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Summary
Three cEDH/Commander deck reviews. Core principle: focus over split themes; each card must be impactful, not just card-draw filler. Diagnose decks by answering game-plan/win-con/turn/bracket/budget questions.
Ma Brutal Gladiator (Jund): drop board wipes (kill your own creatures), commit to resource-denial via Ma's excess-damage sacrifice trigger rather than big-stompy split. Add damage sweepers (Nibbleheim Flame, Wall of Rage, Arcbond), fight spells (Colony Ambush, Bridgeworks Battle MDFCs, Pawpaw, Hunter's Talent, Cartouche of Strength), sac payoffs (Braids, Sheoldred, Defiler of Souls, Arch Fiend of Depravity, edicts), hexproof protection (Gaea's Gift, Heroic Intervention, Snakeskin Veil), trample (Rancor, Titanic Growth). Ramp fine at 12; Dark Ritual enables T3 Ma. Don't rely on player-damage for card draw.
Tariel and Kefka (both reanimator): stop exiling opponents' graveyardsΓÇöjust run bigger scarier reanimation targets (Vilis, Sheoldred, Bahamut, Peer, Razaketh, dragons). Cut unfocused pet cards (Temporal Extortion) that fight the plan. Get ramp to 12, favor 4-cost rocks. Prefer Thrill-of-Possibility loot over full wheels to smooth curves. Prefer destroy over exile removal. Add 10+ protection sources since commander is a kill-on-sight threat. Reanimation targets must be impactful alone.
Key Clips
- [02:56] There are a lot of creatures in this deck, so the presence of board wipes kind of confuses me. Ma would survive the wipes, but all of the other creatures won't. This seems like the kind of deck where we want to be putting on pressure and have the biggest scariest things ΓÇö not running board wipes where the collateral damage is too high.
- [03:56] There's a ceiling on this game plan. In the mid game you're forcing blocks and destroying the odd permanent, but then what? Forcing five to six blocks and destroying five to six non-land permanents is effectively a board wipe ΓÇö not a particularly high ceiling. The plan is too linear and lacks explosiveness or synergy.
- [04:45] The strongest obvious threat in the deck is Ma's commander damage. Back it up with creatures that support grinding down opponents' resources as they try to avoid two to three commander attacks to the face. For our creatures, that means less Gultera and more Ratosse ΓÇö our opponents just need to have less.
- [10:00] A key thing in this deck: we don't want to rely on dealing combat damage to players to draw cards. Dealing damage to a player is already the worst case for them because they have no blockers. We need cards to open the way to achieve that, rather than drawing us cards after the fact.
- [14:18] It's rare I get to say this, but with a seven mana commander we probably want to cut back slightly on lands and add a few more mana rocks. I think the four-cost mana rocks like Thran Dynamo may actually be more impactful and better fit our curve ΓÇö cast a Thrill on turn two, reanimate turn three, ramp turn four.
- [16:37] For creatures: if, like a Barren Overlord, the creature doesn't do something game-breaking or impactful by itself immediately, it makes for a subpar reanimation target and will likely be on the chopping block. As a reanimator deck it should be filled with the biggest, scariest creatures.
- [26:48] Thirty creatures is probably quite a lot, because that means we're going to have drawn three to five creatures by turn three. Wheels help get them into the yard, but the clunky games are where we're sitting with a whole bunch of creatures in hand instead of reanimation spells and targets.
- [32:12] The place our strategy falls down is if Kefka or the reanimated creatures we've heavily invested in get removed. Cut back on the less impactful creatures and run a package of at least ten or more protection sources, especially as Kefka is a must-kill threat anytime he's on the table.
Tags
Archetypes/Strategy: reanimator, aristocrats, voltron Format/Bracket: Core, Upgraded Card Categories: recursion, ramp, protection, removal, draw