MTG Modern 📍 IQ Arzúa - Piknitas Modern — Top 4

Grixis Reanimator — Modern Strategy Guide

~$532 deck cost Published Oct 19 Event Oct 3

Archetype Overview

Grixis Reanimator is a graveyard deck that wins like a tempo deck. It fills its own graveyard with cheap card selection, puts an eight-mana Archon of Cruelty onto the battlefield on turn two or three, and wraps that plan in hand disruption, cheap interaction, and threats that are strong even when nothing gets reanimated. The list below took Top 4 at IQ Arzúa - Piknitas Modern on 2026-10-03, piloted by adrian mejuto.

The Core Plan

  1. Bin a fatty. Faithless Looting is the primary discard outlet. It draws two and discards two for one red mana, and its flashback means it does the job twice. Psychic Frog discards at instant speed with no mana required. Thought Scour, Prismari Charm's surveil mode, and the surveil lands (Undercity Sewers, Raucous Theater) dig and dump cards without costing you a turn.
  2. Bring it back. Persist returns any nonlegendary creature card for two mana. On Archon of Cruelty, that's a 5/5 flier on turn two that has already made your opponent sacrifice a creature, discard a card, and lose 3 life while you draw and gain 3. Emperor of Bones is the second route: its combat trigger exiles Archon of Cruelty from your graveyard, then {1}{B} to Adapt puts the Archon onto the battlefield with haste. It triggers on entering and again on attacking before you sacrifice it at end step. That's two full Archon triggers from four total mana across two turns.
  3. Keep it there. Thoughtseize strips the answer before you commit. Spell Pierce counters noncreature removal or a sweeper unless they pay. Fatal Push clears blockers and early pressure. This shell lets you go off into a known hand instead of hoping.

Why This Plan Is Strong

The enablers are also threats. Most reanimator decks run filler: cards that only exist to put a creature in the graveyard. Here, the discard outlet is Psychic Frog, a two-drop that grows, draws cards, and can fly by exiling three cards from your graveyard. Ragavan, Nimble Pilferer pressures from turn one, makes Treasure to accelerate, and steals cards. When your opponent kills these, you lose tempo, not your combo.

Your reanimation spells have more than one target. Unearth can't touch the Archon since its mana value is 8, but it returns Psychic Frog, Ragavan, Nimble Pilferer, Emperor of Bones, and, most importantly, Abhorrent Oculus. Oculus's six-card exile is an additional cost to cast it. When Unearth puts it onto the battlefield, you skip that cost and get a 5/5 flier for one mana. Persist on Oculus gives you a 4/4 flier. When Unearth has no target, it cycles for {2}, so it's rarely dead.

Abhorrent Oculus is the release valve. Graveyard decks tend to flood their own yard with cards they can't use. Oculus turns that excess into a hard-cast 5/5 flier for three mana. Every opposing upkeep, its manifest dread trigger gives you a 2/2 body and puts another card in your graveyard, which can be an Archon for next turn.

Your opponent can't answer only one axis. They have to deal with combat pressure from Ragavan and Frog, an instant-speed reanimation threat, and an eight-mana flier on turn two, all while discard is taking their answers. Graveyard hate alone doesn't stop Oculus being hard-cast or Frog beating down. Creature removal alone doesn't stop Archon, because the enter trigger has already done its damage.

Card Roles at a Glance

RoleCardsNotes
PayoffArchon of Cruelty x4Never planned as a hard cast. It exists to be discarded and returned.
ReanimationPersist x4, Unearth x3, Emperor of Bones x2Persist and Emperor hit Archon. Unearth hits the cheap creatures and Oculus.
EnablersFaithless Looting x4, Thought Scour x2, Prismari Charm x2, surveil landsCharm also pings small creatures or bounces a permanent.
Fair threatsPsychic Frog x4, Ragavan, Nimble Pilferer x3, Abhorrent Oculus x4These carry games when the combo is answered.
DisruptionThoughtseize x4, Fatal Push x4, Spell Pierce x2Nine fetchlands make Push's revolt easy to turn on.

Emperor of Bones does extra work. Its combat trigger can exile a card from any graveyard, which makes it light graveyard hate in the main deck. If it exiles an opposing creature card, it can put that creature onto the battlefield for you.

The Mana

Eighteen lands support a curve that is almost entirely one and two mana. The fetchlands find whichever shockland or basic you need, thin toward your threats, and enable revolt on Fatal Push. Red is the thinnest color. Your red sources are Blood Crypt, Steam Vents, and Raucous Theater, reachable through Bloodstained Mire and Scalding Tarn. Prioritize finding red early when your hand depends on Faithless Looting or Ragavan, Nimble Pilferer. The deck pays a lot of life to fetches, shocks, and Thoughtseize. Archon's lifegain covers most of it, but against aggressive decks, fetch for tapped surveil lands or basics when you can afford to.

Where It Struggles

The sideboard targets these weak points. Mystical Dispute fights blue counterspell decks. Consign to Memory counters triggered abilities and colorless spells. Cling to Dust, Surgical Extraction, and Dauthi Voidwalker fight opposing graveyard strategies. Pyroclasm answers go-wide aggro. Meltdown attacks artifact-based decks.

Who Should Play It

Pick this deck if you like decks where every decision matters. You'll make constant small choices:

Mulligan decisions are critical, and graveyard-management mistakes cost games.

Players coming from tempo or midrange decks will find the fair half familiar. Combo players will appreciate a fast kill that doesn't fold to one piece of interaction. If you want to play the same game every round on autopilot, look elsewhere.

At roughly $532, it isn't a budget deck. A lot of that cost is shared Modern staples like fetchlands, shocklands, Thoughtseize, and Ragavan, Nimble Pilferer, so the investment carries over to other Grixis or Rakdos decks if you move on.

Core Strategy & Game Plan

Grixis Reanimator runs two game plans in one 60-card shell. The first is unfair: put Archon of Cruelty into your graveyard and return it to the battlefield for two mana or less. The second is fair: a cheap, disruptive tempo deck built around Ragavan, Nimble Pilferer, Psychic Frog, and Abhorrent Oculus that can win on its own when the Archon plan gets hated out. Winning with this list means knowing which plan you are on each turn and never letting one undercut the other.

How the Deck Wins

The primary kill is a resolved Archon of Cruelty on turn two or three. Every time it enters or attacks, your opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life, while you draw a card and gain 3 life. One trigger is strong. Two or three in a row usually end the game, because your opponent is losing board, hand, and life all at once while you refill. A Persisted Archon is a 5/5 flier that repeats the trigger on every attack, so the clock is short and the opponent's outs shrink each turn.

The secondary kill is plain flying damage. Abhorrent Oculus is a 5/5 flier for three mana that manifests dread at the start of each opponent's upkeep, so it adds bodies and fills your graveyard every turn cycle. Psychic Frog grows, draws, and gains flying. Ragavan, Nimble Pilferer produces mana and card advantage from the first swing. Against opponents who keep the graveyard clean, these threats are how you close.

Posture: Proactive First, Interaction as Protection

This is a proactive deck. Your interaction exists to make your threats stick, not to grind. Thoughtseize is the most important card in your opening hand after the combo itself. Use it to strip the instant-speed answer that would blank your reanimation spell, then fire with full information. Spell Pierce protects your sorcery-speed turn from opposing noncreature counterspells and removal. Fatal Push clears blockers and early threats, and revolt turns on easily here because you play nine fetchlands and Ragavan Treasures.

Prismari Charm fits both modes. Surveil 2 and draw digs for Archon or a reanimation spell. The 1-damage mode handles small creatures. The bounce mode removes a problem permanent at instant speed. Decide which mode you need based on whether your graveyard already holds a target. If it doesn't, surveil.

The Engine

The engine has two halves: getting a big creature into the graveyard, and getting it back out.

Enablers:

Reanimation:

CardCostBest TargetsResult
Persist{1}{B}Archon of Cruelty, Abhorrent OculusPermanent creature with a -1/-1 counter (Archon becomes a 5/5 flier)
Emperor of Bones{1}{B} to cast, {1}{B} to adaptArchon of CrueltyHasty Archon for one turn: enter trigger plus attack trigger, then sacrificed at end step
Unearth{B}Abhorrent Oculus, Psychic Frog, Emperor of BonesFull-strength creature with mana value 3 or less

Two interactions matter most. First, Unearth and Persist both put Abhorrent Oculus onto the battlefield without casting it. That skips the exile-six cost entirely. A discarded Oculus plus a one-mana Unearth gives you a turn-two 5/5 flier with an empty graveyard. Second, Emperor of Bones exiles at the beginning of combat. Let the trigger resolve on your Archon, then activate adapt for {1}{B} in that same step. Archon enters with haste, triggers on entry, and triggers again when you attack. That is two full Archon triggers for four total mana, spread across one or two turns.

Emperor's exile can target any graveyard. When you have no target of your own, use it to strip a key card from your opponent's yard. If you exile Archon with Emperor before adapting, it is no longer in your graveyard, so opposing graveyard removal can't touch it. Only removal on Emperor strands it.

Unearth also cycles for {2}. When it has no good target, cycle it rather than holding a dead card.

Managing the Graveyard as a Resource

Three cards compete for your graveyard: Oculus exiles six, Frog exiles three for flying, and Looting's flashback exiles itself. Every exile choice should follow one rule: never exile a live reanimation target. Keep Archon, and keep Oculus if you hold Unearth or Persist. Exile spent spells, extra lands, and fetchlands first.

Whether you hard-cast Oculus early depends on what's in your hand. Cast it if you hold no reanimation spell. Hold off if casting it would force you to exile Archon or leave you unable to support a Persist next turn.

The Ideal Game, Turn by Turn

  1. Turn 1: Lead with Faithless Looting if you have Archon or Oculus to bin and a reanimation spell to follow. Otherwise, lead with Thoughtseize to clear the way, or Ragavan, Nimble Pilferer when the opponent's board is empty and you want the Treasure. If you play a surveil land, use it to bin a threat.
  2. Turn 2: Persist the Archon. Your opponent sacrifices their only creature, discards, and drops to 17, while you draw and go to 23. If Oculus is your binned threat, Unearth it and keep a mana up for Spell Pierce or Fatal Push. With no reanimation spell available, deploy Psychic Frog or Emperor of Bones and keep discarding.
  3. Turn 3: Attack with Archon for another trigger. Use the spare mana on Thoughtseize, a second threat, or held-up interaction. On the Emperor line, this is the turn to exile and adapt. A Ragavan Treasure lets you cast and adapt Emperor in the same turn.
  4. Turn 4 onward: Your opponent is usually facing an empty board, few or no cards in hand, and a low life total. Deploy fair threats to diversify your clock, and protect them with Pierce and Push. Don't overextend into a sweeper if you are already winning.

When Plan A Gets Answered

If your graveyard is exiled or locked down, stop forcing reanimation and pivot. Ragavan, Nimble Pilferer, Psychic Frog, and a hard-cast Abhorrent Oculus make a real clock backed by discard and cheap removal. In that mode, Frog's discard outlet becomes a card-quality tool. Pitch excess lands and dead reanimation spells to grow it. The deck's resilience comes from switching to this mode quickly.

Card Choices & Breakdown

The Payload: Reanimation Targets

4x Archon of Cruelty is the reason the deck exists. Nobody hard-casts an eight-drop here. You put it in the graveyard and cheat it out. The enter trigger alone is brutal: your opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life, while you draw a card and gain 3. Every attack repeats the whole package. You run the full four because you need one in the yard early. You also want redundancy when the first copy gets exiled or you have to pitch two to a single Faithless Looting.

4x Abhorrent Oculus is the second threat, and it is just as important. Hard-cast, it costs three mana plus six cards exiled from your graveyard. That is realistic by turn three in a deck with nine fetchlands, Thought Scour, and Looting. The interaction that matters: Persist and Unearth put Oculus onto the battlefield without casting it, so you skip the exile cost entirely. Once it lands, each opponent upkeep manifests dread. You get a 2/2 body, and the other card goes to your graveyard, which feeds your next reanimation or Frog activation. When you exile six to cast it, protect any Archon of Cruelty in the yard. The cost lets you choose what to exile, so choose carefully.

The Reanimation Suite

4x Persist is your main reanimation spell. It returns any nonlegendary creature, so it hits Archon (as a 5/5 that still gets every trigger), Oculus, Frog, and Emperor. It cannot return Ragavan, Nimble Pilferer. Turn-two Persist on a binned Archon is the fastest kill the deck has, and you want maximum density on it.

3x Unearth only reaches mana value 3 or less. That means Oculus, Psychic Frog, Emperor of Bones, and Ragavan, but never Archon. It sits at three rather than four because it is the weaker reanimation spell. It is a one-mana way to deploy Oculus without exiling six cards, and it gets back a Frog or Ragavan after removal. When you have no target, cycling for {2} keeps it from rotting in hand. Four copies would push you toward draws full of narrow sorceries.

2x Emperor of Bones is the flexible piece. At the beginning of combat on your turn, it exiles a card from any graveyard. Exile your own Archon, activate adapt for {1}{B}, and the +1/+1 counters put Archon onto the battlefield with haste. It enters (trigger), attacks (trigger), and gets sacrificed at end step. The finality counter means it is gone for good, so you trade your Archon for two triggers. Emperor can also take a creature from your opponent's graveyard, and its exile trigger doubles as repeatable graveyard hate against opposing yard decks. It stays at two because the line is slow, mana-hungry, and temporary. Adapt does nothing once Emperor already has +1/+1 counters, so it usually fires only once.

Enablers: Filling the Graveyard

4x Faithless Looting is the cleanest way to bin an Archon on turn one. It also digs for Persist, and flashback gives you a second loot later. It costs you a card, which matters less when the card you discard is the threat.

4x Psychic Frog is both an enabler and a threat. "Discard a card: put a +1/+1 counter" is an instant-speed discard outlet. You can pitch Archon at the end of your opponent's turn, or in response to discard. On defense, Frog grows into a large blocker. On offense, it draws cards on connect. Its flying ability exiles three graveyard cards, which competes with Oculus for the same resource, so ration it. Four copies, because a two-mana card that does three jobs is never a cut.

2x Thought Scour is instant-speed self-mill that replaces itself. It is a two-of because milling is random. It fuels Oculus reliably but finds Archon only sometimes, unlike Looting or Frog where you choose the discard. The two Undercity Sewers and one Raucous Theater surveil 1 on entry. That turns a mandatory tapped land into a small dig for Archon or a free card in the yard.

Disruption and Pressure

4x Thoughtseize clears the path. Take the graveyard hate, the counterspell, or the removal spell that answers your reanimated threat. It also shows you the safe turn to go off. The 2 life matters less in a deck where Archon gains 3 per trigger.

4x Fatal Push is cheap removal that the mana base supercharges. Cracking a fetchland satisfies revolt, so Push routinely kills creatures up to mana value 4. Nine fetches make that the normal case, not the exception.

3x Ragavan, Nimble Pilferer punishes slow starts. On connect, you get Treasure, which ramps you into Persist plus another spell, and you get to cast the opponent's exiled card. Three copies because it is legendary, so drawing two is awkward. It also competes with Thoughtseize and Push for turn-one mana, and Persist cannot rebuy it. Dash keeps it useful late, when a hasty attack for a Treasure and a stolen card is still worth {1}{R}.

2x Spell Pierce is cheap protection for your key turn. It counters a removal spell, a graveyard-hate spell, or an opposing combo piece, at the cost of one blue mana. It sits at two because it gets worse as the game goes long and your opponent can pay {2}.

2x Prismari Charm is the utility slot, with three modes:

It is a two-of because it is a little worse than a dedicated card in each role, but it is never dead.

The Mana Base

Eighteen lands, nine of them fetches. The fetches are not just about color. Each one puts a card in your graveyard toward Oculus, and each one turns on revolt for Push. Every non-fetch land except the basic Island has the Swamp type: Watery Grave, Undercity Sewers, Blood Crypt, Raucous Theater, and the basic Swamp. That means Marsh Flats and Bloodstained Mire always find something useful. Red is the thinnest color, coming from Blood Crypt, Steam Vents, and Raucous Theater. Prioritize a red source when you hold Looting or Ragavan in your opener. Fetch the basics against land-destruction or nonbasic-punishing effects. Otherwise take shocks early for tempo, and save the surveil lands for turns where entering tapped costs you nothing.

Sideboard

CardBring It In AgainstNotes
4x Mystical DisputeBlue control and tempoCosts only {U} against blue spells. Protects your Persist turn or stops their key spell.
2x Consign to MemoryDecks built on triggers or colorless spellsCounters a dangerous triggered ability or a colorless spell, including colorless graveyard-hate artifacts as they are cast. Replicate handles multiple triggers.
2x Dauthi VoidwalkerGraveyard strategies, grindy midrangeExiles only opponents' cards, so it never disrupts your own plan. Shadow makes it hard to block.
2x Cling to DustOpposing graveyard decksCheap targeted exile. Escape lets you reuse it late from your own full yard.
1x Surgical ExtractionCombo with a single key cardCastable for 2 life. Removes every copy of a card from hand, graveyard, and library.
2x PyroclasmGo-wide aggroAlso kills your Ragavan, Frog, Emperor, and manifested 2/2s. Oculus and Archon survive it.
2x MeltdownArtifact-heavy strategiesChoose X carefully. Your own Treasure tokens are artifacts with mana value 0.

The usual cuts when boarding: trim Spell Pierce against creature decks, trim Fatal Push against creatureless combo, and shave Unearth when you expect Thoughtseize-heavy opponents to strip your small creatures anyway. Keep all eight payload creatures and all four Persist in every matchup. They are the deck.

The Decklist

This is the 75 that took Top 4 at IQ Arzúa - Piknitas Modern on October 3, 2026. Expect to pay about $532 at TCGplayer market prices. The tables below separate the locked-in core from the slots you can tune for your local field.

Main Deck: Creatures (17)

QtyCardStatusNote
4Archon of CrueltyCoreThe main reanimation target. At eight mana you're never casting it, so all four copies exist to be discarded and returned with Persist.
4Abhorrent OculusCoreCosts three mana plus six graveyard cards. Unearth can also return it, since it has mana value 3.
4Psychic FrogCoreTurns extra reanimation pieces into counters and gives you a discard outlet at instant speed.
3Ragavan, Nimble PilfererFlexCan move to four if you face a lot of slow decks, or drop to two if your field is full of sweepers and cheap removal. It's legendary, so Persist can't target it.
2Emperor of BonesFlexGives you a second way to reanimate. It can exile Archon of Cruelty from your own graveyard and return it with haste for one attack. Trim it first if your games are short and pressured.

Main Deck: Spells (25)

QtyCardStatusNote
4PersistCoreThe two-mana payoff. It needs a nonlegendary creature in your graveyard to target.
4Faithless LootingCoreYour main way to get Archon of Cruelty into the graveyard, and flashback gives you a second use later.
4ThoughtseizeCoreStrips the answer before you go for Persist. Keep track of the life it costs you alongside fetches and shocks.
4Fatal PushCoreYour fetchlands turn on revolt reliably, so it kills creatures up to mana value 4 on most turns.
3UnearthFlexReturns Psychic Frog, Emperor of Bones, Ragavan, Nimble Pilferer, or Abhorrent Oculus. If you don't need it, cycle it. It's the first card to trim if you need room.
2Thought ScourFlexFills the graveyard for one mana. You can target yourself to dig toward Abhorrent Oculus fuel, or target the opponent.
2Prismari CharmFlexPick one of three modes: surveil 2 and draw, deal 1 damage to each of up to two targets, or bounce a nonland permanent. Add a third copy if you face many decks built around small creatures.
2Spell PierceFlexProtects your combo turn against noncreature answers. Its value drops as games go longer, so it often comes out after game 1.

Main Deck: Lands (18)

QtyCardStatusNote
4Polluted DeltaCoreCan find every dual land and basic Swamp or Island in the deck.
2Bloodstained MireCoreFinds all three red sources plus every Swamp-typed land.
2Marsh FlatsFlexCan only find Swamps. A third Bloodstained Mire is a straight upgrade if you have one.
1Scalding TarnFlexFinds all three red sources plus every Island-typed land.
2Watery GraveCoreUntapped blue and black, which covers Psychic Frog on turn two.
1Blood CryptCoreUntapped black and red for Faithless Looting into Persist.
1Steam VentsCoreUntapped blue and red for Prismari Charm.
2Undercity SewersFlexEnters tapped, but the surveil adds to your graveyard. Cut it before anything else if you need to be faster.
1Raucous TheaterFlexA tapped red source with surveil. You can swap it for a second untapped red land if tempo matters more.
1IslandCoreBasic you can fetch through nonbasic land hate or when your life total is low.
1SwampCoreBasic you can fetch for Fatal Push, Thoughtseize, and Persist without paying life.

Sideboard (15)

QtyCardStatusNote
4Mystical DisputeCoreCosts one mana against blue spells. Use it against blue control and decks that try to win the counterspell fight.
2Dauthi VoidwalkerCoreOnly exiles cards going to your opponent's graveyard, so it shuts down opposing graveyard decks without touching yours.
2Cling to DustFlexCheap graveyard removal that also gains life or draws. Faithless Looting fills your graveyard fast enough to use the escape late in the game.
2Consign to MemoryFlexCounters triggered abilities or colorless spells, and replicate lets you hit several in one turn. Its value depends heavily on what's popular locally.
2PyroclasmFlexUse it against go-wide aggro. It also kills your own Ragavan, Nimble Pilferer, Emperor of Bones, and manifested 2/2s, while Archon of Cruelty and Abhorrent Oculus survive.
2MeltdownFlexAnswers artifact decks. Your Treasure tokens have mana value 0, so it destroys them too.
1Surgical ExtractionFlexCan be cast for 2 life with no mana, which works well on a combo turn. Remove it first if your field has few graveyard or single-card combo decks.

Mana Base Notes

Tuning Priorities

  1. Against a slower field, cut one Unearth and one Undercity Sewers. Add the fourth Ragavan, Nimble Pilferer and an untapped land to keep pressure on.
  2. Against an aggro-heavy field, cut Spell Pierce from the main deck. Add a third Prismari Charm, and consider moving Pyroclasm copies up from the sideboard.
  3. Against a graveyard-heavy field, run Dauthi Voidwalker and Cling to Dust together. Cut Meltdown to make room for a second Surgical Extraction.
  4. Don't change the eight graveyard enablers or the four Persist. The deck needs that density to win games quickly.

Mulligan Guide

The deck has two engines: a reanimation plan that can land a turn-two Archon of Cruelty, and a fair tempo plan built on Ragavan, Nimble Pilferer, Psychic Frog, and cheap interaction. A keepable hand executes one of them on time. A hand that does neither goes back, no matter how strong the individual cards look.

What Makes a Keepable Hand

Check every seven against three requirements.

Remember that Abhorrent Oculus is a reanimation target, not just a cast-from-hand threat. Unearth and Persist put it onto the battlefield without casting it, so its six-card exile cost never applies. A hand with Oculus, Faithless Looting, and Unearth is a real turn-two 5/5 flier. Don't count Oculus as dead just because your graveyard is empty.

Example Hands

Hand 1: Polluted Delta, Watery Grave, Faithless Looting, Archon of Cruelty, Persist, Thoughtseize, Psychic Frog

Verdict: Snap keep. On turn one, fetch Blood Crypt and cast Looting, discarding Archon plus the weakest card you drew. On turn two, play Watery Grave and cast Persist for a 5/5 flying Archon that makes your opponent sacrifice, discard, and lose 3. If you suspect a counterspell, lead with Thoughtseize instead and Persist a turn later. Frog backs up both lines as a second discard outlet.

Hand 2: Archon of Cruelty, Archon of Cruelty, Persist, Persist, Unearth, Island, Swamp

Verdict: Mulligan. Four payoffs and zero enablers. You have no red for Looting, no Frog, and no way to bin an Archon except waiting turns to discard down to hand size. Unearth can't return Archon, and cycling it for {2} is a slow dig. This is the classic trap hand. Payoff density means nothing without the engine.

Hand 3: Ragavan, Nimble Pilferer, Psychic Frog, Thoughtseize, Fatal Push, Spell Pierce, Scalding Tarn, Undercity Sewers

Verdict: Keep. There's no reanimation here, and you don't need it. Turn-one Ragavan or Thoughtseize into turn-two Frog is a strong fair start with interaction behind it. Frog also turns any Archon you draw into a reanimation setup by discarding it. Fetch for red with Tarn so you can cast Ragavan, and play Sewers when tempo matters least. This hand is better on the play, but you keep it on either side.

Hand 4: Emperor of Bones, Faithless Looting, Archon of Cruelty, Blood Crypt, Polluted Delta, Spell Pierce, Thoughtseize

Verdict: Keep. This is a slower kill, but a resilient one. Loot Archon away on turn one and cast Emperor on turn two. On turn three, Emperor's combat trigger exiles the Archon. Then pay {1}{B} to adapt, which puts Archon onto the battlefield with haste for an attack trigger on top of the enter trigger. It's sacrificed at end step, but two Archon triggers usually decide the game. Spell Pierce and Thoughtseize protect the setup, and the hand functions on two lands.

Hand 5: Thought Scour, Unearth, Fatal Push, Persist, Marsh Flats, Watery Grave, Bloodstained Mire

Verdict: Keep on the draw, lean mulligan on the play. The mana is fine, but your only creature-binning card is Thought Scour, which mills two random cards. You're relying on draws or the mill to find a target. The extra card on the draw gives you enough looks to justify it. On the play against a fast deck, ship it for a six that actually does something.

Hand 6: Polluted Delta, Marsh Flats, Watery Grave, Swamp, Island, Thoughtseize, Fatal Push

Verdict: Mulligan. Five lands, two one-for-ones, and no threat. This deck wins by deploying pressure early, and this hand gives you nothing to deploy.

On the Play vs. On the Draw

On the play, speed is the point. A turn-two Archon on the play often ends the game before the opponent develops. Keep hands that threaten that line or open with Ragavan. Be stricter with hands like Hand 5 that need draws to function.

On the draw, the extra card makes thinner hands viable. Two-landers with an enabler get better, and hands that need one more piece become keeps. Weigh Fatal Push and cheap interaction more heavily on the draw. Your opponent's turn-one or turn-two threat is already coming, and you need to survive to your Archon turn.

Matchup Adjustments

Going to Six and Below

Under the London mulligan, you see seven and bottom one card. When choosing what to bottom, keep lands until you have two. Then keep an enabler over a second payoff. Bottom redundant copies of Persist or Unearth before Looting or Frog. A six-card hand with Looting, a payoff, a target, and two lands is a fine keep. A five-card hand should prioritize the fair plan, because Ragavan, Frog, and interaction degrade more gracefully than a combo that needs every piece.

Sequencing & Key Lines

Turn 1: What to Lead With

Your turn-one play sets up the whole game. Use this priority order:

  1. Faithless Looting with Archon of Cruelty in hand and Persist to follow. This is the fastest line in the deck, and it puts a 5/5 flier with an ETB trigger on board turn two. Lead with it unless you have a specific reason not to.
  2. Thoughtseize when you can win on turn two or three and the opponent is likely holding interaction. Against blue decks, or in post-board games where graveyard hate is guaranteed, clearing the answer first beats going fast into a counter.
  3. Ragavan, Nimble Pilferer on the play when your hand has no turn-one setup. The Treasure also gives you an extra red source, and this list is thin on red.
  4. A tapped surveil land (Undercity Sewers, Raucous Theater) when you have no one-mana play. Surveil 1 on turn one costs you nothing and can bin an Archon off the top.

Count your red sources before you crack a fetch. Only Blood Crypt, Steam Vents, and Raucous Theater produce red, and the Theater enters tapped. If you fetch Blood Crypt for a turn-one Looting, it also covers the {B} for next turn's Persist, so any second land works. If you take Steam Vents instead, you need a black source on turn two.

The Three Core Lines

Line A: Looting into Persist. Turn one, Faithless Looting and discard Archon of Cruelty. Turn two, Persist it back. It enters as a 5/5 because of the -1/-1 counter, and the ETB makes them sacrifice a creature, discard, and lose 3 while you draw and gain 3. Every attack repeats the trigger. If Archon dies, it goes back to your graveyard, so your next Persist gets it again.

Line B: Unearth on Oculus. Unearth only hits mana value 3 or less, so it can never return Archon. It returns Abhorrent Oculus, and because Oculus is being put onto the battlefield rather than cast, you skip the six-card exile cost entirely. Turn one, Looting away Oculus. Turn two, Unearth plus Thoughtseize or a second one-drop. A 5/5 flier that manifests dread every opposing upkeep is very hard for midrange decks to answer on turn two. Persist also works on Oculus as a 4/4 when that's your only reanimation spell.

Line C: Emperor of Bones. Emperor of Bones triggers at the beginning of combat on your turn, so summoning sickness doesn't matter. Cast it precombat on turn two and it exiles Archon from your graveyard that same turn. On turn three, pay {1}{B} to adapt. Archon enters with haste, triggers on entering, attacks, and triggers again. That is two sacrifices, two discards, and 6 life drained before damage, and you still have a land free for Fatal Push or Spell Pierce.

The cost is that Archon carries a finality counter and gets sacrificed at end step, so it is exiled for good. Spend an Archon this way when the double trigger wins the game or breaks their board. Don't do it when Persist would keep it permanently.

Branch Point: Persist or Emperor

Opponent's likely answerPreferred routeWhy
Instant-speed graveyard exileEmperorOnce the combat trigger resolves, Archon is in exile with Emperor. Graveyard hate can't touch it there.
CounterspellsEmperorAdapt is an activated ability. Spell-counters don't stop it, while Persist is a noncreature sorcery they can counter.
Cheap creature removalPersistIf they kill Emperor in response to adapt, you get nothing. Persist puts Archon straight onto the battlefield.
Nothing relevant (game one vs. aggro)Whichever is fastestSpeed is the edge. Don't hold back to play around answers they don't have.

If you do go the Emperor route into open mana, activate adapt when they're tapped out or right after they've spent removal on something else. The exiled card stays linked to Emperor across turns, so you can wait. Adapting on their turn gets you only the ETB trigger, because Archon is sacrificed at their end step. That trade is still worth it to strip a card at instant speed before they can use it.

Playing Around Graveyard Hate

The main thing opponents use to beat this deck is exiling your graveyard, so cut down how long Archon sits in it:

Graveyard Budgeting

Three things draw on your graveyard: hardcasting Abhorrent Oculus (exile six), Psychic Frog's flying (exile three), and the cards you actually want to reanimate. Never exile your reanimation targets to pay a cost. Exile spent cards first: flashed-back Lootings, used Thought Scours, resolved Thoughtseizes. Keep an unflashed Faithless Looting unless it's the last card you can exile, because exiling it gives up {2}{R} of card selection later. If Oculus is in hand with a thin yard, hold it and take the Unearth line instead.

Small Edges

Matchup Matrix

Opponent StrategyAssessmentWhat Decides ItKey Sideboard Cards
Small-creature aggro / go-wideFavoredSurviving to the first Archon of Cruelty triggerPyroclasm
Burn and reach-heavy aggroEvenYour own life payments versus their reachMystical Dispute (blue builds only)
Fair midrange with graveyard hateEven to slightly unfavoredWhether your fair threats can win once the yard is shut offConsign to Memory, Dauthi Voidwalker
Counterspell controlEvenResolving a reanimation spell, or going around counters with Emperor of BonesMystical Dispute, Dauthi Voidwalker
Combo and big manaEvenDisruption density and clock speedConsign to Memory, Mystical Dispute
Artifact-based decksEvenClearing their board before it outscales your triggerMeltdown
Opposing graveyard decksEvenWho exiles whose yard firstCling to Dust, Surgical Extraction, Dauthi Voidwalker

Small-Creature Aggro and Go-Wide

Favored. Archon of Cruelty is close to unbeatable here. Every trigger takes a creature, takes a card, and swings six life, three off them and three onto you. Aggro decks can't race that once it lands on turn two or three. Your job is to get there at a healthy life total.

What decides it: how much life you spend early. Fetches, shocks, and Thoughtseize all cost life, and against creature decks that adds up fast. Fetch for basics when you can and shock only when the mana demands it.

Plan: Use Fatal Push on whatever threatens to snowball. Your fetchlands turn on revolt, so plan land drops around the Push. Main-deck Prismari Charm picks off two X/1s at instant speed. After sideboarding, bring in Pyroclasm. It also kills your own Psychic Frog, Ragavan, Nimble Pilferer, and Emperor of Bones, but it leaves Abhorrent Oculus and a reanimated Archon of Cruelty alive. The ideal sequence is to sweep, then reanimate. Thoughtseize is the first card to trim, since its life cost is real against this strategy and its target is just another cheap creature.

Burn and Reach-Heavy Aggro

Even. The three life from each Archon of Cruelty trigger matters, but burn doesn't care about the sacrifice half, and every shock and Thoughtseize puts you closer to lethal.

What decides it: whether you hit an Archon trigger before they hit their reach. One trigger usually isn't enough. You want an attack trigger as well.

Plan: Play your lands untapped only when necessary. Undercity Sewers and Raucous Theater cost tempo but not life, and that trade favors you here. Spell Pierce is excellent against their burn spells, so keep it in. Cut Thoughtseize heavily. If they're on blue, Mystical Dispute comes in.

Fair Midrange with Graveyard Hate

Even to slightly unfavored. This is the matchup that tests your deck most. Discard strips your reanimation spells, removal handles the fair threats, and post-board hate turns off Persist and Unearth.

What decides it: how well your non-graveyard threats hold up. Ragavan, Nimble Pilferer, Psychic Frog, and a hard-cast Abhorrent Oculus all win games without the reanimation package. Oculus does need six cards in your yard to cast, though, so it's weak once your graveyard is being exiled.

Plan: Play it as a midrange mirror where your top end happens to be cheap. Use Thoughtseize on their hate piece rather than their best threat when you have a reanimation line ready. Prismari Charm can bounce a hate permanent at instant speed, so pass with it open and respond after they've committed. Bring in Consign to Memory to counter triggered graveyard-exile effects. Add Dauthi Voidwalker as an extra threat that doesn't depend on your yard and that stops their graveyard value too. Trim Persist and Thought Scour, because they're the cards most likely to be dead.

Counterspell Control

Even. Persist and Unearth are sorceries, so a single counter answers them. Emperor of Bones solves part of that problem. It exiles a creature card with its combat trigger and returns it through an activated ability, so a counterspell that only hits spells can't stop it. An Emperor that has exiled Archon of Cruelty gives you a hasty Archon with both its enter and attack triggers.

What decides it: whether you can force through one reanimation, or keep Emperor alive long enough to activate.

Plan: Lead with cheap threats that demand an answer: Ragavan, Nimble Pilferer, Psychic Frog, and Emperor. Use Thoughtseize to clear the way on the turn you go for it. Your Spell Pierce protects your own sorceries. After sideboarding, add all four Mystical Dispute and the Dauthi Voidwalker pair. Cut Fatal Push down to match their creature count.

Combo and Big Mana

Even. Your disruption suite is solid against them: Thoughtseize, Spell Pierce, and the discard from Archon of Cruelty. The Archon's sacrifice half does less against creature-light combo, but discard plus a six-point life swing still pressures them hard.

What decides it: pairing disruption with a fast clock. Discard alone loses to a deck that simply redraws its pieces.

Plan: Keep hands that pair interaction with an early reanimation. Consign to Memory answers colorless spells and key triggered abilities, so bring it in against any strategy built on either. Add Mystical Dispute if they're blue. Cut Fatal Push if they have few creatures.

Artifact-Based Decks

Even. Artifact creatures are fine targets for Fatal Push and the Archon's sacrifice, but artifact-heavy boards can go wide faster than one trigger per turn can keep up with.

What decides it: resolving Meltdown at the right X. It's scalable, so cast it on the turn that clears the most mana value they've committed.

Plan: Bring in both copies of Meltdown. It also destroys your own Treasures from Ragavan, Nimble Pilferer, so spend those first. Keep the full set of Fatal Push. Cut Thought Scour or a Spell Pierce, depending on how many key noncreature spells they play.

Opposing Graveyard Decks

Even. Both decks race to use their graveyard first. You have a built-in edge, because Emperor of Bones exiles a card from any graveyard every combat. It shrinks their resources while setting up yours.

What decides it: whose hate lands first, and whether yours stays on the board.

Plan: Dauthi Voidwalker is the best card here. It only exiles cards going to an opponent's graveyard, so your own plan is untouched, and you can sacrifice it to cast one of their exiled cards. Bring in Surgical Extraction to cut off a key piece permanently. Add Cling to Dust as instant-speed exile, keeping in mind that its escape cost competes with Abhorrent Oculus for your graveyard. Thought Scour can target them in a pinch, but only to set up a Surgical Extraction, not otherwise. Trim Spell Pierce if their deck is mostly creatures.

Sideboard / Tech Guide

This 15 covers four jobs: beating opposing graveyard decks, fighting counterspells, punishing low-toughness and artifact strategies, and keeping your own engine alive through hate. The main deck already carries a lot of interaction, so most plans swap a few low-impact slots rather than rebuilding the deck. Your default cuts are Spell Pierce, Thought Scour, Prismari Charm, and Fatal Push. The core of Archon of Cruelty, Abhorrent Oculus, Persist, and Faithless Looting almost never leaves.

Opposing Graveyard Decks

In: 2 Dauthi Voidwalker, 2 Cling to Dust, 1 Surgical Extraction
Out: 2 Spell Pierce, 2 Thought Scour, 1 Prismari Charm

Dauthi Voidwalker is the best card in your 15 here. It only affects opponents' graveyards, so your own engine runs normally while their discards, self-mill, and dead creatures go to exile instead. It also pairs well with Archon of Cruelty. With Voidwalker out, the creature they sacrifice and the card they discard both get void counters. You can then sacrifice Voidwalker to play the best of them for free.

Hold Cling to Dust for the moment they commit. Exiling the target in response to their reanimation spell leaves the spell with nothing to return. Be careful with its escape cost. Exiling five other cards from your graveyard competes directly with Abhorrent Oculus and Psychic Frog, so only escape it when you aren't planning an Oculus soon.

Keep Emperor of Bones in. Its combat trigger is repeatable graveyard hate, and it can turn their best creature into your hasty attacker. Keep Fatal Push in if their deck is creature-based. If they win mostly through spells, trade Push for the third Prismari Charm instead.

Blue Control and Counterspell Decks

In: 4 Mystical Dispute, 2 Dauthi Voidwalker
Out: 4 Fatal Push, 1 Prismari Charm, 1 Thought Scour

Your game-winning turn is usually a single two-mana sorcery, either Persist or Unearth. Against blue decks, the game is about forcing that spell to resolve. Mystical Dispute costs one mana when it targets a blue spell. That lets you cast reanimation plus backup on the same turn, which is the whole point of the card.

Dauthi Voidwalker gives you a threat that ignores the graveyard entirely. Shadow means it is effectively unblockable. It also exiles every spell they cast, so you can later sacrifice it and cast their best counterspell or removal for free.

If their deck uses cheap creatures for tempo rather than pure card advantage, keep 2 Fatal Push and cut Spell Pierce instead. Pierce is weak against opponents who can leave two extra mana open.

Go-Wide and Low-Toughness Aggro

In: 2 Pyroclasm
Out: 2 Spell Pierce

Pyroclasm deals 2 to every creature, so your big threats survive it. Abhorrent Oculus is a 5/5, Archon of Cruelty is a 6/6, and a Persisted Archon is still a 5/5. The cards it does kill on your side are Ragavan, Nimble Pilferer, Emperor of Bones, unpumped Psychic Frog, and the 2/2s from Oculus's manifest dread.

Sequence around that:

Spell Pierce does almost nothing against creature decks, so it is the obvious cut. Against especially fast starts, also consider trimming a Thoughtseize for a Surgical Extraction or holding the slot for Push redundancy. Paying 2 life to take one cheap creature is a poor trade when they're racing you.

Artifact Strategies

In: 2 Meltdown, 2 Consign to Memory
Out: 2 Thought Scour, 2 Thoughtseize

Meltdown scales with X, so you can set it to wipe the cheap artifacts without overpaying. It also destroys your own Treasure tokens from Ragavan, Nimble Pilferer. Spend those Treasures before you cast it, or ideally use one to help pay for it.

Consign to Memory counters colorless spells and triggered abilities. Replicate lets you answer several things in a single turn when you have spare mana.

Thoughtseize comes out because trading a card and 2 life for one cheap artifact is a bad exchange against a low-curve deck. Spell Pierce stays because noncreature artifacts are legal targets.

Combo

In: 1 Surgical Extraction, plus 4 Mystical Dispute or 2 Consign to Memory
Out: Fatal Push (as many as you bring in), 1 Prismari Charm

Which counter package you bring depends on how their combo works:

Surgical Extraction costs zero mana if you pay 2 life. Use it to strip every copy of a key piece once one hits the graveyard, from discard or from your Thoughtseize.

Only cut all four Fatal Push if their combo doesn't involve creatures. If it does, cut Thought Scour first.

Playing Through Graveyard Hate

After game one, assume everyone brings hate. Don't overcorrect by gutting the engine. Instead:

Adjusting the 15 for Your Field

The configuration above hedges across several kinds of opponents. Shift it based on what you expect to face:

Quick Reference

Opponent StrategyInOut
Graveyard2 Dauthi Voidwalker, 2 Cling to Dust, 1 Surgical Extraction2 Spell Pierce, 2 Thought Scour, 1 Prismari Charm
Blue Control4 Mystical Dispute, 2 Dauthi Voidwalker4 Fatal Push, 1 Prismari Charm, 1 Thought Scour
Go-Wide Aggro2 Pyroclasm2 Spell Pierce
Artifacts2 Meltdown, 2 Consign to Memory2 Thought Scour, 2 Thoughtseize
Combo1 Surgical Extraction, 4 Mystical Dispute or 2 Consign to MemoryFatal Push (match count), 1 Prismari Charm

Tech Choices & Variations

Grixis Reanimator has a fixed engine and a flexible shell. The non-negotiable core is the full set of Archon of Cruelty, Persist, Faithless Looting, Psychic Frog, Abhorrent Oculus, and Thoughtseize, plus the 18-land manabase that casts it all. Everything else is a dial you turn based on what your local field looks like. Every swap below stays inside this exact 75, so you can retune between events without buying anything new.

The Flex Slots

Interaction Package: Pierce, Dispute, or Neither

Spell Pierce only counters noncreature spells, and only if your opponent can't pay {2}. It is strongest early, when it protects a turn-two Persist from an instant-speed answer or counters a key sorcery. It is weakest late, when the tax is easy to pay.

If your local field is heavy on blue decks, move one or two Mystical Dispute into the main deck over Spell Pierce. Against a blue spell, Dispute costs just {U} and taxes {3} instead of {2}. Unlike Pierce, it also hits creature spells. The trade-off is clear: against non-blue decks it costs {2}{U}, which is far too slow for this deck's tempo. Only make this swap if you expect to face blue in most rounds.

Against a room full of creature aggro, cut both Pierces entirely. Those slots are better spent on another removal effect or a third Prismari Charm.

Graveyard Fillers: Scour vs. Charm

Thought Scour is the most efficient enabler on the list. For {U} at instant speed, you mill two and replace the card. It can also target your opponent if you need to dig them toward a decking line or deny them a card. Its weakness is that it does nothing else.

A third Prismari Charm in place of a Thought Scour makes the deck more resilient. Surveil 2 plus a draw gives you real selection rather than blind milling. The damage mode kills one or two X/1s, and the bounce mode answers any nonland permanent. The costs are real, though. Charm needs both {U} and {R}, it costs two mana, and it blocks you from doubling up on a Faithless Looting turn as easily. Make this swap when your field is full of small creatures or problem permanents. Keep both Scours when your field is slower, because cheap velocity toward an early Persist matters most there.

Reanimation Density: Unearth vs. Emperor

These two cards cover different ground, so their ratio is worth thinking about.

Go to 3 Emperor / 2 Unearth when you expect grindy, interaction-heavy opponents or other graveyard decks. In those games, the repeatable exile effect and the second Archon delivery outweigh Unearth's speed. Go to 2 Emperor / 4 Unearth or keep the stock split when you expect fast fields. In those games, a one-mana Oculus is the line that matters, and a 2/2 that waits a turn to do anything is a liability.

Removal and Ragavan Counts

Fatal Push is excellent in this deck because the nine fetchlands turn on revolt almost whenever you need it. That lets Push reach mana value 4 threats. Against creature-light control or combo fields, though, a fourth Push is often dead. Trim to two or three and move those slots to Spell Pierce or Mystical Dispute.

Ragavan, Nimble Pilferer is legendary, so drawing two at once is redundant. Three copies balances early pressure against that risk. In a field that kills X/1s on sight, dropping to two is reasonable. Persist cannot target Ragavan, so it contributes nothing to the main engine.

Sideboard Cards Worth Considering Main

Manabase Tuning

Eighteen lands is the right count with four Faithless Looting, which turns extra lands into discard fodder. Don't go lower. The two enters-tapped lands, Undercity Sewers and Raucous Theater, are a tempo-versus-graveyard trade. Each one's surveil 1 can bin an Archon on turn one, but each one also makes a turn-two Persist harder to cast. Against fast aggro, consider swapping one Undercity Sewers for an untapped dual such as a second Steam Vents or Blood Crypt. Make sure your basic Swamp and Island stay fetchable if you expect opponents to attack nonbasic lands.

Tuning Cheat Sheet

Expected FieldMain Deck Adjustment
Creature aggro / tempoCut 2 Spell Pierce, add 1 Prismari Charm and 1 Unearth; consider an untapped dual over a tapped land
Blue control / counterspellsSwap 1–2 Spell Pierce for Mystical Dispute; trim 1 Fatal Push for the 3rd Emperor of Bones
Graveyard decks3rd Emperor of Bones over 1 Unearth; 1 Dauthi Voidwalker over 1 Thought Scour
Fast comboKeep both Spell Pierce; cut 1 Fatal Push for a 3rd Spell Pierce or 1 Mystical Dispute if the combo is blue
Unknown / mixedRun stock: it's balanced for the unknown

Change no more than two or three main-deck slots for any single event. Every slot you move away from graveyard filling or reanimation makes the fast Archon less likely. That fast Archon is still the reason you registered the deck.

Budget Options

The estimated total is about $532, and most of that is not in the cards that make the deck work. Archon of Cruelty, Persist, Faithless Looting, Abhorrent Oculus, and Unearth are the engine, and the expensive slots sit around that engine. The fetchlands, the shocklands, Ragavan, Nimble Pilferer, and Thoughtseize are the likely cost drivers. In the sideboard, Dauthi Voidwalker is the card most likely to push the price up. Cutting those slots lowers your power level. It does not change what the deck is trying to do.

Where the Money Probably Is

Non-Negotiables

Don't build this deck without these: 4 Archon of Cruelty, 4 Persist, 4 Faithless Looting, 4 Abhorrent Oculus, Unearth, and 4 Psychic Frog.

If you have to compromise, compromise elsewhere.

Budget Swap 1: The Mana Base

The cheapest way to rebuild the mana is to lean on cards already in the list. Undercity Sewers and Raucous Theater each surveil 1 when they enter. That puts cards in your graveyard, which feeds the Abhorrent Oculus exile cost and the Psychic Frog flying cost. Max out both, then fill the rest with basics.

SlotFull BuildBudget Build
Fetchlands90
Shocklands40
Undercity Sewers24
Raucous Theater14
Island14
Swamp13
Mountain03

Here is what you give up, and it is a lot:

Budget Swap 2: Ragavan, Nimble Pilferer

Ragavan is the cleanest single cut. Reanimator doesn't need it to function. It is a turn-one threat that taxes the opponent while you set up. Replace the three copies from the existing card pool:

What you lose is proactive turn-one pressure, Treasure acceleration toward Archon of Cruelty hardcasts, and the card advantage from casting the opponent's cards. You also lose the Fatal Push plus Ragavan turn-two line against creature decks. Against control and combo, the downgrade is noticeable, because Ragavan punishes slow starts. Against aggro, it barely matters, because Ragavan trades poorly with early blockers anyway.

Budget Swap 3: Trimming Thoughtseize

Don't cut all four. If you have to trim, go down to 2 Thoughtseize and add 1 Spell Pierce plus 1 Prismari Charm.

This is the swap that costs you the most against combo, so treat it as the last cut you make, not the first.

Budget Sideboard

Dauthi Voidwalker is the sideboard card most likely to inflate the total. Replace the two copies with a third Cling to Dust and a second Surgical Extraction. Your graveyard-hate count stays the same, but you lose a creature that hates while it attacks. That matters in grindy matchups where Voidwalker doubles as a threat.

The rest of the board is the same in budget and full builds: Consign to Memory, Meltdown, Mystical Dispute, and Pyroclasm. Keep those as listed.

Upgrade Path

Buy in this order. Each step is ranked by how much win rate it adds per slot, not by price.

  1. Thoughtseize back to four. Protecting the turn-two Archon is the deck's highest-leverage interaction. Get these first.
  2. Polluted Delta ×4 and Watery Grave ×2. Blue-black is your most important color pair. Delta can fetch Watery Grave, Undercity Sewers, Island, or Swamp, so these immediately improve your untapped mana and turn Revolt back on.
  3. The remaining shocks: Blood Crypt and Steam Vents. These fix red, the color the budget build struggles with most.
  4. The remaining fetches: Bloodstained Mire, Marsh Flats, and Scalding Tarn. As you add each one, trim surveil lands and basics back toward the listed configuration. Raucous Theater and Undercity Sewers are fetchable thanks to their basic land types, so they stay useful at every stage.
  5. Dauthi Voidwalker for the sideboard.
  6. Ragavan, Nimble Pilferer last. It is the most powerful single card on this list. It is also the one the deck's core plan needs least.

At every step, you're playing the same deck with the same lines. The budget version is slower and clunkier on mana, but it still threatens a turn-two Archon of Cruelty. That threat is what wins games.

Common Mistakes

1. Putting Archon in the Graveyard Before You Can Use It

The most expensive error with this deck is binning Archon of Cruelty a turn early. Looting it away at the end of your opponent's turn, or pitching it to Psychic Frog with no reanimation mana available, gives an opponent with graveyard hate a full turn cycle to answer it. Your reanimation spells are sorceries, so the Archon sits exposed until your main phase no matter what.

The fix: Discard Archon at the last possible moment. Psychic Frog's discard ability works at instant speed, so in your main phase with {1}{B} open, discard Archon and cast Persist immediately. The only window your opponent gets is with Persist on the stack. The same applies to Faithless Looting: cast it in your main phase with Persist mana still untapped, not as a turn-two durdle that leaves Archon stranded.

2. Eating Your Own Reanimation Targets

Four cards in this list exile from your graveyard: Abhorrent Oculus (six cards as an additional cost), Psychic Frog (three cards for flying), Emperor of Bones (one card each combat), and opposing hate. Players routinely exile an Archon to cast Oculus, or chew through their yard giving Frog flying, then find their Persist has nothing to hit.

The fix: Count your graveyard before every exile. Spend dead material first: used Thoughtseizes, Fatal Pushes, fetchlands, Unearths you won't need, extra lands. Keep Archon and any flashback-ready Faithless Looting until last. If casting Oculus requires exiling your only Archon and you hold Persist, ask whether you'd rather Persist the Archon this turn instead. Usually you would.

Related: when Abhorrent Oculus manifests dread and you see an Archon in the top two, put the Archon in the graveyard. A face-down 2/2 is far worse than a live Persist target.

3. Misreading What Each Reanimation Spell Can Hit

The two reanimation spells have different restrictions, and mixing them up at the table loses games.

The commonly missed line: Abhorrent Oculus's six-card exile is a cost to cast it. Unearth and Persist put it onto the battlefield without casting, so the cost never applies. An Oculus that got discarded or milled is a one-mana 5/5 flyer off Unearth. Don't reflexively cycle Unearth for {2} when an Oculus is already in your yard or likely to land there soon.

4. Botching the Emperor of Bones Sequence

Emperor of Bones works in two steps. At the beginning of combat on your turn, it exiles up to one target card from a graveyard. Then putting +1/+1 counters on it via its {1}{B} adapt ability brings back a creature card it exiled, with haste, to be sacrificed at the next end step. The errors:

5. Forcing the Combo Into a Prepared Opponent

This deck has a real fair game. Ragavan, Nimble Pilferer, Psychic Frog, Thoughtseize, Fatal Push, and a hard-cast Abhorrent Oculus can win without an Archon ever touching the battlefield. Players who see their opponent leave up mana against a stocked graveyard, then jam Persist anyway, hand over the game.

The fix: When you know graveyard hate is present, lead with Thoughtseize to strip it or confirm it's gone. Use Spell Pierce cover where it applies, remembering it only counters noncreature spells. If the hate is a permanent already on the battlefield, Prismari Charm's bounce mode can clear the way for a turn if it's a nonland permanent. If none of that is available, beat down with the fair threats and make them keep the hate active while you pressure their life total.

6. Bleeding Out Against Aggro

Fetchlands, shocklands, and Thoughtseize add up fast. Fetching into an untapped shock, then Thoughtseizing, costs five life before your opponent has done anything. Against aggressive decks, that is often the difference between stabilizing with Archon and dying the turn before it lands.

The fix: Against aggro, play Undercity Sewers and Raucous Theater tapped early when the tempo loss is cheap, fetch basics when you don't need the second color yet, and skip Thoughtseize unless a specific card must go. Each Archon trigger swings six life between players, so getting one trigger off at a healthy life total matters more than getting it off a turn early at a dangerous one.

7. Wasting Revolt on Fatal Push

Fatal Push only kills mana value 2 or less unless a permanent left the battlefield under your control this turn. Players crack fetchlands on autopilot during upkeep or on the opponent's turn, then can't reach a three- or four-drop on their own turn.

The fix: Hold your fetch until the turn you plan to Push, and crack it in that same turn. Other revolt enablers in this deck include sacrificing a Treasure from Ragavan, Nimble Pilferer, and the end-step sacrifice of a creature returned by Emperor of Bones. After that sacrifice, you can Push a four-drop in the same end step.

8. Sideboarding Into Your Own Sweeper

Pyroclasm deals 2 damage to each creature, including yours. Ragavan, Nimble Pilferer and Emperor of Bones die to it, and so does an unpumped Psychic Frog.

The fix: Cast Pyroclasm before deploying your small creatures, or with Frog out and a card to discard. You can respond to your own Pyroclasm by discarding to Frog for a +1/+1 counter, letting it survive as a 2/3. If you can pitch an Archon while doing it with Persist mana still open, even better.

Tournament Prep & Final Notes

What to Practice Before the Event

This deck rewards reps more than almost anything in Modern because the hardest decisions happen on turns one and two. Before you register, put in focused practice on these:

  1. Goldfish the fast reanimation lines. Deal yourself opening sevens and find the quickest way to put Archon of Cruelty into play. A typical line is turn-one Faithless Looting discarding Archon, then turn-two Persist. Thought Scour targeting yourself, surveil from Undercity Sewers and Raucous Theater, and discarding to Psychic Frog all fill the graveyard too. Practice until you spot the fastest line in seconds, not minutes.
  2. Practice graveyard budgeting. Your graveyard pays for several things. Abhorrent Oculus costs six cards to cast, Psychic Frog wants three at a time for flying, and Persist and Unearth need targets left in it. Run game states where you count it out loud: which cards stay as targets and which are fuel. Exiling the Archon you meant to Persist is a game-losing mistake.
  3. Play the disruption-heavy hands too. Some games you won't reanimate early. You'll win through Ragavan, Nimble Pilferer, Psychic Frog, Thoughtseize, and Fatal Push as a tempo deck. Make sure you can pilot the fair half of the deck, not only the combo half.
  4. Rehearse post-sideboard configurations. Practice games where you've boarded in Dauthi Voidwalker, Pyroclasm, or Mystical Dispute. Your threat density and your graveyard needs change, and the deck plays differently.

Rules Interactions to Know Cold

Know these so well you never have to stop and reason them out mid-match:

Mana Base Homework

Eighteen lands, very few basics, and a lot of fetches. Know your fetch targets before the event:

Life adds up fast. Fetches, shocks, and Thoughtseize all cost life. Against aggressive strategies, map out your life payments before the first land drop. Count on Archon of Cruelty's 3-point drain to get you back to safety, not on a healthy starting total.

Clock and Trigger Management

The deck isn't inherently slow, but it creates a lot of game actions. Shuffles, revealed hands, and multi-part triggers all take time. Keep things moving:

Event-Day Checklist

Final Assessment

This list is a hybrid that punishes opponents who prepare for only one axis. Its reanimation suite comes in three forms:

On top of that, it plays a real tempo shell of Ragavan, Nimble Pilferer, Psychic Frog, Thoughtseize, and Fatal Push. Hate aimed only at the graveyard leaves you with a functional fair deck. Respect only the fair game, and an Archon arrives on turn two.

The weaknesses are real:

The sideboard addresses the clearest gaps. Mystical Dispute and Consign to Memory fight interaction, Pyroclasm handles go-wide starts, and Meltdown answers artifact strategies. The Top 4 finish at IQ Arzúa - Piknitas Modern shows the configuration can compete deep into an event.

The bottom line: this is a deck where preparation directly converts to wins. The pilot who has drilled the graveyard math, the Emperor timing, and the fetch sequencing will beat the pilot who simply sleeved it up. If you put in the reps, it's a strong choice for a competitive Modern event.

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Source: tournament results. Decklist and placements as reported by the event organizer.