Creature (29) | |||
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$4.01€5.660.87 | |||
$2.08€2.110.02 | |||
$0.96€0.720.02 | |||
$0.50€0.370.02 | |||
$1.330.02 | |||
$0.66€0.390.02 | |||
$17.99€16.880.98 | |||
$0.20€0.170.03 | |||
$1.99€2.230.15 | |||
$0.16€0.090.03 | |||
$0.25€0.270.03 | |||
$0.200.03 | |||
Instant, Sorcery, Enchantment, Artifact (12) | |||
$0.35€0.300.02 | |||
$0.99€0.870.02 | |||
$8.00€9.14 | |||
$0.25€0.140.03 | |||
$0.25€0.130.02 | |||
Planeswalker (2) | |||
$4.50€4.812.22 | |||
Land (37) | |||
$1.60€1.110.02 | |||
$1.20€0.940.02 | |||
$0.25€0.170.03 | |||
$2.50€1.840.02 | |||
$11.82€10.360.15 | |||
4
Swamp
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$3.88€2.400.66 | ||
$13.64€13.840.29 | |||
$5.62€4.180.15 | |||
$5.65€4.180.15 | |||
3
Forest
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$3.00€1.970.56 | ||
3
Island
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$3.81€2.591.00 | ||
$0.35€0.250.02 | |||
$16.33€15.100.17 | |||
$18.00€16.690.57 |
$6.35€3.730.02 | |||
$0.35€0.190.02 | |||
$0.20€0.130.03 | |||
$34.20€16.910.15 | |||
$33.18€15.760.02 | |||
$3.27€1.770.02 | |||
$0.19€0.020.03 |
$12.84€13.680.97 | |||
$2.23€1.85 | |||
$1.610.02 | |||
$8.00€9.14 | |||
$0.25€0.130.02 | |||
$1.56€0.850.03 |
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Learn more Download For WindowsSo, I've been trying to brew a historic reanimator that is just fun to play. When I saw Dennis Chan's PT sultai zombies I thought it might not be a bad way to try. It's a standard reanimator deck, just mill/discard the big creatures and hope you aren't against anything that interacts with the graveyard because you'll lose. There is the chance that you can cast some of the big creatures and win the game with the standard brawler tactics, but most of the time you can't do much.
It is rather odd to run Yorion, but with the extra lands you can have really helps out with ramping with the Uro, the interaction between the Ghouls and Uro means you can pretty much have free blocks until you find the pieces you need. Karn is also a relatively odd inclusion, but I've won games just by being able to go to the sideboard and pull a Memorial. It's normally a first pull of the Orrery and the second of Memorial. That way you can cast any of the threats if you pull them and can't discard them. The deck does struggle against control and the goblin aggro that's circulating. But it is fun, if you can drag out the game to last until you filled your graveyard and have the 12 mana for the Finalty or the 9 for the Realms, you close out the game on that turn.
The reason I picked the cards to reanimator are mainly because it will close out the game on that turn. Angrath's doubles any damage, Drakuseth is just a massive threat in the sky and can clear the way for non-flying creatures, Purphorus gives everything haste, Forerunners gives vigilance and the +2/+2 buff that helps close out the game and if you can't end in one turn for some weird reason you still have blockers. But with both terrors there isn't a reason why you shouldn't just be able to end.
The deck mills itself pretty quickly, I've had games where even with the extra cards I'm about equal with the opponent. The main weakness is board clears, obviously you want to try and play with their deck as well, which is why I did take this deck in a mill direction at first, but it's far more effeicent to mill yourself and try and block out as many threats as possible to reanimate. The main issue is milling one of the three reanimate spells, It could be worth running some Mystic Sanctuary's just to ensure you can cast them and if they get countered you aren't at a complete loss, but having 80 cards makes it harder to just randomly mill them.
So, a fun deck that won't work in ranked, unless you happen to be against a mega slow, no graveyard interaction jank, but even in the haven of Plat 4 that won't always be the case.
Just for reference, with the deck in standard historic queue I went 9-4, but that's probably because I went against slower decks thanks to the matchmaking.
When it doubt, Jank it out.
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