
This deck is still under construction and needs further testing. The current list is intentionally experimental and will likely require changes, including removing around five cards to make the deck more focused and consistent.
The goal of this primer is to explain the idea behind the deck, the role of the main cards, and the lines I am currently testing.
This is a combo Reanimator deck built around one obsession: making an Avatar behave very differently from most other decks in Sorcery.
Instead of playing with a traditional split between a site deck and a spellbook, this deck uses the structure of 60 cards together. That changes how the deck feels, how it finds its pieces, and how it approaches the opening hand.
One of the main reasons to use here is that the full 60 card deck increases the chance of opening with a complete or nearly complete combo. Since sites, acceleration, discard outlets, reanimation effects, and threats are all shuffled together, the deck can naturally open with more functional combinations than a traditional two deck structure.
The core idea is simple: put large threats into the cemetery early, then bring them into play before the opponent is ready. The deck can do this through , , , and , while using artifacts and utility sites to support fast hard casting when needed.
A key detail is that can bring a minion from the cemetery to any location. This turns reanimation into a positioning tool. A large threat can appear near the opposing Avatar, on a vulnerable site, or in the exact location where the opponent is least prepared to answer it.
is also a very powerful piece in this deck. In some games, a turn one Tower, plus , plus placing on top of the opponent's starting position can create a brutal setup. By turn three, the deck may be able to place a large threat directly on the opponent's site while is already pressuring that area, dealing damage to creatures and the Avatar.
At its best, the deck can present a huge threat on turn two or turn three. At its worst, it can still play a slower control game with life gain, removal, card draw, positional pressure, and recurring Undead threats.
Strengths
1. Explosive early turns - The deck can create very fast pressure by discarding a large minion with or , then bringing it back with , , , or .
2. Better combo openings with - Because plays all 60 cards together, the deck has a better chance of opening with a real combination of sites, acceleration, discard outlets, and reanimation pieces.
3. Reanimation with strong positioning - can bring a minion from the cemetery to any location. This makes the deck's biggest threats much more dangerous, because they are not only coming back early, they can also appear exactly where they create the most pressure.
4. Early pressure with - gives the deck a way to pressure the opponent's starting area before the big threat arrives. When combined with a Tower, , and an early reanimation line, it can create a very hard board state for the opponent to recover from.
5. Multiple ways to cheat big creatures into play - The deck is not dependent on a single card. , , , and all support the Reanimator plan in different ways.
6. Strong late game threats - Cards like , , , , , and give the deck several ways to overpower the opponent if the game goes long.
7. Good access to acceleration - can find important 1 cost artifacts such as , , , and . These cards help the deck move faster and enable early big turns.
8. Cemetery control and recursion - The deck can use the cemetery as a resource, but it also has tools like to control what stays there. This matters both for improving outcomes and for disrupting opposing cemetery strategies.
1. The deck is still being refined - The current list is not final. It needs more testing and likely needs to remove around five cards.
2. Some hands may be too slow or unfocused - Because the deck is trying to combine acceleration, discard, recursion, control, positional pressure, and large threats, some opening hands may have the wrong mix of pieces.
3. can be risky - can create powerful early turns, but it can put you at Death's Door very quickly. It should only be used when the reward is worth the risk and when the board state is safe enough.
4. Cemetery disruption can hurt - Since the deck relies heavily on putting the right minions into the cemetery, opposing cards that remove or punish cemetery strategies can slow the deck down.
5. Big threats still need timing and positioning - Big minions are powerful, but the deck still needs to manage where and when they enter the realm. A badly placed threat can give the opponent time to stabilize.
The primary plan is to put a large minion into the cemetery early and bring it into play before the opponent can properly respond.
A strong opening line looks like this:
1. Use or to put a large threat into the cemetery.
2. Use , , , or to bring that threat into play.
3. Use positioning to pressure the opponent immediately.
Some of the best early reanimation targets are , , , , , and .
is especially important in this plan because it does not only bring back the threat. It can place that threat at any location, creating immediate pressure wherever it matters most.
gives the deck another way to create early pressure.
One of the strongest patterns is:
1. Open with one of the Towers, such as , , or .
2. Use to accelerate the game plan.
3. Place on top of the opponent's starting position.
4. By turn three, use or another reanimation effect to place a large threat directly on the opponent's site.
This line can pressure the opponent's Avatar and creatures at the same time. It also makes the reanimated threat much harder to ignore, because the opponent is already taking damage and losing board presence in the same area.
If the fast combo does not happen, the deck can slow down and play a more controlling game.
helps stabilize by removing smaller minions and healing through strike damage. can clear minions and create Skeletons. can remove threats without needing to attack them directly. and can act as removal or finishers depending on the board.
The deck can also hard cast large threats with help from , , , , , , , and .
and are important because they are Undead. That means can bring them back from the cemetery to a nearby location.
This gives the deck a recurring pressure plan that does not rely only on .
also supports the longer game by allowing the deck to keep using discarded or destroyed minions over time.
Because this is a deck, the opening hand is one of the most important reasons to play this Avatar.
Since all 60 cards are shuffled together, the deck has a better chance of naturally opening with a mix of sites, acceleration, discard outlets, and reanimation pieces. This makes it more likely to start the game with a real combo line already available.
Cheap acceleration is worth keeping when the hand has , , , , , or , because these cards can lead to fast starts and early hard casting lines.
is one of the most powerful pressure pieces in the deck. It works especially well because this deck can place large threats in unexpected locations. If is already damaging the opponent's starting area, a later can bring a huge minion directly into that location and immediately increase the pressure.
A strong example is a turn one Tower, , and placed over the opponent's starting position. By turn three, the deck may be able to put a large threat directly onto the opponent's site, while is already damaging creatures and the Avatar in that area.
This creates a situation where the opponent has to answer both the site pressure and the huge creature at the same time.
is one of the most important consistency cards in the deck. Her main job is to find the cheap artifacts that accelerate the strategy. The most important targets are , , , and . These cards help the deck create faster turns, cast large minions earlier, and set up combo lines before the opponent has enough time to react. also has a special role because it can help control the probability around , making it easier to bring back the right threat.
helps put large minions into the cemetery, which is exactly where this deck wants them. It enables early , , , and lines.
gives the deck a strong control tool when the fast combo does not happen. It can help remove smaller minions and recover life, buying time for the deck to find its bigger plays.
helps control dangerous traps or collection based answers that may come from cards like or other effects that access the collection.
accelerates the deck by drawing more cards. Since this deck needs to assemble specific pieces, extra card flow is very important.
is one of the important Undead threats in the deck. Because it is Undead, it can be brought back with . It can also be hard cast when the deck has enough acceleration.
supports one of the deck's main creature types. Most of the minions in the deck are Evil, with 13 Evil minions among the 21 total minions. allows those Evil minions to attack more freely, which can create very strong pressure once the deck has established a board.
is one of the large threats in the deck. It can be used as a powerful payoff when the deck can cheat it into play early or support it later through acceleration.
is powerful because it is both a major threat and an Undead minion. That means can bring it back from the cemetery. It also helps the deck defend itself and generate more bodies against decks that produce many minions.
is both removal and board development. It can remove minions and create Skeletons, which helps the deck stabilize against wider boards.
helps remove important threats without needing to attack them directly. It is also a large creature, making it useful both as interaction and as a win condition.
is one of the deck's biggest threats. Even though it is a Monster, it can still be brought back with . It can also be hard cast with support from and .
is an
minion that can be hard cast in this deck. It is also a difficult threat to remove once it enters play.
can be devastating when it enters the game early. Removing or controlling opposing sites can slow the opponent down and give this deck more time to dominate the board.
helps cast large creatures early or enables fast combo turns. It works especially well when the deck has already put a large threat into the cemetery and wants to follow up with or another powerful spell.
gives the deck access to collection cards. It can find removal, answers, or even a finisher such as , depending on the matchup and game state.
gives the deck a longer game plan. It allows recurring use of creatures that were discarded or destroyed, especially in games where the first big threat is not enough.
is currently being tested as a way to control the cemetery. It can remove smaller minions like or from the cemetery so that has better odds of finding the important threats. It can also remove threats from the opponent's cemetery, which is useful against or other decks that rely on cemetery recursion.
helps find the cards needed to complete a combo or find an answer.
helps draw more cards and can also move minions when positioning matters.
is one of the main combo cards in the deck. It becomes especially strong when the cemetery has been prepared with a specific large threat. The most important detail is that can bring a minion from the cemetery to any location. This greatly increases the pressure created by the deck, because a reanimated , , , , , or can appear exactly where it creates the biggest problem for the opponent.
This makes both a combo card and a positioning tool. It can create pressure near the opponent's Avatar, attack weak areas of the realm, or force the opponent to deal with a huge threat in a place where they were not prepared.
can be a finisher, but it can also help in situations where the board becomes difficult to control.
can work as removal or as a finisher. It gives the deck another way to close games or clear important threats.
is one of the key cards in the deck. It can bring a large minion into play as early as turn two or turn three. A strong line is to play early, put a large minion into the cemetery, and then use to bring that threat into play before the opponent has a proper board. In longer games, can help clean the cemetery first, making more likely to bring back the best possible threat.
, , and accelerate the deck and help support the larger casting costs. They are especially important in hands that want to combine early pressure, , , or a fast hard casting line.
is very strong here because most of the deck's minions are Evil. It helps support the deck's main creature package.
is one of the best setup sites in the deck. It can put a large threat directly from the top of the deck into the cemetery, enabling early , , , or turns.
helps control the top of the deck. This matters because the deck wants to manage what goes into the cemetery and improve the quality of future draws.
works similarly to in some situations. If a large minion reaches the cemetery early, can bring it into play very quickly. The risk is that it can put you at Death's Door as early as turn two, so it should only be used when the payoff is strong and the opponent is unlikely to punish you immediately.
helps draw cards and accelerate the deck's access to its combo pieces. It also creates an interesting discard angle when the opponent attacks it, because discarding a large minion can actually help this deck.
The collection package is still under testing, but gives the deck flexibility.
The main idea is to use collection cards when a specific matchup demands a specific answer. They can be used for removal, protection, disruption, or as a finisher.
One possible finisher option is , especially in games where the deck has already pressured the opponent and needs one final way to close.
This deck is still evolving. The current version is built around the idea of a Reanimator shell that uses acceleration, cemetery setup, positional pressure, and large Evil or Undead threats to create powerful early turns.
The next step is to keep testing the list, identify the least consistent cards, and remove around five cards to make the deck more focused.
The core idea, however, is clear: put terrifying creatures into the cemetery, bring them back before the opponent is ready, and force them to answer threats that should not be on the board that early or in that location.