Creatures 7
Planeswalkers 4
Instants 16
Sorceries 5
Enchantments 4
Lands 24
Strategy notes
This is a blue-black control/reanimator-style deck, not mono-green ramp. In Standard, it plays as a Dimir midrange-control shell using cheap removal like Cut Down and Go for the Throat, interaction like Ephara’s Dispersal, and card selection/value from Fallaji Archaeologist and Founding the Third Path to survive the early game.
Its main plan is to control the board, generate incremental advantage, and win through powerful late-game threats like Sheoldred, the Apocalypse, Jace, the Perfected Mind, or a huge Rise of the Dark Realms to overwhelm the opponent with creatures from graveyards. The key synergies are self-mill/spell recursion elements feeding the graveyard plan while efficient disruption buys time for its finishers.
Written by the Kraken's AI from this decklist.