And therein lies the problem with narrow 'archetypes'. Building a deck with the sole intent of reanimating a creature on T2 or 3, in my experience, is a folly. You are far too reliant on getting a single copy of a card within your whole deck. You need to build the deck rather different to a Legacy reanimator one, where you have 1/15 Entombs rather than 1/40. Not only that, but you need certain combinations of cards to appear, e.g.:
Reanimator spell + discard outlet + fatty in hand;
Entomb + (Targets NOT in hand) + reanimator spell
With one component missing, it's a rather hopeless strategy.
You should draft all the discard outlets, tutoring and filtering you can get your hands on in your colours. And above all else, the deck should still have a competent game plan if you don't draw one of the pieces, whilst minimising the dead cards. That would quite possibly be a ramp shell in order to make use of the big creatures in case your reanimator spells get countered, or you don't draw them. So I tend to think of Reanimator as being a sub-archetype of midrange/ramp builds, often BUG. It's quite effective too, with lots of redundancy.
Now for cubes that allow >1 of a certain card, things are totally different, but that's something I know little about.
Reanimator decks are mostly midrange decks around here, and they're perfectly fine being drafted without Entomb, and we don't even cube Unburial Rites because it's far too slow/expensive for what generally constitues a reanimation deck for us.
Midrange is filled to the brim with solid removal and ramp cards, both of which play well in a reanimation shell. And the deck survives perfectly well without Entomb (though it's always nice to have). G/B or G/B/u are our two most common shells.
The most important cards to the deck are Demonic/Vampiric/Seal ...having Tutors is more important than the Entomb, IMO.
I've fairly heavily pushed reanimator in my cube for a while now. The deck is usually base black and there is support across all colors. I've tried most of the spells in this list:
From what I've seen, reanimator is most successful when either:
1) reanimating a resilient threat early
2) reanimating a creature to gain a lot of value, rinse, repeat
3) reanimator is part of other synergistic interactions.
Strategy (1) is the "combo" approach. The most important thing for (1) are cards like Sphinx of Jwar Isle or some other way to protect the threat from Swords, Path, or some other removal spell. IMO, this doesn't work that well usually. Even with all the pieces, it doesn't just auto-win. I don't play Sphinx of the Steel Wind, but that might give this strategy a boost.
Strategy (2) has been the best from what I've seen, reanimating Elesh Norn, Consecrated Sphinx, or something like Griselbrand if I played him. Usually people can find removal, but often the advantage is enough to shift the game in reanimator's favor.
(3) works when you combine Survival, Sneak Attack, reanimation, ramp, Pox, or other strategies together. It's kind of hard to define because the balance across each of the strategies differs, but usually this deck is kind of G/B midrange, with lots of value creatures. Basically the classic rock, but with a reanimation sub-theme. When the pieces don't come together it can be underpowered or outraced though. I think this deck is pretty fun to play though, maybe my favorite archetype, even if I don't have the highest win rate with it.
I think reanimator works best in a control shell so I wouldn't recommend trying to build a combo reanimator deck, in other words, a deck that's sole purpose is to reanimate as quickly as possible.
I agree with this, and this is how (2) usually plays out.
Given what I've said, I've gradually cut back on the reanimator support. In the end, it just wasn't a popular or powerful enough strategy to warrant including the lower power cards like Unburial Rites. I think it's fun, which is probably why it's persisted for so long, but not many people draft it.
My goal for the future is to have enough support for reanimator to be draftable, but for most of the pieces to work well in other niche decks as well. Survival of the Fittest and Sneak Attack are good examples of cards that are good in reanimator, not so powerful that they will be snapped up immediately, and also fit in other decks (like ramp).
Big Jim's experience is almost identical to mine, including my abiding attachment to playing the type (3) deck he describes.
When you say "there is support across all colors", what do you have in white? That is the only colour in my cube that doesn't really add anything to reanimator.
"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
Big Jim's experience is almost identical to mine, including my abiding attachment to playing the type (3) deck he describes.
When you say "there is support across all colors", what do you have in white? That is the only colour in my cube that doesn't really add anything to reanimator.
I'll run white in my reanimator decks if I get Elesh Norn or Unburial Rites. Karmic Guide is cool too.
I'll run white in my reanimator decks if I get Elesh Norn or Unburial Rites. Karmic Guide is cool too.
I also like Sun Titan (it can grab a lot of stuff but it can also re-snag cards like Necromancy and Animate Dead that could've been lost) and Eternal Dragon (not the scariest reanimation target, but that fact that it has a built-in discard outlet isn't irrelevant. It also works nicely as a control shell, giving you access to great removal and Wrath effects (and disenchant effects too). I really like having white in my reanimation decks.
I like to support the more combo oriented approach, which is why I was looking for Tri-color goodies. The typical Midrange strategy I believe is just an offset that will often just find itself in it's own because of the cards within the cube and the value of reanimating.
For the purpose of combo, I want cards like Mimeoplasm, Sundering Titan etc, where there are control finishers that also double as finishers for more natural flowing midrange Reanimator strategies, like Elesh Norn, Grave Titan etc.
So I guess I was just looking for bomby combo targets that would not often find themselves in anything else.
I often find myself making the archetype work as a fall-back plan. I'd even run Bx aggro with the "reach" of reanimating fallen warriors. The times I went full-on reanimator it was due to the cards simply being there. Lots of luck lol. However, I think more people need to embrace blue as the natural friend to reanimator.dec in cube. First-picking stuff like gifts and/or magically landing "draw x, discard y" spells help a TON. Looters are also overlooked. Even waterfront bouncer's discard can make all the difference as far as enablers are concerned.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I also like Sun Titan (it can grab a lot of stuff but it can also re-snag cards like Necromancy and Animate Dead that could've been lost)...It also works nicely as a control shell, giving you access to great removal and Wrath effects.
Yeah like you and Juju said, I like white because of Elesh Norn, which is probably the reanimation target I want the most. In general, white tends to have decent cards to reanimate, like Sun Titan or Baneslayer Angel, even if they are a bit fragile.
Like wtwlf says, the control cards are good in white, and there are some other interactions that can make white worth it. For example:
Yes, these are the best of them. After Living Death, Life // Death is a reasonable one too for medium-large size cubes to have enough cheap reanimation.
Whip of erebos is a nice bridge between reanimator and midrange, that can also be used as a sideboard card for black agro.
Living death is narrow, but when you get a good deck for it, it's absurdly strong.
Goodking wrote a great summary a few posts up of why all-in reanimator is a huge gamble and creating a sideplan when it doesn't pan out is important.
These days, I've had the best results with control/reanimator.
For me, black sweepers are the big draw for a controllish strategy. It allows you to stall other gameplans, without having to dedicate too many card slots to non-reanimator peices. Pernicious deed is probably my favourite, since I rarely have cheap artifacts or mana creatures in a control based reanimator strategy and it stops equipment, mana rocks and creatures.
The key feature about this strategy is you don't have as many reanimation spells or big targets, but you have a LOT of filtering as well as tutors, brain storm, preordian, impulse..
1-2 Sweepers and a few removal spells. The "digging" aspect serves double duty to assemble your peices, as well as digging for answers if you are desperate.
You only need 2-3 fatties, but you want them to be super premium, preferably 1 hard castable. Griselbrand is by far the best x1000 and is the only one Id put on the similar draft priority of tutors. A card like woodfall primus is not what you want.
My last draft that I 3-0ed with reanimator, had demonic tutor, imperial seal, mystical tutor, show and tell, animate dead, griselbrand , grave titan and emrakul. The rest were all cantrips, dig spells, targeted discard , sweepers and removal.
I'm looking at a subtle push to Reanimator come DTK - the deck feels like it could do with some dedicated support to be more of an archetype within itself. I've been looking at reintroducing Entomb, obviously, and maybe revisiting some fringe effects and cards of yore.
I feel like with Feldon of the Third Path and Daretti, Scrap Savant as well as existing cards like Faithless Looting, reanimator has really become the purview of R/B, so we also want to explore that.
Any thoughts on the following?
Buried Alive is another Entomb effect for redundancy, but has got a lot more interesting since the printing of Bloodghast, Gravecrawler and Bloodsoaked Champion, all of which are great value cards to put in the graveyard (all at once, why not).
Raven's Crime is a discard outlet and a grindy midrange discard spell with some nice synergies with LftL and Crucible and other lands matter type decks. I don't recall having run it in cube, but I've had success with it in other formats. It's a good attrition spell for aggro too, for ditching those topdecked lands.
Tormenting Voice is playable red card draw which synergizes well with reanimator, Feldon, Goblin Welder and Daretti effects. The drawback is often negligible and usually can be turned to advantage, so it's effectively a cut-price colour-shifted Divination. Also another one for the R/W spells matter decks.
Firestorm is a decent sweeper and discard outlet and is another potential part of such a package.
From what I've seen, reanimator is most successful when either:
1) reanimating a resilient threat early
2) reanimating a creature to gain a lot of value, rinse, repeat
3) reanimator is part of other synergistic interactions.
Strategy (1) is the "combo" approach. The most important thing for (1) are cards like Sphinx of Jwar Isle...
Strategy (2) has been the best from what I've seen, reanimating Elesh Norn, Consecrated Sphinx, or something like Griselbrand if I played him. Usually people can find removal, but often the advantage is enough to shift the game in reanimator's favor.
(3) works when you combine Survival, Sneak Attack, reanimation, ramp, Pox, or other strategies together. It's kind of hard to define because the balance across each of the strategies differs, but usually this deck is kind of G/B midrange, with lots of value creatures. Basically the classic rock, but with a reanimation sub-theme. When the pieces don't come together it can be underpowered or outraced though. I think this deck is pretty fun to play though, maybe my favorite archetype, even if I don't have the highest win rate with it.
I think reanimator works best in a control shell so I wouldn't recommend trying to build a combo reanimator deck, in other words, a deck that's sole purpose is to reanimate as quickly as possible.
I agree with this, and this is how (2) usually plays out.
Given what I've said, I've gradually cut back on the reanimator support. In the end, it just wasn't a popular or powerful enough strategy to warrant including the lower power cards like Unburial Rites. I think it's fun, which is probably why it's persisted for so long, but not many people draft it.
My goal for the future is to have enough support for reanimator to be draftable, but for most of the pieces to work well in other niche decks as well. Survival of the Fittest and Sneak Attack are good examples of cards that are good in reanimator, not so powerful that they will be snapped up immediately, and also fit in other decks (like ramp).
For those still looking to revise or add reanimate on to their cube, we've been very pleased with victimize. It's a car which works well on its own, or for reanimator. Looking at big Jim's points 2 and 3 (from a couple years ago), there are lots of good etb creatures in cube that I'd be happy see a second time. Honestly, cube being strong as it is, it's no uncommon to have an etb creature or two in the graveyard by turn 4 that I'd be happy to trade with a relatively useless card outclassed by the mid-game. And if you're looking to have re animation be a "supportable archtype that might come together" (vs one where you're forcing turn 2 griesbrands, aka point 1 above), we've been happy with it.
Victimize brings the substantial drawback of having to have two creatures in the graveyard, AND a creature in play, so as a dedicated reaniamtor spell, it only works with Buried Alive really. It's more of a midrange value spell than an archetype cornerstone, but it's certainly good as just that.
Exhume is something I've been super happy with re-adding: the symmetry is easy to overrule in the same way a deck build to abuse Eureka or Show and Tell works well. It's also easier to break symmetry in the graveyard rather than hand, and it comes at a cheaper cost than those other cards. I wonder now why we've omitted it for so long.
We've also had good luck with Exhume (and to an extent Living Death) because they're incredibly powerful spells that have drawbacks your opponent can exploit. From a gameplay perspective, We were having trouble with reanimator being to powerful, and playing those two has given reanimator some really busted draws but has also given them some awkward situations where their reanimation spells aren't as good as they want them to be. It provides tension during gameplay and means that playing aggro against Reanimator isn't always the worst feeling in the world.
Victimize brings the substantial drawback of having to have two creatures in the graveyard, AND a creature in play, so as a dedicated reaniamtor spell, it only works with Buried Alive really. It's more of a midrange value spell than an archetype cornerstone, but it's certainly good as just
You've done a better job of describing it's pros & cons that I did :), it's not likely a top tier reanimation spell. That it only targets your graveyard also hurts it a bit. With bloodghast/undying/tokens/recurring black creatures, it's worth a mention as a card to support reanimation in the midrangey decks that splash for reanimation (and potentially double duty for cubes supporting sac effects).
I'm curious how we'd rank more dedicated reanimation spells today (since page 3). My take:
1) recurring nightmare - the best
2) exhume - easy to unbalance
3) animate dead - the -1/-1 shouldn't matter much
4) dance of the dead - like the pump, not the upkeep cost. The arts a bonus.
5) reanimate - with such good removal in cube, the life-loss is relevant IMHO
6) Victimize - above
7) necromancy - not sure I've ever (ever) seen the instant used...but I guess it's there
8) living death - I love me some big plays
9) diabolical servitude - reusability but 4cc is kinda high
X) others
There are also:
- Life // Death - Very similar to Reanimate. The additional 1 isn't a big deal. Only question is where to put it.
- Makeshift Mannequin - Instant speed is a huge plus, but it comes with a drawback.
- Zombify - Very basic effect. No real drawback.
- Dread Return- See Zombify. More black intensive cost, but with a (rarely used) flashback option.
There are also:
- Life // Death - Very similar to Reanimate. The additional 1 isn't a big deal. Only question is where to put it.
- Makeshift Mannequin - Instant speed is a huge plus, but it comes with a drawback.
- Zombify - Very basic effect. No real drawback.
- Dread Return- See Zombify. More black intensive cost, but with a (rarely used) flashback option.
And therein lies the problem with narrow 'archetypes'. Building a deck with the sole intent of reanimating a creature on T2 or 3, in my experience, is a folly. You are far too reliant on getting a single copy of a card within your whole deck. You need to build the deck rather different to a Legacy reanimator one, where you have 1/15 Entombs rather than 1/40. Not only that, but you need certain combinations of cards to appear, e.g.:
Reanimator spell + discard outlet + fatty in hand;
Entomb + (Targets NOT in hand) + reanimator spell
With one component missing, it's a rather hopeless strategy.
You should draft all the discard outlets, tutoring and filtering you can get your hands on in your colours. And above all else, the deck should still have a competent game plan if you don't draw one of the pieces, whilst minimising the dead cards. That would quite possibly be a ramp shell in order to make use of the big creatures in case your reanimator spells get countered, or you don't draw them. So I tend to think of Reanimator as being a sub-archetype of midrange/ramp builds, often BUG. It's quite effective too, with lots of redundancy.
Now for cubes that allow >1 of a certain card, things are totally different, but that's something I know little about.
On spoiled card wishlisting and 'should-have-had'-isms:
Reanimator decks are mostly midrange decks around here, and they're perfectly fine being drafted without Entomb, and we don't even cube Unburial Rites because it's far too slow/expensive for what generally constitues a reanimation deck for us.
Midrange is filled to the brim with solid removal and ramp cards, both of which play well in a reanimation shell. And the deck survives perfectly well without Entomb (though it's always nice to have). G/B or G/B/u are our two most common shells.
The most important cards to the deck are Demonic/Vampiric/Seal ...having Tutors is more important than the Entomb, IMO.
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Except he forgot the best reanimation spell, Reoccuring Nightmare, and I think Survival of the Fittest is the best enabler. Fauna Shaman and Sneak Attack have also been pretty good for me.
From what I've seen, reanimator is most successful when either:
1) reanimating a resilient threat early
2) reanimating a creature to gain a lot of value, rinse, repeat
3) reanimator is part of other synergistic interactions.
Strategy (1) is the "combo" approach. The most important thing for (1) are cards like Sphinx of Jwar Isle or some other way to protect the threat from Swords, Path, or some other removal spell. IMO, this doesn't work that well usually. Even with all the pieces, it doesn't just auto-win. I don't play Sphinx of the Steel Wind, but that might give this strategy a boost.
Strategy (2) has been the best from what I've seen, reanimating Elesh Norn, Consecrated Sphinx, or something like Griselbrand if I played him. Usually people can find removal, but often the advantage is enough to shift the game in reanimator's favor.
(3) works when you combine Survival, Sneak Attack, reanimation, ramp, Pox, or other strategies together. It's kind of hard to define because the balance across each of the strategies differs, but usually this deck is kind of G/B midrange, with lots of value creatures. Basically the classic rock, but with a reanimation sub-theme. When the pieces don't come together it can be underpowered or outraced though. I think this deck is pretty fun to play though, maybe my favorite archetype, even if I don't have the highest win rate with it.
I agree with this, and this is how (2) usually plays out.
Given what I've said, I've gradually cut back on the reanimator support. In the end, it just wasn't a popular or powerful enough strategy to warrant including the lower power cards like Unburial Rites. I think it's fun, which is probably why it's persisted for so long, but not many people draft it.
My goal for the future is to have enough support for reanimator to be draftable, but for most of the pieces to work well in other niche decks as well. Survival of the Fittest and Sneak Attack are good examples of cards that are good in reanimator, not so powerful that they will be snapped up immediately, and also fit in other decks (like ramp).
When you say "there is support across all colors", what do you have in white? That is the only colour in my cube that doesn't really add anything to reanimator.
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I'll run white in my reanimator decks if I get Elesh Norn or Unburial Rites. Karmic Guide is cool too.
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I also like Sun Titan (it can grab a lot of stuff but it can also re-snag cards like Necromancy and Animate Dead that could've been lost) and Eternal Dragon (not the scariest reanimation target, but that fact that it has a built-in discard outlet isn't irrelevant. It also works nicely as a control shell, giving you access to great removal and Wrath effects (and disenchant effects too). I really like having white in my reanimation decks.
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For the purpose of combo, I want cards like Mimeoplasm, Sundering Titan etc, where there are control finishers that also double as finishers for more natural flowing midrange Reanimator strategies, like Elesh Norn, Grave Titan etc.
So I guess I was just looking for bomby combo targets that would not often find themselves in anything else.
I often find myself making the archetype work as a fall-back plan. I'd even run Bx aggro with the "reach" of reanimating fallen warriors. The times I went full-on reanimator it was due to the cards simply being there. Lots of luck lol. However, I think more people need to embrace blue as the natural friend to reanimator.dec in cube. First-picking stuff like gifts and/or magically landing "draw x, discard y" spells help a TON. Looters are also overlooked. Even waterfront bouncer's discard can make all the difference as far as enablers are concerned.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Yeah like you and Juju said, I like white because of Elesh Norn, which is probably the reanimation target I want the most. In general, white tends to have decent cards to reanimate, like Sun Titan or Baneslayer Angel, even if they are a bit fragile.
Like wtwlf says, the control cards are good in white, and there are some other interactions that can make white worth it. For example:
Reanimate
Animate Dead
Necromancy
Recurring Nightmare
I'm thinking Dance of the Dead or Exhume are the next best ones.
Yes, these are the best of them. After Living Death, Life // Death is a reasonable one too for medium-large size cubes to have enough cheap reanimation.
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Reanimate
Animate Dead
Dance of the Dead
Exhume
Necromancy
Recurring Nightmare
Do you think Life\\Death is necessary at 450?
Living death is narrow, but when you get a good deck for it, it's absurdly strong.
Goodking wrote a great summary a few posts up of why all-in reanimator is a huge gamble and creating a sideplan when it doesn't pan out is important.
These days, I've had the best results with control/reanimator.
For me, black sweepers are the big draw for a controllish strategy. It allows you to stall other gameplans, without having to dedicate too many card slots to non-reanimator peices. Pernicious deed is probably my favourite, since I rarely have cheap artifacts or mana creatures in a control based reanimator strategy and it stops equipment, mana rocks and creatures.
The key feature about this strategy is you don't have as many reanimation spells or big targets, but you have a LOT of filtering as well as tutors, brain storm, preordian, impulse..
1-2 Sweepers and a few removal spells. The "digging" aspect serves double duty to assemble your peices, as well as digging for answers if you are desperate.
You only need 2-3 fatties, but you want them to be super premium, preferably 1 hard castable. Griselbrand is by far the best x1000 and is the only one Id put on the similar draft priority of tutors. A card like woodfall primus is not what you want.
My last draft that I 3-0ed with reanimator, had demonic tutor, imperial seal, mystical tutor, show and tell, animate dead, griselbrand , grave titan and emrakul. The rest were all cantrips, dig spells, targeted discard , sweepers and removal.
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I feel like with Feldon of the Third Path and Daretti, Scrap Savant as well as existing cards like Faithless Looting, reanimator has really become the purview of R/B, so we also want to explore that.
Any thoughts on the following?
Buried Alive is another Entomb effect for redundancy, but has got a lot more interesting since the printing of Bloodghast, Gravecrawler and Bloodsoaked Champion, all of which are great value cards to put in the graveyard (all at once, why not).
Raven's Crime is a discard outlet and a grindy midrange discard spell with some nice synergies with LftL and Crucible and other lands matter type decks. I don't recall having run it in cube, but I've had success with it in other formats. It's a good attrition spell for aggro too, for ditching those topdecked lands.
Tormenting Voice is playable red card draw which synergizes well with reanimator, Feldon, Goblin Welder and Daretti effects. The drawback is often negligible and usually can be turned to advantage, so it's effectively a cut-price colour-shifted Divination. Also another one for the R/W spells matter decks.
Firestorm is a decent sweeper and discard outlet and is another potential part of such a package.
On spoiled card wishlisting and 'should-have-had'-isms:
For those still looking to revise or add reanimate on to their cube, we've been very pleased with victimize. It's a car which works well on its own, or for reanimator. Looking at big Jim's points 2 and 3 (from a couple years ago), there are lots of good etb creatures in cube that I'd be happy see a second time. Honestly, cube being strong as it is, it's no uncommon to have an etb creature or two in the graveyard by turn 4 that I'd be happy to trade with a relatively useless card outclassed by the mid-game. And if you're looking to have re animation be a "supportable archtype that might come together" (vs one where you're forcing turn 2 griesbrands, aka point 1 above), we've been happy with it.
My $0.02.
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Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
Exhume is something I've been super happy with re-adding: the symmetry is easy to overrule in the same way a deck build to abuse Eureka or Show and Tell works well. It's also easier to break symmetry in the graveyard rather than hand, and it comes at a cheaper cost than those other cards. I wonder now why we've omitted it for so long.
On spoiled card wishlisting and 'should-have-had'-isms:
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You've done a better job of describing it's pros & cons that I did :), it's not likely a top tier reanimation spell. That it only targets your graveyard also hurts it a bit. With bloodghast/undying/tokens/recurring black creatures, it's worth a mention as a card to support reanimation in the midrangey decks that splash for reanimation (and potentially double duty for cubes supporting sac effects).
I'm curious how we'd rank more dedicated reanimation spells today (since page 3). My take:
1) recurring nightmare - the best
2) exhume - easy to unbalance
3) animate dead - the -1/-1 shouldn't matter much
4) dance of the dead - like the pump, not the upkeep cost. The arts a bonus.
5) reanimate - with such good removal in cube, the life-loss is relevant IMHO
6) Victimize - above
7) necromancy - not sure I've ever (ever) seen the instant used...but I guess it's there
8) living death - I love me some big plays
9) diabolical servitude - reusability but 4cc is kinda high
X) others
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
- Life // Death - Very similar to Reanimate. The additional 1 isn't a big deal. Only question is where to put it.
- Makeshift Mannequin - Instant speed is a huge plus, but it comes with a drawback.
- Zombify - Very basic effect. No real drawback.
- Dread Return- See Zombify. More black intensive cost, but with a (rarely used) flashback option.
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Now, how would you rank them best to worst?
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass