|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Rare|
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Sire Of Insanity
Creature — Demon
At the beginning of each end step, each player discards his or her hand.
Sire Of Insanity Discussion
2 weeks ago
@mmcgeach My best win so far was a fast paced game where a guy was killing everyone with draw damage which was helping me find answers, but really hurt. I helped him kill everyone including me with wheel effects and my commander, but I got Sire Of Insanity out early so everyone was top decking answers. Everyone was dead and it was just him and I. He was at 6 and I was at 6. On my turn I had to draw and take 2 damage per draw and he had me drawing an extra card on upkeep. I top decked a Demonic Tutor and slowly went through my deck to find and answer. I found Fiery Confluence and killed em with it, but without that top deck it was over.
I'll say it again this deck can grind with the best of em and puts out interesting "stax" to slow the game down. I love it.
1 month ago
Griselbrand is, in 95+% of situations, the reanimator target of choice. His text box may as well read "when this enters the battlefield, you win the game", as he draws you a ludicrous number of cards on command, restocking your hand and graveyard. Plus, you know, 7/7 flying lifelink.
If you don't want Gris or he's out of your budget range, Jin-Gitaxias, Core Augur can sort of imitate him, although not nearly as well.
Some other really good (but more situational) reanimator targets are:
- Iona, Shield of Emeria
- Elesh Norn, Grand Cenobite
- Tidespout Tyrant
- Sire Of Insanity
- Grave Titan (this one can actually be hard cast in longer games, which is a bonus)
- Archetype of Endurance
As for the rest of your deck:
- I don't think you need blue mana? All your actual spells get cast off only, and you're surely not planning to hard cast any of the fatties.
- For self-discard options, Faithless Looting is amazing, if you're willing to splash a little red into your deck (maybe instead of blue).
- Entomb is super good at immediately dumping a fatty into your graveyard. If you don't want to pay for that, the next best bet is Buried Alive .
- Dark Ritual is a good speed improvement in certain hands. Swamp -> Dark Ritual -> Entomb -> Exhume -> Griselbrand basically wins the game on turn 1.
- As many copies of Reanimate , Exhume , and/or Animate Dead as you want to pay for would be good. Redundancy is key to getting your fatty reanimated consistently and in decent time.
- To protect yourself a bit from countermagic or similar, Duress is great. Ideally you probably want Thoughtseize , but that's expensive.
- Your Lili planeswalker and Elixirs probably aren't needed.
All of this being said...
If you're playing casually, reanimator might not be a good deck choice, as it creates a lot of "nongames" where the games are just won or lost based on how fast your opener is / how much graveyard hate or early interaction exists in your playgroup.
1 month ago
@maff98 Ok. Well, Grenzo is a linear fast combo deck, but it's not blue or green, so that means it has consistency problems and can't interact well with other decks, and also can't defend its own combo well against interaction from other decks. Linear fast combo decks typically include a lot of dead combo cards that you actively don't want to draw. This makes them less consistent and less reliable than decks that don't. Xantcha doesn't have these problems to the same extent since it's not all in on one plan. There's a lot of different ways to get to a win, and while it's still Red-Black, so Xantcha can't really defend her own combos any better than Grenzo, Xantcha has backup plans that are extremely good. The kiki-jiki combo is one of my least favorite and easily disrupted; by basically any counterspell or removal, or any creature hate that prevents attacks or activations. While the WGD combo in Xantcha is also fragile, it's way faster, and can win the game at instant speed, which enables you to more easily play around your opponents' interaction.
Anyway, Xantcha should be a superior choice to Grenzo Doomsday in any pod where there's decks with interaction. (And to be clear, most top-tier decks have a lot of interaction.) I think you'd only want to play Grenzo over Xantcha into a pod of other non-interactive combo decks, where basically the only way each deck has to win is to go off before anyone else. And even then, if it's a pod of green-based combo decks Xantcha's many pyroclasms make that a decently favorable matchup. Anyway, I don't think pods of all uninteractive combo decks are that common; and I also don't think they're that interesting to actually play in; but if you're in a tournament or whatever you can't really choose your opponents.
Oh, when I say "Xantcha can do Stax," I just mean reanimating Sire Of Insanity which is a pretty powerful stax/prison-style play. If you can do it turn 1 or 2, you basically always want to make that play; it's extremely strong against almost all decks.
But, the decks are very different playstyles. As I've said, I'm not a fan of the uninteractive linear combo decks (I get bored of them), but if it's what you like, that's ok!
1 month ago
1 month ago
1 month ago
Lion's Eye Diamond is pretty good as a means to discard your hand and get reanimation targets, course you only want to use it when you have a tutor or exhume on the stack.
Smallpox is a rather good option to self discard as well, and it gets better with the bigger the playgroup.
Now outside the other suggested creatures on your forum post (all are rather good, especially the 4x Storm Crow ) there are many rather good creatures you can run.
Sun Titan can be quite fun with your enchantment reanimation spells.
Grave Titan is just a beast you can not only reanimate, but also can realistically ramp into with some double ritual hands, even if the table answers it you at least have two zombies.
Consecrated Sphinx draw a lot of cards.
Sire Of Insanity if the ability goes off turn 1-3 most decks will fold.
Sigarda, Host of Herons a preserver that's just better to reanimate than a 2/1 body.
hmm if I wanted to I could easily spend a good hour just typing up good creatures to reanimate or really good spells to ramp, tutor, or disrupt opposing threats (you may want some way to deal with hate for your deck), but my eyes hurt and should have slept a couple hours ago. you can absorb plenty of info by looking at legacy reanimator lists.
dingusdingo on Flex
1 month ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
1 month ago
Made a quick update for the deck addressing the comments I said above! Still considering adding in Smoke and more boardwipes, but for now I've removed Necrogen Mists , Sire Of Insanity , and Pain Magnification to add in Pestilence , Glacial Chasm , and Expedition Map .
Glacial Chasm should help us stay alive, Pestilence should help keep the board clean of creatures with <4 toughness, and Expedition Map should help us find Cabal Coffers or Urborg, Tomb of Yawgmoth to help our mana out.
I'm going to see how these changes go and then maybe change the deck a bit more after some testing.
Sire Of Insanity occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%