|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
|Premium Deck Series: Graveborn (GRV)||Uncommon|
|Masters Edition (MED)||Uncommon|
|Fifth Edition (5ED)||Uncommon|
|Fourth Edition (4ED)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
Combos Browse all
Enchantment — Aura
Enchant creature card in a graveyard
When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
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Animate Dead Discussion
1 day ago
Protection means that the protected object cannot be:
By objects that it is protected from. Diabolic Servitude does not target after it's ability resolves. It also isn't an aura or equipment, so you don't need to worry about that. It usually won't be able to block or damage, so you're good on all fronts. By contrast, if you were to return Akroma, Angel of Wrath with Animate Dead protection would cause the aura to fall off and get Akroma sacrificed.
3 days ago
I would use the big spells at least that bring them all back like Living Death and Patriarch's Bidding as well as Rise of the Dark Realms. Some good single recursion cards are Zombify and Fearsome Awakening for flavor. Necromancy and Animate Dead are great cards as well.
5 days ago
Elemental Bond, Kindred Discovery and the Big D's card drawing ability all help to replenish your hand once he hits the table. As an added bonus Animate Dead can be used to cheat in Dragons that were ditched with LED ;)
1 week ago
Hey man! My impression is that in going 100% competitive, this is the most optimized Breya build I came across: http://tappedout.net/mtg-decks/breya-dramatic-paradox/
1 week ago
Is it really worth running Darksteel Forge and Nevinyrral's Disk to destroy everything when Lattice and Vandalblast do it much faster? As someone who has played Arcum for almost four years, when you do it even once, people tend to scoop (and even then it's absurdly easy to assemble a winning combo from there).
In any event, you should free up two slots. One for Notion Thief- you're running Wheel of Fortune and Windfall, and Thief + Fortune or fall is incredible. I've literally never lost, with my Breya deck, after casting that card (I run Bomberman/Gorger Breya though). Hell, I've won t2 thanks to it, actually: My first turn was Command Tower, Vampiric Tutor to get Notion Thief on the top deck, Lotus Petal into Faithless Looting. Second turn was Volcanic Island, Reanimate, Winds of Change. I drew 24 cards, and managed to win by playing Mox Diamond and Mana Crypt to Frantic Search, discarding Snapcaster and Worldgorger Dragon, and then Animate Dead on Worldgorger, making infinite mana and then winning via Breya that same turn. I really can't recommend Notion Thief enough, because Mind Twisting every player for only 4 + 1 or 3 mana is huge, and it aids in setting up for literally any other combo in the deck since it's hard to lose after drawing 20-30 cards.
Another solid recommendation, I feel, is Recruiter of the Guard. Finds Arcum, Master Transmuter, Snapcaster, Welder, and Trinket Mage, making him extremely versatile depending on what your current board state is. Room could easily be made for him by removing Dack Fayden whom, while cute, doesn't actually help you approach a winning board state as easily.
1 week ago
So the deck plays out as "obvious combo is obvious", but it isn't taken as anything more threatening than any other deck already at the table because of it. At most it is merely assumed that you will not be the one reacting to stop someone else unless that would outright stop you, especially in regards to specific card removal as none of them help you win just because the opponent doesn't have their own combo piece. You'll only remove what is in your way not someone else's.
Even so you still need answers to the cards that would stop your own combo shenanigans, of which all are likely known to your opponents, but your colors actively prevent you from dealing with the most effective "silver bullets" to your own build. That all-in-all sounds like a perfect argument to have more combo plays around other cards than just running the reanimation ones you've got right now.
Your worldgorger combo for instance is ultimately unable to work with other combos, or at least half of your pieces for it are as such. The altar combo however is more versatile, with each piece having at least mild synergy with non-combo cards, even if it is still ruined by the grave hate. To me, the best course for finding any upgrades to the deck is to go entirely further into the worldgorger 2-card combos that go off in a surprise, or else ditch such plays and essentially allow yourself the glaring weakness to grave hate while bolstering how abusable the combo pieces are before fully assembled.
For example: If you wanted to lessen the predictability of your deck and how others know you play the Worldgorger Dragon + Animate Dead combo, then you could either remove it for a different 2-card combo (I recommend Dualcaster Mage + Twinflame personally), or else find something that is sorta like that and find space for it in the deck, so that it might throw someone off on what you're doing. Alternatively the focus could be eased up on getting the combo at hand, and instead ensuring the combo goes off by adding in cards that are silver bullets the opponents that you seem to know just as well as your own deck (Ie the stuff that doesn't help you win, but neither will anyone else while you have it out). This may sacrifice precious card advantage to do so, but that is the one thing your current build seems to be able to spare, and it can help keep the deck in a more powerful position if behind or just outpaced.
As far as the other option goes, I can only try throwing out ideas for cards that also could do the job of cards already in your build, like Pawn of Ulamog for Diregraf Colossus or Hissing Iguanar for Plague Belcher and so on. Those don't seem like what you're looking for though, if you're even needing to look for anything.
1 week ago
Cool deck! Have you considered Bloodchief Ascension as another way to make discard slowly kill your opponents?
You could also consider a cheap little Animate Dead to bring back something good after making your opponents discard it.
I see Wit's End in your Maybeboard and I understand the temptation - but I'm not sold on it in discard-EDH. I feel like it's too expensive for only targeting one player. With all the other discard you have, by the time you can afford to cast it, your opponents probably won't have much left in their hand.
2 weeks ago
I also really like Mesmeric Orb, but I run it mostly for the self mill so I'm not sure if it's perfect for your deck.
I feel like Rhystic Study is obvious, but you've probably already dismissed it if you're not running it by now.
I haven't bought a Champion of Wits yet, but it looks like it's made for Mimeoplasm.