Overview:
A graveyard-focused strategy that uses Araumi of the Dead Tide to create multiple copies of powerful ETB creatures, generating value and potentially winning through combat damage or ETB effects.
Primer:
The deck operates by filling the graveyard through self-mill effects and selective discard, using cards like Stitcher's Supplier, Cemetery Tampering, and Thought Scour. The early game focuses on setting up mana acceleration through artifacts and filling the graveyard. The mid-game involves using Araumi's encore ability to create multiple copies of value creatures with powerful enter-the-battlefield effects.
The deck can win through various routes, including mass creature removal with Massacre Wurm, stealing permanents with Agent of Treachery, or draining life with Gray Merchant of Asphodel. The deck includes protection elements like Swiftfoot Boots and Teferi's Veil to keep Araumi safe, while maintaining interaction through removal and counterspells. The deck can also generate significant mana through Songs of the Damned and Black Market to enable bigger plays.
Weaknesses:
The deck is heavily reliant on its commander and the graveyard, making it vulnerable to graveyard hate like Rest in Peace or Leyline of the Void. Commander removal can significantly slow down the deck's gameplan. The deck also struggles against heavy countermagic as it needs to resolve key creatures and encore abilities to function effectively.
Most Important Cards:
- Entomb
- Buried Alive
- Gray Merchant of Asphodel
- Agent of Treachery
- Massacre Wurm
- Teferi's Veil
- Songs of the Damned
- Toxic Deluge
- Sepulchral Primordial
- Black Market
Attribute Ratings:
- Speed: 5/10
- Resilience: 6/10
- Consistency: 7/10
- Interaction: 6/10
Rating Justification:
This deck sits firmly in the focused/optimized casual range due to its consistent strategy and ability to generate significant value, but its reliance on the commander and vulnerability to common forms of disruption keeps it from higher power levels. While it can create powerful turns with multiple ETB triggers, it typically doesn't threaten wins before turn 7-8. The deck includes good interaction and recovery options but lacks the explosive fast mana and protection needed for higher-powered play.
Final power level rating: 6.0 - 6.5
The deck shows strong synergy and a clear gameplan, placing it above typical casual decks, but its speed and resilience limitations prevent it from competing with truly high-powered strategies. The rating reflects its ability to consistently execute its strategy while maintaining interaction, though it remains vulnerable to targeted disruption.
Araumi of the Dead Tide