Wednesday, February 1, 2017

Optimizing reanimator in commander



Hey guys, It's your friendly neighborhood fiend here again and I'm going to explain you how to play Reanimator in commander.

The biggest misconception people have is they need somewhere between ten and twenty reanimation targets. It's situations like that which gives you opening hands with multiple unplayable cards. No no no, the sweet spot is to find the absolute best creatures to reanimate early and go with those.


If used right this can easily end games
Let's start with what you get in your colors.

Red:
Worldgorger dragon (For combos)

Green
Terastodon

Blue:
Jin-Gixatias, Core Augur
Consecrated Sphinx
Kederekt Levithan
Palinchron/Deadeye (Combos)

Black
Ugh.....


White
Iona, Sheild of Emeria
Elesh Norn, Grand Cenobite


Colorless
Void Winnower

Multi:
Sire of Insanity



Now you make be thinking, what about Vorniclex, Sheoldred, and Sire of stagnation?
They're decent but when you have access to cards like Iona and Jin-Gixatias they often don't do enough. There is no reason to go for Sheoldred when you have better options in your hand. Vorniclex doubles your mana but a vast majority of the spells you play will be three CMC or less so it makes him fairly pointless.

With Black getting a big ugh in terms of creatures worth reanimating it's often used for reanimation, tutors, or set up.  Black is something we need in our deck to function (Obviously).

Next, we want to add blue. On top of having the best creature for reanimation you always get access to loops with Kederekt Levithan and enchantment reanimation. You get all the best filter cards like Careful Study, Frantic Search, Thirst for Knowledge, and Jace Vryn's Prodigy. Also, some of your biggest banes are counters and low CMC removal so having access to Misdirection, Force of Will, Swan song, and Mental Misstep is a must


So now we have a blue-black something to start with.
Reanimator is very good at starting out the game strong but against 120 life you should always have a finisher in terms of combo. This means that either Worldgorger dragon or Palinchron Deadeye into infinite mana and win. Right now the generals that give us wins with Infinite mana that fit in are Oona, Tasigur, Breya, and Scion and Thrasios.

Yes, this is mine.
Don't judge me
Tasigur and Thrasios are far better than Oona here since they add an extra color (or two) so it's up to us to see which one we will go with.
The access to Green that both of them give us adds things like Terastodon to brutalize boards early, Survival of the fittest which can lead to quick combo kills with reanimation, and Beast Within/Nature's Claim/Pernicious Deed to keep board control.
With infinite mana and Tasigur, you can activate him infinite times to put your library and graveyard in your hand (Minus lands) and win via Beast Within on a permanent and then casting Reality shift on the creature. They manifest and then you get back Reality shift and repeat on the manifest until the libraries are gone. You can always run Laboratory Maniac + Tainted Pact as well. Tainted Pact gives you another tutor/ win con with Lab Man and another way to win that doesn't need infinite mana.

Now if you want to add white to your deck and run Thrasios plus Ravos/Tymana (It doesn't really matter but I picked Ravos because then they look like Mermaidman and Barnacle Boy) you gain access to Iona, Elesh Norn, Loyal Retainers, Karmic guide, and Enlightened tutor.

Loyal Retainers makes Survival of the fittest miles better as you now can easily reanimate Iona/Jin-Gixtias whenever you want. Karmic guide plus Buried Alive/Intuition/Survival also gives you free wins as you can dump Guide/Deadeye/Chron in the yard and Reanimate the Guide, get Deadeye, bounce the guide and get Chron and soulbond for infinite mana. Now with infinite mana, you can activate Thrasios to draw your deck and play Lab man and then win with Thrasios' ability.

Thrasios has a bit of an advantage over Tasigur as you have access to more colors and therefore better spells however with Tasigur's Delve ability you have easier ways to abuse Eldritch Evolution, Pernicious Deed, and Toxic Deluge.
On top of that adding a fourth color makes the manabase more fragile as you not gain all the colors fast enough.


Now Breya and Scion both add Red to the deck and both give us another kill condition in the command zone. Breya being able to kill the whole table with bolts after infinite mana and Scion being able to tutor up DracoGenius for kills. With red you gain access to Faithless looting, Dack Fayden, Izzet charm, Wheel of fortune, Worldgorger, Gamble, Sire of insanity, Pryoblast, and Red Blast. The reason I don't think they're quite as good as Thrasios or Tasigur is outside of the combo they're pretty dead cards. Sometimes you can't win via combo and in those cases, the generals here don't really do anything. If you wanted to add red you may as well go with Scion over Breya since at least you get all the mana dorks and removal that green offers but now you're playing with an even more fragile manabase and like I stated a general that doesn't do enough outside of combo. Yes, Scion can tutor up Worldgorger and throw him in the yard but by the time you cast him and activate you should already be winning the game. So with that said I think Thrasios and Tasigur are a little better here.


Lastly, against decks with Grave hate I highly recommend not going for the combo until it's safe. It's easy to lose your best cards to a well timed Faerie Macabre (Which I fucking hate with a fiery passion). Play defensively, if you know your opponents aren't running hate then go ahead and use removal and counters on things to stop them but if you feel like it may be an issue I think holding on to them for those cases where you're trying to be stopped would be wiser. You can prevent your cards from being removed and win the game shortly after.
This means one thing....


Clearly, this is a reanimator general. Why wouldn't he be?




Play defensively
Great, you landed a turn 3 fatty and are ready to wreck face. But what's this? Your opponent taps his plains and exiles your creature. You gain 5 life and are now completely wrecked. One of the biggest problems I see is players playing all threats and no answers. Now, let's say you wait one turn or put your creature in the grave end of opponents turn to ensure you have mana open. Your opponent goes to ruin your day and you promptly Swan song his spell (Bonus points to you if you honk when you play the spell). He now has a 2/2 goose and no hand. This is the most important part of playing with threats. HAVE ANSWERS.

Phyrexian tower can sac your creatures if they're being exiled so you can just reanimate again. Sure it's not optimal but it bets losing them forever. I mean...you could always just counter :p Sylvan safekeeper, I've said this forever. He makes spot removal a joke. Sure they can wrath but there are no cheap instant speed wraths so you always get value. And if they wrath, who cares? You can just reanimate next turn. And most most most most importantly. More counters. Having just a few counters and hoping you can get them is just as good as having no counters. Having mana open to counter threats is important. No one expects Swan song and it can ruin players. Force of will is pricey but an absolute monster and I often tutor for it just to insure things go my way. And when I do my win percentage skyrockets. Now that you're causing damage it's time to end the game...assuming they haven't scooped yet.

PLAN C
Let's, say that reanimation isn't working, you tried to reanimate. Things went south and now you're down a few cards you used to set up and have a big graveyard with no way to reanimate things....that's why our general is Tasigur. For only one black mana and some exiled cards you get a decent sized body that drowns you in card advantage. When choosing what to delve away I often throw away all the worse versions of redundant cards. Keep at least one reanimation target (offensive and defensive), reanimation, counter, tutor, land, and a kill spell. Exiling the rest doesn't matter. If he dies for whatever reason you can just recast him again for 1 black and 7 exiled cards. Since our plan A didn't work we will likely have a ton of cards in the yard to do this with. Using Dig through time as well you can exile more cards to make your opponents choices that much harder. With that advantage and having consistent blockers makes you extremely hard to kill, especially with your opponents "using" you as a resource to make sure other threats don't end the game. Later, you'll be stabbing them in the back. With bananas of course


Either way, you play it's often the same game plan. Reanimate Jin and protect him and follow it up by Infinite mana via Palinchron/Deadeye into Tasigur/Thrasios or Lab Man into wins.


If you want to play Tasigur I recommend this build:
http://tappedout.net/mtg-decks/tasigur-reanimator-2/


For Thrasios:
http://tappedout.net/mtg-decks/thrasios-reanimator/




I've been playing Tasigur for a very long time and you can read more about it here
http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/217152-tasigur-night-of-the-living-dead




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If you guys have any questions or feel like I missed something please let me know in the comments

Until next time, this is DoomBlade, Signing out....





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