Sideboard


Introduction

There has always been something special about playing graveyard based archtypes for really any game I am playing. Dive into the psychology as you will, but this smell facet of the meta is how I freely express myself and there is something so natural about playing a deck like this. It sits right now under the title of a "combo" deck, given to it for the way it can shut down an opponent in the first turn, but those who are more used to playing other major types can see slight glimpses of their own usual playing style in the ways it can spit out creatures fast and heavy or give you excellent control over your own deck as well. There have always been variations on the deck with different splashes of color and variations in the exact utility pieces it implements, but on the whole the main core of the deck has remained strong and unchanged over time.

Hopefully the information here will be a more than sufficient primer for those looking to dive into the archtype.

The Deck

This deck list is going to be broken down in this primer, for the purpose or organization and explanation
  • Mana: should be pretty self explanatory
  • Control: the counter and deck manipulation spells that let me steer the course of the game
  • Necromancy: the basic premise of the deck; getting stuff from the graveyard onto the battlefield
  • Bodies: the target of the necromancy. The toolbox that makes reanimator so powerful

Sideboard cards will not be addressed seperately, but each one grouped in their appropreate catagory

Like I mentioned this category should be pretty self explanatory but I will give a brief mention to it for those who are not familiar with how reanimator works

Underground Sea: the core of all your mana you will need for the combos to work. Reanimator is a very very fast archtype that can be played out in a variety of ways. It is highly necessary for you to have / available to you turn one. this gives both and on turn one

Polluted Delta: for convenience I will just toss all fetch lands under here as well. these are crucial to getting that turn one mana fixing. you can only have 4 Underground Seas so having 9 extra cards in your deck that can fetch out on of that four of all but guarantees that you will get it turn one and be able to start a combo

Lotus Petal: this is the piece that can turn a combo into a turn one lockdown combo. you get around only being able to put out that one land per turn and in a deck like this that one extra mana is all it will take. Plus if ou needed to Daze turn one it still gives you the option to pull a full combo the next turn

In the Control section I will actually go one step further and separate it down into two further sub-categories, counter spells and deck control

Counter spells: not a difficult category to grasp. counter spells play both an offensive and defensive role in this deck. Being a combo deck that can pull off a very early win or lockdown, it puts pressure on your opponent to prevent your combo as much as possible. counter spells ensure that your combo will go through smoothly. And of course offensively, they are the only really tool in the arsenal that can stop your opponents combos. Reanimator does not make much use of spot removal seeing as its not versatile enough to justify use. So the counter spells are the only real thing that can be used offensively like that

Force of Will: pretty much cemented as a staple in the format. If anyone is running blue, odds are you are going to be seeing a play set of these. selecting counterspells for this archtype can be difficult for a beginner. being a combo deck, you need to be putting all your mana into either setting up for or actually comboing each and every turn. There is no time to sit back and play passively for your opponent to play something to counter. So your counter spells need to be able to come out with little (although preferably no) mana requirement. This one in particular is fueled by other blue spells, of which there is no shortage in this deck list

Daze: Like I just said, counter spells in this archtype should not have much of a tax on your mana since it will be being spent elsewhere. Daze is another easy counter that can be shot out turn one in case they try to ruin the super cool play you just did. Reanimator does not really need much mana to work, so returning a land does not really hurt you that much at all, and with the use of Lotus Petals it is completely negligible

Mindbreak Trap (SIDEBOARD): while not a traditional counter spell, exiling a spell right off the stack is pretty much the same thing. Much like the other counter spells I have in here, I use this one over others for the (conditional) no mana cost to it. To those who do not play a ton of legacy I can understand why some would not understand why it is in here. Just look up storm decks. that is why.

Deck Control: One of my favorite parts of this archtype is how crazy reliable it is. It is not the type of combo deck to be pulling off that game winning move at turn 4+. No, Reanimator comes right out the gate turn one swinging. It is not even one of those things that happens once in a Bad Moon no, its every game.

Entomb: until we get into the necromancy in the next section, this will be the biggest staple that we have run into. to be able to start pulling big baddies on them turn one, you need to have one in your graveyard. for one mana you get to put any creature from your deck into your graveyard? get outa here. this card turns the entire deck into a toolbox. whatever you need for whatever situation is going to your second hand (aka your graveyard) and at lightning speed. The low mana cost enables you to keep the speed of the combo up and even toss out those turn one lockdowns.

Careful Study: Entomb is so key because it can search your deck for that one piece you need most in the one situation your in, but what happens if that one piece happens to be in your hand. This is why you will see reanimator decks run discard methods. In a worst case scenerio and they cannot use entomb to get what they need, they need to be able to dump it out of their hand. Careful Study does that but has the benifet of letting you draw as well further setting up your hand for later combos

Thoughtseize: is used very similarly to Careful Study it may not provide the draw that the other does but it can be used to either target your opponent's hand to weed out those pesky answers they may have, or target yourself to get that creature to where it is supposed to be. Extras would be moved in from the sideboard if the opponent starts sideboarding heavily against you and the counter spells you do have are not proving to be enough

Ponder/Brainstorm: both fill the same role in this decklist. In the off chance that you are not able to pull off, or at least begin, a combo turn one, then you sure had better be able to turn two. The ability to manipulate your own deck gives you a level of asuradness that the odds will be in your favor. Plus if nothing else they act as fodder for Force of Will

extripate (SIDE BOARD): the bane of all graveyard based archtypes. I will get into later the alternatives, but in this decklist I run extripate as a matter of personal preference. It will purge an entire playset of cards out of the opponents deck. If its the right card it can be a pretty crippling blow all for one mana. At very least it will stall out their combo giving you a chance to retaliate. Plus its split second makes it uncounterable so that counter spell theyve been saving to protect their combo will not work.

Other Control

Echoing Truth (SIDEBOARD): This is used in the sideboard only! it does not contribute to the combos nor does it have any other use other than reactive play. What it is good for though are for tow major situations. 1. your opponent is running a silly aggro/token deck. Normally its as easy as just comboing out Elesh Norn, Grand Cenobite and the game is basically over. But in a situation in which they are either sidboarding hard against that or have some sort of contingency to deal with her, it is important to have access a back up of your own. 2. your opponent is sideboarding hhhhaaarrrrddd against you and your Thoughtseizes and assorted counter spell are just not cutting it. This will particularly help out if they are aggressively getting out Rest in Peace and/or Tormod's Crypt it may take a little longer to get around it but you can still knock them down from a secure place with a well set up combo.

Pithing Needle (SIDEBOARD): should make sense. It plays a role similar to Echoing Truth in that it helps defend against annoying or troublesome permanents that happen to make it out onto the battle field.

Here we go down to the nitty gritty of what gives this archtype its name. These are the firm staples of any reanimator deck and fuel the entire idea of cheating things out of the graveyard.

Reanimate: yeah you pay life. And if you look close at the creatures youll be using, its a lot of life. But thats the big combo right there. get out your land turn one, play either Entomb or one of the cards that can allow you to discard from your hand in order to get what ever creature is the best fit for your opponent into your graveyard. Play a Lotus Petal and use that to play a Reanimate so turn one you will have out say an Iona, Shield of Emeria hope they arent using a mono colored deck or else you just locked them down hard.

Exhume/Animate Dead: pretty similar for all intents and purposes with only minor situational differences. Obviously you would not want to lean on Exhume as much if you are against another graveyard themed decklist. While Animate Dead does make your corpses just slightly weaker. But what is important, is that these two are second only to Reanimate as far as speed, which is what really matters in a combo deck.

here is the real "meat" of the deck, so to speak. Reanimator, when played right, should work like a high utility tool box. It should feel similar to a Birthing Pod deck for those who have played with that before.

Hapless Researcher : yeah yeah I know hes not too exciting or anything and is really the only creature like that in here. His role is to as as an additional source discard for yourself. There should be no reason to not have a creature in your graveyard turn one. Another fun little way that i have used him before is when my opponent is using cards like Innocent Blood nothing more demoralizing than getting that turn one beat stick to turn around and have to sacrifice it. This guy can be that little body there that takes the heat for the guy you really want out there.

Griselbrand: He was not always around for this deck but since his release he has become the staple for this archtype. pulling this guy right away is absolutely devastating putting an enormous amount of pressure on your opponent to win quick. Not only to you have an irrationally large flying beat stick for so early in the game, but he enables you to draw a ton more cards. Cards which will over fill your main hand and have to go to your second hand, the graveyard. Stocked with all your reanimation and counter spells, the rest of the game is just a walk in the park. A lot of people even go so far as to run 3+ of him. I personally do not do that. I enjoy the ability that this deck list has to respond to any situation. Amping up the number of a single creature detracts from this. It also becomes a massive target for reanimator control like Surgical Extraction and Extirpate

Iona, Shield of Emeria: my favorite go to in this decklist. Particularly games two and three when I already have a pretty good idea of what I am going to be up against and what my biggest threats are. And if they are silly enough to be playing a mono colored deck then there is your turn one lockdown win.

Elesh Norn, the Grand Cenobite : your opponent playing a token/aggro deck? well there going to have a rough time keeping any of their creatures on the field. she walks around with her sign "you must big this tall to ride the battle field"

Tidespout Tyrant: has a crazy psudo lockdown of his own. hes a lot like Echoing Truth with the permanent management, but with the added bonus of it being able to target lands...all the time. Just keep playing spells (should not be hard with all the one drops and counter spells) and just keep returning his land to his hand.

Jin-Gitaxias, Core Augur : he has the best of Griselbrand and Tidespout Tyrant all rolled into one card. you will draw a ton of cards which will in turn fuel your game by filling your graveyard with bodies and hand with necromancy. He will also reduce your opponent to top-decking and praying to draw an answer to his predicament rather than being able to play against you.

Ashen Rider : A newer addition that does not see a whole lot of play. Not nearly as much as it should anyways. He is the little extra utility you need to spring out of any bad situation

Blazing Archon (SIDEBOARD): Not a super necessary creature in a lot of games, but when you need him you NEED him. The big ones I find myself tossing him in against are: show and tell, eldrazi (and sometimes other) aggro, and other reanimator decks. all those decks can pull out pretty big creatures fairly quickly, and all currently see quite a bit of play. This stops all those baddies in their tracks until you can claim board presence at your leisure.

Inkwell Leviathan (SIDEBOARD): kinda like I mentioned earlier about it being pretty demoralizing to pull off a combo to see your opponent just throw down some one drop removal spell. Well if they want to play games, you can play games. Just toss this guy in and say goodbye to Path to Exile and Swords to Plowshares just ruining your day turn after turn. A lot of people will even go as far as to main board him. I personally do not because I like relying on other creatures until I know that my opponents removal is going to be a threat. Kind of like rock paper scissors, I do not want rock in my mainboard if they are not even using scissors

Alternatives

Reanimator, while pretty universal in a lot of its staples, still can have a lot of variations to it. Seeing as this is a primer, I think it is important to not just go over what I use in my personal decklist but what what a lot of the pros use and some of the other possibilities that are out there.

Griselbrand/ Hapless Researcher : put these first because they are the smallest change. Most of the time, reanimator will use 3-4 of each. I mentioned that I use a bit less to make room for more toolbox.

Grave Titan: talk about board presence. pulling this guy out turn one or two will definitely give the opponent something to deal with while you go on your merry way.

Archetype of Endurance: not a fan Inkwell Leviathan? at the cost of that island walk go ham with making all your creatures hexproof.

Goryo's Vengeance/ Shallow Grave another way to reanimate other than the usual staples. you may have to exile them at the end of the turn, but they should be dead by the time that matters.

Show and Tell: works great in the sideboard, mainboard, or both. Splashing this in there gives you an alternative to having to work through your graveyard.

Cabal Therapy: works in the place of Hapless Researcher / Careful Study as a method to repeatedly dump creatures out of your own hand. Not as versatile against the opponent though and works better in a mono black deck

Abrupt Decay (SIDEBOARD): like I talked about a little in the primer, if you do not get to countering some of those early game permanents, it can be a little bit of a pain. this will make sure that your early game goes a lot smoother by giving you some solid spot control against those low drop permanents

Surgical Extraction (SIDEBOARD): great graveyard control. I use Extirpate because I like how it cannot be countered, but this one has the upside of being pulled out on their turn if they start off that turn one combo.

Duress (SIDEBOARD): plays a role similar to that of Thoughtseize with the hand control. It focuses on the non creature cards so you cannot use it on yourself if need be, but you also do not ping yourself for damage so there is that. Used to shut down those combo decks right off the bat.

Massacre (SIDEBOARD): Kinda situational with its conditions, but when you need it you NEED it. Acts as a further Elesh Norn, Grand Cenobite perfect against white weenies, tokens, shardless agent, and cawblade archtypes.

Flusterstorm (SIDEBOARD): plays the same role as mindbreaktrap toss it in to shut down those combo decks.

COMPLETE COLOR SWAP: it is also done where players will completely drop blue form the deck list completely. counter spells are dropped completely for alternatives like Dark Ritual super easy to turn one combo with) and Unmask (since they now have so many more black cards). Any deck control they do have then would usually come through Sensei's Divining Top or even splash some red for Faithless Looting

Feedback

Comments, suggestions, criticisms, and ratings are all welcome.

When recommending cards, please remember that this deck is tournament-oriented and must only contain the most efficient and powerful cards available. Please do not suggest casual or otherwise nonviable cards for inclusion. I would even love feedback on the primer itself and recomendations for any more information it could use in it. Thanks for the +1 hope you found this primer helpful

Suggestions

Updates Add

was messing around with Hapless Researcher and had not figured out where I was going to put him in, so the Mindbreak Traps were out temporarily. they are back in the sidboard now for -1 It That Betrays and -1 Pithing Needle

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Date added 11 years
Last updated 8 years
Legality

This deck is Legacy legal.

Rarity (main - side)

10 - 5 Mythic Rares

18 - 7 Rares

10 - 0 Uncommons

19 - 3 Commons

Cards 60
Avg. CMC 2.43
Folders Favorite Decks, legacy
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