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Raffine Tempo Reanimator.
Raffine has a very aggressive / fast playstyle. We want to get little guys on the board to take advantage of connive buffs by turn 3 or 4. We can artificially keep the cmc in hand low by discarding larger creatures to reanimate later. Most pieces either serve to disrupt opponents or to directly contribute to the primary aggressive reanimator gameplan.
Stax is some of the best interaction there is in EDH. For Raffine (and generally aggressive decks), Rule of Law effects allow for us to maximize our creature output while everyone else must choose their plays wisely. Other effects just keep people honest, or give us mana tempo. Some folks find this rude, but I truly believe fairer playstyles will be less inhibited by this than they might think.
All of the little cards in this deck are relatively friendly Stax pieces, or "hatebears". Many do not even directly impact most opponents, and impact only ones who are maybe getting a little too much bang for their buck. Some will inherently draw ire. I find these cards to often not be as oppressive as they are made out to be, just somewhat disruptive. The higher-CMC effects are the ones which are maybe more brutal, but that's kinda the point of reanimating them. All of them can be removed with kill spells, which makes them really pretty fair imo.
This deck is totally in that notorious mean deck style. I say so when I play it, so there's no surprises. It's meant to disrupt, prevent, and otherwise directly impact other players' ability to play the game. We all love to play those crazy "value heavy" games where value is rampant and the game is essentially a race to make the biggest board and keep it. This deck instead tries to slow / stop value while consistently adding aggressive creatures which grow over time with the connive ability. If you are looking to make an efficient mean deck, I would recommend this list.
Decks like this are usually clear archenemies. Often quickly. There's no durdling: it's quick aggro plays. As such, your group will probably try to absolutely destroy you. Be ready for this. If you can get a strong hold on the game around turn 5, 6, 7, it can mean victory. At the same time, it can lead to defeat if you overextend into a boardwipe and lose all the early disruption advantage. Play smart and politically.
Absolutely don't be salty if you lose. If you play a mean deck and you die first it means your opponents thought you did a great job.
Bonus: No tutor effects! Literally nothing in my list will ever make you shuffle your deck. This means faster games and more variable gameplay.
Like most of my decks, there are probably a bajillion better ways to go about this plan, but I prefer to have "fun" with cards I like.
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