Reanimation
Features
squire1
24 October 2010
8635 views
24 October 2010
8635 views
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REANIMATING CREATURES
SELF RESURECTION
PERSIST CARDS
UNEARTH CARDS
REANIMATION DATA
TOP TEN REANIMATION CARDS
So here we are again to look at a long line of cards that MTG has created based around an iconic mechanic. This time we are focusing on reanimation, or effects that place creatures from the graveyard onto the battlefield.
REANIMATING CREATURES
First let us clarify a few things about the focus here. We are talking specifically about reanimation spells/effects. These spells/effects put cards creatures directly from the graveyard onto the battlefield. This specification in itself counts out other recursion cards that place cards from the graveyard into your hand or back into your library, so no Raise Dead, Gravedigger, Gravebane Zombie, etc.
In the beginning there were two. Two cards that built them all. Two cards that reanimated other creatures. At the time it seems that Wizards was unsure where reanimation belonged. As a metter of fact the cards were opposing each other, but one was much stronger than the other.
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SELF RESURECTION
In addition to cards that reanimate other creatures from the graveyard, WOTC created one other card in Alpha that really lead to a whole different strain of reanimators:
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Nether Shadow single handedly started a trend in MTG toward cards that are quick, and keep coming back for more. At first we saw Ashen Ghoul and Krovikan Horror type cards and Johnnies everywhere started playing with the mechanic. After a while whole mechanics were developed around the self reanimation thing an saw serious tournement play. Eventually leading us to some of the more moderns, amazingly good cards like Vengevine, or even Bloodghast which harkens back to Nether Shadow in a quite a few ways, but is much better. No question that WOTC has done a great deal to improve upon the meager beginnings of self-reanimation cards.
As mentioned earlier, self reanimation has lead to the development of some fairly important mechanics over the years, namley persist and unearth.
PERSIST CARDS
Persist was a mechanic that made life so great in limited and even made its way into constructed in a small way. Unassisted, persist is a one time Animate Dead for your own creature, which is great. With a little combo action it is a card that your opponant gets so tired of seeing that they actually leave the table. Among persist cards, the few that really got play are Murderous Redcap, Glen Elendra Archmage and Kitchen Finks for their obvious utility, and recurring utility at that. This mechanic made a decent splash, but never really left the standard environment.
UNEARTH CARDS
Unearth on the other hand continues to make waves and I have a distinct feeling that a few will stick around. Unearth seems like a decent idea until you realize how evil it can really be, then it sounds great!. Anathemancer stayed a sideboard standard for many decks and even made it to the mainboard in a few. Extractor Demon was fun for Johnny. Fatestitcher and Viscera Dragger were both solid cards that saw play is limited and some in constructed. But, the real showboaters here are Hellspark Elemental and Hell's Thunder for being in tons of RDW (Red Deck Wins) builds. Each of these creatures offered RDW something that was sometimes hard to achieve in aggro/burn decks, tempo. When you stop drawing creatures, just start unearthing to use that mana until you draw another beater. Unearth cards made tempo very scary at times because waves and waves of creatures just kept coming.
REANIMATION DATA
Even after some brief looks at the reanimation mechanics and cards through the years, we can see that there are huge variences in color and CMC, even from the beginning. So let's take a look at the actual distribution.
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It is also always important to keep in mind what you get for the cost. Four CMC seems a bit high for reanimation cards, but 62.7% of these cards are creatures, some that self-reanimate, some that reanimate other things. So really any card that has a reanimation effect that cost under 4 or 3 is easily worth the cost. In some cases the higher cost ones like Sun Titan are an even better bargain.
TOP TEN REANIMATION CARDS
A special thanks goes to Buried Alive, Corpse Connoisseur, Entomb, and all of the other spells that get cards into my graveyard. You help make reanimation spells worthwhile.
Now mistergreen527 and I present to you our top ten reanimation cards of all time.
###10.Dread Return | ###10.Evershrike | |
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###9.Footsteps of the Goryo | ###9.Haakon, Stromgald Scourge | |
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###8.Ink-Eyes, Servant of Oni | ###8.Dread Return | |
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###7. Goryo's Vengeance![]() |
###7. Unearth | |
![]() From Spike : The best part was saccing it to Greater Good and drawing 5 cards. |
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###6. Stitch Together | ###6. Reanimate | |
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###5. Geth, Lord of the Vault | ###5. Animate Dead | |
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###4. Liliana Vess | ###4. Sun Titan | |
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###3. [[Hell's Caretaker | ###3. Recurring Nightmare | |
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###2. Reanimate | ###2. Teneb, the Harvester | |
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###1. Yawgmoth's Will | ###1. Reya Dawnbringer | |
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Hope that you all enjoyed our newest countdown, feedback is always appreciated.
patrickd117 says... #2
Uggh, Footsteps of the Goryo really? the whole not giving haste kind of kills it. Also may I suggest Victimize ? I it to be incredibly underrated. Also, no card:Patriarch's Bidding or Living Death ? Still overall a pretty good list, Teneb deserves more love than he normally gets
October 24, 2010 8:28 p.m.
Victimize is a good card for sure. Yeah Footsteps of the Goryo I figured would be controversial, but is easily triggers come into play and when a creature goes to the graveyard effect is one fell swoop. It works for what it does.
I personally would not use card:Patriarch's Bidding, but that is a style thing. I rarely play tribal and it has limitted use aside from that. Now Living End /Living Death and all of the other mass reanimators were in my short list but Liliana Vess was the only one to make the cut. She has more utility than the average card and I get to control them all.
October 24, 2010 9:39 p.m.
@blueclay - actually that is the first time I really looked at Mimic Vat closely. And for the most part I agree with you, it is better. It would give you great advantage with CIP effects. It does miss the when it enters the graveyard effects though. If it said sacrifice it at the EOT I would actually change the article up right now.
October 25, 2010 8:43 a.m.
I liked it a lot.I was only surprised that only two spells were found in both lists. o.O
October 25, 2010 11:04 a.m.
@squire1 : Mimic Vat may not be better than Footsteps of the Goryo , but I would definitely say it is better than card:Goryo's Vengeance. Both miss the graveyard, but Mimic Vat has so many advantages over Goryo's Vengeance.
@mistergreen527: I'm curious as to why you chose Reya Dawnbringer over Emeria, The Sky Ruin . Reya is much easier to splash, that much I can certainly see, but I feel like Reya is just too much more prone to removal simply for the fact that she is a creature.
October 25, 2010 12:57 p.m.
emillang1000 says... #7
Either both of you have never actually played a reanimator or have been playing a god-awful one.
I've run a reanimator as my primary deck for the better part of a decade now, barring a switch to Black Control recently, and I'm honestly offended that you think these cards are good advice to players tring to learn how to make a reanimator.
Listen up, kids, to a veteran Reanimation player:
10. Dance of the Dead - of the reanimation spells offered here, this is the weakest. TRUE, it gives the creature +1/+1, but said creature doesn't untap unless you pay BB during your untap step, AND has the clause that the critter dies with the enchantment. Plus side? You can still Turn-1 Iona with it, which adds tons and tons of points to your score, bringing it back up to Tenth overall.
9. card:Patriarch's Bidding - Mass reanimation is wonderful. The only problem is that it costs 5, only hits 1-2 creature types, and doesn't have a Wrath effect. Sadly, this can easily put the game in your opponent's favor if you're not careful.
8. Reya Dawnbringer - Is a creature, and brings back friends every turn. If you keep her alive, and provide her with food, she'll slowly build you an army. Problem is, she doesn't bring things back immediately, and only brings one back per turn.
7. Bladewing the Risen - You know what's better than 1 creature per spell? TWO creatures! Bladewing only hits Dragons, yes, but when it's Hellkite Overlord or Karrthus, Tyrant of Jund, you really don't complain.
6. Balthor the Defiled - You know what's better than reanimating 2 creature? Reanimating an ENTIRE ARMY. And you know what Lion's Eye Diamond does with him? Wonderfully broken things, like dump all the creatures in your hand into play. Sadly, Balthor only hits Red and/or Black creatures, rather than everything.
5. Necromancy - Costs 3 for any creature from any graveyard, and can be played as an instant when needed. Downsides is that it costs 3, which is a big amount in a Reanimator, but also doesn't reduce the creature's P/T any either. Still, has that "when this is destroyed, kill the creature" clause that utterly kills this.
4. Living Death - Efficiency in spades. Get your army back and wipe theirs out. The best part? You can kill off indestructables with it. This is one of those few cards that is litterally almost broken, since it can easily turn the game around just by itself.
3. Animate Dead - Cheap, grabs pretty much anything from anywhere without Protection or Shroud. The first, and still one of the best. The ONLY downside to this card is its "if this is destroyed, kill the creature" clause.
2. Exhume - Cheap, effective, and in most reanimation decks amounts to you bringing a creature back and your opponent crying.
1. Reanimate - Efficiency at its finest: grab any creature you want from any graveyard for some meager life. So what if you lose 9 life? You still have an Iona, blocking many to all of your opponents' cards for the rest of the game.
- brackets kindly added by yeaGO!
November 1, 2010 2:04 p.m.
now now mister necromancer let's not get cocky... =) nice list though.
November 1, 2010 2:29 p.m.
Agreed it is a good list.
I think that the fact that there are such divergent lists from all three of us show just how much personality and style play into deck building.
You have a lot of good points emillang1000, nut different players do look for different things in cards. Style is a big factor. Many of the cards on all 3 lists never saw much tourny action. That is because they are not strictly better than each other in many cases.
Love the feedback though. Thanks for reading and participating :)
Carn13 says... #1
I love Geth too. He gets my vote for #1 standard reanimator. Seriously, you can just Jace the guy and steal his Ancient Hellkite or Sun Titan or what have you. Get past the mana and hell, you can turn your opponent into a crying mess in a few turns once you steal the 4 8-drop cards in his deck and hit him for 30 damage. Or more. Phyrexia wins. Epicly. Seriously, they deserve it. Or at least Geth does.
October 24, 2010 5:51 p.m.