Sedris gives things unearth. When you unearth something, you exile it at EOT. You can cast must hollow from exile. Dies, unearth, exiles, cast, dies, unearth, and so and so forth.
Sedris gives things unearth. When you unearth something, you exile it at EOT. You can cast must hollow from exile. Dies, unearth, exiles, cast, dies, unearth, and so and so forth.
Yeah, I forgot about the exile. My mind was in reanimator-mode.
Hmmm, although its competing with some pretty big creatures for a spot, I do like the idea of not having to worry about it being exiled (just in case I don't have the veil or closet out). It would be great for sacrifice effects and such. Good idea, I'll definitely try it out.
Hmmm, although its competing with some pretty big creatures for a spot, I do like the idea of not having to worry about it being exiled (just in case I don't have the veil or closet out). It would be great for sacrifice effects and such. Good idea, I'll definitely try it out.
If you get to late game or top draw you'll always have something to do on your turns. And mist hollow will be as untouchable as your commander. Without the increasing cost.
Plus misthollow, at the very worst, will always be there for you as a chump blocker. Still useful.
Another thing to consider is that unearth gives haste to the creature it reanimates for a turn before exiling it. Usually people think "okay, haste unearth a big scary attacker, maybe with an etb effect, and swing with it," which is good and all, leaving your opponent to choose between an unpleasant block to stop a creature that goes away at end of turn anyway or take a big hit. But there's an opportune here that many players pass on. Haste means you can tap an unearthed creature that was not designed to be able to use its' tap ability that fast. Take Heartless Hidetsugu for example. Dropping him becomes a scramble to kill it before summoning sickness fades. Unearth not only removes that sickness from the equation, but makes it (almost) impossible to stop that effect from happening.
And for a laugh, make sure you're losing as the only player with health below 20, and give Phyresis to that heartless Hidetsugu.
Last Edit: November 18, 2012, 06:05:51 PM by Gorzo
Plus misthollow, at the very worst, will always be there for you as a chump blocker. Still useful.
Another thing to consider is that unearth gives haste to the creature it reanimates for a turn before exiling it. Usually people think "okay, haste unearth a big scary attacker, maybe with an etb effect, and swing with it," which is good and all, leaving your opponent to choose between an unpleasant block to stop a creature that goes away at end of turn anyway or take a big hit. But there's an opportune here that many players pass on. Haste means you can tap an unearthed creature that was not designed to be able to use its' tap ability that fast. Take Heartless Hidetsugu for example. Dropping him becomes a scramble to kill it before summoning sickness fades. Unearth not only removes that sickness from the equation, but makes it (almost) impossible to stop that effect from happening.
And for a laugh, make sure you're losing as the only player with health below 20, and give Phyresis to that heartless Hidetsugu.
Love the idea Gorzo! Perhaps I can add a sub theme of infect to the deck, that way Phyresis is never a dead card if I have to slap it on a 6/6 that's about to be exiled or something. Maybe Skithiryx, the Blight Dragon will find his way in. And just when I thought I was done messing with this deck, you give me this fun idea.
The idea is to pitch things into the yard through 'looting' effects (draw and then discard), moreso than milling. Milling is too random for my liking. The card drawing can get pretty excessive, but I've never come close to losing from milling. The recent addition of Psychosis Crawler has also helped end things before it gets troublesome.
What do you do when competing against much faster decks??
Well, the deck has changed from this list, but it doesn't have too much trouble with fast decks. There's a ton of draw/discard effects and resurrection outside of Sedris, so the deck can actually get going within the first few turns on a good hand. Usually by the time I get my big monsters out, they don't have anything to compete with. And being a 40 life format, I can take a hit or two for a few turns and not care too much. It also helps that Sedris isn't essential to winning. He helps, but the deck can go off and win pretty fast without him.