4 Sakura-Tribe Elder
4 Kokusho, the Evening Star
4 Hell's Caretaker
2 Keiga, the Tide Star
2 Verdant Force
2 Meloku the Clouded Mirror
2 Kagemaro, First to Suffer
4 Zombify
4 Thirst for Knowledge
3 Goryo's Vengeance
3 Gifts Ungiven
3 Ideas Unbound
4 Tendo Ice Bridge
4 Underground River
4 Yavimaya Coast
6 Forest
3 Swamp
2 Island
Sideboard
4 Cranial Extraction
4 Naturalize
4 Footsteps of the Goryo
2 Kagemaro, First to Suffer
1 The Unspeakable |
  The
Devil's Rejects.
Description of deck by its author (quoted):
As the spoiler for 9th Edition started to come
together I got that reanimation spell in Hell’s Caretaker. Not only was
it another reanimation spell but it was a good way to abuse cards like
Kokusho, the Evening Star and Keiga, the Tide Star without having to
rely on Kuro, Pitlord or The Unspeakable. Then out of the blue news
started coming around that Verdant Force was coming back as well in 9th
Edition. He was already a favorite of mine from some Reanimator decks
from yesteryear and it so happened that he was a perfect card to go
along with Hell’s Caretaker. So after much thought and testing I ended
up with this deck.
The Creatures -- I think it is pretty obvious why I
chose most of the creatures. Keiga and Kokusho are the engine that makes
this deck go. Usually the deck functions by sacrificing Kokusho during
your upkeep to get Keiga or sacking a creature stolen with Keiga to get
back Kokusho. Kagemaro is only in the deck to help you with aggro matchups
or to get you out of tough situations. Unfortunately this means you
usually end up killing your Hell’s Caretaker unless you have one in the
graveyard already. Meloku and Verdant Force act as both good creatures and
ways to produce creatures to get back guys from your graveyard. Hell’s
Caretaker of course is in the deck as one of the key reanimation spells.
Sakura-Tribe Elder acts as a mana accelerator, chump blocker
extraordinaire, and mana fixer. It may seem weird that I use Sakura-Tribe
Elder as an accelerator since it is the practically only green spell but
trust me that it is worth it so that you can accelerate out turn three
Gifts Ungiven and turn four Melokus. Also, he is a good chump blocker
early in the game and something to sack to Hell’s Caretaker late in the
game. The idea of running green also gives you a way to hard cast Verdant
Force later in the game if you have to.
The Spells -- The spells are in two categories.
Draw/discard spells and reanimation spells. Basically, they do as their
names suggest. Goryo’s Vengeance is most in the deck to take advantage of
Kagemaro, to get a chump blocker, or to get double Kokusho.
The Land -- I don’t think you should have too many mana
problems with all of the painlands and Tendo Ice Bridge. Basically, they
are in there to allow you to be able to hard cast all of your creatures if
you need to.
The Sideboard -- This sideboard is mostly experimental
because no one knows exactly what the metagame will be post rotation. I
have mostly built it to be able to take on Tooth and Nail, Red Deck Wins,
Blue Tron (because it is the only blue deck that doesn’t always use
Bribery), and Green Aggro. I have the Unspeakable engine in the sideboard
because red decks can really ruin the Hell’s Caretaker plan with Vulshok
Sorcerer.
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