Esper Reanimater Post DGM
4 {Drowned Catacomb} 4 {Watery Grave} 4 {Hallowed Fountain} 4 {Godless Shrine} 2 {Nephalia Drownyard} 3 {Glacial Fortress} 3 {Isolated Chapel}
24 lands
1 {Griselbrand} 3 {Obzedat, Ghost Council} 2 {Rhox Faithmender} 3 {Angel of Serenity} 3 {Council of the Absolute}
12 creatures
2 {Thought Scour} 3 {Unburial Rites} 1 {Sphinx's Revelation} 2 {Devour Flesh} 2 {Obzedat's Aid} 1 {Soul Ransom} 3 {Dimir Charm} 3 {Supreme Verdict} 3 {Tragic Slip} 4 {Lingering Souls}
24 other spells
Sideboard
Notes: Definetly not as powerful as junk but its a fun change
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How do you get things into the graveyard? I don't see any enablers.
{Thought Scour} {Dimir Charm}
Is five fast enough though?
Perhaps a couple {mind sculpt} to enable your reanimation targets?
Edit: scratch that text says "target opponent". Definetly should have a full set of {thought scour} and {dimir charm}
I would run snapcaster in case you mill an {obzedats aid}. Other than that though I love the idea
{Forbidden Alchemy}maybe?
I didnt notice {nephalia drownyard} until just now. This is pretty sweet.
{Crypt ghast} + {increasing confusion} can be a good enabler. I like this build a lot.
{Breaking//Entering} seems like a must here. Throw away eight cards for {B}{U} is insanely good for reanimator.
{Forbidden Alchemy} and {Breaking // Entering} seem absolutely insane in this deck!!!!