|Commander / EDH||Legal|
Printings View all
|Alara Reborn (ARB)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Creature — Zombie Wizard
When Anathemancer enters the battlefield, it deals damage to target player equal to the number of nonbasic lands that player controls.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Price & Acquistion Set Price Alerts
2 weeks ago
hope this helps
2 weeks ago
Suns_Champion, thanks for the upvote and the very kind words. I appreciate it. Here are my initial answers to your questions. I may have other answers as I think more about your questions, but these are my answers based on what I have seen so far.
First, the deck is fun, and if you already win most games, this deck will probably not change that, unless you are seriously cutthroat already. It basically just evens the power of most decks until the last round or two, and plays as a 75% deck at every table I have found it. I probably wins more than that, but this is because I am the most experienced and obsessed player in my normal meta (it has seen 2 different metas so far, due to a move) and when I show up at random tables, no one really expects it. It has become more popular to play Queen Marchesa, but not enough to be that big of a deal. I would love people to build it and give me feed back on how it does at more tables than I can reach. Even with the concerns about inexperience in your meta, it can withstand more hate than it seems, and while the intention is to ride below the radar, even if it doesn't, it can still often hang. If they waste resources on your death touchers, even the Queen, something else will get them. The Queen and her deathtouch army definitely add to the strategy, but the deck runs fine if they are taken out. Something gets them in the end.
Second, as for Swiftfoot Boots and Lightning Greaves, I didn't include them for two reasons. First, I needed the slots. It is a really tight list. Second, removing the Queen is less of a problem than you think. Bring her back out and you are the Monarch again. This provides some disincentive to take her out, at least for the guy who is currently or soon will be the Monarch. She is fairly inexpensive with a CMC of , so this can happen a few times before it gets truly out of hand. For a minor third reason, you only get half of the benefit of those cards when playing with Queen Marchesa, since she already has haste. I found better uses for those slots.
Third, Price of Progress, Anathemancer, and Acidic Soil are all just cards with a low CMC and a high potential damage for the average meta. Commander is notorious for non-basics. If this is not worth it in your meta, think about a resource, situation, or game characteristic that is very common in your meta, and hit them for that. If a bajillion creatures are often on the board, try mainboarding Insurrection, Incite Rebellion, and Stronghold Discipline. If people draw a ton of cards, try Underworld Dreams and Sudden Impact. Go after common game states and the usual overreach for your meta. Take advantage of the way that players build their decks to work. Use their strategy to take them down. Become one with their deck, let their power become yours. There are many ways to do this, I have just seen that excessive lands, especially nonbasic lands, can be a source of power for my offense, and Price of Progress and Anathemancer are usually just really efficient bombs.
Fourth, there have been a few times I have really wanted Arcane Lighthouse. It is pretty amazing. This has been especially true against really aggressive decks, especially voltron decks, since Greaves/Boots are standard issue for voltron. That is definitely a consideration, and probably could be fit in if shroud/hexproof are a problem.
Fifth, Scavenger Grounds is a great card, and if graveyard is a serious threat in your meta, it is a good include. I find that with Bojuka Bog, Shred Memory, and Rakdos Charm, I am often covered well enough. If it got further out of hand with the graveyard shenanigans, I would possibly include Scavenger Grounds, or maybe Rest in Peace.
Sixth, Pacification Array is pretty weak. It occasionally allows for something surprising, since it is often forgotten about, and is otherwise pretty cheap. It probably gets played from my hand as a sorcery speed tap one creature or artifact card for immediate advantage more than any other way, but it does act as a decent Kor Haven replacement with some frequency. Think of it like surprise tempo, defense, and politics all wrapped up in a relatively cheap package. I like how flexible it is, being used for both offensive and defensive uses, as well as politically by defending other players (rare) or opening a line of attack against a common opponent (more frequent) so that I can encourage that attack to point away from me. It is honestly still in there because I have just not taken it out again, since it has come out before, but you may be overlooking it's subtle power. It will get replaced with Forcefield when I can get one. With a deck as pimped as I have made this, Forcefield kind of needs to be in there. It will be some day. For someone else's deck, it could be just about anything.
Thanks again for the kind words. I look forward to seeing your version when you make it. It really is a ton of fun to play, and never disappoints, even when it loses.
2 weeks ago
Hi! Been following this list for a while. I'll admit I'm in love and am considering testing/buying it.
I love love love LOVE everything about this deck. The Commander, the Colors, the Aikido theme and strategy, the card choices, and the political nature of the deck. Everything. My most enthusiastic +1
Some questions for you friend.
I have a fairly small meta, 7-9 people. I and one other person win 75% of games. I'm probably the best player and get the most wins, even with my just for fun decks. My meta is pretty younga and Timmy-ish, so things like Mardu colors being weak in commander don't register as much as "Eek! haste and deathtouch? That's scary!" if that makes sense. I'm also already know as the best politician in the group as well. This deck looks like the perfect deck for me, but I'm not sure if it'll be the right fit due to my position in my meta. Curious on your thoughts about that.
My meta is fairly budget, and run a lot of basic lands even in 3-5 color decks. Are Price of Progress, which I haven't found useful yet in my Neheb, the Eternal deck, and Anathemancer still worth it you think? Are they so important to the deck you'd still run them when their effectiveness is cut in half? And if so, with what would you replace them with?
Have you considered Arcane Lighthouse to help the Threaten effect get through Boots/Greaves and such?
Pacification Array seems weaker than the rest of the list... are there no better options?
Trust me when I say your excellent Primer has already answered loads of questions. Respect all the work you put into it.
I want to thank you in advance for any time you give to answering my questions. I can't wait to discus it further!
2 weeks ago
Any creature that doesn't do -1counters is probably worth cutting. Anathemancer, Hand of the Praetors, Mogis, God of Slaughter, Murderous Redcap, Ogre Slumlord, Ob Nixilis Reignited, Wrecking Ball, Veinfire Borderpost are all worth cutting. 4 of them should become land (totals to 37 lands). Others can stay maybe especially the better creatures like mogis or Ob potentially. I say cut Hand of the Praetors because most creatures don't have infect. Wither definitely is better for this deck.
Here is a link to my deck that I play from the Scorpion God. It might give you some good ideas, maybe not.
3 weeks ago
Not sure if my other comment made it on but if not here it goes. I recommend Teferi's Veil as he works well with Sedris, the Traitor King acting as another Sundial of the Infinite for attacking creatures.
I know others have suggested Deadeye Navigator, but it is difficult to overstate how good he is with Sedris and pretty much every ETB creature in existence like the primordials or Anathemancer... heh.
Nice deck +1
3 weeks ago
You have all the right pieces to compliment Uril, but the bones of the deck need a little bit of work. Your mana base is very slow with all these lands that come in tapped, and you have very little ramp.
33 lands is definitely on the low side, but you can pull it off if you have lots of ways to search for them. With access to green, artifact ramp that is vulnerable to removal makes less sense than the standard package of Farseek / Rampant Growth / Nature's Lore / Sakura-Tribe Elder / Kodama's Reach / Cultivate / Explosive Vegetation / Boundless Realms. Many of these cost less than your artifacts do. Run these with more basic lands and you'll speed up the deck considerably, and you won't get wiped out by a Cyclonic Rift or Planar Cleansing. Not to mention Blood Moon or Anathemancer effects.
If you can get some good ramp going, Genesis Wave can get Uril very big, very fast.
You also need more draw. You can run fewer auras if you can consistently draw into the ones you want, as well as other goodies, such as more lands. I'd look at Harmonize, Rishkar's Expertise, Garruk, Primal Hunter, Soul's Majesty, Momentous Fall, Greater Good, and all of the red Faithless Looting-style cards, since you can dump enchantments in the graveyard for later use.
One last mechanic I'd like to recommend for its versatility is Reverberate, and other red cards that copy others' instants and sorceries, like Dualcaster Mage and Reiterate. Copy a Cyclonic Rift, a Boundless Realms, a Counterspell, or the Stroke of Genius that the blue player is trying to deck you with. The sky's the limit.
Again, as for recommended cuts, I'd get rid of the artifact ramp that isn't Sol Ring, and cut down some of these auras. By drawing more cards and sucking more lands out of the deck, you'll still get to your best ones.
Sorry for the novel. The deck looks fun and I hope this helps.
4 weeks ago
Hyperalgialysis do you feel for what this deck is trying to do (burn) that Fulminator Mage is better than Anathemancer? what would you recommend subbing for them, it would def help put me ahead on mana tho. also i wanna try keeping b/r as main colors if at all possible. and there is a cheap enchant that does 1dmg on upkeep that im forgetting the name of i think could be a good fit as well maybe. Thanks for the feedback! :)
1 month ago
Happy to see you're still working on this deck. I've made a few significant edits from your list (mainly embracing Red a bit more) and I have a few card suggestions for you.
Anathemancer is a pick I made for my meta, and it hasn't ever been bad for me. Usually if I can reanimate him multiple times and Eminence him, his Unearth is great for finishing off the game.
Diabolic Servitude is a bit "out there", but it has been awesome for me. Its a great way to grab back tech creatures for more usage. Just make sure you don't grab back any majorly important creatures. It replaced a Beacon of Unrest for me, and I've liked it a lot better.
Herald’s Horn gives you practically free Eminence Triggers. It's not a mana rock, so it does nonbo with that Paradox Engine I put in to replace Intruder Alarm, but the draw chance and discount I find to be very worth it.
Devastation Tide over Evacuation because my mana rocks and enchantments are pretty cheap and I don't mind replaying them if I can bounce my opponents as well. I've gotten the Miracle once, and it pretty much won me the game on the spot.
Pulse of the Grid is a really underrated card, IMO. At worst it lets you bury a card and gives you a net zero, but if you're looking to rebuild your hand, this card quickly becomes a force.
And finally, even though I know you're building budget, nothing better than reanimating Jin-Gitaxias, Core Augur, AKA the reason my friends hate this deck. Drawing 7 is no joke.
Here's a link to my decklist if you want to see the direction I took with it. Thanks again for giving me the foundation to what has become one of my favorite decks!