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Deck Comments / Re: Eldrazi Reanimator, Because Fuck You - Comments
« on: September 17, 2015, 07:50:14 pm »
Actually, the idea is to have any one of the eldrazi (preferably That Which Betrays) hit the field turn three, four if you're running slow. Turn two is the earliest (1: Swamp, Memory Sluice yourself, 2: Swamp, Exhume / Animate Dead). I run twelve eldrazi to increase the chances of hitting them with Memory Sluice (it's currently at about 50% with a first-turn Memory Sluice, which is actually lower than I'd like).
Typically, however, Memory Sluice is not in a viable opening hand. More commonly, I run twelve eldrazi because it raises the chances of seeing an eldrazi in your opening hand to 90%--actually, more like 93%, because you should always take the draw. A regular game goes thus: 1: no action, discard eldrazi, 2: Swamp, 3: Swamp, Exhume / Animate Dead. This works excellently against pretty much any deck that does not ramp like crazy, as annihilator 2 or 3 will lock down most opponents early game. Decks that accelerate fast enough (for instance, I have a UG infect deck that pumps Glistener Elf as its primary mechanic) can beat this curve, but most slower decks cave to it in all the right ways.
Typically, however, Memory Sluice is not in a viable opening hand. More commonly, I run twelve eldrazi because it raises the chances of seeing an eldrazi in your opening hand to 90%--actually, more like 93%, because you should always take the draw. A regular game goes thus: 1: no action, discard eldrazi, 2: Swamp, 3: Swamp, Exhume / Animate Dead. This works excellently against pretty much any deck that does not ramp like crazy, as annihilator 2 or 3 will lock down most opponents early game. Decks that accelerate fast enough (for instance, I have a UG infect deck that pumps Glistener Elf as its primary mechanic) can beat this curve, but most slower decks cave to it in all the right ways.