|Commander / EDH||Legal|
Printings View all
|Hour of Devastation (HOU)||Common|
|Commander 2013 (C13)||Uncommon|
|Masters Edition III (ME3)||Common|
|Portal Three Kingdoms (PTK)||Uncommon|
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Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
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|Have (11)||ironax , Mousemke , xXThormentXx , Kravian , plof , dplerner , frederiklw , Atroxreaper , MoJoMiXuP , TheRealPeaches ,|
Strategic Planning Discussion
3 days ago
Okay, so I think the first thing you need to think about is trying to find a focus for your deck. Does playing a deck that is more aggressive appeal to you or would you rather sit back and control what your opponent does and play more slowly.
Personally, working with strictly with the cards on this list, I would be inclined to turn this deck into a more aggressive build that relies on lots of instant and sorcery spells, because you have some good cards in that realm (i.e. Cryptic Serpent, Enigma Drake, Nimble-Blade Khenra, Spellweaver Eternal, Burning-Fist Minotaur and Wildfire Eternal). Of course, if you go that route, your going to need some good instant and sorcery cards to back those creatures up. From what you have, I would suggest Magma Spray, Shock, Hieroglyphic Illumination, Kindled Fury, and Strategic Planning. I also really like Riddleform, because it will take advantage of all those instant and sorcery cards your running.
I think another big piece of advice that I wish someone had told me when I first started magic was to play 3-4 copies of every card I had in my deck and to keep the deck list as close to 60 cards as possible. Obviously there are exceptions to that rule, but that is generally something you want to abide by. If you want suggestions for other cards that are not on your list, tell me and I will help you out.
1 week ago
Okay, I have my questions together lol.
Thanks for putting this together. Im learning!
1 week ago
That could be a lot of damage but is just isn't synergistic enough with the rest of the deck. If I was to focus more on the drake I'd run Strategic Planning or Cathartic Reunion. Though that card could fit in a Drake Haven build of the deck.
2 weeks ago
Unstable Obelisk- Its mana intensive to do, but this effect is very valuable to have in your colors. I recommend having it just in case.
Bedlam Reveler- A very good topdeck late in the game, as well as an efficent beater for that refills your hand. Not so good if you're early on and dont have self mill
Bloodwater Entity- for a Reclaim and an evasive body with prowess is not a bad rate. Downside of course is having to use your jori trigger or a cantrip to get the card into your hand (but thats not so hard).
Torrential Gearhulk- This is the only gearhulk that is seeing modern play for a reason. It lets us keep using our graveyard as a resource, while being a big body. Very often you can flash it in to block and cast a random spell in your graveyard FOR FREE to get a jori trigger. Thats a 3 for 1. And now you have a 5/6.
Magma Jet- Part of my efforts to find interaction that gives card advantage. 2 damage isn't a lot, but its an instant speed play that can pick off utility creatures while giving us powerful card selection
Oona's Grace-Particularly powerful with your cost reducers, gives us a way to use our excess lands to hit jori triggers. Also an excellent card to discard.
Remand- Tempo play that digs you deeper. I'd probably fire this one off at the first chance i'd get.
Voyage's End- Instant speed bounce with scry. Similar options discussed later.
Riptide Laboratory- mana is actually a big issue with this deck, but I think this effect is powerful enough
Anchor to the Aether- Sorcery speed, but going to the top of the library messes up your opponent's next draw, while the scry digs you further through the deck. I haven't played with this one yet, but it might be good to test.
Pieces of the Puzzle- is a lot and sorcery speed sucks, but this is a powerful draw spell that has the advantage of also filling your graveyard
Spite of Mogis- This is the addition that I am most proud of. I can't believe we didn't know this card existed.
Perilous Voyage- Excellent if it hits something with cmc or less, underwhelming if not. Meta call. Also note that it has cyclonic rift's restriction.
Repulse-Bounce with draw. I think this is the best rate for this effect.
Select for Inspection-A bit troublesome to use, but the scry bounce for only is nice
Stymied Hopes- I'd consider this one a tempo play. Hit the first thing you can, so you can get that sweet sweet scry.
Unsubstantiate- Versatile spell, but the lack of card advantage on it is a minus
Baral's Expertise- Big bounce spell, will trigger Jori. But costs .
Mystic Speculation- Could be ok. Scry 3 is a lot, but thats all it does. I dont see you buying this back all that often.
Shreds of Sanity- 2 cards back for 3 mana + a card. Sounds interesting
Strategic Planning- sorcery speed impulse, but fills your yard.
Void Snare- 1 mana bounce
2 weeks ago
Thank you for the feedback. Yes agro always presents a problem and i have been thinking about how to approach it. Basically my 1 drop and 3 drop are available for agro sideboard and i have just tried to gain enough life to push the game to turn 4/5 when i begin turning the corner. So a perfect hand against agro looks like, turn 1... Authority of the Consuls. Turn 2... Strategic Planning. Turn 3... Sunscourge Champion. Turn 4... God-Pharaoh's Gift + Angel of Invention + Refurbish drop in a 4/4 angel and 2 servos for chumping And begin turning the corner. Basically i chump block everything as much as possible and gain little bits of life to push the game into the midrange when i get to stomp. The biggest issue against ramunap red at this point is Rampaging Ferocidon which i want an Ixalan's Binding or Harsh Scrutiny. Same can be said for Bristling Hydra in energy decks. This is a reanimator first and foremost, the tokens from fabricate are a pleasant bonus that help against agro.
With regard to forcing the sac of servos... while play testing, the incidental damage from marionette master has pinned opponents into a corner. If i have an angel out, 2-5 2/2s isnt a joke and killing any of them with blocks results in you losing 4 life... you most likely just eat the combat damage, so they close out the game pretty easily. I guess the point is, i really havent needed a forced sac to close the game out. With that said, i am currently considering Razaketh, the Foulblooded for sacs.
With regard to the curve... yes the curve is high, but that is intended. Turns 1-4 are the most crital and need to run as follows(and as consistently as possible)...turn 1 stall opponent, turn 2 setup gpg, turn 3 stall or setup, turn 4 gpg and get value the rest of the game. I want to drop nasties turn 4 that REQUIRE answers immediately. Nasties just have higher cmc and if i can push the game past turn 4, i can cast angels plus gpg, turn 6 marionette plus gpg... it gets silly. My apologies for the wordy reply, just want to make sure i address the advice given. Thank you again for your input.
3 weeks ago
The only way to beat mono-red is to either run a faster mono-red deck or play a hard control deck. Spell Swindle will never be fast enough against red. Instead, look at Essence Scatter. I know your deck isn't very control-oriented right now, but that would be my suggestion. Also, I would run Search for Azcanta Flip instead of Strategic Planning. Watch out for Abrade, you'll lose your wincons that way.
1 month ago
Autres idees :
1 month 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!