So the concept is that in your first 9 cards you want at least 2 lands (or one +
dark ritual
, a discard outlet+fatty or
entomb
and a reanimation spell. To that end you have:
LAND: (20) 16
swamps
, 4
dark ritual
(only one actual swamp needed because 3 mana is enough to "go off")
DISCARD or ENTOMB enablers: (16) 2
sickening dreams
, 1
hidden horror
, 4
putrid imp
, 4
entomb
, 3
buried alive
, 2
cabal therapy
REANIMATION: (10) 2
animate dead
, 4
reanimate
, 4
exhume
FATTIES: (6) 1 each of different ones
So you have plenty of enablers (maybe too many).
dash hopes
isn't good since the opponent will never really care about 5 life in the face of
griselbrand
and other threats. It sticks out as a sore thumb in this list because it doesn't help you win and it doesn't protect your win conditions.
It's basically going all in on reanimate which is fine but understand that there is very little chance of winning should the opponent have
leyline of the void
in play. I would remove
hidden horror
. I would probably add some threats like
angel of despair
, although if you're focusing on
entomb
/
buried alive
you don't need quite as many threats as if you were mainly using
putrid imp
and other discard as your primary enablers.
I would consider replacing
duress
with
thoughsieze
so you can (potentially) put cards in your graveyard with it. In that way you could probably remove
putrid imp
and
hidden horror
.