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Copy of: The Old Man and the Sea (Runo Stromkirk Reanimator) (EDH / Commander)

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Reanimator // Sea Monster Tribal Deck commanded by Runo Stromkirk


Deck aims to:

  • Cheat out big sea creatures using reanimation
  • Make copies of sea creatures using Runo and shapeshifters
  • Run a mill/theft subtheme to play their best creatures and spells (UNDER TESTING)
  • Keep flavor restricted to largely Cthulu cult / ocean dweller vibes
  • Remain relatively budget (at time of purchase)

>Introduction

When Runo was first spoiled, I knew this was the card I had been waiting for. After testing out Aesi and Arixmethes for sea monster tribal but not being happy with the flavor, Runo provided the deep sea horror and Cthulu-esque flavor I was looking for. Add in that I love graveyard-based decks, and I was sold. I initially created this deck as a very traditional Runo deck - reanimate big sea monsters and make copies with Runo. In my casual pod, he quickly became one of my stronger and more fun decks to play.

Now I pretty consistently play in the same pod, and that pod very quickly grew to fear Runo. He became a removal magnet. This, along with the release of the the more cool Cthulu-esque horrors in CLB, led me to lean more into mill, which was already partially in the deck from the onset. So far I've found the deck functions better with the mill subtheme, with Runo himself being less needed for a win. His infamy also led me to playing a lot more interaction and counterspells in order to politic, control others' board, and protect my own.

One thing to note is I often prioritize flavor and pet cards over power. I'll also run some cards for the sake of fun, janky interactions. I'll write about some replacements and suggestions for other cards to replace some of these cards, but in some ways this deck is less optimized than it could be.

>Gameplan

The goal of this deck can vary a bit game to game but usually alls amounts to getting Runo out, flipping him, playing a key creature (see below), and copying that creature for the win. All the while protecting my board and controlling my opponents' boards.

Important to this is ensuring that Runo will transform the turn after he is played. To do so I run some top-deck manipulation (Brainstorm, Contingency Plan, Otherwordly Gaze), but the most consistent way is usually Runo's ETB and ensuring there is a 6+ MV creature in the graveyard before he hits the board. To that end I usually will be looting-effects and self-mill to make sure that's in place before I cast Runo. I also usually like to have some form of protections (boots, counterspells) before I cast him given the hate he attracts.

With the new mill aspect, I occasionally will shift my priorities. If I'm struggling with Runo or if I have some good mill payoff in place, then I might focus more of using the mill and theft aspects. That's harder to write on here since it's so dependent on the opponents' decks. This is usually a plan B, but sometimes I can steal gamechanging cards that really change things up.

>Single Card Discussion

>Key cards

  • Serpent of Yawning Depths - This is probably one of the most important cards in this deck. It ensure Runo can safely attack in order to copy cards and allows non-evasive big beaters to connect for free.

  • Spawning Kraken - This card can get out of hand quickly with Runo. Just swinging and connecting with it and Runo, and suddenly your board is flooded with massive beaters. Even if the tokens don't have built in evasion, once you have enough it doesn't really matter.

  • Hullbreaker Horror - I don't think I need to explain why this is a great card given how effectively it can control the board, but what's even better is having multiple.

  • Stormtide Leviathan - An 8/8 with built-in evasion and that potentially stops opponents from attacking and doesn't stop Runo. Very nice card to cheat out early against aggro and go-wide decks.

  • Wonder - Having all your creatures have flying is great evasion for the big swings this deck often wins through. Better yet there are many ways to get this into the graveyard and, once there, it is a harder card for opponent's to interact with without grave hate.

  • Unmarked Grave - Obviously this is a good card given that most of key cards above aren't legendary. I'll pick what I need given the boardstate but I feel like Wonder is my usual default target.

  • Shadow Kin - This card has put in work! I don't see it in many other Runo decks but it can help you cheat out and find one of the key sea monsters or steal something great from an opponent. And while the exile clause is a bummer, it could also be removing a key piece from an opponent.

  • Sludge Monster - I still think this should have been a kraken based on the art but oh well. Even if I'm not getting two copies, just the one is nice enough to slime down an opponent's key piece on the board. The multiple copies also ensure that removing just one won't end the effect. I've had a copy games where I've really locked things down with this card.

  • Sea-Dasher Octopus - Definitely a nice little bit of card advantage when stapled onto an evasive body but the other (jankier) goal with this card is stripping the Legendary typing off of creatures so Runo can copy them, notably Zellix, the Sanity Flayer.

  • Incarnation Technique - Another great card. Can help fill the graveyard and then brings up to two creatures onto the battlefield for 5 mana. Also a nice bit of politics since it can be used to bribe an opponent and also might put something nice to steal later into their graveyard.

  • Whelming Wave - This ideally is almost an asymmetrical board bounce since it often won't be hitting my creatures (except the horrors unfortunately). Good to keep opponents' boards under control or clear the board for a big attack.

  • Mystic Reflection I love this card, it's just so versatile. I can have my own tokens enter as one of my key cards or something an opponent has, or I can have an opponent's commander enter as a harmless creature.

>Other cards of interest

  • Dimir Keyrune/Mutavault - So in some way these are less optimal than other options, but they are here as they have the potential of being copied by Runo as a janky form of ramp. Usually there are better copy targets by the time Runo is transformed but having the option is nice if I'm lacking mana.

  • Zellix, Sanity Flayer - I've been really enjoying this inclusion. More often than not, I'm milling myself with it early game and opponents late game, all the while getting some nice chump blockers with it.

  • Gyruda, Doom of Depths - Nice mill/recursion effect on a decent sized body, can hit some of the key cards, and this ETB can be repeated via cloning with Runo.

  • Lier, Disciple of the Drowned - I run Lier mostly for the flavor but also because being able to recast milled spells is nice, especially the reanimation ones.

  • Captain N'ghathrod - 100% here because I think its a very cool card mechanically and aesthetically. I try to run some horrors to support the captain's second effect but worse case it can somewhat support itself and there are other cards that are milling opponents as well.

  • Drown in Dreams - Love the versatility on this card. Great way to fill my graveyard if I'm focusing on self mill or mill an opponent if I have mill payoff in place.

  • Perpetual Timepiece - Can be used to self mill and can be used to save key pieces in the graveyard from graveyard hate.

  • Mirrorshell Crab/Sword Coast Serpent - Really these are just control spells in my mind that could also transform Run - I very rarely actually play them as creatures.

  • Uchuulon - This can get out of hand quickly if I'm milling a creature-heavy deck, but the other reason I run this is as graveyard hate. As much as I want to leave things in opponent's graveyards for me to steal, its also important to make sure I'm not giving my opponents too much of a leg up if they can interact with their graveyard.

  • Aboleth Spawn - I have yet to get this things to work but the flavor is too on point to ignore. One day I'll copy a spicy ETB.

>Changing the Deck

I don't feel the need to list the innately good cards that I don't run largely due to budget contraints (e.g. Cyclonic Rift, Rhystic Study) nor land upgrades. Those are, in my mind, obvious upgrades. This will focus more on the cards I excluded for other reasons, namely flavor, which would make this deck stronger if played.

>Notable Exclusions

  • Quest for Ula's Temple - I had this card in this deck but I never got it to work in time, its just a bit too slow unless you start with it,

  • Obsessive Stitcher - This is a greater looter which also serves as recursion. I'd run it if I didn't hate the art. Would be an upgrade to a looter effect like Wharf Infiltrator

  • Junk Winder - Don't like the art (there is no ocean) but would be a strong control effect if Runo is transformed and copying things.

  • Icebreaker Kraken and all the snow lands - I run the MID/VOW black and white full art lands and don't want to replace them with snow lands otherwise this would be another good control piece.

  • Most legendary krakens (e.g. Brinelin, the Moon Kraken or Tromokratis) - I see these in other Runo decks but personally I try to avoid them since Runo can't copy them and I feel I can often find a better substitution. Same applies to Inkwell Leviathan which Runo can't target.

  • Breaching Leviathan - The ETB is only if cast from hand and while it could be a very big body to copy, I don't feel the need to run it (also its a bit pricy)

>Potential Cuts

  • Screaming Swarm - I love the art. It can transform Runo and sort of be used for topdeck manipulation but this probably should be the first card to be cut if looking to upgrade.

  • Captain N'ghathrod - I included this for flavor reasons, but this would really shine better in a true mill deck.

  • Court of Cunning - I'm debating this one. It does give consistent mill and adds Monarch into the game which can be fun, but I'm not sure this deck is best equipped for defending the crown so it might just be giving another player card advantage.

  • Wharf Infiltrator - Once again a flavor inclusion that has a looting effect. I usually don't have issues with having it connect but there are more consitent looter cards.

  • The non-self mill cards in general - Ultimately I'm still experimenting with whether this was a good change. I feel like what I cut for it wasn't a huge loss - but with an unlimited budget - the mill subpackage could be replaced with more efficient cards to make the main strategy of Runo work even better.

> Cards I am considering

  • Mirror Box - This would allow me to get around the legends rules and provide a small buff the the original creature. I'm debating whether it's worth a slot though.

-Scroll Rack - This would allow for greater topdeck manipulation. I'd likely test run it if it didn't cost $15 - too big of an investment for something I'm not sure of.

-Strionic Resonator - This would allow me to namely copy Runo's copying effect. However I question whether this is a win more card at that point. I briefly ran this card in the deck but never got to play it - maybe I need to test it more.

-Swiftfoot Boots - I cut these for Lightning Greaves but given the hate Runo and key cards can draw, extra protection would likely be a good idea.

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