A lot of this comes down to atmosphere: the canvas is drenched in dust and dirt here, billowing clouds engulfing man and worm alike, the telltale signs of a long endurance battle
A 4-mana 1/3 with hexproof and flying isn't really worth playing, but if you can gain access to this ability at 6 or so mana, you're going to be in business
Hands to Keep I think it is important to view the deck in four components enablers (eight in total Entomb and Faithless Looting with eight creatures to discard), reanimation spells (twelve in total Reanimate, Animate Dead and Exhume), disruption (ten in total Thoughtseize, Unmask and Grief) and mana (twenty-two in total Lotus Petal, Dark Ritual and fourteen lands) The ideal hand in pre-board games is one that has a route to the combo (Entomb or Faithless Looting plus Creature, and a reanimation spell), a disruption spell (Thoughtseize, Unmask or Grief) and enough mana to make it all happen
The Best Brawl Decks Before looking at the best decks in Brawl, lets talk about the weighting system
For Standard, I believe this could be a key player in black midrange or control strategies
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