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Orzhov Hand Disruption Reanimator (Standard)

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Continuing down the reanimator rabbit hole. The format has majorily slowed down lately and I feel a reanimator deck is possible. Here is a look at an Orzhov reanimator deck that can perform in this meta:

a) Reanimator decks have struggled of late, but I believe I'm on to a tech that can thrive in this midrange format where boards develop slowly. My approach is to go heavy into hand disruption to punish my opponents and leave them with very few choices to interact with.

1) Yarok's Fenlurker and Burglar Rat come out early.
2) Basilica Bell-Haunt is the big midgame threat to finish off the opponents hand.
3) Plaguecrafter either kills an early game creature or even a PW, but can just as easily force a discard.

b) The Reanimator engines serve multiple purposes

1) Sorin gains life and deals damage. Gains us a ton of life to cast a big Command the Dreadhorde.
2) Command the Dreadhorde ends games if it resolves. The opponents yard will likely have better targets than ours.
3) Blood for Bones lets us recycle all that early hand disruption to completely empty our opponents hand.
4) Cavalier of Night doubles as removal and fills the yard at the same time.
5) Kenrith is a big body that also gains us life.

Notes:

1) Charming Prince is not reanimator, but it does Flicker. This can be good if early to flicker a hand disruption body or if late it can flicker a Cavalier, Bell-Haunt, or Massacre Girl for major swings in the game. Quiet all-star for sure.

2) Be careful with your Command the Dreadhorde targets
-Charming Prince can flicker a creature that enters before it.
-Cavalier of Night can grab you an extra creature when it enters, so leave a target behind and not pay the extra life. Targeting Charming Prince is a solid play (more on that later).
-Massacre Girl will probably kill your dorks, but be careful that it doesn't also kill your big targets as well (or you with Midnight Reaper)
-Ayara should enter first so you get all the triggers.
-Rankle has haste so it is a decent finisher when reanimated.

3) Watch out for Midnight Reaper when casting Massacre Girl
killing yourself is not a good time.
this pairing can also draw you a crap load of cards if you have a solid life total.

4) Charming Prince and Cavalier of Night have broken synergy.
Blinking Cavalier of Night with Prince is pretty broken since you can then sac the prince at the end step to destroy a creature. If Cavalier dies Prince is a good reanimation target to blink something else.
Putting Prince in the graveyard with Cavalier's sac effect is even crazier if you have a secondary reanimation effect available that is repeatable (Sorin or Kenrith). Just reanimate the Prince and target Cavalier with the blink effect, of course it re-enters and you sac the Prince again killing another of your opponents creatures. The opponent has to break up the loop.
*Blood for Bones is also crazy if you use both cards. You get to return the Prince to hand so that Cavalier enters the battlefield first and then you can start the double loop again.

5) Manage your life, but don't get too hung up on it
You need dorks to improve your sac effects so avoid unnecessary chump blocks.
The deck has a ton of ways to gain life, so don't get too hung up if you take early damage.
*Command the Dreadhorde requires you to have a somewhat healthy life total, but be sure to squeeze it for what it is worth without going overboard. You don't need every possible target, a swing of 3/4 well thought out permanents will end a game just fine.

6) Remember that Ayara and Castle Lotchwain draw cards
I brain fart sometimes and forget these can draw cards while I'm doing other things. Both are pretty great in late game situations.
The deck gains a lot of life, so the Castle is not as punishing as it looks.
*Ayara can target any creature other than Charming Prince. Kenrith included.

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This deck appears to have been legal in Standard (Season Oct 2019 — Sep 2020).

Turno: Your life: Opponent's life: Poison counters:
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