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Biography

Born in the great gaming state of Wisconsin, Jason was fated to be a gamer. Too young to drink Beer (well, not anymore) and lactose intolerant so he couldn’t eat the cheese, Jason turned to AD&D (1st edition). After that, many systems were dabbled in until he found his home in piles of cardboard. Since then he played at least 6 CCG’s and may be learning to play Harry Potter if he finds some free time and a few bucks (donations welcome).

His gaming habits run parallel with his life. He reads Sci-Fi, Fantasy, Non-Fiction, Horror, Westerns, Philosophy, and the Classics. He listens to Jazz, Classical, Heavy Metal, and the band Brother. He has switched majors many times starting his college career in Environmental Studies, then moving to English, Theology, Communications, and now Psychology.

 

 

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Space For Rent

Re-Introductions
February 21, 2005

Thanks for welcoming me back!!! It has been a long break and, except for cleaning up, I haven’t touched a single magic card in months. I am, however, about to get back on the cardboard crack wagon and I will be starting a new article today (since I am home sick). These 6-month breaks will probably become a yearly event since I am now coaching high school debate.

I had planned on getting my feet wet slowly by starting in on a few of the pez-able Kami-block cards. Then I checked my e-mail and responded to the first pez group post in ages. All of a sudden I had already typed over 1,000 words so it just kind of makes sense to transform that e-mail into my reintroduction article. Then someone on the yahoo group mentioned that there was a PEZ Cephalid Breakfast build on the net and it dovetailed so nicely with the recursion deck I was working on that my first article back has become, in keeping with my normal form, a monster. The best part is that the article will give me a chance to create a type of deck building tutorial to examine how you go back to the drawing board when ideas don’t match up to reality.

I also want to say that, in requesting permission to post e-mails and decks, I have received some incredibly kind responses from readers of my past articles. I really don’t feel that I deserve the accolades. When I review my old writing and my deck lists I am often dumbfounded by the things I wrote. Some of my advice has just been lousy and some of my decks were worse. Having said that, I do enjoy writing them and Magic is a great form of mental exercise. Writing these articles gives me a chance to articulate my ideas and it puts them into perspective so I can see the flaws and challenge my assumptions. I appreciate the fact that so many of you have enjoyed the ride with me. Having said those horrible things about my articles I should add that I recently bought my very own copy of Pojo’s Unofficial Total Magic the Gathering and my chapters in that book were very good – it helped recoup a great deal of self-esteem. Once again, thank you all for your kind comments and I will work hard to live up to your expectations.

The Revenging Druid

Anyway, there I go mouthing off without getting to anything really important. Let’s start right in, I will make [comments inline]. Let me just repost parts of Matt M.’s yahoo group post (keep in mind that this is for a commons only format):

Avenging Druid
G2
Creature - Druid
If Avenging Druid damages any opponent, you may reveal cards from
your library until you reveal a land card.
Put that land into play and put all other revealed cards into your
graveyard. 1/3

Better than Ophidian??!?! Has anyone done anything with this card, preferably in an all-commons deck? I would be interested in seeing other ppls decklists because Avenging Druid seems to have potential for brokeness. Basically, by dumping your library into your graveyard you can turn any recursive effect (Reclaim, Exhume) into a tutor.

Here's what I worked out from the top of my head:

[I will call this deck, Revenging Druid]
[Keep in mind what I always say about 1-of’s]

4 Avenging Druid
4 Battlefield Scrounger
[-4]

[+3 Reclaim]
1 Crash of Rhinos
[+3]

[+4 Twisted Abomination]

[+4 Krosan Tusker]
1 Dragon Fangs
[-1]
4 Elves of the Deep Shadow
[-4]
4 Fyndhorn Elves
4 Harrow
[-4]

[+4 Lay of the Land]
4 Land Grant
4 Llanowar Elves
3 Sakura Tribe Elder
[-3]

[+3 Rites of Spring]

1 Dragon Shadow
[-1]
4 Duress
[-4]
4 Exhume
4 Mesmeric Fiend
[-4]
1 Morgue Theft
[-1, because without the Scrounger it is useless]

1 Dragon Breath
[-1]
1 Dragon Scales
[-1]
1 Dragon Wings
[+2]

[+4 Lotus Petal]
9 Forest
1 Swamp
[+1 Swamp]

The idea here is to play elves and land searchers, then slap down a Druid as quickly as possible. Then attack, hopefully get through, and then dump your library until you hit a land.
[One of the biggest problems with the druid is that you have to find a way to get the little guy through blockers or enchant him with direct damage abilities. Any opponent who sees a creature like this should realize that they are facing a combo deck of some type and that starts to create problems. In addition unlike Cephalid Breakfast decks, which I will discuss latter, the Avenging Druid will rarely dump your entire library into the graveyard after 1 attack. If we could make sure that the entire library would be gone then it makes sense to run only a single copy of the Rhinos. Since that is not the case we will need at least 2 extra copies. ] Reanimate a Crash of Rhinos with all of the dragon parts on it and make your opponent dead. If this goes down the way I think it should a 10/6 creature with Trample, Vigilance, Fear, Haste, Flying, and Firebreathing should happen by turn 5.[This is pure overkill. Some of these abilities are obviously better than others. One school of thought is that, since the abilities don’t stack it is fine to include 1-of each of them since 2 Dragon Shadow’s are much less useful that 1 Dragon Shadow and 1 Dragon Scales. This may be true if we could guarantee that the whole deck would end up in the graveyard but that is a best case scenario – one rule of magic is to never plan for the best case scenario. Regardless of your school of thought on this matter some of these enchantments can be removed straight off. Dragon Fangs is most important to provide Trample – in this case, our creature already has Trample so we can remove that. Next, Dragon Shadow grants Fear and evasion would be an important ability for a finishing card. While Fear may be good it generally isn’t as strong as Flying, imho, so we should drop the Dragon Shadow and keep the Dragon Wings (if you believe that Fear is better than drop the wings instead). Giving a creature 2 different types of evasion is generally going to be a wasted ability. We can also remove Dragon Breath because it is out of color. That is, while Haste is a very nice ability the fire breathing is useless without the red mana to pump it. It is tempting to keep Dragon Scales because the Crash of Rhinos would enjoy a bigger backside and the Vigilance ability will help keep the deck alive for the turns it takes to finish the beat down. One of my personal deck building beliefs, although it can be taken too far, is that every card should be part of beating an opponent. That is to say that, unless you are building a control style deck, each and every card should do something to your opponent not do something to prevent you from getting beat. Because my thinking tends to be aggressive and focused I would remove the Dragon Scales as well. Now we are left with only one of the ‘free’ Dragon enchantments and we go back to the start of this whole discussion; the inclusion of 1-of’s. It now makes sense to add additional Dragon Wings to the deck in order to ensure that we are able to have at least 1 on our Crash of Rhinos when we reanimate them.]     


Battlefield Scrounger works like a Gaea's Blessing if all of the Exhume cards accidentally get trashed.
[If this were PEZ we could guard against this by including a single copy of Krosan Reclamation, which is an Uncommon, but we can’t do that in a commons only format. This brings us to decision time, how aggressive do you want to be? If you recall, I believe that decks should be built around winning instead of not losing. Each card that keeps us from losing is a card that doesn’t help us win (not strictly true but agro decks and most combo decks are best served by using this as a rule of thumb – if you don’t believe me, review the old dojo posts about why Sligh doesn’t worry about CoP: Red). In addition, the Scrounger is expensive and since we can’t guarantee our entire library will be in our graveyard it may also be useless. I would suggest removing this component entirely or, if you aren’t willing to take that kind of risk, replace it with Reclaim, which is cheaper. As an alternative you could mulligan aggressively for the Exhume but this type of deck doesn’t mulligan well]  Elves of the Deep Shadow, along with the other 1cc elves, are more important than Priest of Titania and Quirion Ranger to cast Druids, then Scrounger and/or Exhume ASAP. [Elves of Deep Shadow are a solid 1 drop and will help us fix our mana supplies but we wouldn’t be out on a limb as much if there were more Black mana from Swamps or other sources. In addition, Elves of Deep Shadow are a weak link in our deck if they represent our only source of black mana in a given game. My first suggestion would be to include Lotus Petals. They are as cheap as anything we could add and they will fix our mana. After all, if we are focused on getting 1 Crash of Rhinos into play then we only need the Black mana once. Also, I would suggest including Twisted Abomination. It is an additional fatty so it can provide an alternative to Crash of Rhinos, and it can fix mana through Swamp Cycling. Alternatively, we could go with Krosan Tusker but it cycles one turn slower. Finally, I would add at least 2 additional Swamps or including the Tuskers in addition to the Abomination. This puts us at, essentially, 10 black mana sources as well as reaping some additional benefits on the side. To make room for these additions we would need to clear 6 slots. I would suggest removing the Mesmeric Fiend and the Duress. In the case of Harrow, the Twisted Abomination is almost as good at thinning the deck but provides additional offense and is a turn quicker. The deck needs to gain consistency and stability before we need to worry about what an opponent might do. Plus, with the addition of the Tusker and Abomination we have additional threats to Exhume or hard cast.] So what you need here is G2 on turn 2 and BGG2 on turn 3. The fah-fillion green mana that Priest would provide is completely unecessary here, even though they seem intuitive to include. Land Grant, Harrow and Sakura-Tribe Elder all help thin the land out of the deck to make the druid dumps as big as possible. [Land thinning is our next issue to tackle. We already added some with the Abomination and the Tusker but we want to look for more ways to add a little love to the deck. Land Grant is great for any deck running light on lands, that card must stay. Harrow is another superstar card and it really helps thin the deck but the downside is that it costs 3 mana – we may be better off thinning our deck with Rites of Spring or Lay of the Land. Rites of Spring provides the additional benefit of allowing a bigger thinning and dropping any Rhinos we draw into the graveyard. The same is true of the Sakura-Tribe Elder, they can be replaced with cheaper more effective cards. Notice the big downside to these exchanges is that Harrow and the Elder allow the lands to go directly into play. If the main worry was hitting a higher mana mark this would be a huge bonus, however our main concern is thinning land from the deck.] They also help you get that one Swamp to get black mana if you need it. Nine Forests here seem like the minimum number that can be used to have one in your opening hand (you don't want to mulligan a hand full of combo pieces because you have no mana) while making sure that you don't hit one while searching with Druids. Finally, the hand destruction here serves to disrupt control, but can be safely taken out b/c there aren't many good blue decks right now ;P [Now for the bad news. The changes to the deck are fairly drastic. In fact the deck functions well without ever playing the Druid. I have found that I am always able to Exhume a cycling creature or hard cast a finisher before turn 5 but I still have the backup ability of the deck cycling Druid. If it were up to me, however, I would drop the Druids in favor of the spectacular Wild Mongrel – added offense and another way to obtain Exhume fodder.]

If there's a better way to make a Reanimator deck (using only commons) or a more broken use of Avenging Druid, I have yet to find it.
[One of my favorite, not good but favorite, all common decks revolves around Haunting Misery and it works well with the whole Avenging Druid theme. Simply feed your graveyard and then feed your opponent some Misery.] Feed me your gripes, comments, suggestions.

[There was some additional discussion at this point. The short version is that I also love Avenging Druid but I prefer going Blue/Black for my reanimation builds. Here was Matt’s response:]

you're back - Huzzah! Well, it's certainly good to hear from you Mr. Chapman. [I am not yet old enough to be called Mr. Chapman thank you very much]I won't ask how life's been treating you [it has been great] but I will be glad to listen if you want... Onto magic, To start, let me list that deck that Jason was talking about. For reference:
Turbo-Mate

http://www.pojo.com/magic/Featured%20Writers/Portal/2003/053003.html

4 Twisted Abomination
4 Titanic Bulvox
4 Careful Study
4 Mental Note
4 Tolarian Winds
4 Exhume
4 Dragon Wings
4 Aether Burst
4 Dispersal Shield
2 Dance of the Dead (Uncommon)
3 Demonic Consultation (Uncommon)
8 Swamp
11 Island

As you can see, this is a very fast and consistient deck. It is, however, designed for Peasant Magic. What I was attempting was something slightly different - an ALL-COMMONS reanimator deck. The problem comes from only having one viable reanimate spell (Unearth is too limited) and no viable tutors. This makes a straight forward method of design impossible. Check this out:

[I will refer to this deck as Turbo-Mate Lite, my notes on the changes can be found below]
Reanimator

4 Brainstorm
[Dropped in favor of Obsessive Search which has Madness, only a marginal advantage is gained. -4]

[+4 Obsessive Search]
4 Careful Study
4 Deep Analysis
1 Dragon Wings
[+2]
4 Flux
[I am sure you meant Tolarian Winds since Flux is Uncommon, and a great non-collectable card game, -4]

[+4 Tolarian Winds]
1 Frantic Search
[+3]
3 Impulse
[+1]
4 Crash of Rhinos

[+4 Twisted Abomination]
4 Dragon Breath
[Once again dropped in favor of Dragon Wings, -4]
4 Dragon Shadow
[Once again dropped in favor of Dragon Wings, -4]
4 Exhume
3 Barbed Sextant (or Mental Note)
[Dropped so I can run some Swamps which are quicker and can be searched for. -3]
4 Chromatic Sphere
[Ditto]

[+6 Swamps]
16Island
[You don’t need as many with so much search power, -1]

What you have here is a deck that I designed, basically, trying to copy Jason's deck.
[As noted, I would have modified the deck differently for an all commons format but that doesn’t necessarily mean I’m right] The goal is to run through the deck, pitch cards to draw more cards, then play Exhume on Crash of Rhinos when you find it. Well it didn't work; this deck looks good on paper and works like pure crap. [Hey I resemble, err. . . resent, that. Actually that is a problem that happens a lot with all kinds of builds. Even builds that work amazingly well in one format or against a specific meta-game can be piles against other opponents.] It's problems were two fold. It was too slow against good aggro (Affinity, Elves, Sligh), getting beaten by turn four [Well, this will be a problem for a deck like this. First, the changes I just listed should help speed things up. Still the deck will have problems with very fast aggressive decks. The Rhinos can come down relatively frequently on turn 2 and will usually be down by turn 4 but that won’t help you if you are well on your way to becoming dead (note that this is still faster than the Avenging Druid builds). This is where some sideboarding is in order (or main deck changes if the local meta-game is highly skewed). My suggestions may be to drop the Dragon Wings for Dragon Scales, this allows your creature to be useful as a blocker as well. Second, I would drop Deep Analysis (some or all) for Fade Away or Aether Burst. In Peasant Format this would be a lot easier because you could use some Uncommon creatures that would give more flexibility as well.] before it could go off and couldn't resolve it's key spells against anything blue.[Well, once again you may have to resort to sideboarding if the changes I made, specifically additional threat sources that can be hardcast. Consider adding some counterspells of your own. The real trick is either to go off right away before their counters are ready or wait for your opponent to make a mistake and tap out]  

So I'm trying something different. You can't get more reanimate spells, but you can get better search/tutor spells if your willing to look through your graveyard instead of your library. This is the theory where the Druid deck begins. First, Druid gets better the earlier you cast it, hence the 12 mana elves to help it out on turn 2. [Assuming that you draw into it by turn 2 – remember that it is essentially a 3 card combo of Avenging Druid, Exhume, and creature in the graveyard which assumes the Druids can swing unchecked] Secondly, whatever the aggro player can cast by turn 2 isn't big enough to kill Druid (Ritual/Skittering Horror and Tinderwall/Blastoderm is rare). If they do have a big creature (or any creature) they'll be attacking with it because they're agro (dUH). And, even if they do keep their creatures in the upright position for blocking, presumably because they know what you're setting up for, they just gave you a fog [Only if they leave multiple blockers where one would be enough. Remember, they don’t have to kill your druid, they just have to stall him]. You win against agro anyway by making them skip attack phases. Thirdly, I found a card that makes this combo exponentially better:

Rites of Spring
G1 Sorcery Common
Discard any number of cards from your hand. Search your library for
that many basic land cards, reveal those cards, and put them into
your hand. Then shuffle your library.

When you do set up for a swing with Avenging Druid on turn 3, you cast this before your attack phase. You then discard all non- Exhumes from your hand,usually 2-4 cards,leaving less than 5 lands in your library. Ideally repeating this again the next turn give you access to anything you want via garbage picking.
[Don’t forget that you have to keep something in your library with this deck because it will take 2-3 turns of Rhino beats to kill off your opponent] Gotta go tests'more.

The Reason for Reanimation (my response that became an article)

Anyway, you were working on a deck and I am here to give an alternate take. The basic formula of this type of deck (Reanimation) is that big nasty creatures with bad breath are good. They scare your opponent and also beat them to a pulp (you can use a strainer to just get the juices). The traditional downside to big creatures is that they cost a lot of mana, by the time they hit the board they are no longer as scary because you are already pulp (or juice). Reanimation effects, however, attempt to work around the casting cost issue so they can take advantage of the bad breath and big beats. Reanimation also serves another purpose; opponents need to worry about your creatures staying dead.

What ends up happening with most of these builds, however, is that you have all of your eggs in one basket. Instead of having hordes of attacking baddies you only have the Mama Baddie. While Mama Baddie may be big and bad (by definition) she also represents your only hope for the future. While you may be focused on the win condition, the entire deck is actually built around a single card (in this case Exhume). To complicate matters further Exhume isn’t a standalone card, you must also be able to find a fatty in the graveyard. Most Reanimation decks have this problem – they allow for very few play options. This may seem to make the deck building more difficult but it is actually a blessing in disguise. It allows for an obscene amount of focus during the design phase, plus any flexibility (additional kill cards) that you can add is just gravy not a necessity.

In my mind, the point about deck focus is what makes Blue card drawing the clear winner over Avenging Druid. If I build the deck around the Druid, and probably Mulch, I have to include support for him. Before I worry about Exhume I need to worry about getting the Druid into play and then I need to worry about Exhume. Once the Druid issues are dealt with I still don’t have a solid way to guarantee finding an Exhume.

Here is what I would do in order to build a single focus deck based on reanimation (and including only commons). Except for the lack of Demonic Consultation I may like it better than my Turbo-Mate build.

Reanimate

        4 Crash of Rhinos
        4 Twisted
Abomination

        3 Dragon Wings
        4 Tolarian Winds

        4 Obsessive
Search
        4 Frantic
Search
        4 Careful
Study
        4 Deep
Analysis
        4
Impulse

        4 Exhume

        8
Swamp

        13
Island 

The CoR is obviously one of the better finishing cards since it swings for a full 8 points and has trample. I would like to support it, however, with another finisher since this will give me 8 total targets for Exhume. After all, without a target Exhume is useless. For this purpose I include Twisted Abomination. It is big, it has regeneration, it can pitch itself, it can find the mana needed for Exhume, and it can be hard cast. Those are some huge pluses to including the Abomination in the deck. In fact, I would say that it MUST be a key component of the build.

Dragon Wings is a little less helpful. Originally, I had included Waterfront Bouncers (although Thought Courier would be more focused). The problem with these cards is that they decrease your hand size by 1 which becomes problematic with the mass discard effects from Frantic Search, Tolarian Winds, and Careful Study. Dragon Wings, instead, allows me another 2-cost card draw as well as a little pick-me-up for our finishing fatties.

The card drawing element is pretty simple. Frantic Search ends up being the biggest standout because it plays for free. Often you can pitch one of the finishers and then draw into an Exhume. Deep Analysis is really only useful for its Flashback cost and I would seriously consider dropping it for a 1 cost search spell like Mental Note (if you feel gutsy, which you must if you play this style of deck), Serum Visions, Portent, or Brainstorm (my preferences are in that order – Portent is better than Brainstorm since it is tantamount to digging deeper in your deck). It is a hard call to make. The deck would really like to have 12 total first turn plays, playing this deck is a race and every turn counts. On the downside, Deep Analysis is really good with so much discard. If I were to keep DI but still wanted more 1 drops I would have to look at either Tolarian Winds (I suppose I could run 3) or Impulse which is just too important to any deck that needs thinning.

I tested the deck 8 times and only once did it not draw into a finisher on the board (meaning that I had played Exhume) before turn 5. The results were: Turn 2: twice, Turn 3: once, Turn 4: 4 times, Turn 5: once. That seems pretty fast and consistent to me and it is at least 1 turn quicker than using the Druid or Rites of Spring (first shot is on turn 3). The truth is, however, that there are many decks capable of the turn 4-6 kill, or finding an Edict or Counterspell by that time. Even if you can score the combo on turn 2 you won’t win until at least turn 5 so really the deck isn’t much faster than anything else but it is a lot of fun to play.

For a little defense, I would drop the Wings and Deep Analysis for stuff like Disrupt, Rites of Refusal, Miscalculation, Dispersal Shield, Aether Burst, Fade Away, or Dragon Scales.

The benefit of the Druid deck is that it gives you plenty of chump blockers to slow down the opponent’s agro strategy and allows for a little more utility. The flip side, however, is that it has limited means to generate an early Exhume draw which means games will last longer overall. The deck will also tend to be less focused and less stable. For my money I would always play a deck which forces my opponent to get the right draws rather than rely on my own deck to out draw my opponent.

As for tricks with Avenging Druid the pickings are slim with all commons decks. As you have discovered recursion is fairly weak without the killer finishers you find among the Rares. I would look to Flashback and Threshold effects first since they match well with the Druid’s ability. I also like Haunting Misery decks. The best bet, in my book, is including the Druid ability and Recursion as a backup to an otherwise straight accelerated green strategy.

Cephalid Breakfast

As I mentioned, the most pure example of gross Reanimation decks is Cephalid Breakfast. In the standard version it wins on turn 2 but it runs an insane number of rare land and mana sources. Heck the whole deck is all about Rares – except for the central engine that makes it run. Major props have to go to Jyuan83 (and also to Belzebozo for his supportive posts)for realizing that Cephalid Breakfast can go on the Slim Fast plan and become a Peasant build. Simply realizing that a Rare heavy combo deck can be altered for the PEZ format takes a lot of vision. Actually turning it into a playable (though still in the testing phases) deck is genius. The thread is at http://www.starcitygames.com/phpBB2/viewtopic.php?t=273660

As mentioned, the engine of Cephalid Breakfast is the interaction between the en-Kor and Cephalid Illusionist. You may recall that one of my favorite PEZ decks uses the en-Kor ability (which is free and can be used an infinite number of times to create a damage shield even without any damage on the stack) to pump a Task Force to insane size. Well a similar trick works with the Cephalid Illusionist. Each time you target the Illusionist with the en-Kor ability you mill three cards from your deck. Viola, your entire library suddenly becomes your graveyard. Now all you need is a finishing creature (or spell) and a way to Reanimate it.

Before I go into details with the deck I should point out that less than 48 hours has passed since I was even introduced to the idea that Cephalid Breakfast is playable in PEZ. I would guess that changes and refinements will be made by myself and others.

Here is my current version of Jyuan83’s build (there are only VERY minor differences):

4 Hapless Researcher
4 Blood Celebrant  
4 Nomads en-
Kor
3 Cephalid Illusionist (Uncommon)
1 Necratog (Uncommon)
4 Commune with Nature
4 Unearth
4 Careful
Study
4
Impulse
1 Defy Gravity

1 Krosan Reclamation

3 Pentad
Prism
4 Lotus
Petal
10
Swamp

9 Island

The deck plays out like this (real example):

Starting Hand: Swamp, Blood Celebrant, Cephalid Illusionist, Nomads en-Kor, Impulse, Unearth, Commune with Nature

Turn 1: Swamp, Blood Celebrant (turns out I didn’t need him)

Turn 2: Island, Cephalid Illusionist

Turn 3: Lotus Petal, Nomads en-Kor, Target the Illusionist and mill all but 3 cards (since I will have to draw next turn), Unearth my Necratog

Turn 4: Flashback Defy Gravity, Remove all the creatures in my graveyard to pump the Necratog, attack with Necratog (25/26 flyer)

That should give you an example of how the deck works. You may have noted the 1-of’s but in this case they are okay because they will be in my graveyard so I will have access to them at will. The key is that you are forced to mulligan into either the Illusionist or the en-Kor, you cannot afford to start the game without one of the combo cards in hand. My experience shows that there are additional considerations, primarily color fixing, that may need to be taken into account when deciding whether to mulligan. That is pretty much the same as the standard version of Cephalid Breakfast; you must mulligan aggressively.

The sideboard should look for useful creatures that can be sacrificed, I like Cabal Trainee and Teardrop Kami, since you need to make sure that enough critters are in your graveyard. Also, and more importantly, you need to look for Flashback cards. I think Prismatic Strands is a great way to help protect the Necratog since the en-Kor can provide the Flashback costs. Also, Flaring Pain and Canopy Claws can be useful for people who have answers other than killing your ‘tog. According to Jyuan83 the deck is playable, averages Turn 5-6 wins, against most other PEZ decks but gets rocked by any deck with solid targeted removal (this is the main reason I like Prismatic Strands in the SB although if they are smart enough to blow up an early Celebrant you may be in trouble).

Overall, this is a much less stable and a much slower deck than the real version of Cephalid Breakfast. That’s okay because it is a really great idea, a lot of fun, a perfect example of Recursion/Reanimation builds, and a great example of thinking outside the box. I believe that it will get better as more people look at it and work to improve it.

Conclusion

Well, my first article back certainly wasn’t a walk in the park or an easy reintroduction into the world of the written word. Still, it was a lot of fun and a much more rewarding (and addictive) experience than I had anticipated. While the focus was on dedicated Reanimation decks the real lesson to be learned is about deck building. Just like writing this article it isn’t always easy and it can be a lot of hard work but if you keep trying you can end up with something really great (at least I hope this article was great, I think it was).

Next week I promise that it will be shorter (well, it probably will) and I plan to go back to my original intention which was to write about the Kami-block and to pay homage to the Genju. Until then, good luck on your deck builds and special thanks to Matt M. and Jyuan83!!!

Jason Chapman

Chaps_man@hotmail.com

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