Geier Reach Sanitarium
: Add to your mana pool.
, : Each player draws a card, then discards a card.
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Geier Reach Sanitarium Discussion
15 hours ago
Displacement Wave, Kefnet the Mindful, Learn from the Past, Snapcaster Mage, Sphinx of the Final Word, Pearl Lake Ancient, River's Rebuke, Scatter to the Winds, Myriad Landscape (thinning) are some options to consider. Buried Ruin and Field of Ruin are good utility, perhaps also Nephalia Academy, Geier Reach Sanitarium, Sea Gate Wreckage and Arcane Lighthouse.
Niblis of Frost good against creature decks.
Looks good, +1
3 days ago
I run a pretty honed Sheoldred, Whispering One control list. It is pretty stacked with $$ but if you want to take a look at it you can click here. I have pulled out a few cheap value cards for you below.
Victimize should probably be in here from a pure value perspective.
Graveborn Muse is a bit dangerous if you have a lot of zombies because you have to draw but if you're running heavy sacrifice it is very worth it. Cheaper than phyrexian arena also.
Finally Nirkana Revenant just got a reprint and is as low as it is going to get for a long time. The battlebond price is around $5
4 days ago
I like the build. You have a few weak pieces that that I would swap for lands, ramp, and draw to make sure the deck can consistently do what it wants.
I would remove Kiln Fiend, Rite of the Raging Storm, Whispersilk Cloak, Blazing Volley, Awe Strike, Kindred Boon, and Blazing Salvo. These cards don't do enough, are too conditional, or are too high on your mana curve for what they do.
I think this will help the deck run more smoothly. Let me know what you think!
1 week ago
MaybeBoard Options I Fully Support
Geier Reach Sanitarium and Fellwar Stone in the maybeboard are both great in my experience. Anyone with a Command tower on the field allows fellwar stone to tap for any color. The Sanitarium helps everybody filter but generally if you're activating it you're doing so to intentionally pitch something to the graveyard in order to reanimate it, which puts you up a card and mana on everybody else post combat reanimation.
Mother of Runes, who is also in your maybeboard, is actually very versatile, serving as protection but also as an enabler for Alesha, allowing her to slip past blockers in a pinch with protection from a color. I used to be dubious about the usability but at 1 cmc, I am never sad to see her in my hand since I added her in.
Cards I Would Take Out
I used to run Restoration Specialist and in my experience, it is not worth it. (Junk Diver also falls into this category and is also not worth it.) Consider this. You only have 3 enchantment/artifacts that Sun Titan can't get back. When I ran specialist, it was after a particularly rough game where it seemed like everyone had artifact removal. After many games with the specialist in the deck however, I realized it is far more efficient to use Sun Titan as the artifact/enchantment recurrsion, and just focus on drawing into new threats when I lose my bigger artifact/enchantment effects like Cathars' Crusade.
Reconnaissance is an MVP in the deck, and you should run it alongside your Key to the City. You attack with Alesha, get her trigger, allow first strike damage, then untap her and remove her from combat. All this from a 1-mana enchantment.
2 weeks ago
2 color decks love to play their Ghost Quarter & Field of Ruin, not to mention cards like Cavern of Souls, Boseiju, Who Shelters All, Nephalia Academy, that protect your own gameplan. There are also plenty of utility lands like Desolate Lighthouse, Geier Reach Sanitarium - or all the manlands. Hence it often happens that people only run the absoluty minimum number of basics they need to, to be able to function beside Blood Moon.
As such check lands often come in play tapped.
However the answer to your question depends on the kind of the deck, if you badly need our mana early game (and can't really use mana in excess of 4), then fastlands are the way to go. If you plan winning the long game on back of things like Sphinx's Revelation then checklands are better.
(And shocklands are always good to have at least as a 1-2 of in the deck, as they can be used to fetch for multiple colors, and provide it instantly withotu asking for conditions)
3 weeks ago
1 month ago
I highly suggest four to five more lands, Anguished Unmaking, Vindicate, Victim of Night, Hero's Downfall, Orzhov Signet, Gilded Lotus, Coat of Arms, Burnished Hart, Solemn Simulacrum, and also any other big forms of card draw, as you have very little. Cards like Phyrexian Arena, Underworld Connections, Bloodgift Demon, Staff of Nin, The Immortal Sun, and Wretched Confluence could all help a great deal. Also, Arch of Orazca, because I don't mention it enough. You could also consider Geier Reach Sanitarium and Mikokoro, Center of the Sea if you feel like you can't find anything to cut in your nonland cards.
1 month ago
Nice deck list. I've been looking at making a Kaervek punish deck since I've turned my old Rakdos suicide deck into a tribal demon deck. Some of my favorite cards form that deck were Manabarbs, Citadel of Pain, Havoc Festival, Sulfuric Vortex, Spellshock, Planar Chaos, Storm Cauldron, Zo-Zu the Punisher, Ankh of Mishra, Angel's Trumpet, Mass Hysteria, Grand Melee, Avatar of Slaughter, Avarice Amulet, Spiteful Visions, Seizan, Perverter of Truth, Temple Bell, Mikokoro, Center of the Sea, Geier Reach Sanitarium. I love Toxic Deluge in my suicide deck as a board wipe. If you're looking for more pay life to kill creatures there's also Phyrexian Purge, Fire Covenant, Slaughter, Hellfire, and Ashes to Ashes as well as Repay in Kind which helps brings opponent down to your level after hurting yourself. Possibility Storm could be a nice inclusion as well if it works the way I think it does with Kaervek. Opponent casts a spell and both Kaervek and Possibility Storm trigger, the spell gets exiled and if your opponent plays the other card with Possibility Storm then Kaervek will trigger again.