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Playing stuff out of the graveyard is one of my favourite things to do in Magic, since you basically have a 2nd hand of cards that you can cast. Another thing I really like is getting a lot of value out of creatures because of ETB effects. This deck does both things.
As soon as the game begins, you want to start filling the graveyard with cards. Playing a Stitcher's Supplier or Careful Study on your first turn is a great start, but what you really want is a Stinkweed Imp in your graveyard to get a dredge engine going. Don't feel too bad seeing good non-creature cards go into the graveyard; there are a handful of ways to get those cards back in the deck, but you will also need to exile cards.
You shouldn't expect Araumi of the Dead Tide to stick around for you to activate every turn. You probably don't even want to play her until you have some juicy targets in your graveyard to activate. There are a few ways to give her "haste" in the deck, such as Hall of the Bandit Lord and Thousand-Year Elixir to help you once you do.
Winning the game can be done in multiple ways. Usually you're ending the game by encoring Gray Merchant of Asphodel to drain everyone. If this is not enough, hopefully Grave Titan and an army of 2/2 zombies can finish the job. If all else fails, just mill your whole deck away and play or encore a Thassa's Oracle into play.
Getting 3 land cards into play and drawing 3 cards for 4 mana is great value. This is a great turn 4 play, but it does become worse as the game goes on because other targets can have a bigger impact.
Old 'Gary' is usually a game ender in this deck. If you get him out, not only will you drain your opponents, but you will also gain a ton of life. The minimum life you will drain will be 21 life per opponent, but this is just with Araumi in play. You could also encore a Clever Impersonator and copy a Gray Merchant of Asphodel that is already in play to drain for 27 life per opponent.
If you want to play a couple of big spells from your hand, this is one of the best ways to do it. Encoring a Peregrine Drake and tapping lands for mana in response to the untap trigger will net you 10 mana in addition to the lands and mana rocks you already have.
Do you like zombies? Encoring a Grave Titan in your first main phase will net you at least 12 zombies and has the potential to do a bunch of damage or take out some creatures as well.
Giving all of your opponents' creatures -6/-6 until end of turn is usually a one-sided boardwipe. Massacre Wurm also has the potential to completely take out players if they have a bunch of creatures that will die, because each creature that dies will cost them 6 life.
I usually don't play this card, because I find it a bit to mean. Since it's limited to a maximum of 4 things you can steal per game in this deck, I think it's ok. One great thing about encoring Agent of Treachery is that you will control at least three permanents you don't own in your end step and draw 9 cards as well.
If you encore a Floating-Dream Zubera in your 2nd main phase so they can't attack and die, all 3 of them will die at the same time allowing you to draw 9 cards for 2 mana.
Having this on board and encoring other stuff is already great, because you sacrifice the encored creatures at the end of your turn. But even if you have to encore this, it's still great value because all the Smothering Abomination's see each other get sacrificed at end of turn and allow you to draw 9 cards for 4 mana.
This one is very simple. Equip it to Araumi of the Dead Tide and encore twice the number of creatures per turn.
Sometimes you want the creatures you encore to stick around. Teferi's Veil phases those creatures out at the end of combat which means they can't get sacrificed. Just make sure to play the creatures you do want to die in your 2nd main phase.
Most of the creatures in this deck have powerful Enter-the-Battlefield triggers on their own. Getting 6 of those triggers per encore is even better.
This is just opressive when cast before your encored creatures are sacrificed and needs to be dealt with as soon as it hits the board or else nobody will be able to play anymore creatures.
Casting this in your end step with the sacrifice triggers on the stack will allow you to save your encored creatures. Nice for cards like Grave Titan that you would love to have for a few rounds. It can also be a very overpriced counterspell or stop a lethal attack from ever hitting you.
Vizier of Tumbling Sands' cycling ability fills your graveyard and untaps Araumi, allowing you to encore a 2nd creature that turn. If you have enough mana, you could even encore Vizier of Tumbling Sands and get three extra encores in one turn.
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Punkte | Kartenname | Typ | Mana | Seltenheit | Salt |
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» | Revision 62 | Oktober 9, 2021 | Tom-Eric | |||
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Revision 1 | November 23, 2020 | Tom-Eric |