Death's shadow is in there for longer games. Against a deck with no direct damage, Shadow hitting the field with 3 or 4 life left is pretty awesome for you. especially if you are holding a fling or it can get through.
Permalink
http://www.mtgvault.com/ViewDeck.aspx?DeckID=200533
add black for tainted strike, also, I'd run kiln fiend and immolating souleater as my main beaters
put mental misstep in sideboard and raise to 4 or cut altogether. -4 silver myr +4 inkmoth nexus. -4 thrummingbird (unless you plan to run Walkers) -4 viral drake either + 1 or -1 metamorph +2 or 3 spellskite +4 mutagenic growth +4 ichorclaw myr -4 steady progress -4 Tezzeret's gambit (unless you are gonna run walkers) +4-8 bounce spells + 2-4throne of geth
I don't think tectonic edge has much of a place in Kuldotha Red. I'd cut them for contested warzones
Updated with New Phyrexia cards
you can't reanimae him. he shuffles the yard
For Dark ritual and entomb, when I play Reanimator my ideal hand has a black mana source, a dark rit, entomb, exhume, and some way to counter (fow and another blue card top choice here). Since you want to lay down your beater ASAP, whatevere goes into that hand, I try to have the most possible in the deck since it gives me my win con. Honestly I'd cut Wonder first, most of your stuff has flying and then I'd cut most of the eldrazi, you really only need one or two (second is simply there in case the first gets exiled) Not sure what the point of the looters are. Card advantage is kinda pointless after turn 2 in reanimator anyway. whole point is to bring out something that your opponent can't answer (Iona, inkwell leviathan, etc.) either of those generally means you win by turn 4, and Iona usually shuts down an opponent completely. As for Reya, I don't like her. A 4/6 is too weak for a beater and she gives you your real beater a turn later which means that reanimating here gives you at best a turn 4 win anyway with a much better chance to stop you. Thought Courier: Putrid imp is strictly better. Drops a turn earlier and discards for free. yes it doesn't give you a card but again, card advantage isn't really important. Another thing you can do is but blue all together. Intuition is a bad buried alive and worse entomb, looters are ok but don't really give you much, playing them probably delays your win and there are better discard outlets in black than thought courier.
for what reason and what would I take out for them?
also, march of the machines kills your seat of the synods
What are you using training grounds for? I don't see a single creature that it affects.
yes I do. took me a while to get them.
what part of "Exile all cards from target player's library, then that player shuffles his or her hand into his or her library" don't you understand?
needs 4 entomb and dark ritual. You should look into a putrid imp and/or zombie infestation to discard from your hand. you only need around 3-4 reanimate targets. Cut the majority of them for self discard defenetely and look into either hand disruption or free counterspells such as daze and force of will. check out my reanimator deck. it's pretty much what I described. http://www.mtgvault.com/ViewDeck.aspx?DeckID=53853
when playing I never ever feel like I need draw. At turn three, the absolute best time to drop Tutelage, I always have something better to play. Bloodghast doesn't feel like it really fits. My land count is a bit too low for him. Death's shadow was in the main deck but was cut to the sideboard. He is great for me against RDW and Kuldatha but that is about all.
Major update
Minor Update. Refined hand disruption to 6 total in the main deck and 4 in the sideboard and changed around what I use as well as changed my creature removal a bit.
that is true, though it seems like it would be either in the maindeck or cut altogether.
Captivating vampire might be a bit above my manacurve.
in my area BUG and manlands in general are very popular. Contaminate ground hurt BUG's ability to generate the correct mana and it makes manlands into nothing more than a swamp. Against a 1 or 2 colored deck it at worst deals 2 damage and at best delays the other player by a few turns.
61-80 of 155 items