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Trying to make this deck work. I have tried it multiple ways and I just cannot get it to feel totally right. This is the closest I have found to achieving my goal.
The problem is that if you play Waste Not on turn 2 you have an engine that can fuel you. The issue is any deck that is to be successful cannot hinge totally on playing one particular card early in the game. Now playing a Waste Not on turn 4 after you have drawn a ton of cards is still a good play, but in Frontier setting up on turn 4 may mean you are dead by turn 5.
So I looked for a back up plan. If I do not draw Waste Not in my opening hand then I need other ways to win. My thought is, come turn 4, what will I generally have going on? Well, I will have a pretty stocked graveyard. Let's work with that.
Options:
1) Reanimator: Load up with devastating creatures to get back in typical reanimator style. This could work. Ever After, Refurbish, and other options could fish out Gearhulks or Eldrazi.
2) Self-reanimating creatures: I also considered playing creatures that can be played out of the graveyard and repeating creatures. I felt that these creatures did not have enough size to compete heads up with our opponents turn 4 and 5 plays. If I went this way it would need to be in a grindy build with lots of mass removal, where I win the war of attrition.
3) Graveyard matters spells: Delve, Aftermath, and Delirium work perfect with what we are doing here. A stocked graveyard to manipulate is a weapon. I have a stocked hand (remember I am not discarding into the graveyard only, I'm getting a hand reloaded each time I do this). Now I still have cards in hand while having a graveyard toolbox that amplifies the cards I draw, while also serving a purpose themselves in replayability.
I decided to go with option three. I feel the deck has creatures that threaten our opponent, but their strength is that being threats to attack is their secondary function. Dark-Dwellers makes our removal and card draw that much better. Mindwrack Demon fuels our secondary strategy. Tasigur and Reveler draw cards. Our ultimate finisher is Empty the Pits. After dumping my hand a couple times, drawing into a Pits is just a blowout.
The other great part of the deck is the cost reduction on the creatures. Many games you will get to play Hollow One for one or zero casting cost, Bedlam Reveler for as low as 2, Tasigur for 1. This cost cutting allows for some turn 4 and 5's where you get to play a strong spell then follow it up with a midrange powered creature for nearly free.
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