The Real Reanimate

by BrianBell on 18 April 2011

Main Deck (60 cards)

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Deck Description

why are u doing reading this!? there's much looting, plundering and grave-digging to do! we must plant are heros deep beneath the earth so they can rise once again, reborn, into the light that is the heavens above!

Deck Tags

  • Graveyard

Deck at a Glance

Social Stats

2
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This deck has been viewed 1,660 times.

Mana Curve

Mana Symbol Occurrence

15111700

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for The Real Reanimate

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

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Posted 18 April 2011 at 02:27

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i've found that for me atleast, entomb seems to run best at 3. idk y. and i only have 3 dark rit simply because it sucks once you've got a looter and a reya out and u draw a rit. it'd rather be drawing reanimation targets than them.
in my experience, 3-4 reanimate targets just doesn't work unless i'm simply splashing reanimate. otherwise, i usualy run atleast 7. yes, this deck is quite reanimate-target heavy, and i would like to drop some. which do you suggest? i've also been looking for a place to slip in counters, but at the moment they seam to just slow the deck down. even force of will just doesn't work to well in this 'cause i need the card advantage. i've been looking at some of the hand disruption, but once again, i just dont know what to drop. what do u suggest?

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Posted 18 April 2011 at 05:09

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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.

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Posted 18 April 2011 at 07:05

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Less reanimate targets.

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Posted 18 April 2011 at 02:37

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i no this is quite creature heavy for reanimate, but u have to understand how this works. entomb, merfolk looter, burried allive, or intuition puts reya in my graveyard. then i just reanimate her, and let her do the work from there. that way, this can be quite creature heavy. I still agree with u though, i went a tad overboard. but i just dont know what to cut. what do u suggest?

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Posted 18 April 2011 at 05:11

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