









Overview:
Araumi of the Dead Tide leverages graveyard recursion and Encore synergies to create overwhelming board states. The deck fills its graveyard with self-mill/dredge (Stitcher's Supplier, Mesmeric Orb), tutors key creatures to the yard (Entomb, Buried Alive), and uses Araumi’s Encore or reanimation spells (Animate Dead, Victimize) to generate massive ETB value. Primary win conditions include Gray Merchant of Asphodel life drain, Massacre Wurm attrition, and token swarms via Living Death. The deck operates at mid-game speed with moderate interaction and resilience but suffers critical graveyard dependency.
Primer:
Core Strategy:
- Graveyard Setup: Use Stinkweed Imp, Stitcher's Supplier, and Mesmeric Orb to mill creatures. Tutors like Buried Alive and Final Parting enable precise graveyard sculpting.
- Encore/Reanimation Payoffs: Cast Araumi to grant Encore to key creatures (e.g., Gray Merchant for 9+ devotion triggers) or cheat threats via Dance of the Dead. Living Death and Scholar of the Ages provide recursion redundancy.
- Combo Lines:
- Gray Merchant + Encore (3 tokens) = ~15-27 life loss per opponent.
- Peregrine Drake + Encore generates 15 mana (untapping 5 lands ×3 tokens), enabling Living Death loops or Songs of the Damned into X-spells.
- Altar of Dementia + Narcomoeba-like effects for mill wins (not fully optimized here).
Mulligan Priorities:
- Keep hands with 3 lands, a mill/reanimation engine (e.g., Stitcher's Supplier + Animate Dead), and a payoff.
- Avoid hands lacking graveyard fillers or reliant on Araumi alone.
Key Tips:
- Use Forbid’s buyback to protect Araumi or disrupt opponents.
- Ashnod's Altar converts Encore tokens into mana for instant-speed Wake the Dead.
- Yawgmoth, Thran Physician synergizes with Undead Augur for card draw and -1/-1 counter distribution.
Avoid Traps:
- Overcommitting to the board before a Living Death.
- Wasting Encore activations on low-impact creatures.
Weaknesses:
- Critical: Graveyard hate (Rest in Peace, Leyline of the Void) shuts down 80% of the strategy.
- Moderate: Limited protection for Araumi; 3+ removals cripple Encore access.
- Minor: Slow recovery from board wipes; relies on rebuilding via reanimation.
Most Important Cards:
- Gray Merchant of Asphodel
- Massacre Wurm
- Buried Alive
- Entomb
- Living Death
- Animate Dead
- Mesmeric Orb
- Yawgmoth, Thran Physician
- Ashnod's Altar
- Altar of Dementia
Attribute Ratings:
Speed: 6/10
- Can threaten lethal via Gray Merchant Encore by T6-7 with ideal setups. Slower than fast combo decks but accelerates with early mill/dredge.
Resilience: 5/10
- Vulnerable to graveyard hate and Araumi removal. Some recursion (Archaeomancer, Scholar of the Ages) and countersphelps, but lacks free interaction.
Consistency: 7/10
- 8+ tutors/entomb effects, 10+ self-mill sources, and redundant reanimation. Encore payoffs are interchangeable (e.g., Ravenous Chupacabra vs. Plaguecrafter).
Interaction: 5/10
- Moderate spot removal (Ravenous Chupacabra, Price of Fame) and counters (Counterspell, Forbid). Lacks board wipes beyond Massacre Wurm and no stax.
Rating Justification:
The deck sits between Optimized Casual (5.0) and Focused (6.0). It has strong synergy and tutors but lacks:
- Free interaction (e.g., Fierce Guardianship)
- Fast mana (only Sol Ring)
- cEDH-level combos (no Thassa's Oracle/Demonic Consultation).
Its T7-8 lethal potential and vulnerability to common hate align with Focused (6.0). However, slower setups compared to T5-6 combo decks and reliance on Araumi’s survival prevent higher tiers.
Power level: 6.0 - 6.5
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