Unearth/Madness (Historical)

by shiftyginger on 10 January 2011

Main Deck (60 cards)

Sideboard (4 cards)

Creatures (4)

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Deck Description

This is a deck focusing around two different mechanics, both Unearth and Madness. The discard mechanic from Merfolk Looter, Rotting Rats, and Lightning Axe allow you to cast any of the Madness spells, or discard an Unearth creature to be brought back at a later point. Mistmeadow Witch, Momentary Blink and Otherworldly Journey are there to keep your unearthed creatures on the battlefield, save creatures from burn, or to repeat the abilities of Rotting Rats, Extractor Demon, or Anathemancer (if he's sideboarded in) at your leisure. Creature power, with control over your graveyard, along with some burn/control make a well balanced deck that can handle a lot. Enjoy!

Deck Tags

  • Historical

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

72120180

Card Legality

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

Deck discussion for Unearth/Madness (Historical)

I believe that unearth's exile abilty takes precedence over your "blink" spells, so when your unearth creatures leave play, they stay removed from the game.

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Posted 10 January 2011 at 06:54

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Actually, if you check Sedraxis Specter on MTG Gatherer, the bottom judge ruling reads:

"If a creature returned to the battlefield with unearth would leave the battlefield for any reason, it's exiled instead -- unless the spell or ability that's causing the creature to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If it later returns the creature card to the battlefield (as Oblivion Ring or Flickerwisp might, for example), the creature card will return to the battlefield as a new object with no relation to its previous existence. The unearth effect will no longer apply to it."

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Posted 10 January 2011 at 14:45

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