It could work, but I think it's missing some things...
- Knight of the Reliquary: Probably the best way to get Emeria into play, not to mention all the other useful lands it can find (Sejiri Steppe, Bojuka Bog, etc)
- Day of Judgment, All Is Dust: Who cares if all your guys get blown up? You're going to get them back with Emeria. More sweepers are always a good idea.
- Avenger of Zendikar: This guy is a great finisher. He makes a ton of dudes to clog up the board, and he reanimates very well. I'd probably play 2-3 of him and only 1 Iona (when would you ever need a second one?)
Other random janky ideas:
- Terra Eternal: This would go nicely with a full set of Stirring Wildwoods, plus it would make your Emerias immune to LD spells.
- Wildfield Borderpost: This would be a good board card against Spreading Seas. Once they try to spread your Emeria, you can use Borderposts to bounce it back to your hand, since it is now a BASIC Island.
- Ancient Stirrings: This card is great because it can get you something like All Is Dust, or it could get you a land like Emeria.
I would probably cut the Kor Cartographers. If you splash green, you have lots of cheaper ramp spells to play, like Rampant Growth, Explore, Harrow, etc. Four-mana ramp spells are too slow.
Don't worry about Dauntless Escort. Your goal is to reanimate guys, so why bother making them indestructible if you can just bring them back?
It could work, but I think it's missing some things...
- Knight of the Reliquary: Probably the best way to get Emeria into play, not to mention all the other useful lands it can find (Sejiri Steppe, Bojuka Bog, etc)
- Day of Judgment, All Is Dust: Who cares if all your guys get blown up? You're going to get them back with Emeria. More sweepers are always a good idea.
- Avenger of Zendikar: This guy is a great finisher. He makes a ton of dudes to clog up the board, and he reanimates very well. I'd probably play 2-3 of him and only 1 Iona (when would you ever need a second one?)
Other random janky ideas:
- Terra Eternal: This would go nicely with a full set of Stirring Wildwoods, plus it would make your Emerias immune to LD spells.
- Wildfield Borderpost: This would be a good board card against Spreading Seas. Once they try to spread your Emeria, you can use Borderposts to bounce it back to your hand, since it is now a BASIC Island.
- Ancient Stirrings: This card is great because it can get you something like All Is Dust, or it could get you a land like Emeria.
I would probably cut the Kor Cartographers. If you splash green, you have lots of cheaper ramp spells to play, like Rampant Growth, Explore, Harrow, etc. Four-mana ramp spells are too slow.
Don't worry about Dauntless Escort. Your goal is to reanimate guys, so why bother making them indestructible if you can just bring them back?
But what will I cut?
Also, KotR would tax the amount of plains in my deck. I only run 10, I have to be careful about that.
Cut the Ondu Giants and the Kor Cartographers - they are too slow. You can ramp for less mana, and the bodies aren't as impressive as the ones you will be ramping into/reanimating.
You only need to use the Knight's ability once to dig up an Emeria. If you are running out of Plains, maybe cut some of your non-basics for additional Plains.
EDIT: I can see why the list above made Top 8 in a PTQ...there's nothing wrong with any of his choices.
The only thing that would concern me is the matchup against a Polymorph deck, or against an opposing Iona.
3 Wall of Omens
4 Kor Cartographer
4 Ondu Giant
4 Captain of the Watch
2 Iona, Shield of Emeria
Other:
3 Explore
4 Rampant Growth
4 Harrow
4 Martial Coup
3 Oblivion Ring
4 Emeria, The Sky Ruin
4 Sunpetal Grove
2 Evolving Wilds
2 Terramorphic Expanse
10 Plains
3 Forest
4 Kor Firewalker
4 Qasali Pridemage
4 Devout Lightcaster
3 Pithing Needle
Le me explain my choices:
Wall of Omens: Great blocker, draws a card, and will reanimate for more card draw.
Kor Cartographer: Nets a land and reaninates for more land.
Ondu Giant: Same as Cartographer, but he's a bigger body.
Captain of the Watch: Good reanimate target for the tokens.
Iona, Shield of Emeria: Good finisher, kills monocolored decks.
Rampant Growth: Allows a turn 3 Ondu Giant or Kor Cartographer
Explore: Same as above
Harrow: Good ramp card.
Martial Coup: Sweeper, gives me dudes, then Emeria recovers for me
Oblivion Ring: I need removal of some kind, and this hits everything.
Other cards I'm considering:
Expedition Map: To tutor Emeria
Dauntless Escort: Sack, indestructible, reanimate, repeat
Skullmuncher: Devour, draw , reanimate everyone it ate with Emeria.
Couls this work? Thoughts?.
- whhhhhaaat?
Standard Decks:
UBRGrixis ControlRBU
- Knight of the Reliquary: Probably the best way to get Emeria into play, not to mention all the other useful lands it can find (Sejiri Steppe, Bojuka Bog, etc)
- Day of Judgment, All Is Dust: Who cares if all your guys get blown up? You're going to get them back with Emeria. More sweepers are always a good idea.
- Avenger of Zendikar: This guy is a great finisher. He makes a ton of dudes to clog up the board, and he reanimates very well. I'd probably play 2-3 of him and only 1 Iona (when would you ever need a second one?)
Other random janky ideas:
- Terra Eternal: This would go nicely with a full set of Stirring Wildwoods, plus it would make your Emerias immune to LD spells.
- Wildfield Borderpost: This would be a good board card against Spreading Seas. Once they try to spread your Emeria, you can use Borderposts to bounce it back to your hand, since it is now a BASIC Island.
- Ancient Stirrings: This card is great because it can get you something like All Is Dust, or it could get you a land like Emeria.
I would probably cut the Kor Cartographers. If you splash green, you have lots of cheaper ramp spells to play, like Rampant Growth, Explore, Harrow, etc. Four-mana ramp spells are too slow.
Don't worry about Dauntless Escort. Your goal is to reanimate guys, so why bother making them indestructible if you can just bring them back?
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
But what will I cut?
Also, KotR would tax the amount of plains in my deck. I only run 10, I have to be careful about that.
- whhhhhaaat?
Standard Decks:
UBRGrixis ControlRBU
You only need to use the Knight's ability once to dig up an Emeria. If you are running out of Plains, maybe cut some of your non-basics for additional Plains.
EDIT: I can see why the list above made Top 8 in a PTQ...there's nothing wrong with any of his choices.
The only thing that would concern me is the matchup against a Polymorph deck, or against an opposing Iona.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani