Reanimator
Reanimator decks put expensive creatures into the graveyard cheaply (discard, self-mill, entomb effects), then bring them back to the battlefield using reanimation spells that cost a fraction of the creature's actual mana value. Reanimate puts any creature onto the battlefield for 1 mana. That creature might cost 9.
The mana cheating is the point. You're not ramping to 9 mana. You're casting a 1-mana spell that gets you the same creature.
How it works
- Put high-value targets into the graveyard (Entomb, self-mill, discard)
- Cast reanimation spells to put them onto the battlefield (Reanimate, Animate Dead)
- Repeat as needed. If they get removed, reanimate them again.
- Win through the overwhelming board presence of creatures that cost more than opponents can handle
Key cards
Getting things into the graveyard:
- Entomb — 1 mana, put any creature from your library into your graveyard. The setup card.
- Buried Alive — 3 mana, put three creatures from your library into your graveyard. Entomb but better.
- Faithless Looting — draw 2, discard 2. Puts creatures in hand into the graveyard.
- Self-mill (Mesmeric Orb, Altar of Dementia, Stitcher's Supplier)
Bringing them back:
- Reanimate — 1 mana, any creature from any graveyard. You lose life equal to its mana value. The best reanimation spell.
- Animate Dead — 2 mana enchantment, reanimate a creature with -1/-0.
- Victimize — 3 mana, sacrifice a creature, return two from graveyard.
- Living Death — 5 mana, swap graveyards and battlefields. Devastating when your graveyard is loaded.
- Persist — 3 mana, return a nonlegendary creature. It gains "when this creature dies, exile it."
Top reanimation targets:
- Jin-Gitaxias Core Augur — draw 7, opponents' max hand size is 0.
- Vilis Broker of Blood — draw cards whenever you lose life. Pairs with Reanimate's life loss.
- Razaketh the Foulblooded — sacrifice creatures to tutor. Sets up more combos.
- Sheoldred Whispering One — reanimate on your upkeep, opponents sacrifice on theirs.
Strengths
Mana efficiency. Getting a 9-mana creature for 1 mana is a massive tempo advantage.
Recursion. If they remove your threat, reanimate it again. And again. Opponents run out of removal before you run out of reanimation.
Explosive starts. Turn 1 Entomb, turn 2 Reanimate is a real line. Having a 7/7 that draws 7 cards on turn 2 is hard to beat.
Weaknesses
Graveyard hate. Rest in Peace, Leyline of the Void, Bojuka Bog. If your graveyard gets exiled, your entire strategy goes with it.
Exile-based removal. Swords to Plowshares and Path to Exile put your creatures somewhere you can't get them back from.
Setup required. You need both a target in the graveyard and a reanimation spell in hand. Sometimes you have one but not the other.
Popular commanders
Meren of Clan Nel Toth (B/G) — free reanimation every end step. Gets better as the game goes on.
Chainer Dementia Master (B) — reanimate from any graveyard for 3 mana and 3 life. Repeatable.
Muldrotha the Gravetide (U/B/G) — play permanents from your graveyard. Not just creatures.
Araumi of the Dead Tide (U/B) — encore ability that reanimates creatures from graveyard as token copies attacking each opponent.
Typical colors
Black is essential (Reanimate, Entomb, the best reanimation spells). Blue adds self-mill, card selection. Green adds land ramp and some reanimation. Sultai (U/B/G) is common. Mono-black works.
Ratio adjustments
| Category | Standard | Reanimator |
|---|---|---|
| Reanimation spells | — | 8-12 |
| Self-mill / entomb effects | — | 5-8 |
| High-value targets | — | 8-12 |
| Ramp | 10-12 | 8-10 (you're cheating mana costs) |
| Card draw | 8-10 | 8-10 |
| Graveyard hate answers | — | 2-3 (enchantment removal for Rest in Peace) |