Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
|Have (2)||, DarkMagician|
Combos Browse all
|Commander / EDH||Legal|
Reanimate occurrence in decks from the last year
5 days ago
3 weeks ago
Last couple topics,
I made an assumption and grouped Draw above Damage, and Deathtouch above Token.
Deathtouch 16%, Control 16%, Damage/Life 15%, Recursion 8%, Token 6%, Draw 6%, Discard 2%, Ramp 2%, Land 29%
Further on Card Advantage (which includes draw):
I know why your doing it and the thought process behind it, but here's an alternative perspective.
Your cards like Blood Divination , Costly Plunder , Pitiless Pontiff , Bone Splinters , Final Payment , Severed Strands , Spark Harvest are usually paired with LTB effect (like your damage/life and afterlife abilities), more along lines of Grave Pact (Also Dictate of Erebos , Butcher of Malakir , Dark Prophecy , Nightmare Shepherd , Etc.) or Reveillark / Academy Rector types.
The issue is Blood Divination why not Necropotence ( Greed ) for CMC1 less, and no sacrifice, let's you refill your hand anytime, Grim Haruspex /Etc. Why Spark Harvest / Bone Splinters over Swords to Plowshares or Path to Exile or Mortify or even Bloodchief's Thirst / Generous Gift if your after planeswalkers.
So how are creatures getting into the graveyard, if your not sacrificing them along with other effects, a value engine!! Skullclamp is a necessity, Viscera Seer is strong, Phyrexian Altar (this card is cEDH level though), more things like Priest of Forgotten Gods & Ayara, First of Locthwain . Why sacrifice a deathtouch creature to LTB damage/life when you can Corpse Knight instead and get the value up front? Yahenni, Undying Partisan , Village Rites is ok because its CMC1 and Instant, you don't need tutor in battlecruiser/low (up to power 5), but cards like Diabolic Intent which also feed into things like Mausoleum Secrets are value. Ashnod's Altar , Doom Foretold , Razaketh, the Foulblooded , etc.
Key is value in / value out. Don't waste the value out just to enable your recursion. Value-in, Value-out, then recur. More Immortal Servitude (battlefield), less Soul Salvage (hand). Reanimate / Animate Dead (anyone's graveyards), Unburial Rites , Victimize , Agadeem's Awakening Flip, Revival / Revenge , Command the Dreadhorde , Blood for Bones .
Kinda touched on it, in previous. Control 16% is quite a bit, inline with power level. If you replace Ashen Rider , Bone Splinters , Final Payment , Severed Strands , Spark Harvest . Some should become the "sac outlets", like Skullclamp / Viscera Seer and some just better interactions (Instant speed whenever possible). Anguished Unmaking , Utter End , Swords to Plowshares , Merciless Eviction , Plaguecrafter / Demon's Disciple (Better Fleshbag Marauder unless your utilizing the Zombie part), Shriekmaw , Path to Exile , Generous Gift , Deadly Rollick , Dire Tactics , Hagra Mauling Flip, Unmake there's lots.
If you want to jump on a teams chat or anything when you have some time happy to help, just discord chat me, hopefully something that helps you focus this deck to a 4-5
3 weeks ago
Here's my list for discussion purposes.
The drawbacks you listed are real. But the way I look at it, every deck has some holes baked into their structure, we just want to maximize the benefits. The absolute strongest play this deck can have is an early game reanimation effect, so I'm trying to maximize the chance that I can discard a huge dragon as well as have something in my hand to bring them out way ahead of curve. Animate Dead , Necromancy , and Reanimate are the best at this. However, if turn 2 I cast Wild Guess and discard Utvara Hellkite , and turn 3 I cast dance of the dead, I still have a huge turn 4 attack that will also make bodies. Basically, anyway we can get dragons out ahead of curve is on plan so I'm willing to play some less effective cards with the same effect.
Sometimes it can be more painful to discard multiples with cards like cathartic reunion and you're right tutors are way better. But why not both? Cathartic sometimes lets you discard a dragon and an anger which feels great! Mostly it's just about maximizing the cards I see each game, so I've never had situations where it felt too awful. I usually have at least one dragon and one card I'd gladly trade in like an extra land or something.
Let me know your thoughts, I don't have any sacred cows and I'm always trying to make Bladewing better! He's my absolute favorite commander.
3 weeks ago
I see a lot of things that dont synergise very well or cost far too much mana, i would remove Meteor Golem for Artisan of Kozilek i know its slightly more mana but has more versatility and more power. Nirkana Revenant id say is a must because she gives you more mana and can one hit someone, Reanimate , Rise of the Dark Realms , Sepulchral Primordial , Puppeteer Clique , Geth, Lord of the Vault , Chainer, Dementia Master
Malakir Rebirth Flip has no real value in this deck id remove this for Sudden Spoiling or Tragic Slip or Entomb . you need some lower mana tutors at the like Diabolic Tutor , Vampiric Tutor , Exsanguinate would be good to help balance the life. board wipes like Necromantic Selection , Decree of Pain and Black Sun's Zenith . Nim Deathmantle . things like Grave Pact woundn't be a bad idea to add. Mortuary Mire and Crypt of Agadeem
sorry i feel like ive just ripped apart the deck
3 weeks ago
Ok, here's a little bit of analysis to consider. Break it up into some comments to read. These are opinions based on experience, playing and watching lots of commander content over the years, doesn't account for your specific playstyle or how you have fun playing commander which are certainly as important of decisions, as is card selection.
You are very low in the mana curve, 11 1-drop, 21 2-drop, 15 3-drop, 16 4-drop, and Orzhov () has lots of pips, but mana ramp is critical to getting your plan onboard as quickly as others, having mana available to advance board state/gain advantage and have interaction, and landing your larger threats sooner.
Sol Ring (CMC1 for 2 = +1 mana) is a must include.
Orzhov Signet I personally don't like (CMC3 for 1 = -2 mana) but also you're in which doesn't ramp as it's core strength.
Arcane Signet (CMC2 for 1 = -1 mana) is a must include, there are only a few archetypes I wouldn't play this in and usually only .
Talisman of Hierarchy (CMC2 for 1 = -1 mana) is a must include in .
I would start with that at least, some fringe ones I like are: Burnished Hart (creature/recursion), Commander's Sphere (draw), Mycosynth Wellspring (to hand, fringe), Pristine Talisman (lifegain, fringe), Solemn Simulacrum (ramp+draw!), The Birth of Meletis (doesn't help with , but ramp, 0/4 blocker, lifegain? it has it all!), Wayfarer's Bauble (ramp).
On a premise of battlecruiser/low/mid power 3-6 I DO NOT recommend these, but there are stronger options out there beyond 6: Phyrexian Altar (combo builds), Mana Vault , Mana Crypt , Chrome Mox , Smothering Tithe , Land Tax (Might not be bad in this build)
Honestly on a Avg. CMC 2.99 mana curve, I would likely have 10-12 ramp.
Some potential cuts for these:
Gorgon's Head you've got plenty of deathtouch already, it's not pairing with a Viridian Longbow strategy or anything, it's redundant, but also the worst. Easy cut. (We can get to Open the Armory / Steelshaper's Gift later)
Pierce Strider CMC4 for a 3/3 is just plain bad, the idea is play, do 3 damage, block/sac it, noone going to pay 3 to prevent it? but they will because it's going to do 3 anyway on return, and if your using recursion on this, your making the wrong play as it has no value engine on it. Easy cut.
Creeping Chill for CMC4 sorcery is not great, you're not playing a mill strategy so you're not really casting it for free often. It's not a strong play, we can find better ones, like ramping into Athreos, God of Passage sooner.
Font of Return for CMC6? Yikes. (CMC2+CMC4 for 3 creatures to hand is not great, we can get them on the battlefield for that high a CMC).
Angelic Gift hmm we have flyers, with deathtouch, it replaces itself (draw a card) but unless we flickering it ( Ephemerate or Brago, King Enternal something like that, it sets up easy 2-for-1 if an opponent has instand speed removal.
Topic: Lands! (Umm!)
Average Distribution Build: 38 lands
Average Budget Build: 36 lands
Average Expensive Build: 37 lands
Average Aristocrats Build: 35 lands
Average Reanimator Build: 31 lands (closer)
Your Build: 30 lands (Umm!)
No way you can run 30 lands, and 0 ramp in this deck. I wouldn't shuffle this deck with less than 33 lands, probably 34-36 if I'm playing enters tapped/utility lands. I might (maybe not) go to 33 lands with 9+ ramp spells, but even then, 34 would feel better.
Do you have a combo with Piranha Marsh like Worldgorger Dragon does, if not, just delaying yourself for little value (1 damage). Kabira Crossroads in this same bucket, it's just not work the tapped mana.
Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:
Lands I don't suggest: Evolving Wilds / Terramorphic Expanse (<$1 fixed color), Scoured Barrens (<$1 fixed color), Isolated Chapel ($6, Not bad but not T1 land), Myriad Landscape (<$1, slow), Temple of Silence (<$1, scry/slow).
Have to head out, I'll review more topics and recs later, but here are some other cards can come out for mana. Gorgon Flail it's on theme and not bad, but let's get that Basilisk Collar or Quietus Spike instead. Soul Stair Expedition I would rather Animate Dead or Reanimate to the battlefield right away, not have to wait for lands (it still sacrifices itself). Not Forgotten we have better removal. Have to head out now! More later to read. :) If it's too much info, let me know!
4 weeks ago
Glad someone is also running this guy! I've been on the receiving end of it! Looks like a fun build!
Our playgroup ran into the problem of encountering the eldrazi cards and such that dump the graveyard back into the deck when milled. Jester's Cap , Oona, Queen of the Fae , Leyline of the Void , Bitter Ordeal , Praetor's Grasp are ways around that if you start to encounter that, though a timely Eater of the Dead activation in response to the trigger could work as well!
1 month ago
I've looked through the list, and I've had a question while trying to follow your pattern: What is the reason to include Eye Collector ? It can repeatedly mill over multiple turns, but I only see two ways to benefit from opponents' graveyard ( Reanimate and Animate Dead ), and as it is a 1/1 flyer that wants to attack, it doesn't seem to be an important blocker. What am I missing here?
1 month ago
Thank you for the suggestions kpres!
I'll go ahead and say that a few of the cards you suggested are cards I've already been considering. Many of the other cards are cards that I don't include for meta reasons. I'll try to explain my thoughts on these cards in the order you suggested them.
Also, as a quick disclaimer, I should explain something a little counter-intuitive about the deck. In my deliberations of the cards you suggested, I often bring up tempo issues with mana costs being too high. Although this deck's goal is to make very large amounts of mana for X spells, I am attempting to do so in a relatively fast-paced meta. Intuitively, high costed cards shouldn't be an issue if I plan to make lots of mana. However, I can only afford to spend large amounts of mana once I've reached a critical mass of ramp. Once I reach that critical mass, the deck wants to win as soon as possible via X spells. Due to that fact, the deck is pretty polarized with how much mana I spend on any one card. For the most part, I don't like investing any more than four mana for a card before hitting that critical mass (the biggest exception being Muldrotha if I can afford it) and, of those cards, they should be immediately impactful or help to reach that critical mass. Once I reach the critical mass, then the new plan becomes dumping 10+ mana into powerful game winning cards.
Kodama of the East Tree - This card is definitely powerful and I highly suggest it for more casual metas! Unfortunately for my meta, it's a little too slow. As you said, it could replace something for putting down extra lands. What options I have now though are either low cost (and can therefore be acknowledged as early game ramp), or serves a second purpose such as card draw. I think this card shines more in creature-based strategies, where cheating things in directly pressures your opponents rather than bides for time. For this deck however, where many of my removal options are low-costed anyway, the six mana investment for Kodama doesn't pay off nearly as fast as I would like.
Second Chance - My original list had Second Chance with Necropotence to bring me down to 5 life. While this is certainly effective, personally I found that it wasn't a fun way to win (for me or my opponents). Not much of a criticism, I know. If I had to criticize it though, its main downside is that it's a completely dead card until it wins. It can even be a liability against less experienced opponents who might rush to kill you out of panic. It's certainly still a good win condition; it's not in my deck out of personal preference.
Glacial Chasm - I've been considering this card for a long while now as a replacement for Spore Frog . It covers the frog's two weaknesses: not being able to fog multiple opponents and not preventing noncombat damage. The reason I haven't included it thus far is because contrary to frog, Glacial Chasm is not a neutral deterrent. Whether you pay the cumulative upkeep or replay it by saccing a land, you are paying a price. For my particular meta, combat is mostly meant for small amounts of chip damage rather than large attacks. For that reason, frog simply sitting on the board is enough to stop that incoming damage; there's not much reason to replay it. The only exception to that is a dastardly Kaalia of the Vast deck I play against, but frog is a good enough answer for that deck. It's a bit of a tossup for this list whether it's worth running, but in other metas it might be a good idea to run both.
Tormod, the Desecrator - If you're playing a creature-based deck or if you want a more drawn-out win con this card is pretty decent. However in this deck, it doesn't quite fit the theme. With a lack of sac outlets, the card doesn't synergize with most of the deck either.
Insidious Dreams - You're absolutely right about the synergy with Windfall , it's very powerful in most metas. My one gripe with the card, and the reason why I can't run it in my meta, is discarding is part of the cost. Unfortunately, there is way too much counter magic for me to play this reliably. Paying four mana to One with Nothing myself would be too common an occurrence.
Forgotten Creation - A good alternative to Jace's Archivist . I can't really justify running both though, I don't find myself needing wheels all that often. The reason I run Archivist instead of this is flexibility. Archivist can be used anytime rather than just at your upkeep, it can interrupt your opponents' hands at instant speed, and it shuts down your opponents when combined with Narset, Parter of Veils or Notion Thief . Otherwise, Forgotten Creation is a great card and is perfectly viable for Muldrotha.
Skull Prophet - I can't say I'm a fan of ramp spells that require decent fixing to cast. Simply because of that, I feel all the ramp I'm currently running is good enough to make up for the mill. I will admit though that at the time of this comment I have Coiling Oracle in the deck, which is somewhat hypocritical. I hope to revise the deck soon though, and I plan to take Oracle out.
Night Incarnate - Another card I've been on the fence about for a while. As I've mentioned, there isn't necessarily a whole lot of combat in my meta, and of the decks that do use combat, none of them use a "go wide" strategy. The impact of Night Incarnate then is not as big as I usually would like. That being said, there are still a number of value engines and mana dorks that this card does remove. I can certainly imagine adding the card to the deck in the future if I start encountering more small creatures in my meta.
Tunnel Vision - Tunnel Vision is certainly a fun card, but it's a little too slow for my taste. This is especially clear when you compare it to Hermit Druid . Hermit Druid can be used repeatedly, can mill my whole library so long as I fetch all my basics, and can be immediately useful even if I don't have Muldrotha (since the basic land goes to my hand rather than the top of my library). Hermit Druid also costs 2 mana and can be replayed with Muldrotha if need be. In more casual metas, Tunnel Vision can be used more effectively, but I would still recommend Hermit Druid over it if you're not including both.
Sewer Nemesis - I don't like this card for a few reasons. For four mana, I think the card is overcosted. The mill effect is not very substantial, requiring you to cast several spells to make good use of it (and if you have the ability to cast that many spells, you're probably in a really good place anyway). Probably the biggest problem I have with it is that it doesn't have any form of evasion, so opponents can easily chump block it. Also, in a meta with plenty of graveyard hate, this creature can be removed from the board very efficiently. For your own deck, I would actually recommend Splinterfright as a replacement. It only gets bigger from creature cards, but I think the addition of trample more than makes up for it.
Raven's Crime - Now here's a card I haven't actually considered before. Looking at it now though, I really like it. The only potential downside is that my meta (especially with that Kaalia player I mentioned before), has a habit of running lots of recursion effects like Reanimate and Animate Dead that greatly benefit from being able to discard large creatures from hand. In spite of that, Raven's Crime is low costed, has great synergy with the rest of the deck, and can disrupt opponents effectively. I'll have to pick myself up a copy and playtest it. It's not really a clear upgrade to any one card in the deck, so I'd have to think about what to take out for it.
Magus of the Will - I like Magus, but not for the reason you specified. I feel like I have enough recursion effects for my X spells as is. What I like about Magus though, is that it provides an earlier, cheaper alternative to Muldrotha for a turn. It's not uncommon that I have to go a while without casting Muldrotha because I can't afford to dump 6 mana into her. The reason I haven't included it thus far is because of the exile clause for cards entering your graveyard that turn, and that it is still rather expensive to use this card. It's still a 6 mana investment, just split across two different turns. As it stands, it's a good tech card, but in practice it's a bit of an awkward card to set up. Spending 3 mana with no immediate effect is usually bad, but if you don't do that, you can't use the card immediately for an emergency. For that reason I haven't included it, but I would still recommend it for other Muldrotha players.