U/B Reanimator

Standard Cesium

SCORE: 31 | 25 COMMENTS | 5646 VIEWS | IN 10 FOLDERS


Added 4x Siren's Ruse to Mainboard —Sept. 29, 2017

After seeing multiple posts of a Legacy Pirate Stompy deck running around going undefeated on MTGO I looked at the one card everyone was sure it was running: Siren's Ruse. The deck abuses older pirates that have ETB sacrifice effects. After testing it in standard I have to say the results have been excellent. Abusing a used up hostage taker or even having it trade for more high priority targets have proven to be amazing. Plus, attacking with harvester than later rusing your pirate for another crew to block has been a great combat trick. Not to mention Siren's ruse also protects pirates from destruction such as a hostage taker you want to keep or something like fathom fleet captain. The best part about Siren's ruse is that most of the time it'll go even with itself.

To Summarize: -1x Aether Meltdown -1x Aethersphere Harvester -2x Walk the Plank

+4x Siren's Ruse

Very well thought out. I don't really have any suggestions. Great deck!

September 23, 2017 8:26 p.m.

Cesium says... #2

Thanks for your thoughts!

September 24, 2017 12:04 a.m.

druncmonc says... #3

Very nice deck. Few quick questions though. You mention Deadeye Tournentor in your description but he looks like he's no longer in the deck, what did you replace him with and why? Second question, what about a 4th Aether Meltdown over the Fell Flagship, seems pretty inconsistent as a one of? Finally, how's it holding up against Ramunap Red and Temur Energy after your testing? Really like the deck and much more of the direction I'm thinking of taking it as well.

September 24, 2017 5:48 a.m.

Cesium says... #4

Thank you! And sorry in advance for the long response:

Right now all the 3 drop pirates have been droppped. Ruin Raider's effect is definitely better, but many times against red he would lose you the game just by existing on the board later on, and while tormenter was slightly better in that aspect. There are times where your 1 and 2 drops are just removed in succession, which makes you not want to drop tormenter on the board at all. So to replace the 3 drop curve Harvester does the job really well. If you have a siren or 2 drop on board the turn you drop it then you're pretty much stabilized. After your 3 ideal drop is where the deck (mono red) gets tricky to play against. Even with your ideal curve red on their ideal curve will still hit you down to 10 damage by turn 3 on play from bomat -> Khenra -> Ahn Crop. The benefit to this curve however is that their t4 hazoret won't be able to attack the turn it comes down, allowing you to meltdown on turn 4 and keep up 2 mana for dispersal, or even more ideal to drop a second Harvester and leave 1 mana up for fatal push or to resolve siren to protect any game ending from shock/ lightning strike. Another solution is instead of dropping Harvester on turn 3 wait until turn 4 and meltdown the ahn-crop crasher, this will also leave 1 mana up to siren its effect in your 2 drop which would stop you from blocking bomat; so from there you take out their secondary win condition. Followed up by hostage taker on t4 and Harvester + 2 mana up for dispersal/ another meltdown. If for some reason on turn 2 they shock + 1 drop or removal + a drop on turn 3 then the game is very hard for you after, since hazoret can swing as soon as he hits the ground, so if you see any removal before turn 4 then you want to keep meltdown open on turn 3.

On the play playing against red is much more simple since on t4 you'll have your Harvester setup already and you can just leave up the 2 mana on t4 for meltdown or lookouts dispersal.

I agree with you on tell flagship; I have been planning on removing it for awhile but I wasn't sure for what. Initially I tested removing it and 2 walk the plank for 3 die young as a pseudo-grasp. However it being a sorcery means you can really feel the strain.

Talking about how important Aether meltdown is in the red matchup made me realize that your idea for swapping it for a 4th meltdown is probably ideal unless something I missed pops up. So thank you very much for your suggestion!

Lastly, the Temur matchup is much more simple then red just because you're not likely to die by then 4-5. You mostly just need to predict bristling hydra on turn 3 so hold the mana open for meltdown or dispersal. If you can push the conduit that's helpful as well. Dealing with Glorybringer is as easy as holding mana on t4 for dispersal or for hostage taker/walk the plank afterwards. The real issue I can think of (but I haven't had it happen to me) is Carnage Tyrant on t6; since this deck has 0 main deck answers for it. You could also mainboard 1 doomfall in place of fell flagship if you expect a heavily dominated Temur meta over red.

If Temur can't out fleet fathom captain in the first 3-4 turns you've definitely run away with the game as well!

I hope my disjointed ramblings were ok to read through. My playtesting has been almost exclusively mono red and a splash of Temur. Hopefully I provided some insight from my experience!

Mono Red: 40-60 in Red's favor

Temur Eneegy: 70-30 in Pirates favor

September 24, 2017 9:44 a.m. Edited.

If you find you are having issues with rdw, Essence Extraction does a pretty good job of keeping you in the game and removing a threat. May not be the best card to main deck but a few in the side miht be worthwhile. Unless of course the meta shifts completely away from aggro.

September 24, 2017 10:54 a.m.

Cesium says... #6

I will definitely keep this card in mind when playtesting in the future. Thanks for your recommendation.

September 24, 2017 12:38 p.m.