Gearhulk Reanimator

Standard VeggiesaurusRex

SCORE: 2 | 9 COMMENTS | 1556 VIEWS | IN 1 FOLDER


Land Tweaks —March 1, 2017

+1x Concealed Courtyard

+1x Inspiring Vantage

-1x Plains

-1x Swamp

BioProfDude says... #1

Well, in a quick playtest, the very first problem I had was needing an Island for the Prized Amalgam that I had in hand from the start. I had an Evolving Wilds in hand as well, but no Island to fetch. I suggest adding 1x Island just to have the basic land to get in the event that Spirebluff Canal doesn't show up, or you don't have the chance to discard the Prized Amalgam. Seven turns and I didn't get the chance to discard it-- that means that Prized Amalgam was a dead card in my hand!

More dual lands will help. Foreboding Ruins and re-adding a couple of Concealed Courtyards. Man lands might also be good as additional offense if needed, so Needle Spires and Shambling Vent could be good.

I like Prized Amalgam, but I'm just not sure it's needed. That splash of blue just seems to be reaching a bit too far. Instead, maybe 2x Olivia, Mobilized for War (that's within your color scheme) and 2x Authority of the Consuls to add an extra bit of depth to the control aspect of your game, or 2x Burn from Within?

That's my quick assessment, anyway. Good luck!

February 28, 2017 9:10 a.m.

BioProfDude says... #2

Adding the Island helped! However, the next problem that I'm having is getting all of the value out of Unlicensed Disintegration. All of your artifacts cost a lot to get out and you need earlier game removal. Unlicensed Disintegration is great and all, but I keep casting it without an artifact on the field, so I don't get the added benefit of doing 3 damage to a player. Immolating Glare, Murder, maybe Puncturing Light, Ride Down, Searing Light, and Skywhaler's Shot (expecially this last one) are good instants for equal or less mana cost and still within your colors.

Additionally, as I have previously suggested, Grasp of Darkness would be good, or even just Dead Weight.

Your decking isn't ramping well to the larger creatures. I go 3 or 4 turns before I really have something to play. I do get Cathartic Reunion and/or Tormenting Voice, but I'm not wanting to dump so many cards into the graveyard just to play those. Thus. I think that you need to get some "faster" removal into the deck so that you can keep your opponent at arm's length until you get to the 4 or 5 mana point.

Good luck!

February 28, 2017 3:53 p.m. Edited.

BioProfDude, I was actually thinking about my removal suite earlier today. Other Mardu reanimator lists I've looked at have only been running Disintegration as a one-of. Normally, I'd just run some Grasp of Darkness like I was before, but I'm pretty sure my 3/4 color mana base can't reliably provide until the later turns. As a result, I've been looking at Anguished Unmaking. Between Noxious Gearhulk and Gisela, I have life to spare and its ability to hit and exile any permanent is also very much in its favor. I'm currently trying to choose between Shock (man, I wish Lightning Bolt was in standard), Anguished Unmaking, Skywhaler's Shot, and Radiant Flames.

February 28, 2017 5:25 p.m.

BioProfDude says... #4

Shock and Skywhaler's Shot would be my preferences out of that list. Galvanic Bombardment might also be another choice. I like Shock because you can directly hit a player with it, so it's not a bad card to draw late game.

February 28, 2017 10:39 p.m. Edited.