Sideboard


Hello! This is a reanimation combo deck, with a midrange shell so we don't auto-fold to aggro, and midrange obviously has a lot of value spells we can take advantage of.

DISCLAIMER:So this is going to need a lot of little tweaks to formulas over time, so this deck is still in development. Remember that these kinds of decks develop over time, and it's not going to be perfect for a long time. It's just going to take a lot of testing to see how much self-mill, reanimation targets, and reanimation spells will be the perfect amount pre-board.

Do note if you're going to try it, that this is an expert level deck to pilot. There's lots of branching paths for your options at all times, and even after reanimation, to win still takes a lot of grinding away. A lot of times one mistake could cost you the game. Casting a reanimation spell at the wrong time, making sure you take the right cards, and knowing your combos and options is extremely important.

However it's a very rewarding strategy, and I plan on taking lots of time to perfect the ratios, and learn to pilot it better and better against certain matchups.

Self-Mill: This category is really easy to get right in current standard. There's plenty of cards that do tons of self-mill, while still being valuable. I haven't had any problems with not milling enough yet.

Satyr Wayfinder: Super cheap, fills it fast, provides a chump blocker or a target for Rescue. Replaces itself with a land, which is super important because we want to hit most of our land drops.

Nyx Weaver : 2/3 with reach is pretty good for 3 as a blocker against aggro, provides two cards of self-mill a turn. Can exile itself at any time to get ANYTHING from my grave to my hand. This could quite possibly be the best card in the deck. I'm always happy to see it.

Sidisi, Brood Tyrant: Comes out as a 3/3 that self-mills for 3, and then 3 more every attack. Also acts as a mini-grave titan by giving 2/2s as attackers, blockers, or sacrifice targets for Return. I tested at 3, but I found that getting it a little too often. 2 seems to be right, and is a fantastic target for whip.

See the Unwritten: Self-mill and cheater at the same time! I'm testing it at 1. I got it too often at 2, but now that I have more beefy creatures, it might be worth trying 2 again. I always have the option of grabbing it, and using it again with Nyx Weaver.

Bombs/Reanimation Targets:

Ashen Rider: This thing is so good for this, it's got use in Modern/Legacy as a target. Exiling at least 1 ANYTHING on the field is ridiculously strong. I tested at 2, but I found that I got them too often in my hand, and with so much exile in the current standard, it's not always the best target for stabilizing. I'll run a second in the sideboard.

Hornet Queen: I tested at 1 to see how it went, and found it to be amazing. I can hard cast this late game if I need to, which is great if it gets stuck in my hand from me pitching Archangel or Ashen Rider with my earlier sultai charms. She's instant stabilization against midrange and aggro. I'm putting a second one in sideboard because it's been testing so well.

Stormtide Leviathan:This one is sweeeeeet. 8/8 Unblockable? Yes please. No backswings except for flyers? Yes please. All my other bombs fly, so no toe stepping there, except for Empty the Pits , however we can just save that in case we need it if we have this guy out. OR we can swing with the zombies, and play this after. I wish it had self-protection, so I might switch it with some other huge blue thing.

Resolute Archangel: Fantastic, reusable stabilization. If we got beat down, we can take more hits, knowing we'll get the life back. I've been liking it. Keeping it at 1.

Cheating into play outlets:

Rescue from the Underworld : We have lots of targets for the sacrifice, and if we know this isn't going to be countered, we can use it to get ETB effects going again. It's also instant speed, which is pretty huge. We can also use this to dodge removal, or reuse wayfinders, and such. I tested at 4, but found it too often, and added Endless Obedience.

Whip of Erebos: This is our second outlet. It's a 2-of used to make big swings to help us grind away at the game. It's biggest advantage is that it's reusable. So if I'm fishing to mill certain answers so I can exile Nyx Weaver for it, I can get wayfinders. Once it's on the table, it's also more reliable then Rescue. However has the downside of losing the target forever, I prefer using it on my fatties and utility rather then my huge bombs. Unless I know I'm going to win off it.

See the Unwritten: DUAL ROLE IS SO SWEET. If we know we still have our bombs in the deck, this thing digs DEEP to get them, and then gives us gas for our delve spells. Not to mention with more 4+ power creatures in the deck, we can even grab two creatures. Every creature in our deck is a great target...except Caryatid.

Support:

Slyvan Caryatid : Running 3 for a little ramp, and as a defender. It's a staple, but 4 is too much for this deck.

Sultai Charm: Mostly loved for it's draw 2, discard 1 mode. Gives us cards, and an outlet to discard un-wanted bombs we can't hardcast. Which in turn, gives us more delve fodder. Can also be conditional removal, which is pretty sweet support so we don't have to waste slots for those removal options.

Empty the Pits : Alternate win condition, we're milling like crazy, so we can easily get enough zombies to win the game once we decide we need to attack from another angle.

Dig Through Time: Super easy to cast with delve, gives us the most needed two cards out of our next 7, and put the rest on the bottom of the deck. Fantastic for filtering and digging for our final pieces.

Hero's Downfall: A little bit of additional removal. Also a great Nyx Weaver target.

Clever Impersonator: He does whatever I need him to. Basically unless the board is completely empty, he's fantastic. And I like the board empty, so I can just save him. Also a great alternate reanimation target. Great utility.

FATTY FILLER:

[Polukranos, World Eater]]: I'm running 2 of these for fatties I could possiblity bring back, that I can also cast easily.

Reaper of the Wilds: The protection is awesome in this deck because we always go late. The scrying is also very useful, as there's lots changing on the board at all times.

I hope you enjoyed my deck! Fellow spikes, please give it a shot and tell me what you think!

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Updates Add

I've been doing a ton of testing in the last 24 hours, mostly against value midrange JUNK.

Here are cards I've tested and didn't make the final cut:

Murderous Cut: Not versatile enough. I'd rather have Hero's Downfall every time. 2 Downfalls is enough because of Nyx Weaver.

Courser of Kruphix Too slow, doesn't do enough in this deck. I'd rather have a Nyx Weaver, Satyr Wayfinder, Polukranos, Clever Impersonator, Sidisi every time.

Polluted Delta: Like I thought, I need green way too often for the little upside of fetchlands to be worth it. Would run pains or scrylands over it. I'll run Mistys and Verdants if they get reprinting later, but I have to devote too many land slots to non-green lands with Polluted.

Sultai Ascendancy: IT"S A TRAP. This card does NOT do enough. Filtering 2 cards a turn is not worth a card and a turn casting. Too slow, doesn't do enough. I'll try it again in the sideboard once control becomes established, but for now it's not worth it. Jace will probably be better for the sideboard for the versatility, so I just highly doubt this card will ever make the cut.

Cards I still need to test:

Jace, the Living Guildpact: God. I haven't tested the card yet, but I really...don't want to. It's not a creature....it's -3 isn't good enough. It's +1 is just okay. It might be worth it just for them to take the pressure off your 20 life, but I don't know. I'm going to have to try it.

Necropolis Fiend: I'm going to try this at 1. It's a decent threat that can also be removal. If it tests well, it'll go in my sideboard for midrange. The fact that I can cast it for BB later in the game is pretty sweet, but I'm usually going to cast it for like 5-6 probably, then use it for removal if I need to. We'll see.

Commune with the Gods: Having two 2CMC self-millers would be nice, but I'm not sure if I actually need it. I'll try it at some point.

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Revision 2 See all

(10 years ago)

-1 Ashen Rider main
-1 Bile Blight side
+1 Clever Impersonator main
-2 Courser of Kruphix main
+1 Dissolve side
+2 Endless Obedience main
+2 Forest main
+1 Hornet Queen side
+1 Island main
-1 Murderous Cut maybe
-1 Opulent Palace main
+1 Polluted Delta main
+2 Polukranos, World Eater main
+2 Rakshasa Deathdealer side
+1 Reaper of the Wilds main
-2 Rescue from the Underworld main
-1 See the Unwritten main
-1 Sidisi, Brood Tyrant main
+1 Swamp main
-1 Temple of Deceit main
and 23 other change(s)
Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 5 Mythic Rares

28 - 2 Rares

16 - 2 Uncommons

4 - 6 Commons

Cards 60
Avg. CMC 4.19
Tokens Insect 1/1 G w/ Flying, Deathtouch, Zombie 2/2 B
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