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Author Topic: Unpowered Reanimator  (Read 1873 times)
Anonymous
Guest
« on: December 01, 2002, 06:05:22 pm »

Hello everyone. In my last local tourney I was watching a reanimator deck against a fully powered academy deck and the reanimator deck won! I want to make a reanimator, not just because of what I witnessed but because it looks like a really fun deck to play with that doesnt cost much money at all.
Here is what I am thinking so far..

4 exhume
4 buried alive
4 entomb
4 reanimate/animate dead

2 squee
2 zombie infestation

1 hypnox
1 verdant force
1 irredescent angel
1 crosis the purger
1 avatar of woe
1 avatar of might

4 durres
4 hymn to tourach

land:
a bunch of swamps (dunno how many)
3 wastes
1 strip mine

I was thinking of playing null brooch.. good choice or no?

Thanks in advance

  Skeeter974  

     
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Rebel428
Guest
« Reply #1 on: December 01, 2002, 06:26:56 pm »

I sure hope you meant Reanimate AND animate dead

Also, I don't think you need quite so many creatures.  I only use four: Reya Dawnbringer (AWESOME in this deck), Spirit of the Night (fastest kill available), Verdant Force (tokens = thx), and Iridescent Angel (against aggro).  

Finally, make sure you have four Dark Ritual.  Swamp, Ritual, Entomb, Exhume = GG NO RE
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Anonymous
Guest
« Reply #2 on: December 01, 2002, 08:00:21 pm »

Cool, thanks Rebel. I knew the deck didnt look right.. Anyway why only 4 creatures? If I play with 4 buried alives and 4 entombs thats like 16 creatures...

Thanks,

  Skeeter974  

     
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T-Funk
Guest
« Reply #3 on: December 01, 2002, 11:55:32 pm »

You should have 4 entombs and 4 buried alives to increase your chances of drawing them since black does not have much drawing power.

Also, if you have 4 beats in play or 16 beats in play it does really matter. Having that many huge creautes is a "more win" type decision. Having less creatures also gives you room in your deck for more disruption, which gives you a better chance of getting a biggie into play.  Pick only the best creatures to put in your deck. Maybe sideboard one or two depending on the metagame.

I personally play with more 10-12 reanimate type spells, the idea being: even if one of your beats is killed you can simple reanimate them again. Creatures are you livelyhood with this deck, there is no other way to kill your opponent. Make sure your have multipule ways of getting them out.

Finally, I have found Zombie infestation too slow for type 1. As for drawing a creature, if it is in first 7 mulli else you could you could always hymn yourself.  Wink  Though not an ideal choice, definitely possible. You may want to consider contamination against non-mono-black decks, and filth against black decks. Both cards have work well for me, though may not be 100% T1 cards. (Then again reanimator isn't really a tier 1 deck either.)

Hope this helps.

The Funk
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Anonymous
Guest
« Reply #4 on: December 02, 2002, 12:22:05 am »

Thanks Funk, that helped a lot  .

As for the sideboard how is this (rough sketch)

2 contamination
1 filth
1 squee
1 krovikan horror

I cant think of anything else....
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mordraid
Guest
« Reply #5 on: December 02, 2002, 08:02:36 am »

A thing that is fun with reanimator, is that i can takes as many forms as the peoples who plays it.

here are basically 2 version of reanimator, one is a likely standard version, the other tries to go a little more comboish.

1st version:

4 entomb
4 buried alive
4 exhume
2 animate dead
4 reanimate

4 duress
4 zombie infestation
4 dark ritual
1 contamination

2 krovikan horror
1 squee, goblin nabob
1 crosis the purger
1 reya dawnbrigner
1 phantom nishoba
1 avatar of woe
1 verdant force
1 nether spirit

1 strip mine
1 dust bowl
18 swamp

2nd version:

4 shallow grave
4 reanimate
2 exhume
4 entomb
4 buried alive

2 sutured ghoul
4 phyrexian dreadnought
1 phantom nishoba
1 verdant force
1 reya dawnbringer
1 crosis the purger
1 avatar of woe
1 nether spirit
1 multani, maro sorcerer

1 contamination
4 dark ritual
4 duress (or maybe thinking of cabal therapy)

1 rishadan port
1 strip mine
1 dust bowl
17 swamp

This version try to abuse the ghoul/dreadnought combo. Often with a shallow grave 2nd turn, the oponent cannot manages 24 points of trample damage!

I got to say that this version is maybe a little more explosive, but i got to test it more, by the way i'm trying to improve this version, so if any of you have an aidea, it would be great.
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