volrath

by richter1 on 05 August 2013

Main Deck (99 cards)

Sideboard (2 cards)

Creatures (1)

Artifacts (1)

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Deck Description

This deck is not my idea, thanks to Jestersmind for the original concept. It would have done better in the games that I have played with it but my playgroup did not want to help me out any. I was facing off against 2 other recursion decks and althought the heart of this deck is not to recur it was helping the other decks win. I had not played with them for 2 weeks and they brought new decks to the table, if I had knowledge of what they were working on then I would have done something different.

How to Play

Get creature cards in your hand, discard them to the grave using volrath or anvil or because you have too many cards in hand. Beat face with volrath and return creature cards to your hand with various instants and sorceries. There are also a few ways to get all creatures back into play from the grave and a quicksilver ammy to get creatures directly into play from your hand if you don't want to discard, but why wouldn't you want to.

Deck Tags

  • EDH

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 779 times.

Mana Curve

Mana Symbol Occurrence

007100

Card Legality

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

Deck discussion for volrath

Please check out decks by Jestersmind and leave a comment while you are there.

0
Posted 07 August 2013 at 15:23

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So there are some artistic differences in our decks, and I won't go into that (I avoided the return to play a little more and I generally avoid tutor cards like rune scarred demon, and of course those damn dirty swords) because I imagine our play groups are different.

Things I like that you added compared to mine:
Power Matrix - flexible to hit different creatures and finding anyway to add trample is win.
Anvil - great way to load up on fatties for Volrath, definitely A+
Harvester of Souls - I need him
Undertaker - great synergy!
Oversold Cemetery - how on earth did I miss that? Will be getting that.

Things I think should get squeezed in:
More protection (hexproof, shroud, indestructible) equipment - Volrath is only viable if he is immune from bounce, pacify, vows, etc...
Midnight Covenant and Shade's form - Look at all that mana, now let's put it to a very direct use.
Reaping the Graves - I love this card because its an instant. Let your opponents have a lot of spells in some interaction, at the end of turn drop this bad boy and pull your entire graveyard back.

If I were cutting things you included:
Kitesail - there are better equipment out there
Armilliary Sphere - there is already other ramp, and I have never been a fan of this cards speed (though a lot of people disagree with me
Dreamstone Hedron - because I added like eight cards and would have to make room, and its another card I feel helps get you to the more useful cards, when I just like to put in nice equipment, again, my opinion completely subjective
Cadaver Imp - you have it covered with like 14 other cards, his ability is redundant at that point and the +3 for Volrath is hardly worth it.

I love your take on the deck. Other thoughts I have are that I still like Lily of the Dark Realms for the deck more than Vess, but I understand why you chose her. And for your deck, since you have more real reanimation than I did, I would put in Buried Alive. Its always a great touch before bringing all the creatures back from the GY!

1
Posted 10 August 2013 at 05:38

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Yeah I did like your use of the Shade's form, it does double duty using mana and returning a creature from the yard to play. I would have used reaping the graves but that one I don't have, it is on my list though. I agree more protection for volrath would be good to have but I had a hard time making the initial cuts for artifacts in the deck so I did go lite on more hexproof equip. I had sword of vengeance in at first but I was actually trying to get mana costs down a little and decided that a flying volrath was better than the trample, vigilant volrath. As for the sphere, I kind of like it in the deck it really just equals more mana and like you said more ramp. I thought the hedron added the ability to draw which the deck is lite on and adds 3 colorless, even if it is a pain to have to get out there (the 6 cost to cast is kind of prohibitive). I think the reason for the use of the imp in the deck was just to try to keep up with all the sources of return to the hand you were running in your deck (since I don't have access to everything you do). Yeah I was looking at of the dark realms but decided to let her sit on the sidelines this time. The deck only has 3 sources of reanimation and I think that is plenty. Agreed buried alive would be another to consider, I ran out of room there were lots of goodies that I had to keep out of this one. There is also a small demon sub theme in the deck (wish I had shadowborn). Thanks for the comment and for liking the deck so much.

0
Posted 10 August 2013 at 15:21

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