Alright, I've always been a Johnny at heart, and Magic Duels is a pretty tough landscape for building a combo deck. But today I finally found one that seems to be fairly competitive, fun to play, and solidly in the combo camp. I'd love some suggestions on how to improve it / play it better.
Without further ado, I present my first deck on the forums:
Grixis Reanimator(Combo + Control)Removal/Sweepers3x
Sinister Concoction2x
Lightning Axe3x
Fiery Impulse2x
Radiant Flames2x
LanguishEngine2x
Oath of Jace2x
Fevered VisionsReanimation Spells3x
Necromantic Summons2x
Rise from the Grave2x
Ever AfterPayoffs/Targets2x
Prized Amalgam1x
Linvala, the Preserver1x
Greenwarden of Murasa1x
Sire of Stagnation3x
Plated Crusher2x
Breaker of Armies1x
Kozilek, the Great DistortionLands (26)1x
Island7x
Swamp2x
Mountain4x
Evolving Wilds2x
Wandering Fumarole2x
Smoldering Marsh2x
Sunken Hollow2x
Drowned Catacomb2x
Sulfur Falls2x
Dragonskull SummitCurve: It looks pretty bad at first blush...
Cost | 1 | 2 | 3 | 4 | 5 | 6 | X
Number | 8 | 0 | 8 | 2 | 5 | 2 | 9...until you consider how our lands get played, especially given how many enter tapped. A typical game is:
Turn 1: Play a tapped land (0 Mana open)
Turn 2: Play a tapped land (1 Mana)
Turn 3: Play an untapped land (3 Mana)
Turn 4: Play a tapped or untapped land (3 or 4 Mana)
Turn 5: Play an untapped land (5 Mana)
And suddenly the 1 - 3 - 5 mana curve makes a lot more sense.
Mana Source reasoningI defer to
Frank Karsten's math here.
We expect to play a tapped land on turns one and two (alongside a 1 mana play), then mostly untapped from there.
This gives (counting Evolving Wilds as 3/4 of a source for each color):
12 Blue sources - All of our blue cards start on turn 3, which means we need 12 sources for a 90% chance of playing them on curve. Perfect!
18 Black sources - Exactly enough for a 90% chance of turn 4 Languish. Sinister Concoction might be a reason to add more, but we can get away with casting it alongside a tap land on turn two and cracking it later.
13 Red sources - We'd want 14 (and 14 untapped at that!) for a 90% turn one Lightning Axe or Fiery Impulse - but we expect to play a tap land on turn one. If we're trying to play Lightning Axe / Fiery Impulse turn two, this is just right.
This mana base is optimized for casting our spells, and nothing else. We don't have any space for value lands in a three color deck. If you did this in two colors, there's likely space for two Drownyard Temples - but not here, unless you want
all your lands to come into play tapped.
StrategyThe goal of this deck is to survive the early turns by bringing in some of the most efficient removal and sweepers in the format while discarding some big dumb idiot into the graveyard to bring back on turn five.
When you're intentionally trying to put junk into the graveyard, Lightning Axe becomes the best Fiery Impulse you've ever seen, and Sinister Concoction is a better Doom Blade. Of course, we don't always have things we want to throw away, which is why I dropped down to just two Lightning Axes from my original playset, and added in some Fiery Impulses. Radiant Flames and Languish do the same job they do in every control deck; keep that board clean. I don't think
Kozilek's Return makes the cut when we rarely cast our Eldrazi, but it's worth consideration.
While doing this, we ideally want to stick Oath of Jace or Fevered Visions. Oath of Jace is excellent for finding lands and tossing reanimation targets. Fevered Visions consistently feels like the best card in this entire deck if you cast it on curve, despite not being part of the ostensible combo. We will always have fewer cards in hand than our opponent, our spells are cheap, and the damage is enough to mean we only need one swing to win, rather than two.
Once you hit five lands, start reanimating things! Here are some ideas for target selection (which will also inform which ones you should focus on tossing into the graveyard):
Always - Greenwarden of Murasaa. The right play here is reanimate Greenwarden, get back your reanimation spell.
Unknown Opponent - Plated Crusher or Breaker of Armies. Plated Crusher is the safe play, and a good choice if you only have one reanimation spell. Breaker of Armies has higher upside, and is likely worth the risk with backup reanimations.
Ramp - Sire of Stagnation if you have the reanimation spell in hand and think you can beat them to ten lands. Otherwise, Kozilek can tussle with most of their creatures (and sometimes counter a payoff). Keep in mind that you can reanimate from their yard as well - they may have better targets than you. Breaker of Armies is better than Plated Crusher here.
Aggro - Linvala, the Preserver - and you'll probably get it killed in combat just to reanimate it again. Plated Crusher is also a wall they can't remove / tap / bounce.
Control/Mill - Plated Crusher just wins on its own, and is fantastic at eating through Planeswalkers like Ob Nixilis or Sorin (if you even care). Of note, against a pure blue control deck, take care to avoid playing your reanimations into their counter spells. The value of a resolved Plated Crusher is so high against them that you can afford to go multiple turns without doing anything if that's what it takes to play around
Spell Shrivel and
Calculated Dismissal.
Elves/Aristocrats - Breaker of Armies reigns supreme and sweeps the board.
Fleshbag Marauders make the Plated Crusher plan worse than usual.
Good-Stuff Creatures - Kozilek if you have a 3-mana card in hand, Plated Crusher if you don't. The goal is dodging Reflector Mage and Bounding Krasis.
One last consideration is that Sire of Stagnation and Breaker of Armies can be cast au naturel. You also can (and should) cast Prized Amalgams in aggro match-ups, then trade them off just to bring them back.
MulligansIn Magic Duels, you get a free mulligan to 7 cards. Many decks do not take advantage of this - we do. This deck mulligans a lot (much like the reanimation decks of more established formats). We have a lot of mismatched pieces, but if we put them all together, we don't need as much card advantage to win. You should take your free mulligan for most initial hands that fail
any of the following criteria:
1) Has 2-4 lands (2 is acceptable on the draw, probably not on the play without Oath of Jace or Fevered Visions)
2) Has some form of removal
3) Has a fatty and a discard outlet
*or* a reanimation spell and a card advantage engine
You should probably mulligan at least a third of your opening hands, possibly as many as half. This deck can (and will) win on 6 cards.
Card ChoicesSinister Concoction, Lightning Axe, and Oath of Jace are the ways we dump junk into the yard, and all of them are fantastic. The only question is how many cards do you want to be chucking in a normal game. I've found having full playsets of all of them to be just a little too much, and Lightning Axe is definitely the weakest. Sinister Concoction is also notable for dealing you one point of damage, so that Linvala heals for five, as well as tossing an extra (random) card into the yard. Both are instant speed one mana removal for most threats in the format. Oath of Jace is usually used to draw into lands (and we badly want to hit five lands on curve if we can).
Fiery Impulse is the best cheap instant speed removal that doesn't come with a drawback, and we can turn spell mastery on at will if we really need to. Not much to talk about here. Same for our sweepers - Radiant Flames is always for three and Languish clears most boards. Don't be afraid to Languish with your own creatures out - we're not here to get chump blocked.
Fevered Visions is flat out amazing. A pure 1-drop aggro deck is probably the only opponent we don't want to cast this against - and I still might if I had it on turn three. It usually draws us five cards and deals 6-10 damage. Even if it gets removed, all the enchantment removal in the format is sorcery speed (aside from Anguished Unmaking - and I'd much rather it target this than our finisher), so we still get a replacement card.
Reanimation Spells: we're playing two short of the maximum. During a normal game, I get between one and three payoffs into my yard - which is enough that the second Ever After feels like overkill. It's also one more mana, can't target opponents, and can't be returned with Greenwarden. Rise from the Grave is just a worse Necromantic Summons, so it should obviously be cut first. As for totals, I'm still playing around - but six has been enough that I usually see two during a game. Extra creatures can sometimes be cast, but these cards are dead without a target, so having fewer reanimations than targets feels right. You can also draw into these, but you need targets early to discard to your kill spells.
Targets: First, Prized Amalgam. It's not spectacular, but it feels like a freeroll, and I'm hard-pressed not to play it. We can even cast it as a 3/3 blocker for 3 before bringing it back. It also serves as excellent protection against Fleshbag Marauder.
Linvala: The best possible target against aggro. It's usually a 4-for-1, and we can bring it back again when they kill it. She can stabilize games nothing else could. She's also one of the best flying targets in the game, in case you need reach or evasion.
Greenwarden: Pure value, since it gives you back your reanimation spell. You can also just keep looping it against a deck with a ton of kill (but not exile) spells - let it die, then reanimate again, getting back your reanimate. Rinse, Repeat.
Sire of Stagnation: A silver bullet against a ramp opponent below ten lands, but also fairly powerful when naturally cast on curve. Discard him last unless you're against ramp and already have a reanimation spell in hand.
Plated Crusher: The best creature for denying interaction. Can't be targeted, can't be chump blocked. The extra point of toughness over Gaea's Revenge is nice, but trample is the real reason for this choice.
Breaker of Armies: Wrath-on-a-Stick. Can't stop it without being unable to block, which usually involves attacking... into him. Bad against fliers and unconditional kill spells, otherwise great. Can be cast from hand in very long games or games involving Fevered Visions.
Kozilek: Good for closing out a game, especially alongside a few removal spells - and his activated ability is very real. We have a lot of three mana spells, which conveniently counter Anguished Unmaking and Fleshbag Marauder. Kozilek plus Fevered Visions is a (soft) lock.
Lands: The only land worth calling out is Wandering Fumarole - it can often close out a game, alongside Kozilek or Breaker of Armies screwing up blocks.
Cards that didn't make the cut (and why)Removal:
Dead Weight is the notable absence here, as another 1 mana removal spell. That said, the usual justification for this card is delirium, and we don't have any. Without that, it's just a worse Fiery Impulse, and we aren't even maxed out on those.
Kozilek's Return is the missing wrath, and might be justifiable depending on the meta. I find most things I care about have more than two toughness (and triggering the second ability is very unlikely) but instant speed might be worth it.
Grasp of Darkness is also a very good card, but it puts a strain on our mana base that we can't afford without massively increasing the chance our lands come into play tapped, or cutting a color. There is a U/B version of this deck that might play three Grasp and some number of Dead Weight, but it feels a lot weaker.
Fiery Temper is also not here, because triggering it when you want to is unreliable and warps your play too much. We don't care about burn to the face, so it's mostly a restrictive Fiery Impulse.
Discard Outlets:
Jace, Vryn's Prodigy is the odd man out here, as a looter + snapcaster seems to be exactly what a reanimation deck wants. Unfortunately, it feels really bumpy in the current configuration. It's hard to cast on curve (we'd want more blue mana - but more importantly, more untapped turn two mana), it doesn't do anything for a turn, and then it gets to loot once or twice before flipping into a walker we can't protect. It also turns on all our opponent's fiery impulses and languishes, while turning off our own for a few turns. Was unimpressive in testing, though he could easily make the cut in a deck that solved some of those issues. Other discard outlets such as
Heir of Falkenrath /
Call the Bloodline / etc: if it doesn't generate serious value on its own, why play it when there are cards that do? I'm already shaving a Lightning Axe, and all of these feel much worse for a control deck than that.
Catalog is more my language, and saw play when I was just U/B, but there are enough good cards in Grixis that I don't think a card that cycles for 3 mana makes the cut. Playing Catalog on turn three against aggro doesn't feel good.
Reanimation Spells: We're playing all of them. Any questions?
Targets: We've got most of the big guys, but there is probably room for improvement here. The other targets I considered were:
Ulamog, the Ceaseless Hunger - Used to be in the deck, but just doesn't do enough. It's always the second best choice - second best at denying interaction, second best at closing games, second best at blocking, etc. We see enough cards that we can usually find something better.
Alhammarret, High Arbiter - A decent body with a decent ability, but not
quite good enough. Any deck that can remove him will often have two removal spells, and their first unlocks the second again. A 5/5 (or even 7/7) flier doesn't close fast enough, and he's bad on defense because he has no self-protection.
Omnath, Locus of Rage - A good way to go wide. Unfortunately, too often we just don't have any lands by this point. It doesn't have great combat stats, it can't force a wrath, it doesn't stop fliers, and a single remove spell ruins it. Most honorable mention, though - when it goes off, it
goes off.
Gaea's Revenge - Feels like a worse Plated Crusher in every matchup except Mono U mill. It blocks worse, it gets chumped, and in SOI there are even kill spells for it.
Kothophed, Soul Hoarder - Wins you games you would have won with anybody else, and loses you games you wouldn't have lost. We don't have lifegain, we can't afford to swing with it, it's just not the right card for this deck. It is a big dumb flier, though, so if that's what you need... Bonus points for being castable from the hand.
Boonweaver Giant +
Knightly Valor or
Consecrated by Blood /
Desolation Twin /
Eldrazi Devastator - These are all big stat boxes, with nothing else to recommend them. Given that Ulamog is already a
bad target most games, I'm hard pressed to justify Desolation Twin. Devastator is the best trampler, but the hexproof from Plated Crusher is worth so much more. Boonweaver + Valor is probably the best vigilant creature which is nice - but it still dies to removal, only brings a 2/2 for value, and costs us a second card slot in the deck for the aura. Might be worth it, but I'm not convinced. Probably good against aggro... but so is Breaker of Armies.
Conclave Naturalists - Sometimes you really need to remove a troublesome artifact or enchantment. Unfortunately, you won't win a lot of games with a 4/4 on turn five. I think you're usually better picking a different target and hoping to kill them before it matters. Of note, the most feared enchantment is usually
Sphinx's Tutelage, and we can race that with Plated Crushers they can't remove.
Now you're cooking with too much gas: Archangel Avacyn /
Emeria Shepherd +
Plains - If you really want to
combo somebody, these are some fun cards. They might even be good enough to justify an Esper version of this deck running a different removal package. Note that the Avacyn - Breaker of Armies synergy is amazing... but they are not for this Grixis deck.
Other interesting cards:
Chandra, Flamecaller - Karsten mana math says we're 2 red sources short of casting this reliably, but it might even be good enough for turn 8+. All three modes are very relevant for this deck. Under consideration.
Jace, Unraveler of Secrets - Much worse for the deck than Chandra. None of these modes will win us the game, which is pretty meh for a five mana card we can't cast on curve.
Ob Nixilis Reignited - This guy can be cast on curve - but would we want to? Drawing at the cost of life is okay, but not great. We don't have a lot of life to spare, and a lot of our draws are dead lategame. We need to line up fatty + discard outlet or reanimate + fatty, and we're playing a 26 land deck that doesn't thin much. Turn five is too late to matter against aggro for killing a creature, and we're not here to prolong the game against anybody else because we only get one or two good threats before we run out of gas. A powerful card, but this is not his home.
Erebos's Titan - A good blocker, sometimes indestructible. Synergy with reanimating from your opponent's graveyard, discarding your own reanimation target to his ability, and playing him from hand. Given all that, though, the mana requirement is a killer. Hard to justify in three colors. No denying the power, though.
Mindwrack Demon - A flying blocker (with trample!) you can play from your hand that helps you mill a bit. Delirium is... questionable, though. You'd probably need to play Dead Weight. Taking damage off of him is unacceptable and will lose you the game. I think Languish or tap land / Radiant Flames is a better turn four play, but he's under serious consideration.
Kalitas, Traitor of Ghet - The premier lifelinker in the format right now, with some other nice abilities. Probably playable, not sure what I'd drop. Him alongside Radiant Flames is a delight, Languish slightly less so.
Jorubai Murk Lurker - Did somebody say lifelink? Using this with a reanimation target probably closes a lot of decks out of the game - the question is whether you can afford to take a turn to play him (and how much value he brings by himself). If your meta is mostly aggro, I might run a full playset. If it's mostly control or ramp, get him out of here.
Ghoulsteed - Adorable, but bad. You don't have
that many spare cards lying around. Mostly good for triggering Prized Amalgam; might see play a lower to the ground, grindier version of this deck.
Drownyard Temple - How many colors are you playing? If you said two, play this land. If you said three, don't.
And that's a wrap...I'd love any feedback or suggestions to improve this deck - it's been a ton of fun to play, as one of the few competitive combo decks in Magic Duels!
Look at that beautiful curve (of colored mana):It also really really amuses me that the deck builder thinks this deck uses all six possible "colors".