Farm / Market
Farm Instant Destroy target attacking or blocking creature.
Market Sorcery Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards, then discard two cards.
Farm / Market Discussion
1 week ago
Friend, i have played a lot of reanimator (mardu is my main) and in my experience Madcap Experiment was not consistent enough. I really hated digging 6 cards just to hit a gear hulk and losing almost 1/3 of my life... it played too much in favor of my opponent. I feel that Strategic Planning depends on the type of reanimator you are running... for example, it is really useful for creature heavy versions, not very good in more controlling types (which i play). I like to have control over what i put in my gy.
With regard to agro and ramunap red... sweepers in side are important for turn 3. I am currently using Sweltering Suns (my version is more red so i can afford the double red most of the time) but there are others for turn 3 as well.
Chart a Course can replace Tormenting Voice but Cathartic Reunion is really strong for anyone running red in their reanimator. Consider, turn 2 chart a course, to discard gift... turn 3 you champion, dump 2 cards (one creature matters for turn 4)... turn 4 Refurbish+God-Pharaoh's Gift+reanimate gearhulk. Seems good! The deck works as intended... but it has little interaction with opponent.
Now consider a turn 2 Cathartic Reunion... dump gift and gearhulk... turn 3 sweeper or really any play, your turn 2 setup turn 4 already instead of needing both turn2 and 3! It really opens up your turn 3 curve spot! Go nut with creativity to keep your opponents off balance before you jam a gearhulk in their face. I like some control here to help clear the way for the turn 4 hulk. And turn 4 plays as normal, refurb gift reanimate gearhulk. The deck works the same, one line of play should seem stronger.
Farm / Market... i love this card for Torrential (im working on a second esper gift that focuses on instant speed spells to showcase torrential) If you were to remove noxious for torrential you could do some interesting things with cards like Farm / Market Tragic Lesson Failed Inspection Baral, Chief of Compliance Lightning Strike Magma Spray etc. food for thought! Red blue spells reanimator splash white?! Could be interesting!(adding it to my list lol)
Anyway, I hope this helps. Feel free to check out my decks for ideas... i mainly run reanimators. Just finished retooling my esper version after protour and only have a few tweaks to make to my Mardu, then back to my control esper gift.
Good luck to ya!
3 weeks ago
First match, was a red-green dinosaur home-brew deck. It was very easy. He is a friend of mine and I had told him to make it an enrage deck. He didn't listen to me. He has all the good creatures in(Carnage Tyrant Regisaur Alpha etc.), Yet the synergies are non existent.
Second match, was an Approach of the Second Sun deck. First game , I won him with my flyers. I went 2-1 first game was easy for him. I lost the tempo plays and a land drop. As soon as I hit the board with a Sphinx of Magosi , he had already cast one approach and had another one in . He had many removals too. The three mana removals were just perfect for him. (Skywhaler's Shot Farm / Market) . Second game , turn three I already had three creatures on the field and he missed a land drop. He scooped. Last game, it was close. I was attacking with my creatures , trying to make him concede.he then casts an approach. He gains seven life, getting back to 10. Game over I thought. He then conceded, cause she hadn't had any removals in hand AND not another approach. It was weird, buuut I wouldn't care less. I was just happy I beat a 700$ deck with a welcome deck.(he is a dick, that pimps out every deck of his. If it isn't foil, it won't fit in his decks. imagine when a welcome deck 2017 kicks your ass :p )
Third match, was a pain in the ass ramunap red. I knew I would face a deck like this, that's why I have many small creatures. First game , I was blocking with everything I had (if I could) . I mean, those Earthshaker Khenras are nut busting. He dropped two and by turn 4, I was at 10ish. That's when I hit him hard . Turn 4 I hit the field with an Arborback Stomper . I gain 5 life, I pass. Fifth round, he attacks with everything. I block a ragavan token, I kill a khenra with a 3/2 Merfolk Branchwalker and he passes... Turn five, I draw a Nature's Way . Sixth Sense on a flying Stealer of Secrets, swing in for 8, draw two cards. One is a Rabid Bite . I cast it .he now has 1 creature left, while I have 3 on board. He conceded. Second game, she goes 0-60 in no time. I lost and didn't even realise how she got me so fast. Game three, was a fun one. I Mulligan to six. I keep all the possible removal and two small creatures. She gets me to fourteen life, when I start to hit her field. It was over pretty soon.
Last game, I play with a Baral control. I couldn't do shit. Search for Azcanta Flip, in combination with Torrential Gearhulks and River's Rebuke kicked my arse. I would care less though. :) Next time, I will raise the stakes with my sideboard games :D
1 month ago
Thanks! I do enjoy piloting reanimator decks. Mardu is my competitive version currently but esper is quite powerful. I put this together orginally to showcase reanimator synergy with Fabricate. That is now being reworked because fabricate colors are Green, White, Black which lack a discard mechanic outside of gate.
With regard to gearhulks. I build this to minimize the downside of G-PG (make creatures 4/4) Noxious is always good (i run him side)it loses 1 power to scarab and gift. cataclysmic can be useful depending on the matchup and loses 1 toughness. torrential is definitely problematic as long as you find interesting things to flash back, it loses 1 power 2 toughness. This was why i had smaller creatures with cool abilities. The big plus is that you can run Refurbish.
Examples of interesting instants to flashback that are NOT staples...
Time to Reflect. Consign / Oblivion. Failure / Comply. Siren's Ruse. Acrobatic Maneuver. Disappearing Act. Essence Extraction. Farm / Market. Ritual of Rejuvenation. Start / Finish. Tragic Lesson. Pull from Tomorrow. Failed Inspection. Insidious Will... i could keep going but you can see how esper can make things interesting. Nox in play, acrobatic maneuver on nox, draw, reanimate torrential, flashback acrobatic maneuever on nox again, draw a card = lols? These are all instants to make use of torrential. Go nuts!
Just remember you can always board into 1 of 3 different modes. Mode 1... creatures (like the deck i have built). Mode 2... control (like the deck you are intending to make) and finally mode 3... mill with The Scarab God+ Fraying Sanity+ Fleet Swallower+ Embalmer's Tools ...reanimated creatures are zombies. Could be interesting! Hope my passion for reanimator has been insightful lol. Like i said before i enjoy piloting these decks.Esper is very versatile.
1 month ago
I would cut all 3 Farm / Market to run 2 more lands and 1 more glimmer. You should run 26 lands, and glimmer is one of your best cards. Torrential Gearhulk is also a good card for your deck, if you find anything lackluster. Finally, cut Lightning Strike for another Abrade and three Harnessed Lightning, and run 4x Aether Hub, because the energy package is really good, and you rarely, if ever, need to point the lightning strike at your opponent's face.
1 month ago
Sorry everyone, I was out all day at my campus xD ...
Ghosty well, this shenanigan, acts only as a backup plan, that also trolls. I mean, I play azorius.(Farm / Market is just a removal that acts also like a draw-discard engine) Imagine now, 30+ damage, coming out of the blue :P
Argy I would, buuuuuut I don't have them. And those damn things have skyrocketed at 15euros each :s for now, I will try to play a draft or two, in order to grab a playset xD till then, I will playtest them on tappedout :) thanks a lot :)
1 month ago
This Comment focuses on why I am playing each card This comment focuses on why I am playing each card. This deck is fairly similar to Jim Davis's Although I think that these are the correct numbers for the cards.
4x Censor : Ram Red and Temur usually dont leave up that 1 land to play around censor as they need the pressure to be put on early. PLaying around censor slows them down to much so countering a potential threat for 2 is an amazing trade. Sometimes trading 2 for 4 mana cost is best especially if it can gain hexproof for 3 energy.
1x Essence Scatter : Took this right from Jim's handbook. Was playing 3x last week but trading out 2 for Farm / Market I think a 1 times is nice as there are many creature decks out in the meta atm and will continue to be. If Control becomes more dominate this may be phased out for another Supreme Will
2x Farm / Market : Amazing card against Energy and RDW as shown during SCG Dallas Open. The card draw from Market takes away need for Hieroglyphic Illumination which is why those cards are no longer in this deck.
4x Glimmer of Genius and 3x Opt . Obvious card draw necessities. Dig through deck, get your answers/win-con. (Play Glimmer before Opt if you have answer to counter. Play Glimmer if you are seeking to force negate from opponent if you have Approach of the Second Sun In hand.
3x Settle the Wreckage used to stall board aggression. Don't use if it is early game, only has 1/2 creatures, and you can deal with his board state in other ways such as farm/cast out. Allowing Energy to ramp early on could lose you the game. Casting is situational..
3x Supreme Will Falls off as the game progresses. Mainly used as a counter spell early on but will win you the game if seeking for that 2nd approach.
4x Cast Out Play on opponent's turn unless looking to take down a planeswalker. Cycling should always be played on opponent's turn unless seeking necessary land drop.
2x Search for Azcanta This card right here is a control player's dream. Burns hole in deck to find the situational answer you need, flips into card draw, this deck is the new legendary Jace of this format. Definite sleeper card that will see play. Definitely 2 of card, perhaps 3 of.. no more than 3 though. 2 I think is the right number for this card. If it was a creature I would say 3 since it could get shot down but this will usually stick hard.
3x Fumigate for board clear and life gain.. pretty straight forward.
SIDEBOARD DECK TECH
4x Authority of the Consuls- Best put in against Energy/RDW decks. Take out Supreme Will's and Glimmers.4x Regal Caracal- Best put in against Energy/RDW decks. Take out Supreme Will's and Glimmers.1x Torrential Gearhulk- Great SB against Control or Midrange decks. Perfect blocker to be played as opponent declares attackers. Amazing card to outright win games with 2nd Approach. 4x Negate- Take out Essence/Aether Melts for Negates against control1x Spell Pierce- Situationally put in against Energy decks that side in negates1x Scavenger Grounds- I think this or spell pierce needs to be replaced by another Torrential Gearhulk.. I dont want to spend another $15 atm though for the Gearhulk.
1 month ago
I have considered white and red for a while. I think red is better suited to an aggressive Grixis pirates shell with cards like Captain Lannery Storm and Trove of Temptation. Overall red doesn't seem particularly worthwhile. White, on the other hand, offers cards like Anointed Procession, Fumigate, Farm / Market and so on. The reason I'm not running white is mainly two reasons:
It doesn't offer enough that can't be acheived through (albeit worse) means in black and blue. As you mentioned above, The inconsistency could be an issue and doesn't seem worth it to me.
I am a budget player. I'm not interested in sinking very much money into standard, especially because I am new to it. Having a 3-color landbase could be fairly expensive and more than I'm willing to spend.
My opinion on Mechanized Production is somewhat mixed. While it only requires 7 treasures on upkeep (Gives you one then checks for 8), it is much more vulnerable to other control decks. It is vulnerable to artifact removal, and if the artifact it is on gets bounced, it is gone permanently. The lower CMC is pretty much irrelevant because I'd most likely be casting it or RiR when I've reached their treasure threshold so I only need to protect them for a turn.
I've been considering 2-3 Field of Ruin as a means of getting rid of the new flip lands. Some of them are quite powerful and require answers that my deck doesn't have right now.
Merchant's Dockhand is a card I forgot existed. It doesn't strike me as a bad card in this deck, so I might try playtesting with it. It seems to have a similar effect as Search for azcanta 's flip, which is quite powerful.
Thank you for the suggestions and support!
1 month ago
I think Search for Azcanta / Azcanta, the Sunken Ruin is going to be great in approach control decks, even though it's legendary i think i am going to play 3 copies because the card is gas! Ipnu Rivulet might be a 4 of in the manabase because you can target yourself to mill four cards after casting your first approach, this plus market on Farm / Market or Glimmer of Genius or an activation of Azcanta, the Sunken Ruin, or a Supreme Will can get you to your second approach in 1 turn. Something that is worth noting is if your Search for Azcanta is not yet flipped by the time you have cast your first approach and you have Ipnu Rivulet in play you can untap and with the upkeep trigger of Search for Azcanta on the stack activate Ipnu Rivulet in response targeting yourself. Then resolve triggered ability of Search for Azcanta and it then checks the graveyard and flips which might make all the difference if you don't have many cards in hand.