The deck contains some strategies, being the main strategy the reanimator combo.
I did not want to build a traditional reanimator deck, since I already have one, but I wanted to give some use to Wild Mongrel and Vampire Hounds, so this deck was borned thinking of those cards.
However, since it's not a traditional reanimator, it felt some problems, due to lack of consistency, so I had to add some other win cons, like the almighty Tarmogoyf and Liliana of the Veil. This allowed for a suitable beat with the big guys, a.k.a. Griselbrand, or in a more suitable way, like a 5/6 Tarmogoyf.
So, without delay, I introduce the purpose of the cards of the deck.
Since the deck has a reanimation theme, it counts and some heavy weight:
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Avatar of Woe - this creature is here due to it's control part. Sometimes the deck can't shoot off right on time and can lose some control, so I put this card here as a backup plan, in case that I can get a big guy, but what I would really need is some sort of control.
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Basking Rootwalla - I love this guy, is an all-star in madness decks, but it suits perfectly in this one as well. It can be a good first drop, being a 3/3 on T2 in case we need it. Also, the big advantage is it's madness ability, that combines perfectly with Wild Mongrel, Vampire Hounds and Liliana of the Veil.
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Fyndhorn Elves - these little guys are the mana ramp. I know, it should be the birds, but for now their the cards that I have. But still, they can provide a turn diference, which is a huge advantage for a deck like this.
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Griselbrand - who doesn't like this guy? A perfect body, evasion, lifelink and cantrip. The all-star of the deck without a doubt.
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Hooting Mandrills - the cemetery can be filled pretty quickly specially with cards like Grisly Salvage, so it's easy to get this guy into the field for just 1 mana. Grixis has Gurmag Angler, well Golgari has the monkeys, and without compromise the reanimator play, or Tarmogoyf.
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Simic Sky Swallower - this is the only card that I can't cast normally, but it will never happebs, since it comes due to reanimation, or Natural Order. This guy is here because of the shroud ability. It evades spot removal and on top of that, it has flying and trample, making him a threat to be reckon.
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Tarmogoyf - doesn't need description. As a side note, I use Tree of Tales as lands, so it's another card type (artifact) to pump the goyf.
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Tornado Elemental - it provides a board wipe for a haevy flying creature decks. Also, it doesn't kill Griselbrand, but it kills the Symic.
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Vampire Hounds and Wild Mongrel - these are the cards why I built this deck. They can become big through discard and put my big guys in the grave, so I can reanimate them.
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Wall of Blossoms - it has a very good defense, plus, it lets me draw a card. It can be very good and helpfull.