Nabux wrote: ↑3 years ago
I tested Sword of the Animist, it was ok, because i run myself Field of the Dead and i had the chance to have both cards at the same time.
Do you think it'd be worth considering as a serious contender for the list? The problem is that I'm at a loss for how else to consistently ramp ahead of my curve, which is already
fairly low. The options I have in Esper are:
- A suite of fetches, a
Crucible of Worlds and similar. I just don't have that sort of money.
- Treasure synergies. I already have
Smothering Tithe, and I did manage to pull a
Hullbreacher from Legends (the sequel), but I had other plans for the merfolk.
Revel in Riches is an option too, and potentially an alternate win condition, but it's higher up the curve than I'd like for my ramp.
- A lot more rocks. Seems ok, but the more I put in the less room I have for optimal choices to actually make the deck do what it does. Its great once it gets going, its just getting it off the ground that gets a bit tough from time to time.
Compared to these, the Sword seems reasonable, purely because its taking advantage of something the deck is already doing anyway, it thins further draws, and its more robust and less prone to disruption (treasures can be
Vandalblasted, fetches can be
Bojuka Boged, rocks can be
Vandalblasted - basic lands are generally left alone. I think I might try to squeeze a copy in.
Nabux wrote: ↑3 years ago
I think the main issue of my own list (atm) is the fact i rely on 6 drops or some 7-9 CMC combos to win the game
I agree, but in general I think the inclusions (at least in my list) are worth having. I've only just picked up my
Nevinyrral, Urborg Tyrant, so I can't speak for its worth outside of combo, but at least in theory I like it as a killswitch you can threaten the board with. That being said, I definitely would like to look at more options in terms of single target removal. I was tossing up removing
Apprentice Necromancer a little while ago, but it actually turns out to be pretty damn great. The problem is there aren't many options that are lower on the curve and are zombies. There's
Phyrexian Delver and
Rot Hulk, but those don't lower the curve at all. I'd still add
Rot Hulk, but it was so scarcely printed that actually tracking down a copy is absurdly difficult.
Balthor the Defiled could be a possibility too, but outside of the command zone that's a one time thing. I'd prefer reanimation to be on a creature, but perhaps something like
Victimize or
Animate Dead could help keep costs per turn down.
Dawn of the Dead is a thing too, but it isn't cheap, and you'll need a sac outlet to not lose your reanimation targets to exile.
Nabux wrote: ↑3 years ago
When i build the deck first, i added Planar Birth witch is definetly a jank card (but we have card selection). I cutted it cause i dont run much basics due to the Field of the Dead. But it can be awsome in certain situations. The basics are the lands you are the more succeptible to drop in the yard.
It does look neat, but I'm also in the habit of dumping non-permanent spells when they're not relevant to me, and currently in the list I don't have a way to recur them (I want
Archaeomancer but with a zombie creature type), which I think is why
Sword of the Animist appeals to me more. I'm planning on
Dance of the Manse coming into the list again fairly shortly, so that'll help with recursion for it if needed.
Nabux wrote: ↑3 years ago
(Sorry, english is not my main language)
You did just fine, not a problem at all