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Grixis Delve Reanimator (Frontier)

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The deck started from the question: what is the fastest way I can play Dig Through Time. I looked at some of the trick cards, Aetherworks Marvel and the like, but my searching discovered that I could fairly consistently play a Dig on turn three. After this discovery, I started thinking what kind of deck I could build around a turn three Dig? Below I will go through the step by step creation of this deck:

(1) Dig Through Time. 4 copies. This was where it all started.

(2) To play a turn three Dig we really need to fill the graveyard quickly. Here are the cards I added, in the order of power level to manipulate the graveyard:

a) Cathartic Reunion. 4 copies. CR is putting three cards in the yard, even if it is countered. It discards two, and adds itself. You also get the amazing bonus of replacing all three cards in your hand.

b) Magmatic Insight. 4 copies. It is nice to put a couple of cards into the yard on turn one. Pretty much guarantees the graveyard will be stocked by turn three. the bonus of drawing two cards on turn 1 is also pretty sweet.

c) Corpse Churn. 2 copies. There were other options, mainly Tormenting Voice or Strategic Planning, however CC actually allows you to put three cards from the top of your library into the yard and itself. It is a four card net for the yard without effecting your hand. The loss is that you do not get to draw cards to search for a Dig Through Time. You do get to grab a land or get back a creature which makes this a great card do draw later in the game.

d) Collective Brutality. 2 copies sideboard. This toolbox card lets us put three cards in the yard while gaining life, killing a creature, and possibly ripping a card out of the opponents hand. The downside is that you are losing resources and not replacing them (all the other cards do not have this issue).

(3) Even though we are seeing a lot of cards early, four copies of Dig alone are not enough to guarantee us a turn three big play. I looked at some other options like Bedlam Reveler and other reduction based cards, however the delve mechanic is just the best way to have a play on turn three. Here are the other delve cards that the deck will play:

a) Treasure Cruise. 1 copy. We cannot play five Dig, so this is our best proxy.

b) Tasigur, the Golden Fang. 2 copies. He is the best delve creature. His five toughness and high mana cost put him out of reach of the vast majority of the removal in the format. He is a fantastic blocker against aggro decks, buying us some time to stabilize. Tasigur also works to help refill the yard, while drawing us cards.

(4) My next thought was "after I play my Delve card turn three what do I need to be doing"? If I'm facing an aggressive deck, by turn 4, I'm probably facing down a fair amount of damage. So what I need is a sweeper. On the other hand if I'm facing a control type deck then I need to protect my turn three play. Here is my thinking for playing against both archetypes:

a) Languish. 3 copies. If I'm playing against an aggressive deck then i am likely playing against red, humans, or CoCo decks. Languish kills basically everything we will face versus these decks, resetting the board state.

b) Sweltering Suns. 2 copies sideboard. For aggro.

c) Spell Pierce. 2 copies. Cheapest way to protect our delve spells early on. Not as effective late game, but we can just discard it later.

d) Duress. 2 copies sideboard. A good turn 1 play to rip away a counterspell or removal while allowing us to know how to plan out our turn sequences.

(5) At this point of the game we should be set up with a few specific cards that we have either kept (through draw and discard) or drawn off of our delve spells. Another question now faces us "after all the work we have done up to this point, what is it we want to be doing?". My initial thought was playing a reanimator strategy of some kind. This thought goes contradictory to the delve mechanic which essentially wipes out our graveyard, leaving us with no resources to reanimate. This is not entirely true however because when we cast our delve cards we will be able to leave a card or so behind since we are looking at anywhere from a low of 4 to a high of 8 cards in the grave by the time we play a card on turn three. The other point to be made is that our decks draws thereafter will also likely be gravefillers as we are playing 10 cards already that do so. With all this in mind I set out to carefully adress this graveyard synergy.

a) The Scarab God. 2 copies. I had this card in mind all along, but I still did not want to force matters. It is hard to remove, which matters greatly since we worked so hard up to this point to have a stacked hand. It also plays well off of a turn 4 Languish. it's true you never want Languish after The Scarab God has started to do work, but before that it is just lovely. Getting to play all the strong ETB effects off the opponents creatures from red decks and Coco decks becomes busted. Either you play your opponents swept creatures or your own discarded ones. Strong plays should exist if you simply recognizes your position as either the aggressor or controller.

b) Liliana, Death's Majesty. 1 copy main, 1 copy sideboard. She is an underplayed beast. If all I ever did was tick up and play 2/2 Zombies that would be acceptable. For this deck, as you make a 2/2 you also refill your graveyard for reanimator targets or simply helping you delve something else out cheap. Her reanimator ability is not as good as TSG, but it is reanimator on a stick that lets you bring back TSG.
There is a sideboard copy to play against decks that pack a lot of removal or struggle to remove planeswalkers.

(6) Now that we have a reanimator strategy in place, I want to play at least 8 more creatures with strong ETB's. I want the casting costs of the creatures to be reasonable as well so that we are not an all-in reanimator deck and can hard cast these creatures when needed. this means casting costs of 6 or less, and fit within the natural curve of the deck.

a) Combustible Gearhulk. 2 copies. At first glance this would not be most people's card of choice. When you look closer it is so amazing in this deck build. You never want to give your opponent a choice in MTG. The guys that originally taught me how to really play MTG years ago taught me that lesson and it stuck with me, "cards that allow your opponent to choose are trap cards that rarely work out in your favor". In this case we do not leave our opponent with a choice, they have to let you draw three cards. If they are gamblers or stupid they may take the risk, however we are playing seven delve cards that all have mana costs 6 or 8. If you hit just one of those that is total wreckage, not to mention the four and five mana cards at the core of the deck.
*Noxious Gearhulk. 2 copies in sideboard. Against aggro decks you will likely need a card to help you get back in the game to reanimate/cast. NG has removal and lifegain built in to a pretty large body with an important keyword making it hard to block. Lets you recover and then turn around and start beating.

b) Champion of Wits. 2 copies. Just fueling the overall strategy a bit further, seeing more cards and refueling the graveyard. Also, not a bad turn three play, to set things up for turn four, if we are drawing poorly in a given game. One last note is it has its own built in late game reanimation capability.

c) The Locust God. 1 copy. The deck just draws so many cards that The Locust God takes over if it sticks (and it usually sticks since it is so hard to permanently remove).

d) Hostage Taker. 2 copies. The best card we have available to effect the board at 4cc or less. Paired with TSG, we can put HT in play on opponents turn and then cast the exiled creature on our turn.
*Dire Fleet Daredevil. 2 copies sideboard. If the opponent is not playing creatures, then this is the perfect substitution.

e) Gonti, Lord of Luxury. 1 copy. Card draw on a body with deathtouch.

(7) Fatal Push. 3 copies. Three main deck slots remaining. I'm looking towards removal, and the best option is Fatal Push.

(8) Five slots remaining in the sideboard. I'm looking to have answers for the best decks I expect to face in the format:

a) Sorcerous Spyglass. 2 copies sideboard. Turns off Aetherworks Marvel, The Scarab God, vehicles, planeswalkers (Saheeli Combo), and other activated abilities.

b) Lost Legacy. 1 copy sideboard. Dismantles certain decks completely. Just remember it does not search out artifacts.

c) Disdainful Stroke. 2 copies sideboard. I looked at different counterspells: Negate, Disallow, Censor, and Dispel. I wanted something that catches the main threats, but cost 2cc or less to cast. It needs to stop CoCo. The reason I went with DS is that it also catches Felidar Guardian, Aetherworks Marvel, Refurbish, The Scarab God, Dig Through Time, and all the midrange creatures and planeswalkers. It unfortunately does not stop Emrakul's cast trigger, however it does keep Emrakul from hitting the battlefield.

(9) Mana base. Grixis is a pretty simple mana base to build. The main thing is to keep in mind the deck wants as many lands that enter untapped as possible to curve out all game.

a) Fetches.
Bloodstained Mire. 4 copies.
Polluted Delta. 4 copies.

b) Battle lands.
Smoldering Marsh. 3 copies.
Sunken Hollow. 3 copies.

c) Basic lands.
Swamp. 2 copies
Mountain. 2 copies
Island. 2 copies

Four mana slots left. I want three that produce red mana, two that produce blue, and a solid utility land.

d) Red and blue.
Shivan Reef. 1 copy. Enters untapped all the time.
Spirebluff Canal. 1 copy. Good in the early game, probably worth discarding if you're not playing it by turn three.

e) Mountain. 1 copy. I need a red source, enters untapped, and does not cost me any life loss.

f) Geier Reach Sanitarium. 1 copy. It works perfect with this deck. Fuels the graveyard for both our delve and reanimator spells. If our opponent discards a creature then we have more targets for TSG. Another thing worth noting is that once an opponents aggro deck is topdecking they no longer get any benefit from GRS, as whatever they draw off the ability must be discarded (even more likely to be a nice target for TSG).

Final Thoughts

1) You have to be very selective with what you discard. the most important thing in the early turns is that you have at least one discard card that you can play and that you make sure you keep enough lands to get you to the midgame. It is far better to discard your midgame threats then it is your card draw or lands early. Of course, there are exceptions to this rule, as you must judge each game accordingly. If you start the game with a creature (other than Tasigur or The Scarab God) I would certainly discard it freely. You have to be smart about it, and remember you want the expensive creatures in the graveyard so you can bring them back later, they are much better as topdecks or cards to draw into after the board is set up.

2) Playing any of the delve spells on turn three is explosive. By turn four you are nearly guaranteed to be sitting with 3-4 cards in hand, most of which should be what you need moving forward since you have been filtering your hand up to this point.

3) You are using your first three turns to set things up so you better have an answer for what the opponent intends to do on turn 4 (the formats action turn). Be ready with your Languish, Spell Pierce, or sideboarded in hate.

4) If you are on the draw you may need to wait until turn four to play your delve spell so you can hold up answers for your opponents turn 4 play.

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This deck appears to be legal in Frontier.

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