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GoodStuff Child of Alara Reanimator

Commander / EDH Five Color Goodstuff Reanimator

Domicater


Just 5 color fun reanimator goodstuff.

This deck isn't designed to be super degenerate; yes, it runs a lot of cards like Jace, the Mind Sculptor and Mana Crypt, but no 2-3 turn wins (to my knowledge). There are a few infinites with Reveillark and Nim Deathmantle, but that's not the focus of the deck (plus what doesn't go infinite with Reveillark?). Just good-stuff graveyard shenanigans.

In reality this is an Abzan deck, with a splash of blue and red for cards like Tasigur, the Golden Fang, Sneak Attack, and Desolate Lighthouse . Ideally you want a card like Aurelia, the Warleader or Avenger of Zendikar in your graveyard early, then return it with something like Exhume or Animate Dead.

Child of Alara is the commander because of the utility- a board wipe on a commander is incredibly powerful, hence why there's no cards like Merciless Eviction or Cyclonic Rift. There's enough single-target permanent removal (Angelic Purge, Utter End, etc) to deal with cards like Rest in Peace and Relic of Progenitus. Against tables that don't have heavy graveyard hate these cards double to hit combo pieces, pesky creatures, etc. This deck has issues against heavy control decks like Azami, Lady of Scrolls and Mizzix of the Izmagnus- it doesn't matter how strong your answers are if they're countered.

There are three cards that over perform in my experience-

1, Stoneforge Mystic. It either grabs protection (Lightning Greaves or depending on the table Sword of Feast and Famine), or a win condition (Nim Deathmantle or Sword of Feast and Famine).

2, Jarad's Orders. A tutor no one seems to know about that throws a creature into your yard and hand. It's a bit pricey at 4cmc, but if you have a card like Exhume or Animate Dead in hand, you can reestablish boardstate with 6 manna mid-late game easily.

3, Mesmeric Orb. This card is a house, especially when combined with Sword of Feast and Famine. Even if this only stays on the table for a single rotation, you'll most likely be adding 5-10+ cards in your yard. Unfortunately this does hit other players too and will often get hated out. There are two ways to use it:

One, in the early game to fuel your yard, on turns 1-3. Any later than this and it's better to wait until the late game when people are less likely to hate it out. By playing it early it will certainly get hit within 2-3 rotations, but by the time someone hits it you'll have a decent sized yard to play with.

Two, in the late game. People often underestimate this card's effect after turn ~7, and in my experience people are reluctant to spend resources getting rid of it- why should someone target a mere 2cmc artifact, when they could be hitting a Purphoros, God of the Forge or someone's Oblivion Stone ? And at this point in the game the ability is only mildly annoying to the other players that probably won't cost them the game. Sure, it's hitting 10+ cards to their yard a turn, but the game will probably be over soon, anyways. Again, why hit a 6-turn clock when someone's Shu Yun, the Silent Tempest has 4 equipment on it? (I have accidentally milled people out because they've underestimated how many cards this throws to the yard).

The manabase isn't fully optimal- I don't yet have all the fetches and all the shocks. But in its current state I've never had a problem with mana, there's enough fixing and ramp to suffice.

Also somehow I don't own a Solemn Simulacrum , so as soon as I get one I'm throwing it in.

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

40 - 0 Rares

21 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.28
Tokens Emblem Jace, Vryn's Prodigy, Goblin 1/1 R, Kobolds of Kher Keep 0/1 R, Plant 0/1 G, Zombie 2/2 B
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