I've been messing around with the Golgari cards for the upcoming standard in attempts to build a solid graveyard based deck. I have run into some pretty big road blocks, the biggest of which is that not all the cards work together, nut actually work against each other.
Look at the Boros guilds cards. They are all meant for an aggro deck, to the point where the deck almost builds itself. In contrast, the Golgari cards have a graveyard theme but not an obvious deck pattern. The cards work in four ways:
(1) self-mill cards into your graveyard so that you have fodder for your creatures to use graveyard abilities, (2) build up a board state and then sacrifice creatures to draw cards, deal damage
, and/or gain life. (3) play aggressively powered creatures that also fill up the graveyard for added bonus in the mid-late game, and (4) play a dedicated reanimator strategy.
Deck 2: Aristocrats
Step 1) Start with the payoff cards.
a) Vraska, Golgari Queen
*built in enabler with card draw and life gain triggers.
*amazing removal bonus.
*high loyalty, with an achievable ultimate.
b) Izoni, Thousand-Eyed
*built in enabler with a card draw and life gain payoff.
is both a finisher in the form of a creature swarm, as well as a sac outlet.
c) Midnight Reaper
*card draw is the payoff you want.
*you really have to be careful with the life loss activation.
d) Poison-Tip Archer
*life loss from PTA can finish a game at any time.
*deathtouch makes this pseudo removal in a jam, and the reach really helps it deal with the big threats in the format.
e) Pelt Collector
*turn one it will get a ton of +1/+1 counters and apply pressure.
*late game it can be played for 1cmc and be sacrifice fodder
Step 2) Additional sacrifice enablers.
*very solid removal against slower decks.
b) Vicious Offering
*is an excellent piece of removal for either big or small creatures.
*an enabler that has a massive payoff, but also works fine on its own.
Step 3) Turn 2 play with upside. (revisit later)
a) Merfolk Branchwalker
*I want that land card whenever possible.
into Branchwalker can be an aggressive start.
b) Saproling Migration
*multiple creatures to sac when playing on turn two
*mana sink late in games
*good against aggro to throw as blockers
*triggers Pelt Collector
Step 4) ETB creatures
a) Ravenous Chupacabra
*the best one the colors have to offer
b) Elvish Rejuvenator
*ramp that can be sacrificed.
Step 5) Add Assassin's Trophy
and evaluate the deck to see how to use remaining slots.
Step 6) Turn 5 bombs
a) The Eldest Reborn
*a big 3 for 1.
*if we lose a vital piece or even if we sac it we can bring it back.
*can just win a game by playing a massive threat in an opponents yard.
Step 7) Mana base
*keep it easy, there are no restrictive mana costs main deck.
Step 8) Sideboard
*choices are pretty obvious, and would adjust with the meta
*The deck has some solid cards.
*It could use another good free and repeatable sac outlet.
*One of the downfalls of the deck is that you don't always want to sac some of your early turn creatures.
Added some cards based on suggestions by other users.
+1 Rite of Belzenlok
+2 Abnormal Endurance