Dimir House Guard: Primarily used as a sac outlet for one of the combos. The thing with this card and the main reason why it's in the deck is because it doubles as a tutor for some of the best cards in this deck. It can fetch up Greater Good or Birthing Pod or Wrath of God. These are three extremely relevant reasons for playing this card. What''s even better is that he has the decency to put himself in the graveyard so that Karador costs less to play. Amazing card for this deck.
Disciple of Bolas: Can draw you a ton of cards and functions as a sac outlet. Being able to recur him makes him even better. The lifegain is mostly just a bonus but can help you out in a pinch.
Eternal Witness: Green staple card. Returns any card from your graveyard to your hand for only 3 mana and leaves a body behind. Recurring this creature generates so much value it's ridiculous.
Golgari Grave-Troll: Since this is a reanimator style creature based deck with fourty creatures in it, dredging almost becomes the same as drawing 6 cards. Generates a metric ton of value and then some. Karador will cost three mana in almost no time at all with this bad boy in the graveyard.
Knight of the Reliquary: I almost exclusively use this to fetch my Gaea's Cradle or Urborg, Tomb of Yawgmoth and for that alone it's worht a spot in the deck. What makes this card even better for this list is that it's tutorable with
Woodland Bellower
.
Loyal Retainers: In my opinion a grossly underestimated card for reanimation. Yes you can only use it in your first main phase, yes it's only legendary creatures... but isn't Iona, Shield of Emeria legendary? Isn't Yosei, the Morning Star legendary? I rest my case. Only costs three mana aswell, seriously, this card is a must answer threat for opponents.
Oracle of Mul Daya: Generates value like it's no man's business. The fact that you can play lands from the top of your library will help smooth out draws if she sticks around.
Lotus Cobra: I was hesitant at first to put this little guy in. After all how much can one maybe two mana be? Well, it kind of turns out that it's a really big deal. Especially with fetchlands. Being able to churn out spells just because you played a few lands is incredible. I put this card in once and never looked back it's that amazing.
Sakura-Tribe Elder: Admittedly the deck plays a low amount of basic lands but being able to ramp into them with a low cost creature that kills itself in the process is just to much value for this deck to pass up.
Vorinclex, Voice of Hunger: I usually just reanimate this hulking monstrosity for his mana doubling effect. The fact that he also functions as a semi-stax effect is just a bonus. One of the downsides is that people hate him with a passion and gets removed almost instantly, but by that time, the damage is usually already done.
Wood Elves: Ramp that brings one of your lands untapped into play on a creature body. it's just too bad he doesn't kill himself right of but that's no real downside.
Sol Ring: I think Sol Ring is the stapliest of staples that ever stapled in commander. EVERY deck runs one and this deck is no exception.
Solemn Simulacrum: So much value pressed into one robot. Ramping when he enters the battlefield and drawing you a card when he leaves. Another great commander staple. This card can also draw you the whole deck when comboing.
Spore Frog: I personally like this card the most in the deck. Seemingly so innocent but an absolute terror when it comes to controlling attacks. Incredibly hard to deal with for voltron commanders and next to impossible to remove from the game since you can just sacrifice it in response. Definite all-star card and absolutely insane utility.
Sun Titan: fair costed huge body with an extremely relevant ability. You can recur Loyal Retainers for that other legendary creature you need or get Eternal Witness back for extra value plays. Another way to use him is as a janky ramp spell by getting back one of your fetchlands or other lands. Insanely strong utility creature and I'm always happy to see him.
Sensei's Divining Top: It's in here to smooth out draws and occasionaly to grab that one card that you really, desperately need. It's a staple for a reason because it's cheap, hard to remove and let's you practically play with a stacked deck.
Greater Good: This is one of the deck's engines. Once this thing comes online and starts rolling you'll be drowning your opponents in card advantage. It almost always gets removed as soon as it hits the table or gets counterspelled, but if you manage to get it through it will just dig through your deck like crazy.
Sylvan Library: much the same as Sensei's Top, It's mostly in here to smooth out draws but I've been known to take eight damage and draw two extra cards. Super versatile and really strong card.
Life from the Loam: Another dredge engine like the troll. Being able to pick up your lands again i so strong. Dredging an Urborg, Tomb of Yawgmoth and then getting it back in hand is great.
Unburial Rites: The main reason I play this card is because of the flashback cost. People won't oftenly check your graveyard for some unknown reason and having this lie in there as a ticking bomb can really swing the game around.
Victimize: Three mana two for one reanimation. Such incredible value from this one card alone. reanimate your strongest creature and Eternal Witness and you get to do it all over again! Seriously though, this card is just insane for it's value.