I've been trying out Corpse Dance for a while and has show a lot of success. Does anyone have any experience with Corpse Dance?
-Graveyard order does matter with the new rules alongside Corpse Dance if you are curious.
-If the creature dies then it doesn't get exiled
-Works with Eldrazi
-Instant speed so you could use on blocks, or at your opponent's end turn.
I've had decent success with it in my 450 list, but I've considered swapping it out for Shallow Grave. The 5 mana mode is slow, but I feel it's a bit disingenuous to say that it's "strictly worse than Shallow Grave" in its 3-mana mode. If it didn't cost 1 more, it would be strictly better. I think the flexibility of the two modes makes it reasonable, but cheating fatties into play on turn 5 isn't the most exciting thing to do.
I play it at 430. Of course, I'm still building up my cube and tuning, so for reanimator I also run Animate Dead, Vigor Mortis, Exhume, Profane Command, and Necromancy. Almost no one drafts reanimator at the moment (because they've never seen it in action) so after Corpse Dance gets played a few times we'll see if it makes the grade. I'm already pretty certain that Vigor Mortis won't, but it is worth the shot.
I like the card a lot. I run profane command, corpse dance, recurring nightmare, necromancy, exhume, dance of the dead, animate dead, reanimate, and unburial rites. I've tested with life//death as well. In retrospect, that is a lot of reanimation in a 450 cube, but it is one of the pushed archtypes. Everyone seems to have fun with it, and there's enough where multiple people can dabble with it in the same draft.
This card really needs to say "target" instead of "the top". That would make it more flexible and harder to disrupt, thus pushing it to a truly cubeworthy power level. More importantly (in my opinion at least), it would also do away with the annoyance that is graveyard order mattering. Graveyard order is just such a stupid concept in Magic and I don't want to run any card where it matters.
I actually like graveyard order matters cards. It requires awareness of a zone in a different way than players usually have to have, and it's part of what I like about Corpse Dance and Shallow Grave.
Obviously removing the restriction from the card would substantially increase its power level, but I'm still quite happy with how it has played out. Copse Dance requires support, more than the other reanimation spells, but it can be more powerful than Animate Dead and leads to very interesting game states. I'd suggest playing it with Elrdazi, mega fatties, and delve is cute.
If your black section has some extra room I'd try it out.
My experience is that it has been better than Living Death on average, and occasionally better than Animate Dead. Luckily haven't had to use it defensively but it can be used to make blockers too.
That's my main complaint about graveyard order: There is nothing in the game's rules and basic gameplay that make you care about it, but suddenly, you have to care about it for a dozen cards in existence (and only one or two in cube). Demanding that players are suddenly aware of something that they never have to be aware about under normal circumstances and that actively goes against natural player behavior and habits is bad game design. There is a reason why Wizards stopped making these cards a looong time ago.
Corpse Dance is a cool card (including name and art and all), but caring about graveyard order makes it a no-go for me. (I guess I could give it a stealth buff by letting people rearrange their graveyard like usual, just not while Corpse Dance is on the stack. That almost feels like making a custom card and not playing the card as printed though.)
404.2. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can’t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in his or her graveyard.
The Comprehensive Rules require it, but tournament rules for anything that only contains things from Urza's Saga forward waive this rule.
Hm, interesting, could have sworn being allowed to change the order is the standard, not the exception. The only reason why the comprehensive rules are this way is due to that stupid dozen graveyard order matters cards from old sets though. It is easier to put a rule that relates to specific formats into the tournament rules than into the comprehensive rules, which are meant to be universal.
And it still doesn't change the fact that the "not changing the graveyard order" rule fights human nature and is a pain to keep track of.
Like Miracles, when you are playing this card, you have to play slightly differently. For that I understand why some would shy away from including Corpse Dance.
Beyond that, this card is quite powerful and is waiting to be abused. Creatures have gotten much better in recent times so the value of Corpse Dance has risen significantly. I haven't hit with an Eldrazi yet, but I have used Kalonian Hydra, Wurmcoil, Elf + Skullclamp, and my favorite - Gilded Drake. I've also gotten to use it twice a turn a few times. It's a very grindy card that can become busted. It's been in 3 drafts so far, dominating 2 of them and being side boarded in the other draft, so it's still really early.
I'm excited to play it alongside the Magic Orgins DFC legendary/walkers.
My site partner ran corpse dance for a while, and it was largely underwhelming. It's hard to say what it was about it, but so few of my reanimator targets I'm happy to see exile after that turn. There are spots in the game where you can end it with 1 or 2 corpse dances, and then there are times you lose because your Looter il-Kor got killed in response and become the guy doing the dance. The effect is powerful and I could see it being run in larger cubes, but was a bit too awkward the more you trimmed from your list.
It was too slow and expensive, and only hitting the top creature was a huge problem because reanimation decks are full of low-cmc creatures that help with the 'yard. When they die in-between binning fatties and putting your 5 mana together, they become the required targets for your 5-mana investment ...which is butt.
The fact that the creature get remove from the game at the end of turn is kind of sad. You are then almost force to play Eldrazi stuff with it only...
Also, like others have mentionned, it only hits the top creature in your graveyard. So when you're playing with some players that aren't really experienced in Magic, it may cause some confusion due to the fact that they may have moved cards from there grave and be missplaying it.
My conclusion is that it is too slow for powered cube and you're not enough Buyback reward for it. The instant speed is nice but don't make it playable however.
Was playing at 720 and I don't recommend to play it under that.
Corpse Dance was discussed here in The Random Cube Card of the Day Thread. These posts are a little like Corpse Dance; the thread is necroed briefly, dies off and I do another one tomorrow.
(Spoiler: Pretty luke-warm receptions,an ok option if you need more instant speed reanimation or as combo fuel)
Is it possible to untap my three lands, cast Corpse Dance at the start of my upkeep on Reya Dawnbringer, and have her ability resolve on Spirit of the Night (he is in the graveyard below reya)
Is it possible to untap my three lands, cast Corpse Dance at the start of my upkeep on Reya Dawnbringer, and have her ability resolve on Spirit of the Night (he is in the graveyard below reya)
Unfortunately not. By the time you get the chance to tap your lands for Corpse Dance, the "beginning of your upkeep" has already passed and Reya's ability won't trigger.
If you have the mana, you can Corpse Dance Reya on the opp's end step and she will survive through your upkeep to trigger. She'll then be exiled at the end of your turn.
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I've been trying out Corpse Dance for a while and has show a lot of success. Does anyone have any experience with Corpse Dance?
-Graveyard order does matter with the new rules alongside Corpse Dance if you are curious.
-If the creature dies then it doesn't get exiled
-Works with Eldrazi
-Instant speed so you could use on blocks, or at your opponent's end turn.
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If your black section has some extra room I'd try it out.
My experience is that it has been better than Living Death on average, and occasionally better than Animate Dead. Luckily haven't had to use it defensively but it can be used to make blockers too.
Corpse Dance is a cool card (including name and art and all), but caring about graveyard order makes it a no-go for me. (I guess I could give it a stealth buff by letting people rearrange their graveyard like usual, just not while Corpse Dance is on the stack. That almost feels like making a custom card and not playing the card as printed though.)
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
404.2. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can’t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in his or her graveyard.
The Comprehensive Rules require it, but tournament rules for anything that only contains things from Urza's Saga forward waive this rule.
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And it still doesn't change the fact that the "not changing the graveyard order" rule fights human nature and is a pain to keep track of.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
Beyond that, this card is quite powerful and is waiting to be abused. Creatures have gotten much better in recent times so the value of Corpse Dance has risen significantly. I haven't hit with an Eldrazi yet, but I have used Kalonian Hydra, Wurmcoil, Elf + Skullclamp, and my favorite - Gilded Drake. I've also gotten to use it twice a turn a few times. It's a very grindy card that can become busted. It's been in 3 drafts so far, dominating 2 of them and being side boarded in the other draft, so it's still really early.
I'm excited to play it alongside the Magic Orgins DFC legendary/walkers.
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Also, like others have mentionned, it only hits the top creature in your graveyard. So when you're playing with some players that aren't really experienced in Magic, it may cause some confusion due to the fact that they may have moved cards from there grave and be missplaying it.
My conclusion is that it is too slow for powered cube and you're not enough Buyback reward for it. The instant speed is nice but don't make it playable however.
Was playing at 720 and I don't recommend to play it under that.
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(Spoiler: Pretty luke-warm receptions,an ok option if you need more instant speed reanimation or as combo fuel)
Is it possible to untap my three lands, cast Corpse Dance at the start of my upkeep on Reya Dawnbringer, and have her ability resolve on Spirit of the Night (he is in the graveyard below reya)
Unfortunately not. By the time you get the chance to tap your lands for Corpse Dance, the "beginning of your upkeep" has already passed and Reya's ability won't trigger.
If you have the mana, you can Corpse Dance Reya on the opp's end step and she will survive through your upkeep to trigger. She'll then be exiled at the end of your turn.
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Thanks guys, appreciate the knowledge.