http://forums.mtgsalvation.com/showthread.php?t=225641 There's the Enchantress thread. Shows how to use enchantments to generate insane card advantage, as well as essentially locking your opponent out of the game, and finish them off by burning them down or running them over with a crap ton of angels. Here's my deck if you want an example. http://www.mtgvault.com/ViewDeck.aspx?DeckID=239389
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Hello. I just realized that the first post of that topic I sent you before wasn't fully updated, and that there's a lot to read through (148 pages) so I'll some up what's changed with Reanimator since that topic was started. The main thing here is that the post I sent you before was from when Entomb was banned. Now that it isn't, it should be ran as a 4-of. This allows you to run more creatures as one-ofs. Next, Inkwell Leviathan has essentially replaced Simic. It's bigger and the invasion really doesn't help, especially since Inkwell has trample. Bogardan really isn't played anymore. It deals 5 damage, but that isn't needed, especially when you could have obscene card advantage, a massive beater, or lock your opponent out of a color entirely. Iona has been one of the cards that nearly all Reanimator decks have been using lately. It's an autowin against mono-colored decks and makes half of every other deck worthless. That's pretty much all that's changed. I would mention Misstep, but that got banned so no point of it now.
Your only allowed 1 Demonic Tutor and Strip Mine. But yeah, your better off just cutting those all together and going to legacy. There's a reason most vintage decks have expensive cards, and that's because most decks (excluding some aggro decks) use them.
http://www.mtgthesource.com/forums/showthread.php?8639-DTB-Reanimator It would be in your interest to read this if you want to make a Reanimator deck (Reanimator is what Graveborn was based off of). Obviously if this is supposed to be casual, you won't need Force of Will or Underground Sea, but they're necessary for anything tournament quality.
Yes but here's the thing. That deck used Splinter Twin (4-drop) as it's main win, and Kiki-Jiki for spots 5&6. Also, that deck ran free (keyword there) protection. Even still, this deck is not Modern legal, so it's like saying that if something works in block it works in vintage =/.
Oh the hype of this combo, and the disappointment it gives when you the problems with it. No matter what way you look at it, Leveler is a 5 drop, in other words, slow. By turn 5, combo should have killed you, aggro will be about to kill you, and control will counter you Leveler/Maniac. And let's just say everybody is playing extremely slow decks, Doom Blade, Go for the Throat, Swords to Plowshare, Path to Exile and Lightning Bolt can all kill Maniac before you draw and win, so you are stuck there with no cards in your library and your win condition dead. GG.
But here's the thing, this isn't exactly dredge, as a matter of fact, the only real similarities is how we win. Dredge combos their mill's together to mill their entire library about turn 3. This deck activates Hermit Druid and has it all happen automatically. Since after HD is activated, we will have no turns left after this turn, we need to win right there. This means we won't be able to recur any Ichorids past that, so those won't actually help. Also, once we activate HD, we also automatically have 5 creatures out (HD and the 4 Narcomoeba). Since we need 3 for Dread Return, we only have 2 available to us, which is perfect as we have 1 to activate Cabal Therapy to see their hand (if you didn't cast Gitaxian Probe) and another to get rid of any counters. Adding 2 more would just be wasting space, and having a GP allows you to see your opponents hand before casting CT in case they have multiple different counters (such as MUC tends to do with their what, 6 different counters they use I believe). Lotus Petal and ESG are important as they allow for a turn 2 win (which even with infinite mana, is the fastest this deck can win). ESG also acts as a bit of protection against Daze. Gemstone Cavern is almost useless, as we only use UG as apposed to Dredge which needs sources for WUB maindeck, and all 5 post-board. Since this is a combo deck, and an almost extremely all in one, fast mana is incredibly important.
"unbeatable as a one on one" Good luck with that. P.S. Emrakul.
102.3c When a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based effect. See rule 420.) You only lose when you draw a card without any cards in your library. Nothing to do with revealing or puting to the graveyard.
Nope. Decking yourself only applies to drawing cards. Revealing the top card of an empty library just causes the effect to end and resolve, putting all cards that were revealed into your graveyard, and since no basic land was revealed, it resolves doing nothing.
Words of War or Sigil of the Empty Throne.
99 cards and almost entirely 1 drops... was this supposed to be an EDH deck without a general or something?
If this is for vintage, you NEED the P9. The only thing making this a vintage deck is Tolarian Academy, otherwise this would just be a legacy deck. Also, WAY to toolboxy. At the very least, add in 4 Enlightened Tutors so you can get what you need with less reliance on luck.
Phyrexian Dreadnought.
Lotus Petal, Rite of Flame, Desperate Ritual. Burning wish allows you to virtually run 7 copies of Dragonstorm.
Balance is banned =/
Riftmarked knight is good, but 2/2 for 3 doesn't fit very well, even though flanking does make it virtually 3/3. I'll test it out a bit and see how well it works. It's not like this deck is very tight for space or anything. I like to keep allies down to a minimum, since my playgroup ended banning slivers already and allies are pretty close to making it there as well =/.
Well first of all, you really don't need any defenses. I find that the best way to play Dragonstorm is to let your opponent beat on you a bit, and win a turn or 2 before they can possibly kill you. Second, while it's always fun to be able to drop a bunch of dragons and then kill your opponent with them, you really want to just use 4 Bogardan Hellkites and use their effects to kill off one opponent, and beat down your others with them. Also, you need way more ramp. Desperate Ritual and Rite of Flame should be 4-of's in a Dragonstorm deck, with Pyretic Ritual filling spots 9-12. Seething Song and Geosurge start adding more mana than those, but cost more so they work very well in a combo. Last, drop the spells to boost your dragons. Assuming you're using this in multiplayer, you will already kill one opponent and dragons are strong enough alone to kill of the rest. These spots should be used for more ramp to make it easier to pull of Dragonstorm with a storm count of at least 3.
67 cards =/= tournament quality.
Argh why do people use terramorphic. It completely slows the deck down by making the land come into play tapped. If you really need a fetchland, use misty rainforest. And no, one life is not a big deal. How often do you end up at one life and manage to win anyways?
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