In the
Control section I will actually go one step further and separate it down into two further sub-categories, counter spells and deck control
Counter spells: not a difficult category to grasp. counter spells play both an offensive and defensive role in this deck. Being a combo deck that can pull off a very early win or lockdown, it puts pressure on your opponent to prevent your combo as much as possible. counter spells ensure that your combo will go through smoothly. And of course offensively, they are the only really tool in the arsenal that can stop your opponents combos. Reanimator does not make much use of spot removal seeing as its not versatile enough to justify use. So the counter spells are the only real thing that can be used offensively like that
Force of Will: pretty much cemented as a staple in the format. If anyone is running blue, odds are you are going to be seeing a play set of these. selecting counterspells for this archtype can be difficult for a beginner. being a combo deck, you need to be putting all your mana into either setting up for or actually comboing each and every turn. There is no time to sit back and play passively for your opponent to play something to counter. So your counter spells need to be able to come out with little (although preferably no) mana requirement. This one in particular is fueled by other blue spells, of which there is no shortage in this deck list
Daze: Like I just said, counter spells in this archtype should not have much of a tax on your mana since it will be being spent elsewhere. Daze is another easy counter that can be shot out turn one in case they try to ruin the super cool play you just did. Reanimator does not really need much mana to work, so returning a land does not really hurt you that much at all, and with the use of Lotus Petals it is completely negligible
Mindbreak Trap (SIDEBOARD): while not a traditional counter spell, exiling a spell right off the stack is pretty much the same thing. Much like the other counter spells I have in here, I use this one over others for the (conditional) no mana cost to it. To those who do not play a ton of legacy I can understand why some would not understand why it is in here. Just look up storm decks. that is why.
Deck Control: One of my favorite parts of this archtype is how crazy reliable it is. It is not the type of combo deck to be pulling off that game winning move at turn 4+. No, Reanimator comes right out the gate turn one swinging. It is not even one of those things that happens once in a
Bad Moon
no, its every game.
Entomb: until we get into the necromancy in the next section, this will be the biggest staple that we have run into. to be able to start pulling big baddies on them turn one, you need to have one in your graveyard. for one mana you get to put any creature from your deck into your graveyard? get outa here. this card turns the entire deck into a toolbox. whatever you need for whatever situation is going to your second hand (aka your graveyard) and at lightning speed. The low mana cost enables you to keep the speed of the combo up and even toss out those turn one lockdowns.
Careful Study: Entomb is so key because it can search your deck for that one piece you need most in the one situation your in, but what happens if that one piece happens to be in your hand. This is why you will see reanimator decks run discard methods. In a worst case scenerio and they cannot use entomb to get what they need, they need to be able to dump it out of their hand. Careful Study does that but has the benifet of letting you draw as well further setting up your hand for later combos
Thoughtseize: is used very similarly to Careful Study it may not provide the draw that the other does but it can be used to either target your opponent's hand to weed out those pesky answers they may have, or target yourself to get that creature to where it is supposed to be. Extras would be moved in from the sideboard if the opponent starts sideboarding heavily against you and the counter spells you do have are not proving to be enough
Ponder/Brainstorm: both fill the same role in this decklist. In the off chance that you are not able to pull off, or at least begin, a combo turn one, then you sure had better be able to turn two. The ability to manipulate your own deck gives you a level of asuradness that the odds will be in your favor. Plus if nothing else they act as fodder for Force of Will
extripate
(SIDE BOARD): the bane of all graveyard based archtypes. I will get into later the alternatives, but in this decklist I run
extripate
as a matter of personal preference. It will purge an entire playset of cards out of the opponents deck. If its the right card it can be a pretty crippling blow all for one mana. At very least it will stall out their combo giving you a chance to retaliate. Plus its split second makes it uncounterable so that counter spell theyve been saving to protect their combo will not work.
Other Control
Echoing Truth (SIDEBOARD): This is used in the sideboard only! it does not contribute to the combos nor does it have any other use other than reactive play. What it is good for though are for tow major situations. 1. your opponent is running a silly aggro/token deck. Normally its as easy as just comboing out Elesh Norn, Grand Cenobite and the game is basically over. But in a situation in which they are either sidboarding hard against that or have some sort of contingency to deal with her, it is important to have access a back up of your own. 2. your opponent is sideboarding hhhhaaarrrrddd against you and your Thoughtseizes and assorted counter spell are just not cutting it. This will particularly help out if they are aggressively getting out Rest in Peace and/or
Tormod's Crypt
it may take a little longer to get around it but you can still knock them down from a secure place with a well set up combo.
Pithing Needle (SIDEBOARD): should make sense. It plays a role similar to Echoing Truth in that it helps defend against annoying or troublesome permanents that happen to make it out onto the battle field.