Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
|Want (9)||AutoLootexe , baronbrownnote , inaudibledaisy , magicdad2020 , grygs , DeckofManyThings , Brainlord , Easymode , Bam5432109|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Tempest Remastered (TPR)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
|Premium Deck Series: Graveborn (GRV)||Uncommon|
|Battle Royale Box Set (BRB)||Uncommon|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Reanimate occurrence in decks from the last year
All decks: 0.41%
Commander / EDH:
All decks: 0.07%
2 days ago
Is Kalastria Healer really necessary? I run a similar list and my main wincons are Torment of Hailfire and Thassa's Oracle. Torment works when i generate infinite black mana by casting spellseeker with yarok on board, then fetching the appropriate cards to infintely loop it with Culling the Weak, Reanimate, Unearth, and Entomb, which i use to fetch eternal witness. This is essentially a one card combo with spellseeker, and i find it to be very powerful and explosive. Thassa's Oracle works when I can draw out my deck with any of the combos (spellseeker/aluren/intuder alarm), and is a much better wincon than the healer, which seems like a dead card in most situations. This is just a suggestion though, and I love the overall build!
5 days ago
Just some quick off the top of the head Mire Triton Gorging Vulture Buried Alive Final Parting Bond of Discipline Apprentice Necromancer Syr Konrad, the Grim are all super budget friendly cards that are functional in reanimation decks. I like to mill as fast as possible with 2 drops and use stuff like Reanimate and Animate Dead to get out big pay off cards like Sheoldred, the Whispering One or Vilis, Broker of Blood to the field earlier than later but they arent all budget. I also like Meteor Golem or Ravenous Chupacabra in mill decks because once they are in your bin you can grab them any number of ways, and even though their stats arent great you can always feed them to your Blood for Bones to either destroy something else (they go to the bin before the ability resolves so you can return the creature you sacrifice) or you can put it back in your hand to hard cast later. I really like graveyard decks theyre fun even when you lose.
1 week ago
Imagine getting your Ulamog, the Infinite Gyre into your graveyard, as you would like, to reanimate him. The bottom clause of the card makes you immediatly put a trigger onto the stack to shuffle the big boy back into your library. They designed this by choice to not make them easily reanimatable. Back to the stack: trigger to shuffle him back into the library on the stack, you only now would have the chance to reanimate him with something like Shallow Grave, as otherwise the next time you could cast the common reanimation spells as Reanimate or Animate Dead, you would not have Ulamog, the Infinite Gyre in your graveyard anymore. Conclusion: there are serious hoops to jump through to make you be able to reanimate the biggest eldrazi. p.s.: sorry for grammar
1 week ago
StopShot The choice of having only a single combo is intentional. This deck is similar to Blood Pod in that staxing the board is more important than gassing into a combo, and you can get kills in cEDH by turning creatures sideways. This deck is very concerned about hitting the board hard early, and I don't want to be drawing cards that are dead outside of comboing. If I was going to expand into a second combo, I'd most likely extend into Splinter Twin and Felidar Guardian due to how Twin interacts with the Titans. In place of redundant combos, I've chosen to slot more hate pieces and more beater pieces. I've tried to add only the most efficient beater pieces that have utility or are just hyper efficient in terms of effectiveness. For example, Luminarch Ascension will singlehandedly win games on stalled out boards by turning creatures right. Inferno Titan swinging removes all kinds of dorks and opposing hatebears that are common in the format, as well as draw pieces and combo creatures. It also swings for a minimum of 9 when there aren't targets on the board. Loyal Apprentice is free tokens for doing nothing every round, speeding up the beatdown clock but it also has great synergy with Goblin Welder Smokestack Rankle, Master of Pranks Elesh Norn, Grand Cenobite and Daretti, Ingenious Iconoclast. The beatdown pieces have been chosen because they are a fast clock even in when staring down 120 life instead of the regular 20, or they offer strong synergy towards other parts of the deck. Extending into beatdown as the secondary option also lets me run harder "no" pieces, which is why I have Cursed Totem even though I'm running Kiki, and why I'm running Stony Silence even though I have 10 cards turned off by it. Having these pieces that turn each other off in our deck raises the mulligan % and requires higher pilot skill to play, but this is the trade off for how strong they are.
Banewhip Punisher is an interesting card and certainly better than Chupacabra, but also pretty inefficient. Especially after the banning of Flash, the format has slowed and become grindier. I've been looking for group sacrifice effects or repeat removal to achieve greater board control. Necroplasm would practically be an auto-include if it was only 2 CMC. Removing Alesha on its final tick is a turn off for me. If I was really interested in this effect, I'd slot Blast Zone, to tutor it with Wayfarer and recur with Crucible. Similarly, I'd be looking to slot Wrath of God or Toxic Deluge before another single target option, even if it is reusable.
I am aware of how recurring Kiki with Alesha requires another rotation to get a combat step. Once again, I'm not very worried about it. I'm not running many discard effects here, and I'm also not running Entomb to try and get Kiki that way. Kiki won't likely end up in the yard unless an opponent forces you to discard it, or you managed to stick Sire Of Insanity (with the Buried Alive line probably). I have considered more reanimation spells, but I'd probably start with good old Reanimate just for speed purposes. As the budget has raised, I've moved away from the Thrill of Possibility + friends that play extremely well with reanimator strategies.
Thanks for taking a peek. I have a 100% no budget list brewed up as well, which is the eventual goal for this deck.
2 weeks ago
Hey, you're welcome. Good job with the update, but you can still do a lot more upgrading with such a high budget.
In my opinion Amulet of Vigor is not worth playing just for the few interactions that it has. Making Zombies that will ETB tapped not be tapped is fine, but if you have to use a card spot in the deck just to be able to do this interaction then it's not worth it. With such a high budget you shouldn't need to play the Bounce lands since there's many other more playable dual lands to use instead such as the three Shock lands. I feel you're playing the Bounce lands and other lands that ETB tapped only because of Vigor which is hindering your deck. Arcane Signet, two drop mana rock ramp would do a lot more than Vigor.
Temple of the False God is not a good land here because you don't have land ramp to accelerate the amount of lands you have on the battlefield. Without Urborg, you're relying too much on making a land drop on your turns. Temple can't tap for mana until turn five, more likely after which is not worth it.
To continue with upgrades my advice is to cut Molderhulk, Vulturous Zombie, Eternal Skylord, Soulless One, Havengul Lich. These Zombies are some of the least good of the rest; they're all outclassed by other creatures. You don't need Skylord because you have Wonder which is a much better card, giving flying to all your creatures including Muldrotha not just tokens.
To make Wonder more consistent consider adding more Island dual lands? Especially Watery Grave, but also Sunken Hollow. Fetch lands that can search for a Island are also helpful, Flooded Strand, Polluted Delta, etc. It's kind of a annoying to have Underground Sea and not be able to fetch it with a Fetch land. Crop Rotation can be helpful since it can tutor for an Island or Urborg or Coffers and put it onto the battlefield.
Consider adding more reanimation? Buried Alive is powerful enabler for reanimation tutoring for three creatures one of which can be Wonder. Cryptbreaker is a good one drop Zombie who's an enabler for reanimation or putting other permanents into your graveyard for Muldrotha. It can fuel it's own draw ability by creating Zombie tokens. Animate Dead for reanimation has interaction with Muldrotha since it's a permanent and it can also reanimate an opponents creature. Reanimate, reanimate any creature in your graveyard or an opponents paying life.
Upgrades to consider:
- Gravecrawler > Temple of the False God
- Cryptbreaker > Vulturous Zombie
- Watery Grave > Dimir Aqueduct
- Buried Alive > Molderhulk
- Animate Dead > Eternal Skylord
- Crop Rotation > Havengul Lich
- Reanimate > Soulless One
- Arcane Signet > Amulet of Vigor
- Breeding Pool > Simic Growth Chamber
- Overgrown Tomb > Golgari Rot Farm
- Sunken Hollow > Evolving Wilds
3 weeks ago
Enjoyed playing against this the other day! Many thoughts:
- Woah - 33 lands?? Sounds low, though 6 1-drop accelerants + 7 2-drop accelerants probably help. Arbor Elf seems bad with the low forest count though. And minor upgrades to 2-drop slot may be possible - new Commander decks have had Arcane Signet & Modern Horizons had enemy colored Talismans.
- You mentioned cutting/trimming the reanimator package as probable improvement - woah! That sounds crazy; Reanimate effects are one of the more broken things black can do, since you get to cheat on mana, possibly recur something that's been removed, or steal someone else's thing (but mostly cheat on mana). Eg by spending 2 on Animate Dead to get back Muldrotha or 2 on Dance of the Dead to get back Seedborn Muse.
However, there may be some clunky pieces which were stuck in your hand.
Two possible solutions:
Replace the clunky pieces with ones that have better floors when they're not great. Example - Aetherflux Reservoir - yes this is a win condition with Isochron Scepter + Dramatic Reversal but so are lots of other things... another mana rock in that same spot would let you make infinite mana, which with Tasigur lets you mill your whole deck & put it all into your hand. Winning from there should be trivial (Laboratory Maniac does it).
Improve card selection to help you not have those pieces in hand as often.
Some draw/discard spells can help you do both - increase selection & provide a discard outlet for reanimatble fatties. There are tons of blue cards that do this:
Finally, some cards have come out that help out the Seedborn Muse / 17 instants part of the deck:
3 weeks ago
For Aminatou, use the following pile, layered top to bottom:
That pile should work. You can mix and match cards like Unearth, Lion's Eye Diamond, Lotus Petal, Night's Whisper, and protective pieces like Pact of Negation, Chain of Vapor (against Torpor Orb effects), or Silence style cards.
3 weeks ago
This is a cool deck. some things I would add would be more tutors, a reanimation type spell like Reanimate or Animate Dead one of my favorite things to do is pass my first turn and discard a big creature like Razaketh, the Foulblooded and then reanimate it turn 2. Add Walking Ballista because it combos with Mikaeus, the Unhallowed and a sac outlet, you can kill everyone at once. and some less important additions could be Deadeye Navigator to abuse ETB effects. And Sundial of the Infinite to cancel out "end of turn" effects for example if you play Insurrection and you end the turn with the sundial you get to keep all those creatures. It works great with Sneak Attack too