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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Necromancy
Enchantment
You may cast this spell as though this had flash. If you cast this at any time a sorcery couldn't have been cast, the controller of the permanent this card becomes sacrifices this at the beginning of the next cleanup step.
When this enters, if this is on the battlefield, this enchantment becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this to it. When this leaves the battlefield, that creature's controller sacrifices it.
NV_1980 on
Zellix
1 week ago
With so much mill in here, I'd recommend Guiltfeeder. A card that also really benefits from you milling this much, would be The Haunt of Hightower. Since you've not included cards that exile opposing libraries, maybe cards like Animate Dead, Dance of the Dead or even Necromancy could benefit you greatly in that you'll be able to steal opposing creatures at minimal cost. Have fun with this brew.
SaberTech on
mimeo
1 month ago
I saw your post asking for help with cuts to the deck. Mimeoplasm decks are fun and there's all sorts of interactions to play around with so I get how it's tough to trim the list down.
I don't know what exactly you personally consider fun to play and what cards you are more inclined to keep in, so I think that it might be easier to just highlight what looks to be the core of the deck and try to build outwards from there.
Win-Cons:
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Necrotic Ooze + Phyrexian Devourer: I'm not sure when the change happened, but on Oracle the errata's text for the Devourer's activated exile ability now reads "Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it." Before, you never had to worry about the sacrifice part because it was a triggered ability so the Ooze didn't copy it. Now that the self-sacrifice effect is built into the activated ability it means that the Ooze will kill itself if it activates the ability and ends up going to 7+ power. I don't think this combo is feasible anymore and that you can cut it.
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Blightsteel Colossus: You don't have a way to reanimate or copy this at instant speed in response to its shuffle trigger when it is put in your graveyard, so your only way for it to stick on the board is if you hard-cast it. I don't think that it's worth the effort. And I think that most games will end before you risk decking yourself and needing the Colossus to keep shuffling itself into your library. I'd cut it from the deck.
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Blighted Agent/Skithiryx, the Blight Dragon + big creatures under Mimeoplasm: This is what I would consider your main means of knocking players out. Death's Shadow, Impervious Greatwurm, Lord of Extinction, Titanoth Rex, and Yargle and Multani are your main targets to remove for counters on Mimeoplasm, so these are 7 cards that should definitely be staying.
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Jin-Gitaxias, Core Augur: Reanimating this early in the game and getting it to stick is a backup win condition. Buried Alive, Entomb, Fauna Shaman, and Frantic Search are your best ways to try to get Jin into the graveyard. Animate Dead, Necromancy, Reanimate are your best ways to reanimate Jin early. So that's 8 cards you should definitely keep. Victimize helps too but it is a little unreliable early due to needing 2 targets in your graveyard. Still worth running in my opinion.
So that's 16 card + your commander that you know that you want to run to help you win. From there you can mark out the slots for land, ramp, draw, and interaction. What slots are left goes to what best supports you reaching your win conditions. You'll need to really consider which cards help you reach your win conditions and which are there more for fun.
Looking at your list, some things that I can note are:
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You shouldn't count thinks like Conduit of Worlds as ramp since they don't help you get ahead in mana. They just help make your land drop each turn. Matzalantli, the Great Door Flip and Aftermath Analyst also don't help ramp you in the early game. So on the whole your deck is actually suffering from a pretty notable lack of cheap ramp.
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Cards that mill opponents but not you like Mindcrank, Psychic Corrosion, and Ruin Crab do technically help you by getting cards into your opponent's graveyards that you can reanimate or exile with Mimeoplasm. However, they are less useful to you overall than cards that can also mill you because you know that milling yourself helps you reach your deck's build-in win conditions while milling opponents is a gamble.
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Memory Plunder can be fun but you might be better off running a card you are pretty certain that you can use than gamble on useful opponents' cards ending up in the graveyard in a timely manner.
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Archon of Cruelty
isn't as impactful in multiplayer games as it is in 1v1. It's still an ok reanimation target if you don't currently have anything better.
SaberTech on favorite pet card(s)
2 months ago
I like games where the power balance of the board shifts a lot between players from one turn to the next, keeping people guessing how it will ultimately turn out. I enjoy catching people off guard. I also tend to gravitate to sacrifice and graveyard recursion strategies so there are a few cards that tend to show up in my deck lists, at least until I start refining.
Whenever I build a deck with blue I like to see if Domineering Will fits in the list. I like how flexible it is and how it can really mess up an opponent's plans. You can be political and save an opponent if they agree to block how you want them too, often getting rid of a bunch of annoying creatures at once. You can give yourself surprise blockers. You can play it before combat to basically fog an opponent's three strongest creatures for a turn. If you have a way to give haste then you can snag three additional attackers. And if you have a free sacrifice outlet then it basically lets you kill three creatures at instant speed for just 4 mana.
Shriekmaw ends up in a lot of my black decks. The sacrifice trigger off of the evoke cost lets it nab extra value off of cards like Grave Pact and Morbid Opportunist. It's a creature that you can blink or recursion loop to kill multiple creatures over the course of a game. It's an evasive creature that might be able to help push through some last few points of damage. You can tutor for it off of Birthing Pod to kill something and then sac it the next turn to tutor up something else. You can also evoke it and then sacrifice it in response to its sacrifice trigger to Soldevi Adnate to give yourself a quick burst of mana ramp.
Necromancy is fun for its ability to grab a sudden blocker or utility creature out of any graveyard at instant speed to catch opponents off guard. The built-in sac effect when you cast it at instant speed can be relevant to get death triggers, like off of Protean Hulk. Since it's an enchantment form of reanimation you can also run it as backup for Animate Dead in Leonin Relic-Warder combos.
dnthymamai on
Celes Casual Reanimator
3 months ago
Honestly..? It doesn't work in this deck mate... What to return? mana rocks or one Necromancy and one Animate Dead?
Sorry, but It will never work in this version.
Of course, your recommendation is perfect for the Precon Deck, where there exists a "reanimate small creatures theme"! :-)
indieinside on
Swamps Matter
3 months ago
Obviously these totally come down to budget, but here are a few.
Because you are playing Cabal Coffers you should totally be playing Urborg, Tomb of Yawgmoth.
Phyrexian Tower – Mana Ramp
Lake of the Dead – Mana Ramp
Since you are playing Animate Dead you should also consider Dance of the Dead and Necromancy. They do the same thing. Gives you more consistency.
Other ramp:
Archon_Bel on
Yawgmoth
7 months ago
Always nice to see another Yawgmoth user. I personally prefer Funeral Room / Awakening Hall due to the mass reanimate it can provide in the late game.
Regarding reanimation spells, I feel Victimize is a must have since it's amazing value in a deck like this. Chthonian Nightmare can also recur many of your creatures every turn.
I'm curious why you're not using any of the cheap reanimation enchantments like Animate Dead and Necromancy. I get your reasoning in using the instant revives for protection, but I like the option of being able to revive things on my own timing.
Spymaster's Vault gets you some great card selection potential with enough sacrifices.
Some favorite sac fodder providers I enjoy are Weaponcraft Enthusiast, Chittering Witch, and Sengir Autocrat. Like the Wriggling Grub, they provide the most bang for your buck.
Since you're running Vindictive Vampire, Phyresis might be a nice tech to include for her as a way of getting around either massive life totals or not having your undying combo out.
Lethal Scheme is another option for planeswalker removal, letting you squeeze a bit extra use out of your creatures and giving you extra card selection.
Not a suggestion, but I think it's fair to classify Nest of Scarabs as a boardwipe lol.
Spirits on
Kaalia, Mirror Breaker EDH
8 months ago
matvone your deck isn't public, but I would make sure you have Leonin Relic-Warder + Animate Dead or Dance of the Dead or Necromancy + Impact Tremors
. It doesn't work with Orcish Bowmasters or Dragon Tempest though, however it will pair within things like Corpse Knight or others I'm sure you might have if your running WGD primary. You probably are but thought I would mention :).
Crow_Umbra on
Thought I Was Dead? [Primer]
10 months ago
Thank you Andramalech, I appreciate it! I was super happy that Alesha got a new card & confirmation that she's still alive and kicking ass in some version of the Tarkir timeline. The meme inclusion in this primer is a bit of a personal call back to how I included a meme in the primer for my OG Alesha deck.
I'm stoked for the Return to Tarkir! I don't really have any hopes or expectations for it, especially since we just got a new Alesha in Foundations. Would be cool to maybe get a Jund Alesha, assuming she's still alive in the timeline during the return.
I haven't seen Postmortem Lunge before, I'll keep it in mind. I think if I where to include another reanimation piece, I was eyeing my copy of Necromancy I have in my binder.
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