Graveyard Pull

by infernoblaze89 on 01 December 2011

Main Deck (60 cards)

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Deck Description

This is my first MTG deck. The idea is a graveyard pull. I take cards and put it into my graveyard. Then I find ways to pull them into play. I could get a decent lock turn 3 going. The draw isn't that good. Any opinions would help!

Deck Tags

  • Casual

Deck at a Glance

Social Stats

2
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This deck has been viewed 2,056 times.

Mana Curve

Mana Symbol Occurrence

1652800

Card Legality

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

Deck discussion for Graveyard Pull

for your first deck this looks really good, though there are some things you can certainly improve,
just a couple of thoughts:
a) you need some discard - both to get rid of creatures stuck on your hand as well as to get rid of counters and creature destruction spells of your opponent, there's no better way to achieve the first than putrid imp (which you may already have as this deck looks as if it's based on 2 sets of graveborn!?), a cheap option for the latter would be Duress, a more expensive alternative Thoughtseize (or, as you're playing blue, you could just add counters)
b) there's no need for 4 sheoldreds, firstly she's legendary which means as soon as you got one out drawing one of the others will be really annoying and secondly: even though she looks great, you don't (really) need her to win as a reanimator deck usually wins with one or two creatures and hence it is usually more useful to go directly for the game winning creatures rather than sheoldred first and the others thereafter
c) Rune-Scarred Demon kinda has the same problem as Sheoldred, he doesnt help that much on his own, sure he has an awesome tutoring sideeffect... but you could just put a creature in this spot that actually wins you the game
d) as i prefer mono black reanimation decks personally, i have no experience with Gifts Ungiven, though it looks to me as if you can only use it for either 4 creatures (which will result in 2 of them being stuck on your hand which is another reason for Putrid Imp) or 4 reanimation spells but not both as that would result in 2 creatures on your hand and 2 reanimation spells in your graveyard... as you will usually have enough spells it's presumably primarily for creatures... so basically a more expensive Buried Alive that is not even as effective (unless you've got a way to discard the 2 creatures directly and thereby getting 4 instead of 3 creatures in your graveyard)... so to sum up i would consider dropping the Gifts Ungiven and adding 2 more Buried Alive instead (which you might already have if you've actually got two sets of graveborn)
e) you could also consider dropping white alltogether as you dont really need timely reinforcements (because by the time you'd need it you should've already won) and if you feel like you need day of judgment you could exchange it with Damnation (though you wouldnt have the flashback option on unburial rites then, which seems like the only real advantage white is offering in here)
f) Dread Return is just too expensive as there are a lot of reanimation spells for 3 mana or less and given the fact that you dont have any weenie creatures you will never sacrifice three creatures deliberately... potential replacements are Exhume, Victimize (only, if at all, in case you add 4 putrid imps), Dance of the Dead or Necromancy - oh and you should add a 4th animate dead, because it's just an awesome spell (unless you add a lot of creatures with protection from black)
g) finally let's talk about reanimation targets: It that betrays is awesome (though 4 might be a little too much, but that's really up to you) and so is blazing archon, but you might want to add other creatures that can either protect you in other regards than blazing archon or just win you the game asap: Elesh Norn, Grand Cenobite (who can be better than Blazing Archon because some weenie/horde decks can even hurt you pretty badly without attacking you, e.g. by sacrifing creatures or spells with a amount of damage in relation to the number of creatures they have) and Spirit of the Hearth coming to mind when thinking about protection, Iona, Shield of Emeria and Jin-Gitaxias, Core Augur come to mind when thinking about game-ending fattys... finally you should have some creatures that are hard to kill as it's quite annoying to see someone kill your It that Betrays with a simple Go for the Throat... for that purpose you might want to add one or two Inkwell Leviathans

i hope those tips can help a little or at least give you some inspiration for future alterations; i've got quite a couple of reanimator decks that you might want to check out for further ideas

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Posted 01 December 2011 at 10:48

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I appreciate all of what you said. About gifts..you said
d) as i prefer mono black reanimation decks personally, i have no experience with Gifts Ungiven, though it looks to me as if you can only use it for either 4 creatures (which will result in 2 of them being stuck on your hand which is another reason for Putrid Imp)

Actually I found that neat trick on the magic main website. they posted in the rules you can search for only 2 cards and your opponent discards them. I guess to the rules, even though it says 4, it implies up to 4 because of the hidden zone. i would pick Unburial Rites and some monster. then next turn use flashback on rites.

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Posted 01 December 2011 at 17:56

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Alright I did a lot of edits. Well not too much. I lowered the number of It that betrays. If i could get him out turn 2 and attack turn 3..I could get lucky and just win right there. I added some of the creatures you mentioned. I got rid of dread. I liked Victimize because 1) I can sack and imp and 2) I kept the 3 token card, so I could sack a token if needed I believe? I might get rid of Jin-Gitaxias, Core Augur for 1 more animate dead.

What do ya think? =)

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Posted 01 December 2011 at 18:49

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looks indeed really good. though i wouldnt get rid of Jin-Gitaxias as he is probably the best reanimator target ever in my mind (apart from Iona perhaps)... if he doesnt get killed right away you've won as you will draw 8 cards each round and discard all creatures directly as it's in your discard phase when you draw them and probably even more important your opponent's always have only 1 spell they can play limiting their options that much that they might as well forfeit if they cant kill him

i'm also a huge fan of Victimize, though you dont see it that often in reanimator decks. i forgot about your tokens which you can indeed sac for victimize

the gift ungiven unburial rites combo sounds really nice, the only disadvantage is that it requires 5 lands which is huge compared to an Entomb/Reanimate or even Buried Alive/Animate Dead - so there is the potential that you draw one or two gifts ungiven and / or unburial rites in the beginning that you cannot use for the first 8 turns or so

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Posted 02 December 2011 at 00:11

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Thanks for the imput. I got rid of 1 ungiven and added another animate dead. You are right about the discard. I guess I'm just figuring what do I want to play first. (like a turn 2 summon) I'm debating either now.. It That Betrays to start destroying...or Jin. Both seem really good control.

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Posted 02 December 2011 at 06:31

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