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Wizards Combo Control Reanimator (Highlander)

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This my spin on highly competitive Esper. For the first time, I built a deck from the colors to the general, meaning I didn't settle on Sen Triplets until fairly late in the build. The first generation of the deck concept was Demonic Consultation/Laboratory Maniac with Oona as the general. But after a little testing I determined that the graveyard was too valuable a resource to exile willy-nilly (unless Teferi is out to protect the combo, which just adds another piece). I also happened to run across the "glorious" combo: self-mill with the well-established Cephalid Illusionist/Shuko and then win with Dread Return targeting Angel of Glory's Rise, in turn targeting Azami, Lady of Scrolls and Laboratory Maniac, which results in tapping a wizard to draw a card on a empty library triggering the Maniac's win condition. Obviously vulnerable to all sorts of hate, speed and counter magic would be important considerations if this concept would really take shape.

Plan A would be the self-mill combo, which includes Nacromoeba, Bloodghast and Fatestitcher to make sure there are enough creatures to flashback Dread Return. Plan B is to run a looter/reanimation package to pitch those otherwise-worthless combo pieces, along with fatties like Jin-Gitaxias, Core Augur and Vish Kal, to recur and pressure opponents early. Plan C is a wizard-centric milling strategy featuring Sage of Fables, Altar of Dementia, and either Glen Elendra Archmage or Puppeteer Clique, which in the alternative also works with Void Maw, Fatestitcher, and the Altar. Void Maw is also underrated graveyard hate and beater. The counter suite is headlined by zero-cost spells and Teferi, Mage of Zhalfir. The Vedalken Aethermage is an especially effective tutor in this deck because it can fetch either the Illusionist or a Trinket Mage, which in turn fetches Shuko. Finally, the general acts as another counter against your most permission-based opponent, virtually forcing the blue player to counter it, resulting in a worst-case scenario of one less effect to stop your combo and best-case of overwhelming control.

Other interesting interactions include Kederekt Leviathan combined with the reanimation enchantments (repeatable Devastation Tide for 2 or 3 mana, thank you very much). Sun Titan also is amazing with those same enchantments and is generally awesome. Efficient draw, ramp, removal and counter suites round out the deck; I love how the transmute 2 cards can fetch a bomb like Cyclonic Rift. Austere Command and Merciless Eviction are also versatile removal options that shine here.

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