Whats the plan against countertop-goyf decks?
Cry.
It's Chalice at one and two, for almost all intents and purposes. It has already been admited that the deck rolls to chalice at one and two, which is unlikely, I will readilly conceede, but assembling the counterbalance + Sensei's Divining Top engine is actually quite likely.
Or maybe pack some Necromancy SB against Chalice and CB. Also, Tombstalker increases the chance of beating these decks. It is a very solid alternate win condition.
Keep moon-walking.
people.... necromancy sucks... for the fourth time...
you dont have that bad of a matchup against goyf or counterbalance decks. and if your that worried just add more repeals and wipeaways.
Id like to milk that oreo... split it in half...and lick all that sweet sweet candy off. mmmmm... oreos....
I was building a reanimation deck and using yours as a skeleton, but I really wanted to have 2 or more akroma.. and I saw this post of yours as one of the reasons not to include her as a 2 of.
:she cant be brought back with 1/3 of your reanimation suite, animate dead and her are a no go once again.
So I was being hard headed and went to check on the rulings at starcitygames.
Q: Akroma, Angel of Wrath is in the graveyard. I cast Animate Dead. What happens? I've been told two things: that Akroma will remain in play without the Animate Dead, and that she will go to the graveyard. I've also been told that one of these rulings is old and was changed. Which is correct now?
A: Here is how it currently works. Animate Dead resolves and comes into play. When it does, its comes-into-play ability triggers. You target Akroma with this triggered ability. When this triggered ability resolves, Akroma is put into play and Animate Dead become an Aura. It will try attach itself to Akroma, but will not, due to Akroma's protection from black ability. Then, because it is not attached to anything, this Aura will go to the graveyard, but Akroma will remain in play.
It is true that this is not how this interaction has always worked. The rules that govern what an Aura can be attached to were tweaked last summer when the Aura subtype was introduced. In the past, local enchantments could become attached to a protected permanent; now they cannot become attached at all.
Just a thought
This ruling is out of date. From the Gatherer updates on Animate Dead:
If the creature card put into play has Protection from Black (or a similar effect that prevents Animate Dead from legally being attached), then it will fail to become attached and it as per Rule 212.4k, which states that an Aura trying to move onto an illegal permanent will stay where it is. Then the Animate Dead will go to the graveyard as an Aura that is not enchanting anything. This will sacrifice the creature as well, as stated by the card text. [D'Angelo 2007/10/20]
Very out of date, you can exhume, or reanimate her, or if you really want to use animate dead on her stifle the sac'ing part and you can do it
hahaha, using a stifle on that would be bad too...
hahahaha
seeing as this is yet another page in the books of this thread ill post up my latest list.
Rod's Reanimator
by Rodrigo Gonzalez
61 cards.
Spells:
4x Reanimate
4x Exhume
4x Careful Study
2x Intuition
3x Brainstorm
2x Repeal
Enchantments
4x Animate Dead
Creatures:
4x Putrid Imp
4x Oona's Prowler
4x Bogardan Hellkite
1x Simic Sky Swallower
2x Sundering Titan
1x Akroma, Angel of Wrath
1x Phantom Nishoba
1x Bringer of the Blue dawn
1x Tombstalker
Lands:
4x Bloodstained Mire
4x Polluted Delta
4x Underground Sea
1x Watery Grave
5x Swamp
1x Island
Sideboard
3x umezawas jitte/ tombstalker/wipeaway
1x Repeal
4x Echoing truth
4x Stifle
3x Show and tell
Id like to milk that oreo... split it in half...and lick all that sweet sweet candy off. mmmmm... oreos....
Just edit the opening post, it's easier IMO.
And that 61st card...
I don't know if you have to make it 61 cards, but it's just so strange and awkward. Can't you cut i.e. a brainstorm? It has literally nothing to do with the reanimation plan anyway :)
Other than that, it's a good deck for sure. What I'd like to see is more protection and some better creatures :P But that's up to you, I don't play the deck...
"You're English is terrible and inconsistent."
-DownSyndromeKarl
Why only 1 Tombstalker? You can always cast one from hand if you need to... I think you should raise that to 2 or something.
Keep moon-walking.
the reason theres only 1 is because you never want to see more than one in your opening hand. i mean you could always reanimate one, yet most of the time his advantage is to play him form hand, and its not likely that youll get 12+ cards in your yard early on in the game to count.
61 cards is my preference and has worked out for me, i consider it more of a lucky streak charm.
but dont cut a brainstorm for it, cut the watery grave. brainstorm is good specially with 8 fetchands to shuffle what you dont need.
Id like to milk that oreo... split it in half...and lick all that sweet sweet candy off. mmmmm... oreos....
i would recommend taking out the therapies for 2 more fatties.
specially including sundering titans to the mix.
with only 9 critters youll often find yourself fetching very deep until you get one, cutting an oonas prowler hurts your secondary win conditions.
so -2 therapies and + 2 critters, at least one of them being the sundering titan.
and isnt that an awfully large SB?
24 cards?....
Id like to milk that oreo... split it in half...and lick all that sweet sweet candy off. mmmmm... oreos....
Another tourney tonight, im going to run the decklist i last posted. ill post up a tourney report ASAP.
Id like to milk that oreo... split it in half...and lick all that sweet sweet candy off. mmmmm... oreos....
After 5 rounds of swiss today I have learned one thing about this deck. Sundering titan is not that good except against 3 or 4 color decks. I never once found him to be very effectice against anything really. THough he was a nice roadblock for all the goyf and crushers I had to deal with. For refernce I use Rodgon666's most recently posted list minus the watery grave and i swaped the bringer for a furry Akroma to a rather splendid effect. I found red akroma to be better in testing on MWS in comparison to the bringer mainly because it either tended to bite the bullet almost immediately or simply sat back giving me cards that would have been unneeded if it had been something else. The major boon of FAkroma is the abundance of swords running around here.
I lost one round the whole day and that was due to horrid luck on my part and my oppoent have triple sinkhole on the play game one and me not drawing a card and him going swamp rit sinkholeing my island and then thoughtseize ripping out my study after seeing that i had an island in hand and no swamp in hand thus cutting off my other discard enablers. I didnt play the study turn one due to no fattys in hand but instead an army of prowlers which i had thought would fight to the bitter end but they never showed up. In hindsight knowing he was playing essentially a green variant of deadguy for goyf I shoulda prolly mulled but...
In hindsight maybe i shoulda studied turn one instead but then again he woulda sunk my island and ripped out one of the 2 exhumes i woulda drawn in all likely (the exhumes were my next two draws as i got the shit kicked outa me followed by an animate dead at which point i concedded).
Sundering was cool when i used him... but he just really didn't seem to be that productive.
The SB is combined, for cereal tourneys, it will probably look like,
SB: 1 Oona's Prowler
SB: 1 Repeal
SB: 2 Umezawa's Jitte
SB: 1 Sword of Fire and Ice
SB: 3 Stifle
SB: 3 Show and Tell
SB: 4 Annul
For fun:
SB: 1 Oona's Prowler
SB: 1 Repeal
SB: 2 Umezawa's Jitte
SB: 1 Sword of Fire and Ice
SB: 4 Stifle
SB: 3 Echoing Truths
SB: 3 Layline of the Void
Still working on it =/
Next tourney is the 23rd
Instead of the Red Akroma, I much rather use another Simic Sky Swallower or a Quicksilver Dragon.
You know that nightmare where your running but you just can't get away...
Let's hope that shadowmoor gives reanimator some more goodies =]
I don't know if this would work, it says "when you play" so I think it needs to be casted from your hand to get the special ability other than reanimating it...
Looks bad ass though...
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That won't work. Sorry to be the bearer of bad news, but reanimating creatures means "putting them into play" as opposed to "playing" them. I'm lovin' the B/R split cc Avatars, though. Play an Avatar of Discord, toss a couple o' these, play a third (This is nonsense as it would never fuckin' happen)...But you could Intuition for them, get one, toss 2, play it and have 3x 5/4 Flying Hasters that are out of smother range? Since with haste, that's a pretty likely 15 damage, and one turn to pull off a wrath/Damnation , on what, turn 4 with accel.? Not bad...
Anyway, I'm curious as to why this deck doesn't run countermagic? Blue and no FoW's, dazes, or anything? I saw some Annuls in a board, but other than that...It would seem like you would want to. Protection, graveyard hate, etc. Do you scoop to Ensnaring Bridge game 1 and count on bounce for games 2/3? Same with Humility? how do you get around Chalice at 1/2? Your bounce cardsa are 1 and 2 cc when it comes to bouncing CotV's. Why isn't Wipe Away played instead?
I'm sure these have been tested/suggested/questioned, I'm just curious.
pce.
True about the demigod of revenge =[ but if it was otherwise, it would surely be kickass! hehe...
About the countermagic not being present in this deck, according to the pioneer of this deck, this is designed to be an aggressive deck. reanimator should be the one doing the harassing, not defending nor protecting (well there are some key sideboard cards depending on the meta ahehe). I agree on the aggressive approach and putting maindeck countermagic to this deck
will somehow make this deck slower...
But still... it is a fun deck to play with =]
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