Nezahal, Primal Tide, depending on the decks that you're playing against, is sometimes even better than the SPhinx. The ability to protect itself for free is really quite awesome. There used to be a heavier Storm/Spell-slinger presence in my meta, which has tapered off pretty sharply, but there were times when Nezahal drew me 10+ cards in a turn cycle. When an opponent is chaining together Tutor effects, casting enchantments, and recurring the 'yard in one turn, it was easy to draw an overwhelming number of cards and often win on my next turn.
And sometimes the 7 power it boasts is not bad either for going down the beat-down route.
However, it really depends on your meta. If there isn't a high presence of non-creature spells being cast in your meta then the Sphinx is ultimately better. It may not be a bad idea to run both. When I played Tasigur Reanimator, before I switched it to Tasigur Flash Hulk, I found that Jin-Gitaxias drew me too much attention and started affecting my ability to interact. I think that Nezahal might be a more politically palatable Reanimator target that comes with some solid card draw without wiping out your opponents' hands. Otherwise, I think cutting It That Betrays is a good choice.
As a result, I have to admit, Nezahal, Primal Tide is a decent draw engine. Noncreature covers a lot of ground. And he's hard to get rid of. I'm going to track down a copy and see what he can do on a regular basis. For my build I can see him causing rage quits if I ever manage to get Tamiyo, the Moon Sage's emblem, too.
Tendrils of Agony came up, too. It's easy enough to storm for a decent amount. This game I strung a whole lot of mana rocks together after they were bounced for a 7 storm count, but I could easily see it coming off of things like Frantic Search and the windfall variants. It'd be even more disgusting with Leyline of Anticipation, in terms of stealing someone else's storm. So I will definitely look at where it might slot in to my build. I dropped Dismember for it, but I'll give that a bit of thought, as Dismember is strong, cheap spot removal.
I don't think you'll be disappointed with Nezahal. I keep tabs on the cEDH reddit and they've almost universally switched from Consecrated Sphinx to Nezahal, Primal Tide. Nezahal's trigger is a MUST whereas the Sphinx is a MAY; Nezahal can't be countered, which can sometimes be relevant; Nezahal protects himself with an ability that he can help fuel; and the max hand size modifier is great against opposing Jin-Gitaxias' and ensuring a stronger Control plan. If possible, I think it's totally worth running both, since the power of the Sphinx cannot be denied.
My brother has a really annoying Muldrotha deck too. Suffer the Past could be useful to you as a way to Exile the Muldrotha players 'yard with a synergistic card. As for myself, I usually play try and race the Muldrotha player, as I know that they'll probably beat my long-term game given enough time.
Tendrils of Agony is a great card to pad the life total. It's far too easy to cast it, gain 14-20 life, and then flashback it via Dralnu and kill a player with its flashback copy.
EDIT: In other news, the new Lazav is a really cool card. I wonder if it has any use in this particular configuration or if he's better as the Commander for his own style of deck?
Oh yeah, I’m convinced that both Nezahal and tendrils are good adds that add value. As far as the dinosaur goes I had underestimated how many spells are noncreature. There’s ramp, removal, sweepers (which he can survive), the list goes on. Tendrils is just super easy to go off with, it’s a no-brainer.
It might be worth looking at options for graveyard exile. Suffer the past does look fun. Otherwise I guess there’s Relic, Bog, Crypt, and the relatively new Crook of Condemnation.
EDIT: I like Lazav (although I like the earlier iteration more) but I think he’d be an uneasy fit here. That being said, I really like the surveil mechanic, and on the right card there could be some great additions. Worth consideration as spoilers come through.
This thread still alive? I played a bit with Dralnu a few months ago but decided I didn't enjoy UB spellslinger control as much as I thought I would. I've been playing around with various reanimation strategies recently and found how well it pairs with control and thought I might revisit Dralnu, this time reanimation-control. Did a bit of building, then found this thread! Tidespout Tyrant was an inclusion of mine too, it's great. Thanks for this resource, it's been really helpful putting the deck together.
I might have a few contributions to make. Victory Chimes is nice in Dralnu since you often cast things on opponents turns, it often produces 2+ mana per round.
Domineering Will is another Reins of Power effect at instant speed, but the benefit to this one is it forces Dralnu to block. So you can attack an opponent with your reanimation target and force them to block with Dralnu. Or get someone to hit the leading player with their fatty or voltron commander and set them back to the stone age.
Phyrexian Totem is a mana rock that has Dralnu's drawback on an activated ability. Pairs well with Reins and Domineering Will.
I haven't seen Jenn around for a few months, so not sure what's happening in her neck of the woods. I'm still running a pretty close simulacrum of this list as my budget allows, and it's playing really, really strongly. Probably one of my more solid competitive decks at the moment, in fact. Granted I don't have quite the budget Jenn does, but it's a pretty close parallel aside from a few key choices (main one being me running Archfiend of Ifnir over Massacre Wurm).
Without second guessing Jenn's assessment of your suggestions, here's my take on them:
Victory Chimes is interesting, and it's a parallel to Paradox Engine, but it doesn't compare all that well to my mind. I like the idea of extra mana, I just don't feel like it does enough.
Domineering Will is pretty decent. I could almost see running it instead of Reins of Power, or alongside it. Decent trick, and I like that it forces block - it makes Dralnu a shotgun blast to the face. I guess the risk is the person controlling Dralnu playing out cards from their yard, but it's still better than sacrificing permanents.
Phyrexian Totem is cute, but I don't think it does enough to justify an add. Leveraging the sacrifice ability is interesting, but pretty corner case tech. That being said, corner case tech is fun so I can totally see why you'd run it.
Minamo, School at Water's Edge is a card I'd love to see reprinted, and I would windmill slam it in here. It's a definite add if you have it.
I genuinely love this commander, so if there's any further questions, feedback or advice you need to help improve your list feel free to ask.
Domineering Will is pretty decent. I could almost see running it instead of Reins of Power, or alongside it. Decent trick, and I like that it forces block - it makes Dralnu a shotgun blast to the face. I guess the risk is the person controlling Dralnu playing out cards from their yard, but it's still better than sacrificing permanents.
Even better, Dralnu won't be able to tap unless your opponent has some way to give it haste. Domineering Will is neat trick in Dralnu lists and the other common use (stealing creatures to block) is still solid. I'm a big fan of sac outlets for Dralnu as well, so it's sometimes going to just be a removal spell that gets around indestructible. Lots of potential for blowout plays even if it's a touch on the expensive side.
It's tough to replace Reins with it, because Reins lets you steal creatures and swing to kill someone. Even more potential for blowout plays in a lot of cases.
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Domineering Will is pretty decent. I could almost see running it instead of Reins of Power, or alongside it. Decent trick, and I like that it forces block - it makes Dralnu a shotgun blast to the face. I guess the risk is the person controlling Dralnu playing out cards from their yard, but it's still better than sacrificing permanents.
Even better, Dralnu won't be able to tap unless your opponent has some way to give it haste. Domineering Will is neat trick in Dralnu lists and the other common use (stealing creatures to block) is still solid. I'm a big fan of sac outlets for Dralnu as well, so it's sometimes going to just be a removal spell that gets around indestructible. Lots of potential for blowout plays even if it's a touch on the expensive side.
It's tough to replace Reins with it, because Reins lets you steal creatures and swing to kill someone. Even more potential for blowout plays in a lot of cases.
Yeah, it seems pretty versatile. Might give it a whirl in my list. As far expensive, well yeah for removal. For a Dralnu contingency plan it's equivalent to Reins of Power with a splash less U. I could get behind that.
Yeah it is a toughie if you only have one slot for that effect.
Anyone thoughts on Final Parting? I've found it to be pretty effective at tutoring a target to the yard and a reanimation spell to hand. Though, it can be hard to use. You don't want to telegraph Jin going to the yard t4 and only being able to reanimate him t5, you're asking for trouble. And it might be too much mana to cast and cast a reanimation spell the same round. Still, doesn't have to be used like that and it's been working quite well for me, effectively a double-tutor in this deck.
The better version, by far, imo, is Insidious Dreams. Really nice that it's instant speed so you can, on your opponent's end step before your turn, cast it to discard your reanimation target and fetch your reanimation spell to the top of your deck. Untap, draw, reanimate.
Lastly, I see It That Betrays was originally in the deck. I'm running this right now just for the chance that if I do get to give someone Dralnu, I take all their stuff. It's cute, but I do have the tutors, Lightning Greaves, Totem and Will to make it happen.
As a budget option, I like Final Parting. I like that there's no reveal to the tutored card, and I like that it gives you options as to which goes where. That being said I had a t2 Entomb and Reanimate last game, which can't be beat for value. I guess the big deterrent for Final Parting is its CMC. You want to be able to hold up enough mana to reanimate straight away, so I guess it depends how lean your manabase is as to whether this would be useful or a little too clunky to be good. I ran it at one point, but it didn't see a whole lot of playtesting, and eventually I swapped it out for Dark Petition.
Insidious Dreams could be decent. With Consecrated Sphinx in play if you drop Dreams at end of turn, shed your hand and stack your library you could very well have all the pieces you need for your next turn with answers to boot.
Welcome to the thread Sprodel! It's never really dead (that's the theme, right?) At this point, I don't update the list much because it's pretty optimized for where I want it to be. But I still monitor the thread. So, welcome!
Toc had pretty good analysis of all the cards you suggested. Victory Chimes is an option for a 3-mana mana rock, but I don't see it being any better than the ones I'm already running. I also agree with what people have said on Domineering Will. It has some potential and I'd be curious to hear how it works for you, but I don't know if I'd replace Reins of Power. Honestly, Reins is in this weird spot where it keeps showing up on the chopping block when I edit the deck and yet I can't actually bring myself to cut the card.
HOW HAVE I NEVER THOUGHT OF MINAMO?! I love Kamigawa and even own a copy. I feel very dumb now haha. That's why I love this thread. People remind me of cards that have been staring me right in the face this whole time . . .
Double post to say there actually have been some updates! I tweaked the list after Weebo made some suggestions a while back and never actually changed the master post. Also, I swear Underground River has been in the deck forever, I guess it never got added here . . . Here they are:
As I discussed with Weebo, some earlier cantrips were needed. Probe is especially nice because it is a free spell to fuel our Paradox Engine combo once that starts going. As far as cuts go, Time Stop is cute but too expensive and Deadly Tempest was the weakest of our board wipes and we have plenty of those. It was really tough to cut Kokusho, but this deck is more about reanimating a big bomb once or twice, rather than multiple reanimation loops. And it's the latter where Kokusho shines.
The changes are more or less unsurprising, considering you mentioning you were going down more of a quick combo route at present. I've been back and forth on Time Stop myself, it's a lot of mana to hold up, and a moot point when you have Paradox Engine up and running anyway. I get why Koko is out, too, we don't have a ton of ways to loop reanimate him, and without Rite of Replication it's not quite a finisher in most cases.
The changes are more or less unsurprising, considering you mentioning you were going down more of a quick combo route at present. I've been back and forth on Time Stop myself, it's a lot of mana to hold up, and a moot point when you have Paradox Engine up and running anyway. I get why Koko is out, too, we don't have a ton of ways to loop reanimate him, and without Rite of Replication it's not quite a finisher in most cases.
Yeah, I think I've got the deck in a pretty good spot as far as the combo goes. My intention with the deck was to not make it a dedicated combo deck and to make the focus be more control. And that's about where the deck is now. I'd say 50%, probably more, of my games end with the Paradox Engine combo, but the goal isn't to do so in the first few turns. Paradox Engine is more like inevitability for the control plan's long-game.
Yeah, I think I've got the deck in a pretty good spot as far as the combo goes. My intention with the deck was to not make it a dedicated combo deck and to make the focus be more control. And that's about where the deck is now. I'd say 50%, probably more, of my games end with the Paradox Engine combo, but the goal isn't to do so in the first few turns. Paradox Engine is more like inevitability for the control plan's long-game.
I find the same. Strictly speaking it isn't combo per se- I'd call it more of a combo build if you were using Isochron Scepter/Dramatic Reversal to end games. Nonetheless it damn well feels like it with Engine some days. Nine times out of ten if the Engine resolves it's game over for me; in all honesty, I can absolutely see why it would be in consideration for being banned. I don't think it will be because it needs so much building around, but I can see the complaint. The thing is a monster
Engine is one of those cards where I didn't even bother to play it before retiring it. It's painfully apparent that it's not the kind of card I want to play with or against and Dralnu is an excellent home for it, where it actually has some value use instead of only combo.
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Engine is one of those cards where I didn't even bother to play it before retiring it. It's painfully apparent that it's not the kind of card I want to play with or against and Dralnu is an excellent home for it, where it actually has some value use instead of only combo.
Oh, I knew as soon as it was spoiled it would be disgusting. And it is, but I feel like Dralnu is a decent home for it because (at least for my build, anyway - probably Jenn's too) it can't go infinite and it isn't the only thing I'm using to angle towards a win. I actually think there's at least elements of a case for banning it, even though I don't think it entirely deserves it; it's one of those cards that's as broken as you let it be.
Engine is one of those cards where I didn't even bother to play it before retiring it. It's painfully apparent that it's not the kind of card I want to play with or against and Dralnu is an excellent home for it, where it actually has some value use instead of only combo.
Oh, I knew as soon as it was spoiled it would be disgusting. And it is, but I feel like Dralnu is a decent home for it because (at least for my build, anyway - probably Jenn's too) it can't go infinite and it isn't the only thing I'm using to angle towards a win. I actually think there's at least elements of a case for banning it, even though I don't think it entirely deserves it; it's one of those cards that's as broken as you let it be.
That's a good way to put it. It's definitely a combo and definitely broken but I'm more ok playing it because it doesn't just feel like an "oops I win" card. There's work involved in setting it up. Plus it just synergize so well with Dralnu.
That's it really. There's plenty of opportunity to stop it getting out of hand, so it's not unstoppable, and there's definitely a minimum level of rocks needed to make it pull enough weight.
As an aside, of the Kaladesh combo pieces I truly hate going up against is Aetherflux Reservoir. Far too easy to build around, and far too much of an insta-win card to enjoy.
i really like your Dralnu list, but i have a question.
I am in a casual playgroup.
We don't usually play around unlimited combos or such. I think the "most" competitive deck is a Yuriko or Aminatou one.
I personally often play commanders which are not much played, like Phelddagrif, Ixidor :D, Lovisa.... My newest one is with Celestial Kirin and i love it.
Now i want to try Dralnu, but if possible on a budget to max. 200€.
What would you cut to achive this? What do you prefer a must have in this deck?
Welcome to the thread! I'm in a similar place to you, being drawn to lesser-played commanders. That's what initially drew me to Dralnu. The nice thing about the deck is there is some flexibility in the deck as far as budget goes, especially with the reanimation targets you play. Some budget options for reanimation targets:
As far as infinite combos go, Paradox Engine isn't technically an infinite combo, but it can definitely feel like one. If your playgroup is opposed to infinite combos, I would cut the engine, add in another reanimation target, and keep all the mana rocks. The deck plays well as a control-reanimator deck even without the inevitability of the PE combo to close out the game.
Finally, to bring the cost of the deck down, I would replace some of the more expensive reanimation targets with cheaper options. Also, you can look to replace expensive cards with their cheaper but less-efficient versions (Toxic Deluge could become one of the many more mana-expensive black boardwipes, Demonic Tutor could become Diabolic Tutor, Cryptic Command could become a cheaper counterspell, etc). Same thing goes for the lands. I would be sure to keep some of the "sac Dralnu" land like High Market, but if you can't afford Riptide Laboratory or Phyrexian Tower, that's fine. However, the latter has gotten cheaper with a reprint and it can be very useful, so that might be one of my first recommended upgrades.
Most of the expense in this deck boils down to efficiency. I run Reanimate because it allows me to get Jin-Gitaxias into play on turn 2 with a good set-up, and that's the type of meta I play in. If you play in a more casual meta, there's no reason to spend $10 on Reanimate, when Stitch Together does something similar, just less efficiently and for less than a dollar.
Jin-Gitaxias, Core Augur - Jin is hard to replace really - another random reanimator target - Notion Thief is as similar a mechanism as I can think of
Massacre Wurm - Archfiend of Ifnir - this guy is devastating. You're really only missing the life loss from the Wurm here, otherwise Archfiend is a great addition.
Sword of War and Peace - I don't run a comparable replacement in my list. Protection for Dralnu would be fine, Magebane Armor is popular in that respect.
As far as the lands go, a lot of the utility lands are pretty expensive, but most are 'run em if you got em'. I do just fine without a tuned land base. I'd suggest going for what colour fixing you can afford, and utility as you have available to you. Mystifying Maze or Thaumatic Compass make a suitable replacement for Maze of Ith, and both can make tokens vanish. As Jenn mentions, it really is important to have ways to sacrifice Dralnu, so High Market really should be a priority, and Phyrexian Tower has dropped in price significantly since UMA.
Hope this helps!
EDIT/afterthought - if you're struggling for decent reanimation targets and you still run Animate Dead et al, Kederekt Leviathan is a board wipe on a stick. It resets itself every time, lots of people will just sweep rather than play out against it.
Thanks for those additions, toc! I've had this list for so long, and EDH prices fluctuate tend to fluctuate wildly, so sometimes I forget what cards are actually expensive
Happy to help, I love my list as much as you love yours, and Dralnu deserves some love from new deck builders
PE did get up there - I can't see it moving much higher. There are at least a few on this list that really, really, desperatelyneedareprint, which would make this build significantly more affordable. Reanimate came down in price a tiny bit with UMA, but not much. Entomb came down nicely though.
Glad you enjoy the list and thanks for your help in the thread!
Yeah, I agree. Most of those cards' prices are held up by a lack of reprints, for sure. Though, like you pointed out, none of them are too vital to the list (or at least can be replaced with slightly-less efficient alternatives).
Toc and other Dralnu players, I want your opinions on your favorite cards not currently in my list. For once I have the issue of maybe wanting to replace a card (rather than needing to cut something). I've always had a soft spot for Night of Souls' Betrayal but recently it's felt like a weakest link. Thoughts on a replacement?
Alright. So I did a little playtesting. I just played a game against Ruric Thar, the Unbowed, Muldrotha, the Gravetide and Zedruu the Greathearted. It was a rough game, and I didn't win. Honestly, I really hate playing against Muldrotha, he just does not run out of juice.
As a result, I have to admit, Nezahal, Primal Tide is a decent draw engine. Noncreature covers a lot of ground. And he's hard to get rid of. I'm going to track down a copy and see what he can do on a regular basis. For my build I can see him causing rage quits if I ever manage to get Tamiyo, the Moon Sage's emblem, too.
Tendrils of Agony came up, too. It's easy enough to storm for a decent amount. This game I strung a whole lot of mana rocks together after they were bounced for a 7 storm count, but I could easily see it coming off of things like Frantic Search and the windfall variants. It'd be even more disgusting with Leyline of Anticipation, in terms of stealing someone else's storm. So I will definitely look at where it might slot in to my build. I dropped Dismember for it, but I'll give that a bit of thought, as Dismember is strong, cheap spot removal.
My brother has a really annoying Muldrotha deck too. Suffer the Past could be useful to you as a way to Exile the Muldrotha players 'yard with a synergistic card. As for myself, I usually play try and race the Muldrotha player, as I know that they'll probably beat my long-term game given enough time.
Tendrils of Agony is a great card to pad the life total. It's far too easy to cast it, gain 14-20 life, and then flashback it via Dralnu and kill a player with its flashback copy.
EDIT: In other news, the new Lazav is a really cool card. I wonder if it has any use in this particular configuration or if he's better as the Commander for his own style of deck?
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
It might be worth looking at options for graveyard exile. Suffer the past does look fun. Otherwise I guess there’s Relic, Bog, Crypt, and the relatively new Crook of Condemnation.
EDIT: I like Lazav (although I like the earlier iteration more) but I think he’d be an uneasy fit here. That being said, I really like the surveil mechanic, and on the right card there could be some great additions. Worth consideration as spoilers come through.
I might have a few contributions to make. Victory Chimes is nice in Dralnu since you often cast things on opponents turns, it often produces 2+ mana per round.
Domineering Will is another Reins of Power effect at instant speed, but the benefit to this one is it forces Dralnu to block. So you can attack an opponent with your reanimation target and force them to block with Dralnu. Or get someone to hit the leading player with their fatty or voltron commander and set them back to the stone age.
Phyrexian Totem is a mana rock that has Dralnu's drawback on an activated ability. Pairs well with Reins and Domineering Will.
Minamo, School at Water's Edge is another Map target if you have the budget.
Without second guessing Jenn's assessment of your suggestions, here's my take on them:
I genuinely love this commander, so if there's any further questions, feedback or advice you need to help improve your list feel free to ask.
It's tough to replace Reins with it, because Reins lets you steal creatures and swing to kill someone. Even more potential for blowout plays in a lot of cases.
Yeah, it seems pretty versatile. Might give it a whirl in my list. As far expensive, well yeah for removal. For a Dralnu contingency plan it's equivalent to Reins of Power with a splash less U. I could get behind that.
Anyone thoughts on Final Parting? I've found it to be pretty effective at tutoring a target to the yard and a reanimation spell to hand. Though, it can be hard to use. You don't want to telegraph Jin going to the yard t4 and only being able to reanimate him t5, you're asking for trouble. And it might be too much mana to cast and cast a reanimation spell the same round. Still, doesn't have to be used like that and it's been working quite well for me, effectively a double-tutor in this deck.
The better version, by far, imo, is Insidious Dreams. Really nice that it's instant speed so you can, on your opponent's end step before your turn, cast it to discard your reanimation target and fetch your reanimation spell to the top of your deck. Untap, draw, reanimate.
Lastly, I see It That Betrays was originally in the deck. I'm running this right now just for the chance that if I do get to give someone Dralnu, I take all their stuff. It's cute, but I do have the tutors, Lightning Greaves, Totem and Will to make it happen.
Insidious Dreams could be decent. With Consecrated Sphinx in play if you drop Dreams at end of turn, shed your hand and stack your library you could very well have all the pieces you need for your next turn with answers to boot.
Toc had pretty good analysis of all the cards you suggested. Victory Chimes is an option for a 3-mana mana rock, but I don't see it being any better than the ones I'm already running. I also agree with what people have said on Domineering Will. It has some potential and I'd be curious to hear how it works for you, but I don't know if I'd replace Reins of Power. Honestly, Reins is in this weird spot where it keeps showing up on the chopping block when I edit the deck and yet I can't actually bring myself to cut the card.
HOW HAVE I NEVER THOUGHT OF MINAMO?! I love Kamigawa and even own a copy. I feel very dumb now haha. That's why I love this thread. People remind me of cards that have been staring me right in the face this whole time . . .
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
IN
+ Brainstorm
+ Impulse
+ Chromatic Lantern
+ Minamo, School at Water's Edge
+ Underground River
+ Gitaxian Probe
OUT
- Time Stop
- Kokusho, the Evening Star
- Thought Vessel
- Deadly Tempest
- 2 Islands
As I discussed with Weebo, some earlier cantrips were needed. Probe is especially nice because it is a free spell to fuel our Paradox Engine combo once that starts going. As far as cuts go, Time Stop is cute but too expensive and Deadly Tempest was the weakest of our board wipes and we have plenty of those. It was really tough to cut Kokusho, but this deck is more about reanimating a big bomb once or twice, rather than multiple reanimation loops. And it's the latter where Kokusho shines.
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
The changes are more or less unsurprising, considering you mentioning you were going down more of a quick combo route at present. I've been back and forth on Time Stop myself, it's a lot of mana to hold up, and a moot point when you have Paradox Engine up and running anyway. I get why Koko is out, too, we don't have a ton of ways to loop reanimate him, and without Rite of Replication it's not quite a finisher in most cases.
Yeah, I think I've got the deck in a pretty good spot as far as the combo goes. My intention with the deck was to not make it a dedicated combo deck and to make the focus be more control. And that's about where the deck is now. I'd say 50%, probably more, of my games end with the Paradox Engine combo, but the goal isn't to do so in the first few turns. Paradox Engine is more like inevitability for the control plan's long-game.
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
I find the same. Strictly speaking it isn't combo per se- I'd call it more of a combo build if you were using Isochron Scepter/Dramatic Reversal to end games. Nonetheless it damn well feels like it with Engine some days. Nine times out of ten if the Engine resolves it's game over for me; in all honesty, I can absolutely see why it would be in consideration for being banned. I don't think it will be because it needs so much building around, but I can see the complaint. The thing is a monster
Oh, I knew as soon as it was spoiled it would be disgusting. And it is, but I feel like Dralnu is a decent home for it because (at least for my build, anyway - probably Jenn's too) it can't go infinite and it isn't the only thing I'm using to angle towards a win. I actually think there's at least elements of a case for banning it, even though I don't think it entirely deserves it; it's one of those cards that's as broken as you let it be.
That's a good way to put it. It's definitely a combo and definitely broken but I'm more ok playing it because it doesn't just feel like an "oops I win" card. There's work involved in setting it up. Plus it just synergize so well with Dralnu.
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
As an aside, of the Kaladesh combo pieces I truly hate going up against is Aetherflux Reservoir. Far too easy to build around, and far too much of an insta-win card to enjoy.
i really like your Dralnu list, but i have a question.
I am in a casual playgroup.
We don't usually play around unlimited combos or such. I think the "most" competitive deck is a Yuriko or Aminatou one.
I personally often play commanders which are not much played, like Phelddagrif, Ixidor :D, Lovisa.... My newest one is with Celestial Kirin and i love it.
Now i want to try Dralnu, but if possible on a budget to max. 200€.
What would you cut to achive this? What do you prefer a must have in this deck?
Thanks
Rune-Scarred Demon
Inkwell Leviathan
Tidal Force
Sepulchral Primordial
Sphinx of Uthuun
As far as infinite combos go, Paradox Engine isn't technically an infinite combo, but it can definitely feel like one. If your playgroup is opposed to infinite combos, I would cut the engine, add in another reanimation target, and keep all the mana rocks. The deck plays well as a control-reanimator deck even without the inevitability of the PE combo to close out the game.
Finally, to bring the cost of the deck down, I would replace some of the more expensive reanimation targets with cheaper options. Also, you can look to replace expensive cards with their cheaper but less-efficient versions (Toxic Deluge could become one of the many more mana-expensive black boardwipes, Demonic Tutor could become Diabolic Tutor, Cryptic Command could become a cheaper counterspell, etc). Same thing goes for the lands. I would be sure to keep some of the "sac Dralnu" land like High Market, but if you can't afford Riptide Laboratory or Phyrexian Tower, that's fine. However, the latter has gotten cheaper with a reprint and it can be very useful, so that might be one of my first recommended upgrades.
Most of the expense in this deck boils down to efficiency. I run Reanimate because it allows me to get Jin-Gitaxias into play on turn 2 with a good set-up, and that's the type of meta I play in. If you play in a more casual meta, there's no reason to spend $10 on Reanimate, when Stitch Together does something similar, just less efficiently and for less than a dollar.
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
Pricey cards in Jenn's list and Toc's suggested replacements:
As far as the lands go, a lot of the utility lands are pretty expensive, but most are 'run em if you got em'. I do just fine without a tuned land base. I'd suggest going for what colour fixing you can afford, and utility as you have available to you. Mystifying Maze or Thaumatic Compass make a suitable replacement for Maze of Ith, and both can make tokens vanish. As Jenn mentions, it really is important to have ways to sacrifice Dralnu, so High Market really should be a priority, and Phyrexian Tower has dropped in price significantly since UMA.
Hope this helps!
EDIT/afterthought - if you're struggling for decent reanimation targets and you still run Animate Dead et al, Kederekt Leviathan is a board wipe on a stick. It resets itself every time, lots of people will just sweep rather than play out against it.
For example, I had no idea PE was $18!
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
PE did get up there - I can't see it moving much higher. There are at least a few on this list that really, really, desperately need a reprint, which would make this build significantly more affordable. Reanimate came down in price a tiny bit with UMA, but not much. Entomb came down nicely though.
Yeah, I agree. Most of those cards' prices are held up by a lack of reprints, for sure. Though, like you pointed out, none of them are too vital to the list (or at least can be replaced with slightly-less efficient alternatives).
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG