H
Heavy B
Guest
Fun with Conference Calls...that may well become the name of this deck. I was in a 30min conference today. When the call hit 50min I knew we were in for a long one so I turned the page on the notebook and started fleshing out a Reanimator deck.
1x Genesis
1x Brawn
2x Nekrataal
3x Will O' Wisp
3x Wall of Blossoms
2x Eternal Witness
2x Stampeding Wildebeests
3x Spirit Monger
3x Scion of Darkness
4x Recurring Nightmare
4x Survival of the Fittest
2x Demonic Tutor
3x Naturalize
3x Corpse Dance
1x Fastbond
8x Swamp
7x Forest
4x BG Guild Land
4x BG Pain Land
Brawn is there for Trample. My kill creatures are not the normal 74/76 factories of stomping death normally associated with Reanimator - I want to be able to cast them the old fashioned way if need be. A 6/6 Spiritmonger is scary but not crazy scary.
A 6/6 Trampling, Recursing Regenerator is another matter, IMO (Spiritmonger + Brawn + Genesis or other G'Yard cards).
Genesis is there to get my recursion going after a mass permanent removal or to move things along until Survival hits the board.
Nekrataal is there for obvious reasons. I prefer him to Bone Shredder due to the first strike being able to handle many creatures.
I don't love Will O' Wisp here. It's basically a flying regenerating wall but I have it in the deck because the regen will allow it to survive disking, etc and because I feel that I need a lot of early cover in this deck to allow some set up time.
Wall/Witness/Wildebeests are there for the card advantage bounce combos and because I want some early speedbumps (Blossoms).
He's a big trampler who can steal critters - great for long games. And he can put himself in the graveyard.
Rec / Sur is the main engine. I don't want to do a Rec / Sur deck in the traditional fashion so I'm trying it as a graveyard filler.
Two Demonic Tutors! Please allow me to explain: The other two guys (the third didn't care) in my playgroup elected to allow 4 of any card in a deck. The Legend rule still applies but up to 4 Demonic Tutors is a go.
Naturalize: It was either this or mass destruction like Pernicious or a Disk and since this deck will require multiple permanents I went with point removal. Hopefully I can recurse them using the Witness.
Corpse Dance? Well...yes. I think. I want an instant speed way to remove creatures from the graveyard. Obviously Nightmare does this but it can't be cast on my opponent's turn. Is this overkill? Without them I have only 4 ways to get critters out of the Yard. I was also considering Necromancy and may go this route as it allows me instant speed, can be recursed via the Witness, and gives me access to other graveyards. Dance's advantage is that it recurses itself with buyback.
Fastbond? This may not be a great choice but I needed some mana accelleration. Please help with this if you can.
Thanks again for reading so far and thanks for any help you can give.
1x Genesis
1x Brawn
2x Nekrataal
3x Will O' Wisp
3x Wall of Blossoms
2x Eternal Witness
2x Stampeding Wildebeests
3x Spirit Monger
3x Scion of Darkness
4x Recurring Nightmare
4x Survival of the Fittest
2x Demonic Tutor
3x Naturalize
3x Corpse Dance
1x Fastbond
8x Swamp
7x Forest
4x BG Guild Land
4x BG Pain Land
Brawn is there for Trample. My kill creatures are not the normal 74/76 factories of stomping death normally associated with Reanimator - I want to be able to cast them the old fashioned way if need be. A 6/6 Spiritmonger is scary but not crazy scary.
A 6/6 Trampling, Recursing Regenerator is another matter, IMO (Spiritmonger + Brawn + Genesis or other G'Yard cards).
Genesis is there to get my recursion going after a mass permanent removal or to move things along until Survival hits the board.
Nekrataal is there for obvious reasons. I prefer him to Bone Shredder due to the first strike being able to handle many creatures.
I don't love Will O' Wisp here. It's basically a flying regenerating wall but I have it in the deck because the regen will allow it to survive disking, etc and because I feel that I need a lot of early cover in this deck to allow some set up time.
Wall/Witness/Wildebeests are there for the card advantage bounce combos and because I want some early speedbumps (Blossoms).
He's a big trampler who can steal critters - great for long games. And he can put himself in the graveyard.
Rec / Sur is the main engine. I don't want to do a Rec / Sur deck in the traditional fashion so I'm trying it as a graveyard filler.
Two Demonic Tutors! Please allow me to explain: The other two guys (the third didn't care) in my playgroup elected to allow 4 of any card in a deck. The Legend rule still applies but up to 4 Demonic Tutors is a go.
Naturalize: It was either this or mass destruction like Pernicious or a Disk and since this deck will require multiple permanents I went with point removal. Hopefully I can recurse them using the Witness.
Corpse Dance? Well...yes. I think. I want an instant speed way to remove creatures from the graveyard. Obviously Nightmare does this but it can't be cast on my opponent's turn. Is this overkill? Without them I have only 4 ways to get critters out of the Yard. I was also considering Necromancy and may go this route as it allows me instant speed, can be recursed via the Witness, and gives me access to other graveyards. Dance's advantage is that it recurses itself with buyback.
Fastbond? This may not be a great choice but I needed some mana accelleration. Please help with this if you can.
Thanks again for reading so far and thanks for any help you can give.