Fodder - One of the goals of this deck is to get a recursive creature into play or into our graveyard. Our sacrifice outlets become a lot more impressive when they boil down to a mana cost. Here are some of our sources of renewable resources:
1 Bloodsoaked Champion - he is the most difficult to activate of our sacrificial lambs, but the payoff is that he is the most aggressive.
1 Nether Traitor - probably the best thing about Nether Traitor is the haste. Or the shadow. He carries Grafted Wargear very well.
1 Bloodghast - this card loves doing double duty with fetchlands. He is my favorite card to discard with Liliana of the Veil
1 Reassembling Skeleton - our only recursive creature that can block. He is also the most consistent about being able to come back from the grave.
I will also include token generators here:
1 Ophiomancer - Note that this card says Every upkeep. If you don't need to attack with the snake, it is good to use it mainly as fodder.
1 Pack Rat - Standard's favorite 2 drop does triple duty in this deck. There are a lot of cards in here that prefer to be in your graveyard, so he is useful as a discard outlet. In a pinch, you can use him as fodder at the cost of 3 mana and a card. His best use is in making a bunch of rats and attacking.
1 Goblin Rabblemaster - One of my favorite cards to see in my opening hand. He is an incredible clock, and he makes a guy the first turn he's in play. Note that he will force Grenzo, Dungeon Warden to attack if he is in play.
1 Bitterblossom - You don't lose too many games where Bitterblossom sticks. This format is really not equipped to deal with a 1/1 flyer every turn.
Sacrifice Outlets - along with fodder, it is important to make use of our resources. Having a sac outlet in play can also prevent exiling key cards for our deck.
1 Carrion Feeder - this is a great outlet, in part because it is cheap, and in part because it can grow to be threatening.
1 Fleshbag Marauder - Conditional sacrifice outlet, it serves more as removal, especially for hard to kill things such as Athreos, God of Passage and True Name Nemesis
1 Flesh Carver - although this is one of our most expensive outlets, it can be the strongest. A 4/4 Intimidate in this format is huge; a 6/6 is monstrous. The fact that he replaces himself when he dies is icing on the cake - in my experience thus far, he ends the game by himself.
1 Viscera Seer - probably our most vanilla outlet, and yet can surpass Carrion Feeder in the face of board wipes.
1 Grafted Wargear - I personally believe this is among the best equipment in Tiny Leaders. A 4/3 is going to trade with virtually anything in the format. As a sac outlet, Grafted Wargear works at slow-mo speed, but can be useful if a creature is Arrested or needs to be Unearthed.
1 Contamination - the vast majority of decks in Tiny Leaders actually cannot beat this card when resolved and supported. The dream for this deck is Thoughtseize on turn 1, Reassembling Skeleton on turn 2, and Contamination[/c[ on turn 3. If possible, it is nice to have Grenzo, Dungeon Warden in play in advance, since his ability speeds up your clock by a large margin.
1 Goblin Bombardment - This is a great outlet for dealing with mana dorks and other utility wimps.
Good Stuff - Good stuff is the core of this format in my opinion. As cute as you get with your general and synergies, you have to interact with the opponent on their level. If they are jamming Stoneforge Mystic and Thopter Foundry you will lose with an untuned list.
1 Dark Confidant - the best thing about Bob is that they must kill him. Otherwise he will take over the game highhandedly. The fact that he beats for 2 is not irrelevant, especially since we can flop him into play via a lucky Grenzo, Dungeon Warden activation.
1 Grim Haruspex - his body is not the worst, and he is great insurance when you want to swing in with your team. He also adds a component to your fodder - outlet combinations.
1 Grim Lavamancer - perhaps the best 1 drop creature in the format. His ability almost always can take down an opposing creature. In this deck, we run extra fetches to make use of him, and of course he can use our misses from Grenzo, Dungeon Warden to good effect.
1 Blood Artist - great card for insuring damage from each creature we summon. I love dropping this post combat to finish off the opponent via sac outlets.
1 Dualcaster Mage - probably not at his best in this list, since our best spells are our creatures. Nevertheless, since Grenzo, Dungeon Warden's ability is instant speed, we can sit with him in our hand until he can pick off a good spell.
1 Imperial Recruiter - always a favorite card to flop via Grenzo, Dungeon Warden, he is at his best as a reactive spell to find removal or a clock.
1 Fire Imp - creature based removal to synergize with our sac outlets and lucky Grenzo, Dungeon Warden flips.
1 Manic Vandal - creature based artifact removal.
1 Bone Shredder - great card to deal with larger creatures, something this deck otherwise lacks.
Mana Base - Gotta cast em all. I run the full set of black fetches as better enablers for Grim Lavamancer and for deck thinning. The more lands we can get out of our deck, the better action we see from Grenzo, Dungeon Warden. I only run one mountain, because our first two fetches will be going to Badlands and Blood Crypt. All our recursion requires black mana, so any mana sinks will be requiring that first.
Grenzo, Dungeon Warden shines here as you have 20 creatures to flop. I typically play him when I am out of gas or if my opponent is out of answers. He is one of the best generals when you are flooding, as you can either make him huge or start churning cards into your graveyard.
If you have him and another creature, I would recommend going Contamination chances are good that in the next approximately 4 activations, you will run into more creatures, or better still, fodder.
Notes
Thank you for reading! I am hoping to go more in depth with the quality of my card descriptions in the near future. I will also be improving formatting, and basically having fun
This deck that I've put together is built to abuse Contamination.
1 Dark Confidant
1 Fleshbag Marauder
1 Bloodsoaked Champion
1 Grim Haruspex
1 Grim Lavamancer
1 Blood Artist
1 Nether Traitor
1 Flesh Carver
1 Bloodghast
1 Viscera Seer
1 Reassembling Skeleton
1 Dualcaster Mage
1 Imperial Recruiter
1 Ophiomancer
1 Pack Rat
1 Goblin Rabblemaster
1 Fire Imp
1 Manic Vandal
1 Bone Shredder
1 Blackcleave Cliffs
1 Graven Cairns
1 Urborg, Tomb of Yawgmoth
1 Blood Crypt
1 Badlands
1 Verdant Catacombs
1 Marsh Flats
1 Bloodstained Mire
1 Polluted Delta
1 Mountain
6 Swamp
1 Bitterblossom
1 Contamination
1 Hymn to Tourach
1 Grafted Wargear
1 Phyrexian Arena
1 Liliana of the Veil
1 Thoughtseize
1 Inquisition of Kozilek
1 Unearth
1 Reanimate
1 Goblin Bombardment
1 Lightning Bolt
1 Pyroblast
1 Red Elemental Blast
1 Perish
1 Deathgrip
1 Gloom
1 Engineered Plague
1 Withered Wretch
1 Toxic Deluge
1 Sudden Demise
Fodder - One of the goals of this deck is to get a recursive creature into play or into our graveyard. Our sacrifice outlets become a lot more impressive when they boil down to a mana cost. Here are some of our sources of renewable resources:
1 Bloodsoaked Champion - he is the most difficult to activate of our sacrificial lambs, but the payoff is that he is the most aggressive.
1 Nether Traitor - probably the best thing about Nether Traitor is the haste. Or the shadow. He carries Grafted Wargear very well.
1 Bloodghast - this card loves doing double duty with fetchlands. He is my favorite card to discard with Liliana of the Veil
1 Reassembling Skeleton - our only recursive creature that can block. He is also the most consistent about being able to come back from the grave.
I will also include token generators here:
1 Ophiomancer - Note that this card says Every upkeep. If you don't need to attack with the snake, it is good to use it mainly as fodder.
1 Pack Rat - Standard's favorite 2 drop does triple duty in this deck. There are a lot of cards in here that prefer to be in your graveyard, so he is useful as a discard outlet. In a pinch, you can use him as fodder at the cost of 3 mana and a card. His best use is in making a bunch of rats and attacking.
1 Goblin Rabblemaster - One of my favorite cards to see in my opening hand. He is an incredible clock, and he makes a guy the first turn he's in play. Note that he will force Grenzo, Dungeon Warden to attack if he is in play.
1 Bitterblossom - You don't lose too many games where Bitterblossom sticks. This format is really not equipped to deal with a 1/1 flyer every turn.
Sacrifice Outlets - along with fodder, it is important to make use of our resources. Having a sac outlet in play can also prevent exiling key cards for our deck.
1 Carrion Feeder - this is a great outlet, in part because it is cheap, and in part because it can grow to be threatening.
1 Fleshbag Marauder - Conditional sacrifice outlet, it serves more as removal, especially for hard to kill things such as Athreos, God of Passage and True Name Nemesis
1 Flesh Carver - although this is one of our most expensive outlets, it can be the strongest. A 4/4 Intimidate in this format is huge; a 6/6 is monstrous. The fact that he replaces himself when he dies is icing on the cake - in my experience thus far, he ends the game by himself.
1 Viscera Seer - probably our most vanilla outlet, and yet can surpass Carrion Feeder in the face of board wipes.
1 Grafted Wargear - I personally believe this is among the best equipment in Tiny Leaders. A 4/3 is going to trade with virtually anything in the format. As a sac outlet, Grafted Wargear works at slow-mo speed, but can be useful if a creature is Arrested or needs to be Unearthed.
1 Contamination - the vast majority of decks in Tiny Leaders actually cannot beat this card when resolved and supported. The dream for this deck is Thoughtseize on turn 1, Reassembling Skeleton on turn 2, and Contamination[/c[ on turn 3. If possible, it is nice to have Grenzo, Dungeon Warden in play in advance, since his ability speeds up your clock by a large margin.
1 Goblin Bombardment - This is a great outlet for dealing with mana dorks and other utility wimps.
Good Stuff - Good stuff is the core of this format in my opinion. As cute as you get with your general and synergies, you have to interact with the opponent on their level. If they are jamming Stoneforge Mystic and Thopter Foundry you will lose with an untuned list.
1 Dark Confidant - the best thing about Bob is that they must kill him. Otherwise he will take over the game highhandedly. The fact that he beats for 2 is not irrelevant, especially since we can flop him into play via a lucky Grenzo, Dungeon Warden activation.
1 Grim Haruspex - his body is not the worst, and he is great insurance when you want to swing in with your team. He also adds a component to your fodder - outlet combinations.
1 Grim Lavamancer - perhaps the best 1 drop creature in the format. His ability almost always can take down an opposing creature. In this deck, we run extra fetches to make use of him, and of course he can use our misses from Grenzo, Dungeon Warden to good effect.
1 Blood Artist - great card for insuring damage from each creature we summon. I love dropping this post combat to finish off the opponent via sac outlets.
1 Dualcaster Mage - probably not at his best in this list, since our best spells are our creatures. Nevertheless, since Grenzo, Dungeon Warden's ability is instant speed, we can sit with him in our hand until he can pick off a good spell.
1 Imperial Recruiter - always a favorite card to flop via Grenzo, Dungeon Warden, he is at his best as a reactive spell to find removal or a clock.
1 Fire Imp - creature based removal to synergize with our sac outlets and lucky Grenzo, Dungeon Warden flips.
1 Manic Vandal - creature based artifact removal.
1 Bone Shredder - great card to deal with larger creatures, something this deck otherwise lacks.
1 Hymn to Tourach - one of the most punishing cards in the game, especially when an opponent has mulliganed.
1 Phyrexian Arena - this deck tends to empty its hand pretty fast - arena is a difficult to remove source of card advantage.
1 Liliana of the Veil - both abilities on liliana are fantastic for this deck. We often want to pitch a fodder creature to the +1, and the -2 is great for removing cards like Geist of Saint Trast or True Name Nemesis
1 Thoughtseize - Great for clearing away removal or counterspells.
1 Inquisition of Kozilek - at zero drawback in the format, this spell has finally found its true place in the sun.
1 Unearth - favorite targets include Goblin Rabblemaster, Bone Shredder, Flesh Carver, and [c]Imperial Recruiter.
1 Reanimate - our targets include the above, but Reanimate can also steal opposing creatures, such as a Qasali Pridemage or Mirran Crusader
1 Lightning Bolt - Premium removal.
Mana Base - Gotta cast em all. I run the full set of black fetches as better enablers for Grim Lavamancer and for deck thinning. The more lands we can get out of our deck, the better action we see from Grenzo, Dungeon Warden. I only run one mountain, because our first two fetches will be going to Badlands and Blood Crypt. All our recursion requires black mana, so any mana sinks will be requiring that first.
1 Cabal Coffers - the Coffers may be wrong here, but the opportunity cost is pretty low.
1 Blackcleave Cliffs
1 Graven Cairns
1 Urborg, Tomb of Yawgmoth
1 Blood Crypt
1 Badlands
1 Verdant Catacombs
1 Marsh Flats
1 Bloodstained Mire
1 Polluted Delta
1 Mountain
6 Swamp
General / Tiny Leader
Grenzo, Dungeon Warden shines here as you have 20 creatures to flop. I typically play him when I am out of gas or if my opponent is out of answers. He is one of the best generals when you are flooding, as you can either make him huge or start churning cards into your graveyard.
If you have him and another creature, I would recommend going Contamination chances are good that in the next approximately 4 activations, you will run into more creatures, or better still, fodder.
Notes
Thank you for reading! I am hoping to go more in depth with the quality of my card descriptions in the near future. I will also be improving formatting, and basically having fun