The first thing that jumps out at me is that you're probably running fewer counterspells than you should. Counterspell, Condescend, Negate, Forbid, Dissipate, Dissolve, Void Shatter, Faerie Trickery, and Dismiss are excellent, though you might not want to run all of them. It's important to play cheap countermagic because having to keep 4+ mana open just to be able to disrupt opponents typically puts you far behind in the tempo race, which is a losing proposition.
I'd also recommend adding in more mana rocks. Sol Ring seems like an intentional omission, so I won't recommend it (even if it is stupid good), but running 2cmc rocks like Mind Stone, Everflowing Chalice, Prismatic Lens, Talisman of Dominance, and Fellwar Stone will help you accelerate into explosive turns. EDH is the format of ramp, like it or not, so the choices are to ramp or be left behind. This is especially true for your deck, since your curve is rather top heavy. Personally I prefer lower curves but if your meta is slow enough for you to consistently execute your haymakers far be it from me to stomp on your fun.
On a related note, I think you could run more spot removal and bounce. Being able to remove any problematic permanents that make you unable to win or generate massive advantages (a Pithing Needle on Dralnu, for example) is worth investing in. Plus, since your general essentially reads "Play target spell in your graveyard that you need to" you get double mileage out of what would otherwise be card disadvantage. Hero's Downfall, Doom Blade, Go for the Throat, Diabolic Edict, Into the Roil, Recoil, and Capsize are also worth looking into.
It sounds like you abhor tutors but Mystical Teachings is too good to ignore. It's Forbidden Alchemy's cooler older brother.
Lastly, I think your win conditions could be better. I love me some Army of the Damned, but I think you're on the right track with sorcery or instant reanimation or theft spells. Look into Reanimate, Zombify, Rise from the Grave, Bribery, or Acquire (hopefully someone plays Blightsteel Colossus in your meta).
Quote from toctheyounger77 »True. I just worry about stuffing a deck full of counters, especially in a deck where each one counts twice anyway. I want to have answers for threats, but I need some degree of threats in order to close a game too.
Quote from GloriousGoose »Quote from toctheyounger77 »True. I just worry about stuffing a deck full of counters, especially in a deck where each one counts twice anyway. I want to have answers for threats, but I need some degree of threats in order to close a game too.
Brian Weissman's budget Dralnu list runs 13, but his list is tuned towards 1v1. Counters are less good in multiplayer, but you still need a decent suite to be able to prevent bomb plays from happening; I'd say around 10 or so (with proper card draw/cantripping) should be sufficient given your ability to recur them.
As for threats, I agree. From a flavor perspective Dralnu lends himself towards reanimation, so running those Sorcery/Instant reanimation spells and a few inexpensive beatsticks should help close out a game. There's also the ever popular Rite of Replication kicked onto Kokusho, the Evening Star.
Brian Weissman's budget Dralnu list runs 13, but his list is tuned towards 1v1.