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By: kelvinmai, Kelvin Mai
Feb 05 2015 12:00pm
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If you like Sidisi Coladas, and getting caught in the rain. Playing 4 colors, takes more than half-a-brain. If you love reanimation, then look at this list and escape. Ok yeah so I've been listening Escape on repeat so forgive me on the title and summary. But I'll admit, I'm a bit proud of coming up with it, hehe. Anyways let's talk Magic! 

Standard Reanimation

Whip of Erebos

There are two different types of whip decks in standard. Either you play Abzan Whip or Sultai Whip. Despite Abzan taking the cake on better reanimation targets such as Ashen Rider and the infamous Siege RhinoSidisi is the best graveyard enabler in standard. These differences generate very different gameplay. Abzan whip can generate power early as a midrange deck and use the whip to win late game. Whereas Sidisi whip decks are grindy and control orientated using the graveyard as a resource with cards like Pharika, God of Affliction as well as Hornet Queen to generate an impenetrable wall of deathtouch-ers. These two different styles of play are all centered around one card: Whip of Erebos. The Whip is the key and backbone to these decks in both construction and gameplan. Abzan and Sidisi Whip have put up some good tournament results, but it begs the question: 

Why Not Both?

Siege Rhino Sidisi, Brood Tyrant

I have taken the challenge of blending the two wedges together into one deck, and here are the advantages of playing all 4 of these colors. You now have the best reanimation target, rhino, as well as the best graveyard enabler, Sidisi, all in one neat little package. Having these eight 4-drops lowers your curve closer to the ground so you can play midrange quite easily without grinding to turns, my least favorite aspect of Sidisi whip. Counter-intuitively the mana base is actually easier (I'll explain after you look at the list, I promise) Now all of that sounds too good to be true, what are the disadvantages? There are too many great creatures in standard! The hardest part of this is figuring which and how much of each creature you get to jam into the list. Well I'll show you my list and explain my decisions.

First things first, the biggest confusion: mana base!

The Mana Base  Evolving Wilds Sandsteppe Citadel Opulent Palace Urborg, Tomb of Yawgmoth Windswept Heath Polluted Delta

So remember when I said the mana base is actually easier? Well what I meant is that this is essentially a green black deck where you splash white and blue. Only 4 lands in the entire deck doesn't provide you with those two colors. The tri-lands and fetchlands can easily find your splashes when you need it so there is no need to fret on the mana. Why no Mana Confluence you ask? Well it's because the deck doesn't really need it. Replacing the Evolving Wilds with confluences so it doesn't come in tapped is always an option. If you prefer to scry is your cup of tea instead of 4 color tapped land, Temple of Malady could replace Evolving Wilds but I enjoy the extra security on colors.

The Core  Sidisi, Brood Tyrant Siege Rhino Whip of Erebos Murderous Cut Sylvan Caryatid Nyx Weaver

The core of the deck remains pretty much unchanged from all the other whip decks. We have our Satyr Wayfinders, Sylvan Caryatids, Whip of Erebos, Murderous Cut as well as our 4-drop big baddies. What differentiates this Whip deck from other Whip decks is the lack of Courser of Kruphix. Courser is great--he allows card advantage and sees the top to stop from dredging away whip. However, Nyx Weaver dredges harder and allows you to get other cards, usually a whip, from your grave.

The Difference Sultai Charm Abzan Charm Resolute Archangel Erebos, God of the Dead Hornet Queen Ashen Rider

And here's where things get spicy! What's the first thing you think of when you're allowed into two wedges? That's right--we get to play both of the strongest charms for standard. You get the choice of making big plays exiling things with Abzan Charm or killing opposing Vaults and Whips with Sultai Charm. These two give the best card advantage of all the Khans charms. The only tricky thing is that playing the charms on turn 3 is quite difficult with the mana base set up this way, but turn 4 or 5 is easy peasy.

So why these particular creatures? Hornet Queen and Ashen Rider are easy inclusions, but Resolute Archangel evens out the matchup against hyper aggro. If we stabilize then aggro is easy cause of the lifegain, but if they get us down to 3 on turn 3 then well, it's a little more difficult. I'm looking at you Monastery Swiftspear! The archangel is there so we can jump back to a safety net of 20 and not be afraid of last minute burn like Stoke the Flames. The inclusion of Erebos is for the opposite reason, he prevents opposing life gain and a card advantage machine. How do these two creatures beat out the other reanimation staples? Well I'm not a big fan of Doomwake Giant or Pharika, games way too grindy and last too long with them. And of course the only Fate Reforged inclusion, Torrent Elemental! It's reminiscent of the Obzedat-Whip combination, albeit slower, and it feels like a discounted delve cost, as exiling the elemental doesn't really get rid of him. He's also a powerhouse when attacking because it taps everything, getting rid of blockers and breaching the annoying Hornet walls that are in standard.

This is my personal sideboard so of course you could deviate from this however you'd like. I think the Downfalls and Disdainful Strokes are the most obvious inclusions. Rakshasa's Disdain may be a better fit over stroke. Crux of Fate is a blessing from Fate Reforged. It's the sweeper that we needed, before Fates that slot belonged to End Hostilities but the double white was just too difficult to muster up when we really needed it. Sure it's easy at 8 mana to hard cast our Ashen Rider, but at 5 mana it's actually quite difficult, like I said we are a green black deck splashing the other two colors. Drown in Sorrow is for the aggro, mainly for Goblin Rabblemaster and opposing Hornet Queens. And of course Utter End is for the pesky Banishing Lights. Why not Reclamation Sage, you ask? It's a creature so it feeds Sidisi and reusable by the whip. Well the answer is that I like the versatility of Utter End more cause it could be an extra Downfall as well as just answering enchantments, and chances are you're not going to be whipping back the sage cause the whip itself is the biggest target to be banished. But why rely on the whip so heavily? There's more than one way to reanimate in standard, and that's why I run Rescue from the Underworld. Many opponents won't expect it and not only does it give you a fun little combat trick but it also gives you a beneficial sac outlet for your Ashen Rider. And lastly the funniest card in the side, Villainous Wealth. It is Abzan midrange's worst nightmare, if there's a deck out there that's well equipped to kill itself, it would be Abzan.

Other Options

Like I said, this is my personal 4C reanimator list. So there are a few cards that didn't make it in my book. But those cards are still really powerful so I thought I'd take some time to talk about them. The first big absence is the golden fang himself, Tasigur. He does everything you want him to! Use the graveyard as a resource, a big body for a low price, and even bring cards back from the yard while using your mana when you have too much of it. Honestly he would probably replace Erebos' slot in the main board. He's really powerful and I do encourage you to use him. Next on the list are M15's Souls. Soul of Innistrad comes to mind as the most useful for a deck like this with Zendikar and Theros behind it. I just think the Nyx Weaver spider is just better for getting stuff from our grave, cause it gets more than just creatures. The versatility of activating Innistrad from the grave is nice, but not enough for me to use it. The other souls are also not powerful enough for me to run them. And now my new pet card, Soulflayer, also doesn't make the cut either. Of course exiling a Caryatid, Erebos and Hornet Queen would make him a powerhouse he unfortunately is too situational in this deck. He also takes focus away from our main plan, exiling big creatures to power him means that we have less fuel for our whip. He needs the limelight in a deck and just can't share it with the whip. But what about planeswalkers? Garruk and Elspeth could be included. They both would end games quickly, but they lower the creature count which we need to be high for Sidisi. 

That's all I have for you this time. Thanks for reading and I'll see you next time.


Hey man! Nice read! I prefer by Joe Fiorini at Thu, 02/05/2015 - 15:44
Joe Fiorini's picture

Hey man! Nice read! I prefer Pena Colonics, and getting caught in a blizzard of oz, but still, pretty sweet stuff.

Soul of Theros by CalmLittleBuddy at Fri, 02/06/2015 - 20:47
CalmLittleBuddy's picture

I know this is your personal list, but I think you should take a look at Soul of Theros. I read what you wrote about the power level of the Souls but I ran a list very similar to this but with 4 Soul of Theros. Four? Yup. It's better if the hit the graveyard. Even if the opponent knows what's coming they can't stop it. A 4/5 becomes a 6/7. with first strike they need to block with a ton of toughness to even come close to killing it. Of course the more creatures you have out the more insane it gets and Sidisi does a superfine job of that, as does Hornet Queen.

I swear to you I thought it was iffy when I saw a well know pro do a video of it but then I played it and ran folks over with that card consistently. You already have the deck ready, give it a shot in ten matches or so. You may be surprised. After I played it I totally think it's stronger than Innistrad.

But if you have tried and didn't like it, I can see why as your deck has much more versatility with the charms and other spices. Great read!