- Goal of the deck is to continually cycle your creatures until mid-game where, turn after turn, you reanimate all the beefy creatures to stomp down the opponent.
Creatures:
-Archfiend of Ifnir - The MVP of the Deck. He does it all: Cycles, psuedo-removal, beats in the air. The only creature we hardcast on the regular.
-Noxious Gearhulk and Combustible Gearhulk- Utility creatures, used to reanimate when their ETB effects are needed. "Gray Hulk" is great removal/life, and "Red Hulk" is good for hand refill (which rarely is desperately needed) or raw damage potential.
-
Desert Cerodon
and
Horror of the Broken Lands
- Fatty creatures that throw themselves away, needing less discard spells in the deck. Cycling helps to find land/reanimate spells faster than normal, and keeping your deck consistently "going off" on turns 5 and 6.
Discard Outlets:
-Cathartic Reunion and Tormenting Voice- The quintessential Draw/Discard spells for the colors. I have them at 3 copies each, but I am open to quantity changes.
-
Sinister Concoction
and Collective Brutality - Discard outlets that also include removal. Sinister also adds a little self-milling, and Collective brutality has hand destruction and life drain.
Reanimators:
-Liliana, Death's Majesty- I've pulled two of her so far, and she does not disappoint. All three of her powers are valuable in this deck. #1. She can make chump blockers and self-mill. #2. She can reanimate. #3. She can cast a one-sided board wipe (all reanimation creatures are Zombies, spare the occasional Archfiend of Ifnir we hardcasted).
-Ever After - Why reanimate one creature for 5 mana when you can reanimate two creatures for 6 mana?!?! Common sense auto-include.
-Rise from the Grave- I only have 2 of these in the deck, and can easily be exchanged for another copy each of the other two reanimation cards. The one upside is you can reanimate opposing creature, but rarely will they be more useful than your fully-stocked graveyard o' fun.
Removal/Stalling:
Sinister Concoction
and Collective Brutality- Same thing I said earlier. They can do removal with added synergies.
Faith of the Devoted
- This is the card I am the most unsure of in its spot. It does its job well, in getting 'hella value off of the "Early Game Cycle-fest" to drain the opponent, but I am not sure how I like it overall. I have also considered Fatal Push, Bloodrage Brawler, and extra copies of the 'Hulks for this slot.
This is a rough-draft deck I just built with the cards I have. I am really looking for help on other cards to invest in, as well as help testing the card quantities to get it going more consistently.