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stupid spells (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

Currently I have no (known) infinite combos.

Easy combos to include:

> Wincons

Some combination of kicked Rite of Replication, Gray Merchant of Asphodel, Rise of the Dark Realms, and your reanimator targets will be enough to close out most games in mid-power metas. If you find yourself getting blown out by combo, feel free to modify the list to include your own combos.

> 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

Let's talk about the reanimation cards I picked and why I picked them.

  • Reanimate: Staple. Hits any graveyard and costs a single black mana.

  • Persist: Only hits your graveyard, nonlegendary creatures, and the creature comes back with a -1/-1 counter, however it's the second cheapest reanimation spell behind Reanimate. Our deck is built with nonlegendary ETB creatures to synergize with both this card and Rite of Replication.

  • Stitch Together: We can pretty easily hit Threshold, and once we do this spell gets better than Persist.

  • Victimize: 3CMC reanimate two. Just requires sacrificing a creature. Best case we can sacrifice one of our ETB creatures so we can reanimate them again.

  • Connive // Concoct: A lot of flexibility on this card. Connive can steal a creature CMC 2 or less. Concoct comes loaded with Surveil 3 prior to reanimating.

  • Extract From Darkness: Everyone at the table Mills 2, then reanimate a creature from any graveyard.

  • From the Catacombs: Reanimate from any graveyard. Can be repeatably cast from the graveyard. Introduces the Initiative into the game. Solid card.

  • Ghouls’ Night Out: 5 mana to get the best ETB out of everyone’s graveyard. I don’t really care about decayed at that point.

  • Incarnation Technique is slept on. Mill 10, reanimate 2 for 4B is a crazy rate.

And now for the rest:

> Notable Exclusions

  • Dread Return: 4CMC reanimation with a flashback. It only sees our graveyard. The flashback cost of sacrificing 3 creatures is tough in this deck, and the flashback is just back up for Gale. Wanted to try out the more flexible 5 mana reanimators with the cost reducers we're running.

  • Animate Dead / Dance of the Dead / Necromancy - These are fantastic reanimate spells. I don’t feel I need them in this spellslinger build.

  • Razaketh, the Foulblooded, Vilis, Broker of Blood, other Legendary reanimator target - I cycle through reanimator targets to keep it fresh. Run whatever bombs you want. This latest build runs ETBs that synergize with Displacer Kitten and Rite of Replication.

  • Codex Shredder - Combo piece with Hullbreaker Horror. Outside of that, felt very low impact. Didn't need the combo to win.

  • Pact of Negation / Force of Will - mentioned above. Multiple free counterspells to protect a combo win is probably too strong for my meta. Feel free to make swaps and include them.

  • Fast Mana - Feel free to power the deck up. Would allow greater consistency to combo with Hullbreaker Horror

  • Rhystic Study, Mystic Remora - These are generically awesome card advantage sources. I don’t feel I need them in this spellslinger build.

  • Bolas's Citadel / Sensei's Divining Top / Aetherflux Reservoir - I've done it enough in the past. Cards, while super good, are "goodstuff" and not synergistic with what I'm trying to do Gale-wise or Reanimator-wise.

  • cEDH quality UB combos - I'm not interested in running these. Feel free. I wanted to stay on theme with reanimator.

> Change Log

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