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Dimir Cauldron Reanimator

Welcome to my Dimir Reanimator Decktech for the ELD standard format. I tried to brew around Emry, Lurker of the Loch and The Cauldron of Eternity to create a fun and more or less budget friendly deck. While brewing I tried different versions of the deck on Arena, and came to the conclusion that this is the best approach to making The Cauldron of Eternity work in standard. If you have any recommendations or questions please feel free to leave a comment.

General Gameplan

Although this deck has reanimator in its tags, it is not a reanimator deck per se. Most reanimator decks are played like a combo deck, whereas this is a midrange deck with a reanimation value-engine in the late game. So this is very important to note: The Cauldron of Eternity is not a win condition! It is only a means to out-value our opponent. So don't be too focused on getting it online. If you have other chances to get pressure on the board or your opponent, then do so. Additionally is this deck, looking at the spectrum, more inclined towards a control type of game instead of aggro, but it is still capable of applying pressure early on against slower decks. But what you basically want to do is fill your GY passively and control the board via (mostly) removal.

Use the following cards to fill your GY:

Getting a Wand of Vertebrae on Turn 1 can fill your GY consistently without spending any further mana and the second activated ability combos greatly with Syr Konrad, the Grim . Merfolk Secretkeeper is an efficient mill card and blocker and can serve as sac fodder for Cavalier of Night or Rankle, Master of Pranks . Emey, Lurker of the Loch mills cards and can get us our artifacts back. Especially great with Stonecoil Serpent and The Cauldron of Eternity .

Early game creatures:

All three offer great value early on and can help to get some control over the board. That in mind don't be afraid to trade with them, even as a 1 for 1, as you can get them back later on (With more value). Although you probably should not reanimate Orzhov Enforcer (Yikes).

Removal:

These three offer enough versatility to deal with almost all threats our opponent might throw at us. Depending on the matchup you might want to switch Ritual of Soot with Cry of the Caranrium as you can cast it a turn earlier and still hit most small creatures.

Utility Cards:

Chemister's Insight is simple card draw, can be cast from the GY if we happen to mill it and helps keep the tempo. Rankle, Master of Pranks is an over-all good card and can instantly swing for 3 if we cast or reanimate him. Is additionally great in stabilizing the board and general disruption. I might play him at 2, if I happen to get another one. The Cauldron of Eternity was the reason for this deck. To be honest this card is not broken or anything or anywhere near the power level of Oko, but is nonetheless an amazing value-generator in the right shell. The best turn to play this is turn 5 as this guarantees in most cases a instant activation. And getting all the creatures back your opponent "struggled" to remove early on, is often enough to out value your opponent completely.

Because of the 2 black mana in most cards we want to play on turn 3, you should mulligan if you have less then 3 lands or no swamps in your starting hand. The lands are kept as budget as possible, but if you have the shock lands feel free to include them.

Any recommendations, critique or even +1s are appreciated. Feel free to leave a comment or to ask questions.

Suggestions

Updates Add

After some testing I have decided to cut Vantress Gargoyle and add Syr Konrad, the Grim and Wand of Vertebrae. In the games I played so far Syr Konrad, the Grim was great for dealing chip damage or (in most cases) winning the game. And as I mentioned in the previous Update, this deck performs way better if it is played like a midrange deck and not as a combo/reanimator deck (although there are some combos now, but not a singular combo which is the aim of the deck).

I'm going to update the deck description with this update.

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Top Ranked
Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

14 - 4 Rares

12 - 2 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 3.28
Tokens On an Adventure, Spirit 1/1 WB
Folders Favorites, Standard, ToE Standard, Budget
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