- tagline, The Blob (1958)
It's not a particularly original deck, but it does what it says on the tin. I wanted to build The Mimeoplasm reanimator forever ago, but that got sidelined when I started tinkering with a Tasigur, the Golden Fang control list. Now that I've decided on building Phelddagrif control instead, this frees up the Sultai color combo for me to play around with.
One of my favorite decks I've ever played was Forbidden Oath in Vintage shortly after Champions of Kamigawa came out. The gameplan was simple: 1) Oath into a fatty 2) protect the fatty 3) win. Similarly, this deck aims to get a fatty into play via reanimation, protect that fatty until it has generated enough value, then repeat the process after it inevitably dies.
My biggest concerns are as follows:
1) Ratios. As is common with "combo" decks, there are lots of awkward opening hands. The ideal hand consists of lands, a reanimation spell, a fatty, and a cheap draw/discard spell to get the fatty into the graveyard. Unfortunately, in my admittedly little testing, those are few and far between. More often than not I'll get a handful of two of those three, then never draw into the other component. Obviously the reanimation spells are the hardest to come by, given that they have the lowest density in the deck, but that's not too much of a problem since I have a perfectly capable reanimation spell in the command zone. However, this leads me to my next problem:
2) Ramp. I'm either running too much or too little ramp. I know, this is EDH, ramping is how you win, but this is a reanimator deck. The whole point is to cheat mana costs. The problem is that the most available reanimation spell I run is 5 mana value and getting to that amount can be awkward if it's turn 5 or 6. So, do I cut the non-Sol Ring ramp to add some other stuff, or do I cut other stuff to add more ramp? I think more ramp is the safer, more consistent option, but I'm honestly at a loss as to what to cut. This is the rare deck where Kodama's Reach and Cultivate are actually worth playing since my commander is sitting at 5 mana value and those two guarantee a turn 4 'Plasm, but that all hinges on whether or not I can actually bin a fatty before then.
3) Fatty quality. Honestly? There aren't a whole lot of great threats in Sultai colors. Due to the plethora of removal in this format, simply reanimating something like Ghalta, Primal Hunger isn't going to do much, so you have to find targets that are both large and generate value almost immediately. I'm running all the good ones I can think of with maybe the exception of Kozilek, the Great Distortion but I'd like to run a couple more. I'm just not sure which remaining ones are worthwhile and, of course, what to cut.
Anyway, I know this is an ancient commander, but I'd appreciate any analysis, particularly about any of the problems listed above.