Hallowed Moonlight. It's also safe from typical removal, even board wipes and Karakas. It's not the fastest however, and I would caution anyone relying on it as their sole avenue to victory. It's better use is to slow our opponent and remove obstacles preventing a more aggressive creature from coming into play to finish the game.
Jin-Gitaxias, Core Augur Once our go to guy, he's since been overshadowed by Griselbrand as a superior card drawer. His effects still remain potent, and some players include a copy to hedge against having their Griselbrand(s) Extirpate(d). Not being able to use cards drawn at the end of your turn and needing to wait until the end of your opponent's turn before they discard sometimes isn't enough, and the lackluster power for a cost of ten makes him a good backup, not a primary target.
Sphinx of the Steel Wind A good quality beater for the right meta. Her laundry list of evasion helps us win even against the most aggressive decks. When faced against decks with Swords to Plowshares however, it underwhelms. Consult your anticipated opponents when considering this card.
Ashen Rider Typically our permanent removal option if Tidespout Tyrant won't cut it. Popular alongside Show and Tell to ensure your permanent is unopposed. Oftentimes the trigger on dying is just a bonus, as we hope to ride her to victory alone. After printing, she has replaced any copies of Angel of Despair in our lists.
Blazing Archon A good choice in the face of aggressive creature decks. As those decks have waned in the years, so has his showing. Most swarm style decks like Elves and Merfolk are better dealt with using Elesh Norn. Still good to have close in case of a dramatic meta shift.
Empyrial Archangel A good choice to stunt your opponent's attacks while maintaining yours, it offers a broader spectrum of protection than Blazing Archon, while being susceptible to an overwhelming attack by your opponent. Shroud helps keep it in play, but for just that, Inkwell Leviathan offers a more aggressive clock.
Terastodon This is a tricky card to use, capable of putting up to 18 power on the board, or removing troublesome permanents on our opponent's side. However its lack of any evasive abilities typically ends up hampering a productive combat step, especially once your opponent has just been gifted a 3/3 chump blocker or two.
AEtherling A difficult to remove creature capable of surviving both targeted removal and board wipes, reliant on us having spare blue mana or two. Since we're going to be more focused on tenacity, we won't typically lots of spare mana to pour into him, so he doesn't end up hitting very hard. In the right meat he can close out games where Inkwell Leviathan and Keranos, God of Storms might not.
Why we win aka the mainboard
The core of Reanimator is UB, these are cards that all standard issue decks will run:
Entomb The heart of the deck, and our most powerful spell. Both cheap and instant speed, this will typically be the giveaway that something unfair is about to happen. It's important to note that Entomb isn't limited to creatures, giving us fringe use for toolbox spells with Flashback or Dredge. Beware though, experienced opponents will know to counter our Entombs rather than waiting to fight over the reanimation effects.
Reanimate The corpsy peanut butter to the undead chocolate, this card completes the cycle and puts our creature into play. Important though that is isn't limited to our creatures. Being able to return your opponent's dead creatures to fight on your side can be deadly, especially late in a game when both decks have exhausted themselves. Also be mindful if you anticipate your opponent's answers to include cards like Surgical Extraction or Exterpate, forcing them to target themselves to counter you is a worthwhile endeavor.
Exhume Our second best reanimation effect. Be aware of its symmetry, giving them back a creature you just worked hard to counter can give you an embarrassing loss. However, this also allows Exhume to be one of our most tricky reanimation effect. Lack of targeting means we don't pick our creature until our spell resolves, allowing us to play around hate with instant speed effects. It does take a little doing, but situations will come up when Exhume and Entomb in hand will get you there where Reanimate won't.
Animate Dead Our third best reanimation effect, and we usually only play these three, so also our worst. Most players tend to run 9-10 reanimation effects, so these fill out the extra slots. Not a terrible card itself, but when put along side Reanimate and Exhume, has some shortcomings. Animate Dead offers our opponent's outs they wouldn't otherwise have, turning on the typically dead Abrupt Decay. While slight, the -1/-0 does turn a brisk 3 turn clock into a painfully slow 4 turns at 7 power. However, Animate Dead isn't without it's tricks. Like Reanimate, we're not limited to our creatures. And there is a fun trick you can play with Tidespout Tyrant brought back with Animate Dead. If they threaten your creature, use any instant to trigger Tidespout Tyrant to bounce your Animate Dead, saving it in the graveyard to be brought back again with the same Animate Dead.
Careful Study What happens when Brainstorm and Entomb have a torrid affair. Careful Study does a lot of things; puts creatures stuck in our hand into the graveyard, digs two cards deeper in the library, and can Hail Mary a creature from the library into the graveyard. Be careful in using it though, like Entomb, not many decks run this card, so game 1 anonymity is typically blown. Typically only tempo opponents with an aggressive hand will contest Careful Study with Daze or Spell Pierce.
Brainstorm and Force of Will These are cards that shouldn't require any explanation. There are endless resources discussing these cards, I won't try and compete with them.
Believe it or not, that's it. Every other spell run can be considered a 0-4 of. And that's the beauty of Reanimator. Our combo is so simple that there is room for many subsets and color splashes that alter the play style radically. Keep in mind these cards are by no means mutually exclusive. So here's where it gets interesting:
Ponder There were days when it would have been considered blasphemous to discuss anything but a nonzero Ponder build of Reanimator. Ponder does many things, some even better than Brainstorm! For a combo deck, finding our critical pieces as fast as possible is how we win games, and Ponder is a consistency machine, albeit at the cost of speed. Typically our win rate drops past turn 3, so turns spent playing Ponder and nothing else can hurt us by allowing our opponents time to find appropriate hate. As such, some players have opted to replace Ponder with more business spells. Players using a Ponder build typically run 2-4 copies.
Daze A lightning fast blue combo deck not running Daze? While rare, it has been done. While Daze is epic in the first two turns, it loses value quickly thereafter. So depending on when you calculate your critical turns occurring, it may or may not be the card for you. After sideboard though, this card is rarely present. These games tend to be slower with more hate and our decks hunkered down with counter-hate, Daze does it's poorest in these situations. Players using a Daze build typically run 3-4 copies.
Lotus Petal Petal builds of Reanimator have been popular for a while, but have started to fall out of favor with the meta shifting. They gain us speed at the cost of consistency; but man, nothing feels better than turn 1 land, Lotus Petal, Entomb, Reanimate, Daze your counter, Force your Force. Lotus Petal also plays nice with Tidespout Tyrant. Players using a Petal build typically run 3-4 copies.
Thoughtseize Even if not present in the main deck, this card is never far off. It gives information, removes troublesome spells, retards our opponent's game plan and in a pinch can target yourself to get a creature into the graveyard. While powerful, like Ponder, is time and mana spent not on our primary focus. Players using a Thoughtseize build typically run 2-3 copies.
Show and Tell The most decisive card separating Reanimator decks. It allows us to bypass the graveyard completely, negating much of the strategy our opponents are anticipating. Through it we can steal wins not otherwise obtainable due to an abundance of graveyard hate. It is not without shortcomings. Firstly, we are not a very good Show and Tell deck. While we can put cards into our graveyard with ease, getting specific cards in our hand isn't as easy. Secondly, it's a slow card. Three mana is a lot for our deck, and while some decks run sol lands to help with the cost, expect our opponents to be well into their game plan before we're ready to cast Show and Tell. And lastly, Reanimator has used Show and Tell as a crutch for so long, many opponents will anticipate us relying on it after sideboard, some even bringing is their own high cost permanents to put into play against you. As a result many players have tried looking elsewhere to combat graveyard hate. Players using a Show and Tell build typically run 1-2 copies.
Hapless Researcher An underwhelming card at first glance, this wimpy 1/1 can provide a lot of uses not immediately obvious. Using it as a half-power Careful Study is easy enough, but getting that effect at instant speed opens up many possibilities with Exhume. When we're able to spread out our mana over multiple turns, it can make playing around Daze or Spell Pierce easier, especially considering the latter doesn't affect Hapless Researcher. Playing him alongside one of our reanimation targets gives us some protection from sacrifice effects. Being able to attack and block isn't bad either. Offensively alone or with Elesh Norn, games will be won by chipping away with a few dudes. Defensively we can alter combat math in our favor, with a timely Tarmogoyf chump, or a block and sacrifice against Batterskull to prevent the life gain. It lets us be proactive in our game plan, even at the risk of revealing our deck choice to our opponent. Players using a Hapless Researcher build typically run 3-4 copies.
Misdirection This card is often described at Force of Will number 5, though it's potential uses expand greatly beyond that. When played to fight countermagic, the safe play is to change the target to Misdirection itself. Changing targets isn't countering a spell, so cards like Abrupt Decay are fair game. Beware the new target has to be legal, situations will occur where there isn't a potential play aginst whatever your opponent is casting. For this reason Misdirection doesn't get many spots in the majority of lists. Players using a Misdirection build typically run 1 copy.
Jace, Vryn's Prodigy // Jace, Telepath Unbound The newest tech available, this card is still unproven, but does offer abilities to be envious of. As a creature, his looting ability is relevant getting creatures out of our hand, and won't be a challenge to see him flip, where his role changes to a reusable Snapcaster Mage. Gaining the ability to flash back reanimation spells can really challenge our opponents holding onto a single counter in hopes of getting their next turn. That being said, he's dreadfully slow, coming down sick on turn two and flipping turn three, right when our key turns are supposed to be occurring. Players are still finding out in what decks this planeswalker has a home, and whether or not that is Reanimator.
Why we lose aka the sideboard
Our power is kept in check by our opponent's ability to stunt our main resource, the graveyard. Cards like Deathrite Shaman, Scavenging Ooze, Tormod's Crypt, Relic of Progenitus, Nihil Spellbomb, Bojuka Bog, Grafdigger's Cage, Rest in Peace, Extirpate, Surgical Extraction, Containment Priest and Leyline of the Void all shut down our main route to success, and you can be sure our opponents will be bringing in all copies on hand against us. Other cards proven to be a pain even after we've landed a creature are Karakas, Maze of Ith, Ensnaring Bridge, any sacrifice effect and any bounce effect, all of which can put us back to square one. As such, our sideboard has evolved into mainly ways to either circumvent or otherwise negate these expectant hate cards. Popular choices in the UB shell are:
Show and Tell and Thoughtseize These cards have already been explained above, some lists run these in the main, some in the side and others choose a split between the two.
Pithing Needle The quintessential sideboard card, its potential uses are innumerable. Some of the common targets are turning off planeswalkers, utility lands and bothersome creature abilities, clearing the path for a reanimation or attack. No reason your sideboard shouldn't have 2 or 3 copies.
Chain of Vapor, Echoing Truth and Wipe Away Different flavors of bounce effects each with their own strengths and shortfalls. Chain of Vapor is the cheapest but loses value hard once you have a creature in play of your own. Echoing Truth can keep up with tokens but is limited to nonland permanents. Wipe Away covers all cards and can even hit difficult targets like Counterbalance and Sensei's Diving Top, but it's high cost can be difficult to manage. A sideboard should have 1 to 3 bounce spells, which version depends on your meta.
Coffin Purge, Faerie Macabre, Extirpate and Surgical Extraction Just because we're a graveyard deck doesn't mean we have to let other graveyard decks get a free pass. Beyond just the mirror, decks like Dredge and Lands can offer targets worth removing from the graveyard. Coffin Purge is useful as a target for Entomb, giving us instant speed response. Faerie Macabre tends to be more useful in a split with Coffin Purge over just two copies of the latter. Her effect is unable to be countered, and as a bonus she can be brought back from the graveyard to attack. While not common in many lists, a few copies of Extirpate and Surgical Extraction have been used when graveyard based decks are in high numbers. Not all sideboards will run graveyard removal, but should be considered for large or varied metas.
Spell Pierce and Flusterstorm Our copies of Daze tend to be taken out after game one, and some players opt to have these counterspells available to substitute on the draw or against spell heavy opponents. Flusterstorm works well in counterwars, but the instant or sorcery limitation can allow your opponent to land cards otherwise caught by Spell Pierce. Extra countermagic isn't required, and many decks opt to include more proactive cards rather than reactionary spells.
Darkblast, Disfigure, Massacre, Dread of Night Whether targeted or en masse, being able to remove creatures on demand will be a position you'll come across multiple times. Darkblast while weaker, can be fetched with Entomb and dredged back, also potentially binning a creature. With some doing, you can also stretch it multiple times over a turn to kill x/2 creatures; played during your upkeep and then dredged on your draw step and cast again. Disfigure doesn't have to bend over backwards to hit 2 toughness, it's a one and done card. Massacre is a potentially free wipe of the kind of creatures we're looking to remove, but outside of the specific land arrangement, we have a hard time casting. Dread of Night is cheap, but limited in scope. Removal pairs nicely with bounce spells, giving a wide range of ways to counteract our opponent's hate.
Engineered Explosives and Ratchet Bomb These wipes can clear a wide swath of problem permanents, covering a lot of area for it's use. Both can wipe out tokens for two mana, and from there they diverge into mana versus time cost to reach the desired cmc. If you're using Engineered Explosives, I'd recommend having a color splash or Lotus Petals. Only being able to max out at two counters can miss a great deal of cards we lose to.
City of Traitors and Dark Ritual These cards are never played together as far as I can tell, but they both aim to do the same thing. City of Traitors is played alongside Show and Tell to race it into play on turn two or even turn one, before your opponent can react. Similarly, Dark Ritual helps power out turn one combos. Both help play for taxing counterspells, and in the late game, both can help hardcast a creature.
Flavors aka color splashes
:g: - Green opens up access to Abrupt Decay, Golgari Charm and Pernicious Deed, both typically utilized in the sideboard. Abrupt Decay is an excellent removal tool, covering many of the problem permanents. Golgari Charm offers flexability with enchantment removal or clearing the board of bothersome X/1's. Regeneration is hardly seen. Pernicious Deed is awesome at clearing the board, it's X or less functions differently from the exact cmc wipes from Engineered Explosives or Ratchet Bomb. Be careful, due to it's antiquated wording, planeswalkers are unaffected. Green is the most common color to splash.
:r: - Red lets us play Faithless Looting and Izzet Charm, typically one or the other in the mainboard along side Careful Study to maximize our ability to get a creature in the graveyard. Faithless Looting work well with Entomb, but the cost is a bit steep and almost guarantees no other follow up, forcing us to leave a creature in the graveyard for a turn, which is always a dangerous situation. Izzet Charm has the higher upfront cost, but benefits for a toolbox of uses, all relevant to our deck. It's instant speed also lets us put a creature into the graveyard at the end of our opponent's turn, letting us combo off with limited mana. Red is the second most common color to splash.
:w: - White allows us to play Serenity, Meddling Mage and Loyal Retainers. Each card is typically found in the sideboard. Serenity offers an excellent way to clear some of the most common permanent cards that lock us out of our graveyard, especially when faced with multiple copies. Meddling Mage can preempt bothersome spells that would otherwise hamper us, and provide protection from sacrifice effects after we completed a reanimation. Loyal Retainers offers us a reanimation effect on a body, and able to be reused with excess reanimation cards. White is the least common color to splash.
And that's pretty much all there is to Reanimator! Deck lists can be found in abundance, but each should be assumed to have been tuned for that specific tournament, so don't just copy and paste and expect result at your local store. Take a moment to consider each card, as the range of builds is truly vast and should reflect your personal style of play and choices.
Sphinx of the Steel Wind A good quality beater for the right meta. Her laundry list of evasion helps us win even against the most aggressive decks. When faced against decks with Swords to Plowshares however, it underwhelms. Consult your anticipated opponents when considering this card.
- Why would you board this one in against a white deck? This one is for BUG, RUG, and Grixis.
There was a time when she was maindeck material, and she absolutely underwhelmed against white decks packing swords. But the effort wasn't to just give a decklist and then have everybody assume that's the apex of the deck, just what the pieces are for and why, and let newcomers build it to suit their preferred play style and tastes.
Came in 3rd out of 304 players at Eternal Extravaganza this past weekend with Jake's list. Will post a tournament report tomorrow!
Grats! I look forward to hearing about it.
Someone on MTGSalvation suggesting having Inferno Titan as a Karakas-proof creature similar to Elesh Norn in effect. What does everyone think? I can see casting this then dying to Infect next turn, but maybe it's worth a sideboard slot. The clock is much faster than Elesh Norn's. Then again, I tend to expect to face fewer Karakas as they're harder to search for with no Dig Through Time.
Played the non-show and tell version in STL and got 13th. Made a few general mistakes and whatnot but still pretty happy with the finish. I'm still convinced that we don't need show and tell anywhere in the deck. I tried a pair of Jace, Vryn's Prodigy in the board this time. It was decent and generally proved useful when I came across it in the games, I'm just not sure that it's worth the sideboard slots yet.
On a side note, Golgari Charm has been wonderful. I have absolutely no other way to answer a leyline so I found myself bringing it in fairly blindly most game 2's if I could justify it in the matchup and found it useful in most situations.
Hello guys, can you help me decide?
I do not have ABUR Duals and so I am playing UB Reanimator with basic lands and couple of shock lands. It is good enough to play for fun once a week in my local store event.
The question is about third color splash. Currently, I am on UB but I see the benefits of the green splash. Do you think it is worth to play Decays with just a basic Forest?
Otherwise, what do you think about Pack Rats in the sideboards if I do not go with the green splash? I have been testing it a bit and enjoyed the surprised face of my opponents :) I admit the rat is damn slow.
Thanks.
For a list not playing SnT, do you think 4x Abrupt Decay and 2x Golgari Charm is too much? I'm pretty sure I've got the slots, but I would prefer to know if 3x Abrupt Decay and 2x Golgari Charm is also acceptable.
From my phone. I do my best, dammit!
Yes, I'm playing 2 Needle.
So I think that unless further play-testing reveals issues, here's the list I have settled on.
Deck: 61
Creatures: 11
2 Hapless Researchers
2 Jace, Vryn's Prodigy
2 Griselbrand
1 Jin-Gitaxias
1 Iona
1 Tidespout Tyrant
1 Elesh Norn
1 Grave Titan
Spells: 34
2 Thoughtseize
3 Daze
4 FoW
4 Brainstorm
3 Careful Study
2 Ponder
4 Entomb
4 Reanimate
4 Exhume
1 Animate Dead
3 Lotus Petal
Land: 16
1 Island
1 Swamp
1 Tropical Island
1 Bayou
4 Underground Sea
2 Misty Rainforest
2 Verdant Catacombs
4 Polluted Delta
SB: 15
3 Abrupt Decay
2 Golgari Charm
2 Pithing Needle
2 Massacre
1 Echoing Truth
1 Thoughtseize
1 Sire of Insanity
1 Sphinx of the Steel Wind
1 AEtherling
1 Archetype of Endurance
The Jin-Gitaxias may become Sire if SeaTac proves to be as combo heavy as I expect it to, I will know after the last GPT Friday, Nov. 3rd.
Anyone see any glaring omissions or think they have reasons to change anything? I realize that there is a higher than normal count of reanimation targets.
I could really use the input, thanks so much for all the time and effort put in just the last few pages, it is deeply appreciated, Pirateking and Stryfo, and others.
From my phone. I do my best, dammit!
jattra, I believe splashing green is a mistake. I prefer to keep the deck faster, with a few Dazes in even on the draw, rather than slowing the deck down with interaction spells that don't pitch to Force of Will. I currently play a few bounce spells in the sideboard, but even those I don't feel great about. Chain of Vapor has the advantage of taking out Leyline of the Void, and it pitches to Force. If you'd like to splash, I'd suggest two Izzet Charm, with a Sulfur Elemental in the board.
And I straight up disagree. Green is the best thing to happen to this deck in the new old metagame in my opinion.
From my phone. I do my best, dammit!