|Commander / EDH||Legal|
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|Masters 25 (A25)||Uncommon|
|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
|Promo Set (000)||Uncommon|
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Return target creature card from your graveyard to the battlefield.
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|Have (10)||ZombieFood , NorthernCrow , admizell , gildan_bladeborn , Fineontheoutside , ironax , Fairseas , Sav547 , Thunderbeard , bfarber91|
|Want (10)||Alec , Georgez96 , PatmanXXVII , eriico39hi , Talonisnthavingit , Flacura , Lazysaurus , macaroniman , blaze333 , RhobearST|
3 weeks ago
Solar Flare was an old standard Esper control list based on ramp with signets and the like, and existed around kamigawa-ravnica standard, http://www.starcitygames.com/magic/standard/12799_The_History_of_Solar_Flare.html has more info on the topic, but it ran sweepers, big threats, ramp, recursion, counterspells, card draw, and removal, as any normal control list does.
The main threats Solar Flare ran were Angel of Despair, Meloku the Clouded Mirror, Yosei, the Morning Star, and Kokusho, the Evening Star, and had really cool interactions such as using non-land ramp like Dimir Signet in conunctions with karoos like Azorius Chancery to get mana through Hokori, Dust Drinker and used effects that discard like Sift and Compulsive Research along with Zombify.
Some of the countermagic it ran were along the likes of Mana Leak and Remand, it had sweepers like Wrath of God, and removal ranging from Mortify to Condemn, and even ran discard like Persecute. It ran Clutch of the Undercity as removal, burn, and a tutor for Wrath of God, Persecute, Zombify, Sift, Ivory Mask, and Hokori, Dust Drinker, and made it have extreme versatility.
1 month ago
I think your underestimating my suggestion of Victimize, it costs 1 less mana than Zombify and at the expense of sacrificing a cheap creature it reanimates rather 2 creatures even if so etb as tapped. I think Victimize would be the better choice, but if you still disagree you should at least consider Dread Return if you can acquire them over Zombify as it's a slight upgrade.
I think you should also add in something like Torgaar, Famine Incarnate as 1x of that I featured in that above list, it makes for a good reanimation target for a few reasons: first of all the most obvious is to halve your opponents life total, but something you may not have thought of is that it can also be a way for you to gain a little bit of life. It also unlike Pelakka Wurm, and Moldgraf Monstrosity is much easier to cast if necessary when reanimating something is not an option due to it's cost reduction effect.
Also do you encounter a lot of artifacts or something? I don't think Viridian Zealot is necessary here otherwise, in any case if you do feel you need such an effect you should swap them for Caustic Caterpillar, or Manglehorn?
3 months ago
4 months ago
If you're aiming for this to be truly competitive, here are some suggestions.
Avenger of Zendikar, Kokusho, the Evening Star, Razaketh, the Foulblooded, and Verdant Force can all go for more immediate reanimation targets. If they weren't in here for reanimation, I'd take them out altogether. Some replacements could be Palinchron, Consecrated Sphinx, Vorinclex, Voice of Hunger, Tidespout Tyrant, and Nullstone Gargoyle. These all have an immediate presence, and basically read "Your opponents can't win the game until I'm dealt with." These slots can be flexed based on meta and shit tho so take your pick. Avenger, Koko, and Verdant Force really don't do much until your next turn, so they can be either easily dealt with or at least prepared for before they come in swinging or start getting sac-ed for value. Razaketh is a more expensive Rune-Scarred Demon that requires another creature, as you're usually only going to need one tutor to win the game. Palinchron is a super good combo piece, sphinx will draw you at the very least two cards before sorcery speed removal is online, vorinclex will tap down at the very least 2-3 lands for targeted removal, and more for wipes. Tidespout can wipe out an entire color from someone's manabase if you play it right, and can do that the second after it hits the field, even in response to an immediate removal spell. Gargoyle is iffy, but can shut down some decks. This one's risky but amazing if you play around it correctly.
Hell's Caretaker and Zombify are sub-prime reanimation spells. Exhume is far and away a better replacement, despite not being a permanent and having a heavy downside. Necromancy is super good and you should definitely be running it. I'm not sure why Unearth is in here? It would be much better to devote this slot to ramp and use that ramp to then cast stuff from your graveyard with Muldrotha.
Dreamborn Muse and Traumatize. I know this will sound weird, but this scale of mill is simply not worth it. First off, they're both very expensively costed, and will most likely take up your turn. Second, drawing half your deck and tutoring for a combo piece basically have the same effect: you find your wincon; except that these mill spells don't guarantee it, and are clunky, inefficient, and expensive. Thirdly, even if you really feel the need to "draw" like thirty cards, you'll really only be able to play a couple of them before the game ends, so again its redundant and over the top. A better option would be something like intuition, which will mill only the cards you want, without being over the top. Sultai Ascendancy is decent, and I have no qualms with putting it in, but Search for Azcanta Flip is much much better, and even something like Monastery Siege has the same type of filtering effects but with more flexibility and less mana requirement. Overall, I like to stick to cards like Careful Study and Winds of Rebuke over just straight up milling effects, as they prioritize giving you options and flexibility over shear milling quantity.
Disciple of Bolas. There are better sac outlets.
River Kelpie is kind of on the same path as Traumatize: its just too much. Yeah, if you're super greedy you can devote a turn to playing this and maybe draw a shit ton of cards from it over the next few turns, but it really is just a win more spell. The whole point of this deck is to have the stuff you're re casting be good enough that it can win you the game right away, without the need to draw extra cards. If this is in here to find those good cards, there are better filtering and tutor options.
Gitrog is juicy, but not competitive. It's expensive, and doesn't really provide that much immediate value. It's really sick tho.
Worldly Tutor is much worse than Mystical Tutor or Vampiric Tutor here. Searching for a Tooth and Nail and then winning is much better than searching for a part of your combo. It's a really good card tho so keep it in if you find a good slot.
Sylvan Awakening I'm guessing is part of some combo I don't quite understand, but otherwise isn't really that great. Even if you had like 10 lands on the battlefield, it still wouldn't make a dent in your opponents' collective life total.
World Shaper and Ramunap/Crucible are good, don't get me wrong. However, they add, as I've said before, lots of redundancy. With your current deck, will you winning the game really depend on if you play 3 strip mines in one turn versus 2? Crack 3 fetches instead of 2? Again don't get me wrong, these are good cards, and if you make the deck almost completely devoted to a "lands matter" archetype, they are staples, but if you're aiming to get your commander out during most games, they'll just get in the way and provide you with unnecessary, excessive land drops. Now, World Shaper does ramp you and mill you, so it is flexible, but it is slow and expensive, and could still probably be replaced by something better.
Kodama's Reach, Cultivate, Awakening Zone, and Chromatic Lantern are great for fixing/ramp, but are just too damn slow. What you really need for ramping is Mana Crypt, signets or dorks(your choice, but i'd select either artifacts or creatures and role with it), Mind Stone, Mox Diamond, Lion's Eye Diamond, Lotus Petal, Nature's Lore, Three Visits, azusa, Grim Monolith, and Deathrite Shaman. These are all great options, take your pick.
Just some things I think you should consider: Protean Hulk and Defense of the Heart are good combo enablers, Pernicious Deed is a recurrable boardwipe, shriekmaw is cheap recurrable removal, Mystic Remora is really cheap card draw that becomes even better w/ muldrotha on the field, Greater Good draws you some cards but more importantly fills your graveyard, Contamination can shut down your opponents and is easy to keep up w/ muldrotha on board, and Command Beacon is a must have with a six mana commander, not to mention you can replay it when muldrotha is out.
Overall you really just need to make your ramp package better. Also, if you want to make this deck more combo-y, just take out everything that produces long term value and replace it with counters and removal.
5 months ago
Hello, thanks for the upvote and comment on my deck! Imperial Seal is not required at all, your deck will still function excellently without one. In fact, I don't find myself playing my deck very often because of how linear it is. That's my biggest complaint about the deck actually, although it's a complicated combo, it always wins in the same way (usually starting with Protean Hulk). It's sort of like playing Ad Nauseam in Modern. Oh well.
Anyways, here's my suggestions for your next upgrades: Eternal Witness, Birthing Pod, Dance of the Dead (I like the enchantment reanimate spells because of the interaction with Leonin Relic-Warder), Life/Death, and maybe a Journey to Eternity Flip. If you get a Birthing Pod, Felidar Guardian becomes amazing, allowing you to turn any 3-drop into a 5-drop. Recruiter of the Guard is great at finding combo pieces and not too pricey. Altar of Bone and Eldritch Evolution are great ways to add consistency to your combo as well.
For cuts, I would suggest Will-o'-the-Wisp, Angel of Glory's Rise, and maybe Utopia Sprawl (looks like you sometimes won't have a forest when you want to cast this). I think Selvala and Yahenni are OK for now, but I like Caustic Caterpillar more than Qasali Pridemage. I also think some of the above suggestions are better than Breath of Life, Zombify and Reclaim.
One more thing, I like the idea of Entomb in this deck (yours and mine), mostly because having a Blood Artist in the 'yard is nearly always better than having it in the deck. I think I will add it to my list, so I appreciate that. I'll subscribe to your deck and try to keep up with any changes, and remember that my suggestions are just a quick takes and you always have the right idea for what will work best in your deck!
5 months ago
Absolutely. As Zombify is resolving Anarchist enters the battlefield and it's ability triggers, but is not yet put on the stack so no target is chosen. Then Zombify is put into the graveyard as it finishes resolving, then state based actions are checked (this shouldn't do anything in this case, but might), then Anarchist's ability finally is put onto the stack and has to choose a target. As the Zombify was put into the graveyard by the time the trigger hit the stack, it's a legal target even though it wasn't when the trigger initially triggered.
5 months ago
8 months ago
I've been updating my card inventory recently and noticed a few issues.
Cards Displaying Incorrect Art
Swamp (Duel Decks: Elspeth vs. Kiora) shows Unstable artwork
Jwar Isle Refuge (Planechase Anthology) shows Commander 2017 art
Ascendant Evincar (Planechase) shows Duels of the Planeswalkers art
Profane Command (Planechase) shows Modern Masters 2015 Edition art
Consume Spirit (Planechase) shows Magic 2012 Core Set art
Leechridden Swamp (Planechase) shows Duel Decks: Nissa vs. Ob Nixilis art
Syphon Soul (Planechase) shows Conspiracy art
Cards With Missing/Broken Art
Liliana's Specter (Planechase Anthology)
Death Baron (Planechase)
Withered Wretch (Planechase)
Cadaverous Knight (Planechase)
Rotting Rats (Planechase)
Cards With Missing Printings
Cards Completely Missing
- Cinder Barrens I found no valid printings that it would let me put into my inventory