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1.x Reanimator with turn 2 evilness


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dg01



Joined: 22 Jun 2006
Posts: 74

PostPosted: Tue Nov 21, 2006 3:20 pm    Post subject: 1.x Reanimator with turn 2 evilness Reply with quote

This is a basic reanimator that aims to get the win conditions down on turn 2,if you start first most matches will be cake.


Win conditions:

Turn 2 Nicol Bolas+Goryo's Vengeance.
Turn 2 Akroma+turn 3 Razia/Nicol or any combination of the 2.

If you do not know the Elder Dragon Legend and its effect,check it out.


Cards:

Lands:

Aim for fetchlends to thin out deck and get watery graves to avoid mana screw,wich is very hard to get on this deck.

4 Polluted Delta
4 Bloodstained Mire
4 Watery Grave
4 Underground river
2 Island
2 Swamps

Creatures:

4 Nicol Bolas
4 Razia,Boros Archangel
4 Akroma,Angel of Wrath

Reanimations:

4 Stitch Togheter
4 Life/Death
4 Goryo's Vengeance

Draw/Discard spells-1creature:

4 Hapless Researcher
4 Careful Study
4 Mental Note
4 Ideas Unbound

Sideboard(here i need some input)

4 Pithing Needle
3 Spell Snare
4 Force Spike
4 Duress(always SB it in on game 2+)


Its overall a quite solid deck,turn 2 Goryo'd Bolas is GG vs any control/combo and most aggro,turn 2 Akroma is game over vs most aggro as well,and this deck completely wiped the floor of the slower decks that start working turn 3+ expecially if you go first.

I'll take any smart suggestions on how to improve deck(any better rean target than razia?)(any way to make sure my graveyard is untouched?)
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BigShow



Joined: 07 Apr 2005
Posts: 1312
Location: Igloo town

PostPosted: Tue Nov 21, 2006 3:22 pm    Post subject: Reply with quote

first advice, counters are in the main, and splash white for wog, think of it as t2 solar flare, but with ext cards, Wog clears aggro incase you dont get your shit early, and counters stall

other then that its not bad
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dg01



Joined: 22 Jun 2006
Posts: 74

PostPosted: Tue Nov 21, 2006 3:28 pm    Post subject: Reply with quote

BigShow wrote:
think of it as t2 solar flare, but with ext cards


sorry,the concept is absolutely different...flare starts being a threat turn 6+,this deck starts on turn 1-2,to the point that i can race boros aggro with reanimates.
Also flare can hardcast its stuff,and i really have no color room for white as the most lands i'll need/get are 2-3-4
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BigShow



Joined: 07 Apr 2005
Posts: 1312
Location: Igloo town

PostPosted: Tue Nov 21, 2006 3:30 pm    Post subject: Reply with quote

dg01 wrote:
BigShow wrote:
think of it as t2 solar flare, but with ext cards


sorry,the concept is absolutely different...flare starts being a threat turn 6+,this deck starts on turn 1-2,also flare can hardcast its stuff,and i really have no color room for white as the most lands i'll need/get are 2-3-4


you try to go ditch cards reanimate right? which what the 1st flare did :/ so the idea is the same, and turn 2 for you is like turn 6 for them so lax man
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dg01



Joined: 22 Jun 2006
Posts: 74

PostPosted: Tue Nov 21, 2006 3:39 pm    Post subject: Reply with quote

its 2 completely diff decks...flare imposes himself on the field by bashing your things and waiting until lategame to strike you,this deck tries to race wathever you got instead.

examples to make it easier:

flare vs aggro:

creature removal,creature removal,creature removal,wog,attack.

this deck vs aggro:

Draw/Discard->Reanimate,damage race.

flare vs control:

Sit down,build mana with signets/other things,then hit their hand/cast uncounterable reanims/creatures with boseju.

me vs control:

outrace their 2 mana base if i start first,if not wait for 3 mana with a force spike.Try and kill them before they gain field control.(aka 4th/5th turn)


As you can see the 2 concepts are really really different,and i dont see how splashing flare stuff can help this deck,unless i reworked it from scratch to a long term control/reanim.
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kikimikejiki



Joined: 26 Dec 2004
Posts: 649

PostPosted: Tue Nov 21, 2006 3:44 pm    Post subject: Reply with quote

have fun paying bolas' upk
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dg01



Joined: 22 Jun 2006
Posts: 74

PostPosted: Tue Nov 21, 2006 3:54 pm    Post subject: Reply with quote

you probably havnt read my postkiki,if so refrain from making such comments...

since i feel good i'll just write it again,bolas is intended to be reanimated ONLY With goryo's vengeance(wich incidentally can reanimate all other creatures for another 6 point swing)
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bandshmuck



Joined: 14 Aug 2005
Posts: 14

PostPosted: Tue Nov 21, 2006 4:49 pm    Post subject: Reply with quote

reanimate?????

much better than life//death

you can target their creatures and it's only one mana, so if you're running chrome mox (like you should be) you can bolas first turn.
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sonicqaz



Joined: 02 May 2006
Posts: 338

PostPosted: Tue Nov 21, 2006 4:52 pm    Post subject: Reply with quote

I know that Razia can be hit by Goryo's, but isn't Angel of Despair still better in this deck?

Even if Angel of Despair isn't better, Yosei HAS to be better overall.
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BigShow



Joined: 07 Apr 2005
Posts: 1312
Location: Igloo town

PostPosted: Tue Nov 21, 2006 4:54 pm    Post subject: Reply with quote

bandshmuck wrote:
reanimate????


is not legal
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Apocalypser



Joined: 05 Jun 2005
Posts: 62

PostPosted: Tue Nov 21, 2006 4:59 pm    Post subject: Reply with quote

BigShow wrote:
dg01 wrote:
BigShow wrote:
think of it as t2 solar flare, but with ext cards


sorry,the concept is absolutely different...flare starts being a threat turn 6+,this deck starts on turn 1-2,also flare can hardcast its stuff,and i really have no color room for white as the most lands i'll need/get are 2-3-4


you try to go ditch cards reanimate right? which what the 1st flare did :/ so the idea is the same, and turn 2 for you is like turn 6 for them so lax man

The 1st Flare had 2 !!! zombifies. I don't think that's quite the same thing. Solar flare is totally different, Solar Flare is not Reanimator. Not at all.
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sonicqaz



Joined: 02 May 2006
Posts: 338

PostPosted: Tue Nov 21, 2006 4:59 pm    Post subject: Reply with quote

bandshmuck wrote:
reanimate?????

much better than life//death

you can target their creatures and it's only one mana, so if you're running chrome mox (like you should be) you can bolas first turn.


And even if this was legal, why whould you do that? You still have to pay the upkeep.....
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Spyx



Joined: 31 Oct 2004
Posts: 853

PostPosted: Tue Nov 21, 2006 5:01 pm    Post subject: Reply with quote

hmm nice idea. stitch together doesn't work on turn 2 though. maybe you can replace that one with stuff like counters.
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BigShow



Joined: 07 Apr 2005
Posts: 1312
Location: Igloo town

PostPosted: Tue Nov 21, 2006 5:02 pm    Post subject: Reply with quote

okay, fine its not like flare, i lied, but its the same idea, chuck shit reanimate, ecpt this is 1.x where shit is faster, happy? this deck needs counters up the ass in the main deck and not in the board is what im trying to stress because it will roll to to most likely any deck so far its not a bad deck, it could have better potential, but w/o counters its going up poop creek sans the padle
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Reich



Joined: 19 Jun 2006
Posts: 55

PostPosted: Tue Nov 21, 2006 5:13 pm    Post subject: Reply with quote

Nice idea I tweaked it a bit to my game play type let me know how you like it.


1 Eianjo Castle
1 Shizo
1 Miren
2 Godless Shrine
2 PLains
3 Island
4 Swamp
4 Hallowed Fountian
4 Watery Grave

3 Yosei
3 Kokusho
3 Nicol Bolas
4 Hapless Researcher

3 WOG
3 Diabolic Intent
3 Stich Together
4 Goryo's Vengeance
4 Life/Death
4 Careful Study
4 Innocent Blood

I tested it a few times and it works great.
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