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Copy of: Gale / Scion: Dimir Reanimator Control (EDH / Commander)

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Primer updated 12/15/2022

Reanimating around timing restrictions with Gale

> Introduction

For years I've been brewing UB graveyard decks. Most of them have revolved around The Scarab God, and most of them have felt too slow, tribal, had unreliable win cons, had win cons that had nothing to do with my graveyard strategy, or win cons that were too aggressive for my playgroup. Gale, Waterdeep Prodigy / Scion of Halaster is a pairing that lit up my deckbuilding imagination once I realized that Gale's trigger 1) allowed double mileage out of my graveyard filtering instants and reanimation sorceries and 2) allowed sorceries to get around timing restrictions.

I have been iterating this deck over several months and many games.

There was an extensive conversation on Twitter/Reddit recently about Sam Black’s comments about mana rocks in Commander. I think Sam’s in the right place but ultimately believe Frank Karsten’s analysis addresses the (rough) formula for lands versus “cheap draw” and “cheap ramp”. Using his calculation, I landed at 39.4 lands. With the amount of filtering in the deck, I feel I can run at 38 with no issues.

I was a bit bored of my Necrotic Ooze + Asmodeus the Archfiend + Skirge Familiar combo. Independently the cards aren’t great; it never feels good holding them or seeing them by themselves in the yard. Additionally, I wanted to mix up my reanimator targets. I retooled the deck extensively around the spellslinger theme and replaced my combo and reanimator targets with solid ETBs and Displacer Kitten. The deck includes a failsafe wincon that works in my meta’s powerlevel (Gray Merchant of Asphodel + Rite of Replication or Command the Dreadhorde); both sorceries I feel better synergize with the spellslinging reanimator theme, the ETB creatures in the deck, and the deck overall.

> Overview

This is a spellslinger reanimator deck that runs on a draw/go gameplan. We want to hold our mana up to respond to things that threaten our game state with cheap interaction, using our Gale trigger off the instants to cast our sorcery speed reanimate bombs at otherwise inopportune times for our opponents and ultimately create a control-style game state where our opponents can never really be sure of what we have up our sleeve. While there are some flimsy combos in the deck, please know it is purposely tuned for my meta, which might explain why it’s missing some things you’re expecting. I'll point these out in the Notable Exclusions section. Feel free to power your deck up with these additions. I'm not simply missing them, is the point.

> Strategy

The deck is open in terms of game plan right from the start. A perfect hand would have 2-3 lands, ramp, graveyard filtering, a bomb, and a cheap reanimator spell. Feel free to aggressively mulligan; don't be afraid of getting down to 5 cards in hand to set yourself up, you've got two cards in the command zone that represent a lot of card advantage.

Early game, the goal is simple. Ramp yourself, filter your bombs into the bin, reanimate bombs to apply pressure on your opponents, and set up your win cons. Gale lets you get a lot of mileage out of your instants and sorceries. Recognize that Gale's trigger allows you to sidestep timing restrictions. When you cast an instant, a Gale trigger goes on the stack and you can do things, for example, on your opponent's turn:

  1. {Fierce Guardianship cast} > {Gale trigger}

  2. {Fierce Guardianship cast} > {Reanimate cast from Graveyard}

  3. {Fierce Guardianship cast} > {Reanimate resolves, Agent of Treachery ETBs, steal something}

  4. {Fierce Guardianship resolves, opponent's spell is countered}

Just things like that let you get a lot of mileage out of your cards.

You’ve got a pile of high value ETB reanimator targets – get them out with your reanimator spells for cheap. Flicker them with Displacer Kitten. Accrue that value.

> Infinite Combos

As of now the deck has no infinite combos. Easy combos to include:

> Wincons

> Tips

Most of the tips have been outlined above. It's important to stay aware of how Gale triggers layer on top of your cast spell (your spell will not resolve before the spell cast from Gale's trigger does) and how his ability allows you to sidestep timing restrictions and play appropriately. If you don't need to do anything on your turn, then don't! Keep a Draw/Go mentality.

> Single Card Discussion

> Notable Exclusions

> Change Log

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