Reya wrote: ↑1 year ago
Maybe it's time to swap Zombie Apocalypse for Dread Return. Your inputs make me want to give a try to the card. Zombie Apocalypse is by far the worst reanimation spell we have, can be an arguable cut. We have already three others cheaper options for bringing back our team.
to be honest I am starting to think about cutting bidding *and* apocalypse, the percentage of the time they are worse than
Unburial Rites is high.
Dread Return is not a perfect card and you will lose games not having another mass reanimation. But you should win games by reanimating a combo piece for free (plus it's another card that's +1 card for Varina).
I think trying it in place of ZA makes sense.
(and subsequently I talk myself out of cutting too many mass reanimates, probaly good idea to add
Mystical Tutor for me
Reya wrote: ↑1 year ago
My actual problem is: I can't remove Black Market Connections. I'm confident about the card being great but it does nothing the turn it comes out.
Someone else gave a try to the market ?
It doesn't sequence well into Varina so I won't touch it. it makes dudes that can attack the turn after Varina comes into play, spending your 3 drop mana.
skuba wrote: ↑1 year ago
Some question @pokken , why do you play Nantuko Husk and Phyrexian Ghoul? For board control? anti exil? or do I miss stategy with this cards? I mean ofc its an sac outlet but with no mana abilitys.
So theres ofc no loop. Do you use it also for some "little" loops over the game?
There are a few things my build of the deck struggles to win through:
1) having certain key cards exiled (
Wayward Servant /
Corpse Knight /
Gravecrawler for example
2) Losing
Varina, Lich Queen to a
Gilded Drake or some other control magic effect.
Both of these things make me want critical mass of sac outlets. Now, adding to that, I have some nasty loops that don't require infinite mana in the deck--
example:
Cosmic Intervention +
Repository Skaab +
Gray Merchant of Asphodel -- only works if you can get both of them dead! But if you can do it, you can kill people dead by doubling up with intervention triggers in one turn then doing it again the next turn.
Sometimes you just need to sac your entire board and mass reanimate to win, too
Skullclamp also wants a sac outlet sometimes (if you're sac'ing x/2s).
the other benefit is that they can really play hell with combat math. I've killed someone dead with them not respecting getting husked for 18, then me sac'ing my board and garying everyone out with a mass reanimation. When you swing with your team and a Husk, you can often divide the attackers in such a way that people have to do what you want. So in a way they act like partial evasion effects.
Example scenario: you swing with varina, husk, and two fodder creatures. Opponent has a 3/3 they care about that would kill husk, but they cannot safely block because you will sac a 1-drop and punish them. Opponent is forced to block one of the fodders, you sac it and push 2 more damage through while still getting your attack trigger with everybody. (this gets really rude when you have, say, 8 creatures
).
With multiplayer you can send the husk at a guy with a 3/3, send all your fodder at someone else, and send Varina at someone else. etc. Bottom line you can have more good attacks more of the time, and without drawing as much aggro by focus firing when all you really want to do is draw the cards and don't care *that* much about the damage.
But the main thing is, I need need critical mass of sac outlets to be safe playing in the mid-game. If I could play 2 more copies of
Carrion Feeder that would be preferred, but no such luck
IMHO critical mass is around 8 effective outlets (which with 3-4 tutors and 5 outlets I have)
I could see cutting one maybe? But for me having them has been nice. They're super good for mass reanimations.
p.s. husk also doesn't draw the kinda hate that
Phyrexian Altar does so you can just run it out and not worry too much.