This is the first in a series of decks that I'll be doing. These decks are designed to be cheap to build, balanced against each other, and enjoyable to play. The decks will be limited to their plane (any number of blocks) aside from 1-2 exceptions per deck (such as wayfinder in this one).
This deck is designed around an Innistrad draft archetype focused on graveyard synergy. Your primary goal is to survive the early and fill your yard with Wayfinder and Skaabs. In the mid game you start beating with your beefy bodies. In the late game you flood the board with tokens, gain mountains of life, and swing with unblockable finishers.
The mill
These 4 cards do enough mill to run the deck by themselves.
Armored Skaab: Mills cards and provides a blocker
Satyr Wayfinder: Fixes our mana and feeds our grave
Forbidden Alchemy: Finds important pieces
Gurmag Drowner: Makes use of our wayfinders/skaab, finds pieces, feeds our grave, and gives us an okay body.
The kill
Splinterfright: Our bread and butter. Big murderous body that keeps milling.
Boneyard Wurm: Less intimidating than splinterfright, but generally a 5/5 or more.
Kessig Cagebreakers: Floods the board.
Spider Spawning: Repeatedly floods the board and ensures we have a mana sink.
Skaab Ruinator: A one of to close out games. Usually you're only casting him when you need to finish.
The support
Gnaw to the Bone: Generally going to gain you 10+ life per cast. Gets absurd.
Artful Dodge: Pointing this at a wurm or splinterfright can end the game with little warning.
Creeping Renaissance: This is the late game. If the game goes long enough to flash this back this can save you.
The Mana
Dakmor Salvage: We only need 1 black source and this saves us if we mill them.
swamp: Fetchable by evolving wilds.
Evolving Wilds: Gets lands out of our deck so our mill is better. Also functionally swamp 3-7 in long games.
Yavimaya Coast: Obligatory untapped dual land
Forest/Island: Our lovely basics.