"The name of my deck is 'I Ain't Saying She's A Grave Digger, But She Certainly Pulls Creatures Out Of The Graveyard With Startling Efficiency'" -Alex Steacy, 2012
While Alex may have been running
Sheoldred, Whispering One
as his commander in the classic episode of Loading Ready Run's "Friday Nights", I have always strongly felt that
Teneb, the Harvester
would serve as an excellent reanimator commander, giving access to three colors while repeatedly allowing the player to reanimate every combat. But alas, as a broke college student, I have toiled for many years trying to cultivate a decklist that won't break the bank. And thus, in the construction of this commander deck, I had a clear vision- I wanted to quickly and reliably reanimate large threats while not exceeding a 50$ budget. I'm looking for tips and suggestions on how to improve the efficiency of this list on a budget. Here's a walkthrough on how the deck currently functions.
REANIMATION TARGETS: BIG DUMB IDIOTS
What's a reanimator deck without a bunch of big dumb idiots to pull from the graveyard? Here is my suite of budget reanimator targets.
-
Archetype of Endurance
protects your creatures
-
Armada Wurm
provides 10 power with trample
-
Ashen Rider
blows things up and provides 5 power in the air
-
Engulfing Slagwurm
blows things up and blocks like nothing else
-
Greater Sandwurm
's cycling ability makes it easy to get into the graveyard and provides 7 power with pseudo-evasion
-
Molderhulk
may not be as impressive in combat, but it comes with an untapped land that we may have milled while filling our graveyard. Plus, it can be cast from our hand in a pinch.
-
Pelakka Wurm
is simply hilarious. 7 life? Sure. Card draw after it gets hit with the inevitable removal spell? Why not.
-
Terastodon
blows up three non-creature permanents. It's my dream to reanimate this on turn 4 and blow up somebody's entire manabase.
-
Ulamog's Crusher
blows up two permanents every combat. I love this card. It's so evil.
REANIMATION TARGETS: UTILITY
Not only are we running a bunch of huge fatties, but we're also running a suite of utility creatures to be reanimated at whim.
-
Acidic Slime
is prime enchantment/artifact removal
-
Merciless Executioner
forces our opponents to sacrifice creatures, while we can choose to have the executioner sacrifice itself, allowing us to take advantage of the effect over and over again. Of course it's fair- the effect is symmetrical! ;)
-
Plaguecrafter
is a more versatile
Merciless Executioner
-
Ravenous Chupacabra
gives us excellent creature removal
-
Reclamation Sage
has less of an impressive body than
Acidic Slime
but it may be worth running multiple copies of enchantment/artifact removal.
-
Reya Dawnbringer
is the most important reanimation utility creature in the deck. If you have the chance, reanimate this before anything else, and reanimate it as quickly as possible.
-
Syr Konrad, the Grim
generates an absurd amount of value for us by damaging our opponents.
REANIMATOR SPELLS
As the unwieldy name of our deck illustrates, our commander does, indeed, pull creatures out of the graveyard with startling efficiency. But Teneb only does so after a heavy investment, and sometimes we might not have the mana for that. I believe any good commander deck should still be able to operate properly with it's commander chilling in the zone- therefore, we're running a few reanimator spells that can be resolved before
Teneb, the Harvester
enters the battlefield.
MILL SHENANIGANS
In order for our strategy to operate properly, we need to fill our graveyard with those sweet sweet reanimator targets.
RECURSION
Most of the time, there's no such thing as too much mill. But for the times when we accidentally mill that
Zombify
we've been looking for, we're running some recursion.
RAMP
Graveyard shenanigans are expensive. By ramping our mana base, most of the time we're pulling land out of our library, meaning that we're more likely to hit reanimator targets on our mill spells. Here's our Ramp suite.
MISC UTILITY
Here are some other utility cards that help generate value in different ways.
-
Colossal Majesty
gives us absurd card draw off of our reanimation targets
-
Crux of Fate
mostly kills everything except our beloved commander, allowing us to get a head start on rebuilding our board
-
Doom Blade
,
Mortify
,
Putrefy
,
Unmake
, and
Utter End
round out the removal suite
-
Duneblast
also kills everything except our commander
-
Geier Reach Sanitarium
makes everyone at the table happy through card draw while allowing us to discard our reanimator targets
-
Key to the City
gurantees our commander's ability triggers while allowing us to discard another reanimator target
-
Rogue's Passage
gives our commander evasion
-
Swiftfoot Boots
hastens our reanimated fatties and protects our commander
-
Whispersilk Cloak
protects our commander and insures the triggering of the reanimation ability through evasion
Thank you for reading! Please be sure to leave your budget suggestions below and be sure to upvote!