This looks pretty stellar to me. Clearly you've got a bit of money to throw at this, so the fetches and shocks et al will serve you very well, as will Cavern of Souls.LEH wrote: ↑3 years agoAgreed, these seem like the main includes for the deck, if anything. Shame that there isn't much else but, like you say, this is the wrong plane for Zombies.toctheyounger wrote: ↑3 years ago...Clearwater Pathway // Murkwater Pathway/Brightclimb Pathway // Grimclimb Pathway - These are fairly decent options for fixing, really. I feel like mostly I have very few issues these days with colour fixing, but the opportunity cost of is very low of these, so I'll probably pick them up at some point...
While we're on the topic of manabases, I would be interested in thoughts on my current set up.
Having not had any games in yet I'm hoping that Varina (and her lifegain) can support City of Brass, Mana Confluence along side the Fetches, shock lands and pain lands, etc.
The decklist I'm starting out with will be very similar to toctheyounger's Primer decklist - seeing as that seems very well tested and I'm a noob to the deck.
I'm interested as to whether it would be best to include Fetid Pools or Sunken Hollow. I have gone with Hollow above as that has the potential to enter untapped but the Cycling on Fetid Pools adds a tad more utility.
Cabal Coffers ended up being surplus to requirement for my build. It's not often I need that burst , and the fact that it doesn't tap for standardly hurts when you can't search for it via Expedition Map and such.
I'll be interested to see how you go with Field of the Dead - I can't remember which page, but some pages ago we discussed it's inclusion here and ultimately my thoughts are it's a tough sell. In my opinion (and experience running it in Nissa, Vastwood Seer // Nissa, Sage Animist) it really benefits most for turbo-ramp, land sac and recursion, and an Esper land base, no matter how optimal makes it more of a grindy incremental value option than anything else. You might net 1-2 zombies per turn, but that's probably it. That might be enough to make it worthwhile; personally, being without any suite of fetches whatsoever, it just doesn't fit in my build and I'd prefer to be able to fix colours.
I think you'll be fine with City of Brass and Mana Confluence - you're running Urborg, Tomb of Yawgmoth too, so you can tap them for without gouging yourself in the right conditions. Otherwise, between Varina and her aristocrats you should be fine for life loss, I'd say you'll be ok.
Personally, I don't think Reliquary Tower is required here; in fact, there's situations it'll hurt. It means if you overdraw, you can't get creatures into your yard for reanimation. It also makes discard effects like Bone Miser and Archfiend of Ifnir a pretty tough sell, and they're both pretty excellent mechanics to abuse. Granted, I run Zombie Infestation to do this at will, but the cleanup step is an absolutely free way to achieve the discard if I can't find any other way to shed my hand. It's a divisive card, though; some will run it in any deck the land pool can fit it in, I just don't think it's an auto-include myself.