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What's In The Cellar?

Noble* Reanimator WB (Orzhov)

gnikrul


Maybeboard


Entomb the tool best suited for dealing with your opponent's deck and reanimate away with Exhume and Breath of Life!

Pathrazer of Ulamog punishes decks without cheap removal. Hearthcage Giant is resilient to those that do, and unlike a Plated Crusher doesn't just fold to any random blocker with Deathtouch. Deepfire Elemental eats token decks and artifact lands. That leaves one uncommon slot left.

Brutalizer Exarch or Acidic Slime shut down a lot of silly linear decks that (like ours) are looking to capitalize off a consistent, powerful turn 1 Noble that's hard to interact with, and they eat so many of them (Hardened Scales, Amulet of Vigor, Urborg, Tomb of Yawgmoth, Bloodchief Ascension, Exploration, Darkest Hour, Aether Vial, Basilisk Collar, Training Grounds, to name a few) that if you mostly play 1v1 duels, you could try one despite the fact that they aren't much of a win condition. However, I play a lot of multiplayer, so I'll be spending my fourth uncommon on Caller of the Pack.

Let's cover a little more ground with a few notable common singletons like Fangren Marauder for those pesky artifact recursion decks and Benthic Giant for when nothing but Hexproof will do.

Why Exhume on turn 2 when you can do it on turn 1? Why Breath of Life on turn 4 when you can do it on turn 2? This ain't a "fair" deck and we ain't got time for that so let's just get real degenerate and run Dark Ritual.

Unmake, Oblivion Ring, and Castigate help us control the game without putting enemy creatures in the graveyard, to avoid undoing our own work with Exhume. Trained Pronghorn and Stern Constable provide some defense (or, with the Constable, prevent blocks) while conveniently letting us discard any uncastable beef we draw (or unneeded land) for reanimation later. Viscera Seer gives us an instant speed sacrifice to prevent our key creature from being exiled or enchanted instead of going to the graveyard where we want it... oh yeah, and he turns enemy removal into free scry, too, so we can dig for our all-important reanimation spells. Apostle's Blessing is just the best way to protect our beater.

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Tireless Tribe is out for Stern Constable. Dinrova Horror weakens our own Exhumefoils so he's out for Benthic Giant. Gods Willing is out for Apostle's Blessing, with tweaks to the counts on our utility creatures so we can fit more of them as well as some Dark Rituals (now that we all know what we're doing, this format is proving to be quite fast) and another Swamp (so we don't have to mulligan quite so much).

If we're dedicating an uncommon slot to fight control (currently Hearthcage Giant) as well as a slot to the punish decks for not paying control (Pathrazer of Ulamog), then I'm not sure what purpose Pelakka Wurm actually serves besides the backup plan if we need one of those and it winds up stuck in hand or elsewhere. I love Pelakka Wurm dearly, yes, and it's a solid all-rounder, but that's wasting the potential of our ability to tutor. Caller of the Pack is almost as good as backup beef, while also providing a real target for us to get in multiplayer games (which I have been playing a lot of, recently). Yes, it will get Doom Bladed, but in multiplayer we usually have more time to cast our second and third reanimation spell... just let me have my Timmy fun, ok?

Comments

Date added 11 years
Last updated 7 years
Exclude colors URG
Legality

This deck is Noble legal.

Rarity (main - side)

4 - 0 Mythic Rares

1 - 0 Rares

15 - 0 Uncommons

23 - 0 Commons

Cards 61
Avg. CMC 2.92
Tokens Copy Clone, Elemental Shaman 3/1 R
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