We all know the Selesnaya Unearth Build is the best. Duh.
This is my review of Dream Maker's "Cold Death" decklist
There is a lot of synergy and interactions in the decklist that are not immediately apparent. I have seen similar decklists that try to generate synergy via undying evil and specters, but this deck does it better than most of them. The deck is a solid performer and has a lot of synergy once you get going. While there is not much in the way of dedicated "answers," the deck has multiple ways of generating card advantage and some solid control elements. Brain maggot gets incredible value here, because of undying evil, peel, and rescue. You can plop brain maggot on the board and you have multiple ways of protecting it. The late game plan is to stick fatties on the board and be able to protect them with undying evil, or use rescue to get them back. Sheoldred feels pretty damn safe here.
The deck is consistent in the sense that there are multiple copies of important spells. You also have a lot of creatures with good EtB effects and a lot of ways of potentially exploiting those effects. Unfortunately, exploiting the effects usually relies on specific plays by your opponent. Undying evil requires your creatures to die, and shadowborn demon is the only repeatable sac outlet. Peel from reality does not just require that your opponent has a creature, it generally is a bad play to bounce a creature with a good EtB effect unless you can immediately hit them with brain maggot. Eventually you will get your opponent topdecking and the deck starts to function much better, but players who are smart enough to hold on to spare lands generally will not reach top deck mode any time soon.
The matchups are pretty uneven. This is a slow deck that has all sorts of ways of hosing other slow decks, especially those that aim shocks at your specters. Every time a control deck tries to exchange a removal spell for one of your creatures you enter into an uneven exchange - if you can successfully give one of your dudes undying in response, you not only get to keep your creature, but it gets +1/+1 and you get another EtB trigger. Peel and Dunrova Horror are powerful tempo plays against decks that ramp up into big, powerful creatures. You can also block non-trampling creatures all day long with undying and peel. Unfortunately, all this versatility and synergy starts on land drop 4. The deck has no board presence and no board interaction below 3 mana, and UB does not have access to sweepers. The matchup against decks that go wide or open with very aggressive early turns is bad.
If I had to nominate a best card for this deck it would be brain maggot. Getting multiple EtB triggers from the same maggot isn't helpful, but it is the most important early play in this deck as it helps to slow your opponent down or remove key cards such as anger.
The worst performer in this deck by a significant margin is frost lynx. It is nice in theory to have a wide selection of EtBs so that you can decide which creature to block with / peel. But this deck is just stuffed with ways of dealing with big, slow creatures. This isn't a deck where I want to dodge my opponent's creatures and sneak a few points of damage in, so it is generally just a one turn fog for one creature.
I thought about possible changes in a few areas. Having a way to sacrifice your own creatures would be really nice, but black sac outlets are crap, so I don't see any way to make undying evil more reliable. Next I thought about adding lower cost blockers -
Tidehollow Strix is an attractive undying target. But again this would have the same issue as the lynx - the deck is already pretty good against big creatures.
Vicious Hunger is actually looking attractive here, if paired with archaeomancer, since archaeomancer has a great EtB. I think the life gain is very relevant to this deck and the life loss of ulcerate should be avoided.
Think Twice is generally a very good card, but its a fairly poor performer here. It is great in decks that exploit its two spellcasting triggers and great in decks that want to leave mana open anyway. This deck does neither. I found it extremely difficult to find the spare mana to cast think twice here.
Graveborn Muse is much more attractive. I also think a singleton bident might be nice as a third card draw engine.
Lastly, I like the idea of a singleton suffer the past to help exile certain nasty graveyard cards, source of healing, and potential alternative finisher, but I couldn't find the cut.
In sum, I would want to test:
-4 frost lynx
-4 think twice
+3 vicious hunger
+2 archaeomancer
+2 graveborn muse
+1 bident of thassa
At first blush, this is a net cut of 1 two drop and 4 three drops in favor of adding 5 four drops, but think twice really costs five mana to do anything. The net result is a smoother mana curve. I also think the deck can support more four drops My goal with these changes is to smooth the deck out a bit - have a better game against token producers in the early game, have archaeomancer to recur whatever spell is critical in a given matchup (and add a broader range of EtB effects), and have better draw in the midgame so that we can keep on hitting critical cards.