|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Starter 2000 (S00)||Uncommon|
|Starter 1999 (S99)||Uncommon|
|Portal Second Age (P02)||Common|
Combos Browse all
Breath of Life
Return target creature card from your graveyard to the battlefield.
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Breath of Life Discussion
1 month ago
1 month ago
I have been brewing different takes on reanimator (most private) and playing against myself using another deck on this site, most decks didn't make the cut due to being incosistent. In my opinion the main problem of reanimator is the prevalence of blue in the format and bounce spells like Vapor Snag. If at least your crusher died you could exhume it back, having it in your han on turn 3 is bad, really bad. That is why the for latest iteration of this archetype I moved over to golgari Tortured Existence using Songs of the Damned and drege/Pit Keeper to relentlessly place little guys into the battlefield. I have more cretures than they have removal/bounce/counters so in the end the board is mine. Crypt Rats help wrath away boards and players and Gnaw to the Bone makes sure there is no chance for an aggro deck to kill before I have everything set up to win.
My personal recomendation is that you brew the deck however you prefer but forego that many big eldrazi. Gurmag Angler has great synergy with discard and fetch-lite lands like Ash Barrens or Terramorphic Expanse. It also dodges doom-blade which is nice. If you splash blue you can have Striped Riverwinder which dodges targeted removal and happily jumps into your graveyard on command. In Rackdos colors you have Horror of the Broken Lands with synergy for discard Ingot Chewer for affinity and some other fatty with cycling or evoke I don't remember. Personaly I would also drop cathartic reunion as the heavy control meta makes it read "discard 3 cards including a card named cathartic reunion and spend 2 mana to bait a counterspel". Also if you are running red and discard for your reanimator list Dragon Breath can easily make you win a turn earlier and dodge all that pesky sorcery speed removal and letting your oponents untap.
Have fun with the deck, I would be very interested to see where this takes you as I haven't tried brewing Rakdos reanimator...yet.
1 month ago
Kiyomeii I agree with you somewhat on the efficiency of the reanimation spells that I have chosen for the deck, and your comment on my land choices. I'll take a second to try and explain what I've tried to accomplish.
Dance of the Dead, Animate Dead, and Necromancy are pretty hard to use multiple times because the theme with my deck, and one of the best things it can do for itself is to sacrifice my commander, Child of Alara, to wipe away the board. So these cards once they are in the graveyard can be rather tricky to efficiently return in order to continually benefit off of child. There are some incredible enchantment recursion cards out there, but some of them in my current list would require me to cast Argivian Find targeting necromancy or the like. Then casting the animation spell, which works entirely, but then if I want to do it again because I decided to cast Abjure, sacrificing child, to counter something like a Blightsteel Colossus, I'd have to go the route of casting a Noxious Revival or something else to try and do the same thing again. Plus cards like Animate Dead and Dance of the Dead have drawbacks to them. They are often susceptible to cheaper removal, thus getting rid of child in the process. It feels way more comfortable to Breath of Life child into play with no strings attached. Then my Archaeomancer just targets that and I'm off to the races. No middle man shenanigans.
Now, the reason all this is important, and why I assume that I'm going to have to do this multiple times is because child is a 6/6 and everyone at the table has 40 life (they also hate child). You only need 21 damage to win which is 4 unblocked swings with child but that all together is swinging 12 times in a row completely unblocked. That is not going to happen. The easiest way to control the board state with child is to purposefully sacrifice it. And if you have spells or abilities that sacrifice as a part of the cost, the trigger for child's death goes on the stack before I pass priority to the next player. It's why Perilous Research is probably going to be coming out, because it sacrifices on resolution. So if the spell gets countered I don't get my cards or a child trigger on the stack.
The reason Necromancy is in the deck is because there are creatures out there that have haste. Some of them are whatever like Glitterfang, but there are other creatures like Maelstrom Wanderer that are often the commander of a deck. So that player always has access to them, And it sucks when an 8 cmc, 7/5 haste, gives other creatures haste, cascade cascade creature drops in 2 big threats or a Protean Hulk and tries to kill me or the board. Necromancy can be played at instant speed, and I sacrifice at the end of turn, but I would probably do that anyways. I like to think of Necromancy as a combat trick more than anything. Maelstrom Wanderer is part of the reason I'm considering adding Comeuppance to the deck.
The other thing this deck has going for it is Maze's End and I've spent some time explaining how efficient that can be if you have the right cards in hand. Plus it's a combo that is available to 5 colors, and doesn't go away when I sacrifice child. A turn 4 Maze's End could mean I'm color fixed for the rest of the game.
I run a lot of basics because they're easier to ramp out into play. A lot of competitive land destruction targets nonbasic lands too, if that counts for anything. And there's plenty of reasons why I don't want to run a Hermit Druid 0% basic land combo deck with a hyper efficient fetches and shocks mana base.
If I ever get around to making a recording of the deck working well in a multiplayer pod, I will definitely upload it to this page to help provide insight on how I play the deck. And how I react in most situations with my experience in commander while running my list.
6 months ago
Welcome on T/O!
Hope you will experience lots of interesting decks, new ideas and some good feedback on what you have build.
I saw you just joined here, so knowing that each start somwhere can feel somewhat strange, let me help you by giving a some piece of advise :)
After reviewing your decklist, I came up with a several interesting cards. I a not sure what your budget is, but I think my suggestions might help you get this deck ongoing to eventually an improved list:
- Entreat the Angels
- Faith's Reward
- Breath of Life
- Return to Dust
- Serra Ascendant
- Linvala, Keeper of Silence
- Caged Sun
- Extraplanar Lens : Play with snowcoverd plains if your meat has other white players
- Deathless Angel
- Luminarch Ascension
Have fun deckbuilding. If you need help, you can always summon me me.
If you would like some inspiration other than mono-white, click here
8 months ago
You'll need some self mill of some sort, you gotta fill your graveyard. You can't rely on your 1 copy each of entomb and buried alive. You can do like Mulch type stuff in green, Grisly Salvage in golgari, (don't forget Jarad's Orders if you're doing ), Tireless Tribe in white, Dark Deal in black, so on and so forth, however, blue has the best self mill power. Breakthrough is my favorite, but there are a bunch of blue options like Windfall or even Careful Study.
For what it's worth, each color other than black can reanimate something, even if it's clumsy and not as good: Breath of Life, Resurrection, Refurbish, Argivian Restoration, Reincarnation, Feldon of the Third Path, Mimic Vat (there are many, less popular options)
8 months ago
I just wanted to condense my thoughts of who to add and what to cut and why. Add: Jhovall Queen and Cho-Arrim Bruiser. These are big bodies you can tutor and abuse that fir your anthems. Cho-Manno, Revolutionary as can you say instant speed tutoring this to stop any hint of combat? Whils on that note I'd go Sphere of Safety to discourage anymore attacks at you and running so many enchantments as is. I love the Revivalist and think you could use more so let's try adding: Breath of Life, Resurrection, etc as more ways to preserve these locks and Elixir of Immortality both as a life bastion, thwarter of grave hate, and essentially lets you get back all your guys to reuse yet again! As for drop Zealots en Dal, Citadel Siege, Changeling Hero, Aven Rift watcher, Task Force, Ranmossian Commander(you have enough of these and he is the weakest link imo as 2/4 for 4), etc. Make some room for more focus, preservation, and bombs and you ahould have a blast winning man!
9 months ago
I posted this on reddit, but this might be a little bit easier to read since you can just look at the cards this way:
I've had a Odric deck myself ever since he came out and he's one of my favorite decks. Not the most competitive, but way better than you would think, considering it's a mono deck. I'll put some suggestions below but note that they're not all going to be budget options. No clue how much you're willing to put down on these, but frankly most of them are well worth it.
So up first, I'll point out Odric's biggest flaw: You can be absolutely ruined by a boardwipe. As such, I'd recommend putting some anti-wipe options in there. Personally I think you could do with cutting a lot of the instants you have and swapping them out for protection stuff. My personal favorites (in descending order) include Eerie Interlude, Ghostway, Scapegoat, Rootborn Defenses, Make a Stand, and Brave the Elements (which can also make for a good finisher depending on your opponent). Creaturewise, Avacyn, Angel of Hope is ideal if you can get your hands on a copy, as that'll save your board even before combat.
Up next is your mana base & ramp. 36-38 lands is ideal. Being mono-colored, you don't need a whole lot of fixing. However, there are some utility lands I would recommend putting in there for varying reasons. Emeria, The Sky Ruin is perfect in this deck, as it will get you back any creature that was killed each turn. I'd also suggest Mistveil Plains. It's not necessary, but giving you some form of recursion (that you'd admittedly have to tutor for) is useful. I generally suggest fetchlands if you care to thin your deck at a quicker rate, but they're thoroughly unnecessary if you don't care to plop down that much money. Some ramp lands wouldn't be a bad decision at all, such as Ancient Tomb or Temple of the False God.
Continuing off of that and going towards ramp n' fixing, if you can afford a Land Tax, then I'd say get it. If you get it in your opening hand, you're generally going to hit your land drop every turn (and draw into less land, which helps in the long run), plus it is a great combo with Scroll Rack later in the game (getting you three extra cards in hand per turn). If you add something like Ghirapur Orrery, which admittedly can backfire on you, you can ramp into some big threats fairly quickly. Personally I'm not a fan of single-use land fixers like Knight of the White Orchid or Tithe or similar cards, BUT I can definitely see their use, so I leave that up to you. Pearl Medallion is also fantastic, as it drops the cost of your spells. I'd absolutely suggest Sol Ring & Caged Sun. They're perfect for the deck. One other "semi-ramp" spell I'd recommend is Urza's Incubator. Odric does best with a human/angel subtheme, as they'll usually have your best keywords. So picking Angels when playing the incubator, you make casting them that much easier.
After that, we're on to White's biggest problem as a color in EDH: The lack of good card draw. Frankly, there's just not much in the color that will get you that many cards, aside from a couple of cantrips. Fortunately, that's what artifacts are for! If you're willing to pay for them, I'd absolutely recommend the following: Mind's Eye, Alhammarret's Archive, Scroll Rack, Skullclamp, and Staff of Nin. Skullclamp is great if you can produce tokens, such as with your Nahiri's +2, for instance.
Another issue with Odric is that his ability only works at the start of combat, meaning that your opponents can either kill whatever creature you've got out that they need dead (or even just Odric himself) to avoid a nasty combat sequence. So there's two ways around this. You need to have some protection for him & your troops, for one, so things like Lightning Greaves, Darksteel Plate, or Swiftfoot Boots are great to keep them safe (or Champion's Helm if you're feeling fancy). The other method is simply redundancy. If they keep killing Odric, for instance, plop down a Akroma's Memorial and keep the keywords alive! Aside from the memorial, I also recommend True Conviction, Heliod, God of the Sun (who also gives combat indestructible to urrbody once he's a creature with Odric out!), and Concerted Effort for Odric Redundancy (plus it triggers at each upkeep, so if you've got some good protection going on they're gonna have a bad time).
Some little fiddly bits I'd suggest having are more removal, such as Path to Exile, Swords to Plowshares, Return to Dust, Oblation, & Unexpectedly Absent. If you've got reliable ways to trigger indestructibility, boardwipes can help you out - I'd suggest Austere Command in particular due to it's flexibility. You can also surprise the absolute shit out of someone using Debt of Loyalty. White doesn't have a whole lot of creature theft spells, so that gets some jaws dropped whenever I play it. Also, Crackdown is excellent in this deck. Put that down, maybe cast a Subjugator Angel, and you've locked most of your opponent's fatties out of the game!
Tutors are also great in a deck like this, so I'd suggest things like Enlightened Tutor, Steelshaper's Gift, Open the Armory, Idyllic Tutor, Stoneforge Mystic, Stonehewer Giant, Thalia's Lancers (for any legendary), etc.
Recursion/resurrection is always good, so stuff like Sun Titan, Loyal Retainers, Resurrection, Breath of Life, False Defeat, and so on are strongly suggested, along with the previously mentioned Emeria.
Lastly, we get to your creatures. They're the key to winning with Odric, after all. Looking through your deck, I think many of the creatures could be juuuuuust a little bit more efficient. I'm not a huge fan of relying on equipments to give my creatures keywords, so I usually prefer creatures with static abilities, so things like Archangel of Thune, Angel of Invention, Bruna, the Fading Light, Gisela, the Broken Blade, Baneslayer Angel, (noticing an angel theme?). Admittedly there's not much with indestructible and trample, but I suppose that's what stuff like Avacyn and your Emrakul are for. I'd also really really recommend a couple of hatebear & tax cards since you're playing white - stuff like Archangel of Tithes (nasty with vigilance), Angel of Jubilation (stops sac fodder shenanigans and Toxic Deluge), Thalia, Heretic Cathar (slows decks down), Aven Mindcensor (stops fetching/tutors), etc. Can't say no to Elesh Norn, Grand Cenobite as well. Mix in some good token producers such as Elspeth, Sun's Champion and all-around good cards like Cathars' Crusade and you should have a pretty formidable little deck!