The focus of a reanimator deck is playing big useful creatures from the graveyard, avoiding the high CMC and taking advantage of "graveyard tutors" like Buried Alive or Entomb.
I love reanimators decks since I first played one in extended many many years ago.
Why Child of Alara?
-Playing 5 colors allows us the freedom to choose the best creatures to reanimate.
-The child can blow up the battlefield again and again, since we play few non-land permanents (except for creatures) this is a great way to clean the field.
-Good synergy with reanimator strategies.
Current version (I still haven't look for new cards from Innistrad). I play only on MTGO so it will be a few weeks before I can get my hands on DKA cards.
Card listing and individual card explanation (some cards listed before can fit into more than one type):
These are the creatures that win's us the game Magister Sphinx - Sending an opponent to 10 in a 5/5 flying package is really good Sphinx of the Steel Wind - Was Akroma before but in my games this one has been working out better, a savage beater with lifelink which has proven to be very useful in this deck. Angel of Despair/Terastodon - These are your removals on a stick, when you need to blow up something and you don't want to wipe the board with Child, call these guys. Palinchron/Vorinclex, Voice of Hunger - With the right spells (survival, wheel of fortune,etc) this combo means you win, also they fuel your alternative win-con Exsanguinate when turning sideways can't make you win the game. Pestermite/Kiki-Jiki, Mirror Breaker - Be it with T&N/Reveillark or another way you know these 2 win the game for you right there and then unless removal gets in the way. Primeval Titan - Primetime get's you whatever you need, best ramp in the deck. Iona, Shield of Emeria - Amazing reanimation target, monocolor decks tremble before her, against multicolor decks U,B and G (in that order) are your priority since counters are graveyard removal are your natural enemy. Jin-Gitaxias, Core Augur - If he can stick for one full round it's very likely that you will win that game, the effect is brutal. Reya Dawnbringer - All hail to the pretty reanimation angel, a few turns with Reya on board will give you a nice CA. Sheoldred, Whispering One - Same as Reya but a nicer effect, reanimating Sheoldred early in the game can be backbreaking. Urabrask the Hidden - Whenever you play a mass reanimator (Living Death/Twilight's Call/Pyrrhic Revival) you either want Urabrask in the graveyard or an Anger in your hand and a discard outlet, if you reanimate Urabrask with one of those your alpha attack can be lethal, otherwise don't expect your board to live until your next turn.
These little guys helps ups set up the winning plays.
Academy Rector - He's the blocker nobody wants to attack. Also he can tutor some of the most brutal cards in the deck, putting Sneak Attack or Survival into play can be a winning move.
Anger - One of the 2 mass haste cards in the deck, either sending to the yard with living death or discarding him, this creature help us with the alpha attacks.
Bringer of the Black Dawn - He can come online easily by turn 4 or 5 ,being able to cast him is a big plus and just 2 turns of tutoring can make a big difference.
Bringer of the Blue Dawn - Black Dawn little's brother, in all aspects he's the same as he's big brother except drawing instead of tutoring.
Consecrated Sphinx - Along with primetime this is the king of CA in the format.
Eternal Witness - Regrowth on a stick, who can say no to recursion?
Fauna Shaman - Not as good as Survival but nevertheless a great tutor.
Imperial Recruiter - Speaking of tutors this is a great one, he can get almost of our utility creatures, so you need to reanimate? get Karmic, want to draw get Mulldrifter, discard? Looter, etc. Also we can get Kiki or Pestermite, a true ace.
Karmic Guide - A reanimation on a stick?one that can self sacrifice on the next turn? Where do I sign?. Lovely angel.
Magus of the Bazaar - A vulnerable version of the Bazaar but we love or draw/discard.
Mulldrifter - Draw on a stick, we can always use CA.
Oracle of Mul Daya - Revealing the top card not so good but the ramping helpful. Not 100% sold on this one, think of trying Exploration instead, only Oracle is easy to tutor for.
Reveillark - Buried Alive for this guy plus Kiki/Pestermite and a reanimation spell is a killer, very useful guy.
The bread and butter of the deck. We have 2 kinds, mass reanimation and single (except for victimize).
Animate Dead - Not much to say,a staple that can target opponents graveyard too.
Unburial Rites - Seems pretty good, need some testing but the flashback is very nice.
Emeria, the Sky Ruin - Thanks to the tutored land ramp and the fetchs we can get this one online in long games.
Living Death - Most of the time this is a Wrath+Mass reanimation, a classic.
Pyrrhic Revival - Not so good at first sight, the worst of the mass reanimators but at least it will kill all the x/1 blockers.
Reanimate - A staple that can target opponents graveyard.
Twilight's Call - Amazing mass reanimator, the instant part has won me tons of games.
Victimize - The CITP tap not that good, but you can kill the Child to get 2 guys and that it's a great play.
Just like all the commander decks we need speed.
Exploration - Playing only 37 lands makes me doubt how good this will be, but if it's working is great.
Other than winning through CA/Blowing up the board/cheating big guys into play, you have a few combos:
-Buried Alive + Reveillark/Kiki-Jiki, Mirror Breaker/Pestermite + Reanimation spell.
-T&N + Kiki/Pestermite
-Palinchron+Vorinclex + Exsanguinate
And we have some great synergies, for example Sneak Attack + Survival of the Fittest is cruel.
The main thing to keep in mind is to watch out for graveyard hate. Overextending with board presence is not that good but you can recover from that.
Sending tons of creatures to the yard with no reanimation in sight and having somebody exile your graveyard can mean a lost game.
PS:This is my first primer, if you have any suggestions about the layout or info you think is missing please let me know.
EDIT1:Forgot to add my manabase, pretty silly of me.
Finally saw Innistrad and bough some cards. Also I think the deck can be slow some times, got a few hands filled with high CMC and nothing else. Gonna try to speed it up a little.
Really liked Past In Flames but I think that I would rather play Yawgmoth's Will (which I don't think will be that useful in this deck).
Made some changes:
-1 Stitch Together - Unburial just seems better
-1 Woodfall Primus - This was the hardest to take out, I really like but maybe Angel of Despair + Terastodon is enough.
-1 Avenger of Zendikar - I noticed I only looked for Avenger when I wanted chump blockers and I couldn't blow Child for some reason, otherwise it was a win more creature.
-1 Eladamri's Call - Not sure about taking out this one, I just didn't know what to take out.
+1 Unburial Rites - Plain Better than Stitch Together most of the time.
+1 Phyrexian Arena - Trying to play cheaper CMC and wanted more drawing power.
+1 Skyshroud Claim - Wanted more ramp, not that cheap at 4 mana but pretty good.
+1 Exploration - I play 37 lands so maybe this one isn't good enough, Burgeoning doesn't seem that much better. Maybe a mana rock like Grim Monolith or Chrome Mox would be better?
I've been thinking about playing Corpse Dance for it's great synergy with Child of Alara but I'm not sure how useful it would be apart from that, thoughts?
My initial impression is that your deck looks like it's being pulled in too many directions. Do you want a straight up reanimator build that happens to have Child as commander or a Child build featuring reanimation? It may seem like a small distinction but I think pushing the deck in one direction or the other would be best.
My second thought was that you had too many win conditions. With access to so many tutors you really don't need very many since you can just tutor one up when you needed it. The Palinchron/Vorinclex/Exsanguinate combo for example is 3 cards, costs a bunch of mana and uses one card which is awful (Palinchron) and another which isn't very good in your deck (Exsanguinate).
Lastly I don't like the manabase setup. Since you run no basics you lose access to a lot of good green ramp and you're also crippled by non-basic hate. I think you'd be better off running 2-3 main colors and splashing the remaining colors. This will let you run less duals and more basics while losing very little effectiveness.
I'm aiming for a reanimator that happens to have Child as a commander, but I'm not sure what part of the deck is pushing towards the other direction. It would be great if you could point that out.
I do like Child as a commander because playing him and then Victimize, Living Death or something like that has been a great move for me.
You're completely right about Palinchron/Vorinclex/Exsanguinate, they haven't been working for me, so they are out.
About the mana base, well I have another 5color deck and it's works A-OK. Not sure how could I improve it here.
I'm not playing a 3 color deck with a 5c commander just for creatures. Maybe taking out some fetchs/shocklands for basics for better ramp could help, but what to take out?.
Black and white have the biggest amount of cards the need 2 or 3 colored mana. Blue is very important and has lots of low CMC cards. Green has all the ramp and key low cost cards. Finally I know I don't have much red but Anger, Sneak Attack, Imperial Recruiter and Wheel of Fortune are all big hitters in the deck.
I know the deck needs help, it's not working like I want it to. It's too slow.
There's 3 open slots, maybe I could up the land count by one to 38.
I could take out the 3 mountain shocklands,2 fetchs (maybe GR and WR) add 6 basics (2Pla,1For,1Isl,2Swa) and add Kodama's Reach and Cultivate?. How about Spoils of Victory? It seems worse than Kodama's/Cultivate but it can get me an untapped dual.
Not sure, I'll try to test it.
For reanimator you need to really focus on the keys for making reanimator work: discard outlets (and possibly dredge), monsters and reanimation spells. Draw 7s are very important since not only do they act as a discard outlet you'll be dumping your hand quickly and need to refuel. Now you can't play all of these but here's some options for filling your graveyard:
Ill-Gotten Gains - This spell can be tricky to use but it combines disruption, recursion and discard. Overall I think this card is pretty amazing in reanimator decks.
Volrath's Shapeshifter - This little guy is pretty amazing providing a discard outlet and pseudo reanimation spell in one package.
Insidious Dreams - Another card that can backfire but is well worth the risk. It discards fatties will tutoring up reanimation spells. You can also do pretty unfair things like EOT pitch your hand and set up your draw with Wheel of Fortune or Windfall on top.
Memory Jar/Magus of the Jar - Kind of expensive but again draw 7s are pretty amazing. Magus can be Sneak Attacked and reanimated which is a nice bonus.
Sphinx of Lost Truths - Another expensive discard spell but it also comes with a body and filters some cards.
Breakthrough - This digs really deep for little mana.
Read the Runes - This can be used to kill Child in a pinch and digs pretty deep.
Of these I'd say you want to use Ill-Gotten Gains, Volrath's Shapeshifter, Insidious Dreams and Breakthrough for sure then maybe try out some dredgers. The other cards are good to keep in mind if you find you aren't filling your graveyard quickly consistently. To go along with the discard theme a great card for this archetype is Squee, Goblin Nabob. Many of your draws spells are card disadvantage which Squee can help negate.
For creatures you have most of the important ones but here's some that you can look into:
Nicol Bolas - This guy's pretty brutal if you can give him haste and a real beating with Sneak Attack.
Pathrazor of Ulamog - Annihilator 3 is actually pretty rough if you can get this guy reanimated early, especially if you give him haste, and he's pretty much unblockable.
Inkwell Leviathan - I like this guy mostly because of the shroud. He's OK but not great.
Thraximundar - I really like that he's got built in haste. Hits pretty hard and has built in removal.
Of those I'd say you should use Nicol Bolas for sure with the others being backups in case other fatties don't work out so well for you. Lastly we've got some reanimation options:
Necromancy - The ability to cast this card at instant speed is pretty powerful and it can hit anyone's graveyard.
Exhume - It's somewhat risky but very cheap and since you should be pitching monsters pretty quickly you should get a lot more value out of this card than your opponents. I've been really happy with it.
Cauldron Dance - More than I'd usually want to pay for reanimation but this card can be really brutal with a little setup.
Body Double - A reanimation spell than can be reanimated. Still a bit expensive but I think he's worth a slot.
Regarding the manabase I'm sure it usually works out fine but if you can cut down on green and white a bit and either boot out Kiki-Jiki or use him strictly as a reanimator target you can add in more duals that produce blue & black and run a handful of basics to help dodge Blood Moon effects. It's also probably going to be more difficult to use green to fix your mana since you don't need access to much green and may not have it available early on. Mana rocks, while having poor synergy with Child, are probably the way to go for ramp though you shouldn't need too much ramp if you're reanimating everything.
Other random cards you can look into:
Diamond Valley - I always gain tons of life off this thing and it's a sac outlet for Child.
Kederekt Leviathan - Acts as a backup for Child and with cards like Animate Dead and Necromancy you can use him to bounce the board every turn, with Necromancy you can just bounce the board repeatedly.
Trickbind - This is a good way to stop a lot of graveyard hate.
Phyrexian Reclamation - Pretty broken with Sneak Attack and can save your guys from graveyard hate. Not sure if you really need it though.
Wow now that are some great suggestions. It gives me a new way to look at the skeleton of the deck.
I'll try some of these cards and then update the deck.
Thanks a lot, this was the kind of advice I need to push the deck in another direction
About the mana base, I really haven't seen a Blood Moon in MTGO in a long time. I'm not sure what mana rocks could be better than the 3visits/farseek/nature's lore package, maybe I can try darksteel ingot/coalition relic/something?.
Just keep it simple with Signets and the 2 Talismen as a starting point. Darksteel Ingot and Coalition Relic are both pretty good but speed is a very important factor with your ramp so they may end up being too slow. I'd even recommend trying out Dark Ritual and Cabal Ritual which were pretty solid when I had my reanimator deck. Since draw 7s are going to be one of your main tutor targets the card disadvantage isn't much of an issue. Chrome Mox is also really solid for this type of deck.
EDIT: Also Gamble is really good, I think that's the only tutor other than Insidious Dreams that should be in the deck.
I love reanimators decks since I first played one in extended many many years ago.
Why Child of Alara?
-Playing 5 colors allows us the freedom to choose the best creatures to reanimate.
-The child can blow up the battlefield again and again, since we play few non-land permanents (except for creatures) this is a great way to clean the field.
-Good synergy with reanimator strategies.
Current version (I still haven't look for new cards from Innistrad). I play only on MTGO so it will be a few weeks before I can get my hands on DKA cards.
1 Child of Alara
Reanimation Targets
1 Magister Sphinx
1 Sphinx of the Steel Wind
1 Angel of Despair
1 Palinchron
1 Pestermite
1 Primeval Titan
1 Terastodon
1 Iona, Shield of Emeria
1 Jin-Gitaxias, Core Augur
1 Kiki-Jiki, Mirror Breaker
1 Reya Dawnbringer
1 Sheoldred, Whispering One
1 Urabrask the Hidden
1 Vorinclex, Voice of Hunger
Utility Creatures
1 Academy Rector
1 Anger
1 Bringer of the Black Dawn
1 Bringer of the Blue Dawn
1 Consecrated Sphinx
1 Eternal Witness
1 Fauna Shaman
1 Imperial Recruiter
1 Karmic Guide
1 Magus of the Bazaar
1 Merfolk Looter
1 Mulldrifter
1 Oracle of Mul Daya
1 Reveillark
Reanimation Spells (non creature)
1 Animate Dead
1 Unburial Rites
1 Emeria, the Sky Ruin
1 Living Death
1 Pyrrhic Revival
1 Reanimate
1 Twilight's Call
1 Victimize
1 Mana Crypt
1 Mox Diamond
1 Sol Ring
1 Exploration
1 Farseek
1 Nature's Lore
1 Skyshroud Claim
1 Three Visits
Tutors
1 Buried Alive
1 Entomb
1 Survival of the Fittest
1 Eladamri's Call
1 Tooth and Nail
1 Imperial Seal
1 Grim Tutor
1 Mystical Tutor
1 Personal Tutor
1 Vampiric Tutor
CardDraw/sac engine/etc
1 Bazaar of Baghdad
1 Frantic Search
1 Greater Good
1 High Market
1 Phyrexian Tower
1 Phyrexian Arena
1 Regrowth
1 Sneak Attack
1 Sylvan Library
1 Wheel of Fortune
1 Windfall
1 Exsanguinate (alternative win-con)
Lands
1 Urborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Command Tower
1 Arid Mesa
1 Bloodstained Mire
1 Flooded Strand
1 Marsh Flats
1 Misty Forest
1 Polluted Delta
1 Scalding Tarn
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills
1 Breeding Pool
1 Tropical Island
1 Savannah
1 Temple Garden
1 Steam Vents
1 Volcanic Island
1 Underground Sea
1 Watery Grave
1 Stomping Ground
1 Taiga
1 Plateau
1 Sacred Foundry
1 Hallowed Fountain
1 Tundra
1 Godless Shrine
1 Scrubland
1 Bayou
1 Overgrown Tomb
1 Badlands
1 Blood Crypt
Card listing and individual card explanation (some cards listed before can fit into more than one type):
These are the creatures that win's us the game
Magister Sphinx - Sending an opponent to 10 in a 5/5 flying package is really good
Sphinx of the Steel Wind - Was Akroma before but in my games this one has been working out better, a savage beater with lifelink which has proven to be very useful in this deck.
Angel of Despair/Terastodon - These are your removals on a stick, when you need to blow up something and you don't want to wipe the board with Child, call these guys.
Palinchron/Vorinclex, Voice of Hunger - With the right spells (survival, wheel of fortune,etc) this combo means you win, also they fuel your alternative win-con Exsanguinate when turning sideways can't make you win the game.
Pestermite/Kiki-Jiki, Mirror Breaker - Be it with T&N/Reveillark or another way you know these 2 win the game for you right there and then unless removal gets in the way.
Primeval Titan - Primetime get's you whatever you need, best ramp in the deck.
Iona, Shield of Emeria - Amazing reanimation target, monocolor decks tremble before her, against multicolor decks U,B and G (in that order) are your priority since counters are graveyard removal are your natural enemy.
Jin-Gitaxias, Core Augur - If he can stick for one full round it's very likely that you will win that game, the effect is brutal.
Reya Dawnbringer - All hail to the pretty reanimation angel, a few turns with Reya on board will give you a nice CA.
Sheoldred, Whispering One - Same as Reya but a nicer effect, reanimating Sheoldred early in the game can be backbreaking.
Urabrask the Hidden - Whenever you play a mass reanimator (Living Death/Twilight's Call/Pyrrhic Revival) you either want Urabrask in the graveyard or an Anger in your hand and a discard outlet, if you reanimate Urabrask with one of those your alpha attack can be lethal, otherwise don't expect your board to live until your next turn.
These little guys helps ups set up the winning plays.
The bread and butter of the deck. We have 2 kinds, mass reanimation and single (except for victimize).
Just like all the commander decks we need speed.
They give consistency to the deck.
Here we have the rest of the deck, mostly utility cards.
High Market/Phyrexian Tower - Sac engines, great synergy with Child.
Cabal Coffers/Urborg, Tomb of Yawgmoth - When I need tons of mana this is my Primetime target.
Command Tower - Best rainbown land
Fetchs/Shocklands/Duals - Color fixing is no problem, can activate Emeria and still play 5colors.
Other than winning through CA/Blowing up the board/cheating big guys into play, you have a few combos:
-Buried Alive + Reveillark/Kiki-Jiki, Mirror Breaker/Pestermite + Reanimation spell.
-T&N + Kiki/Pestermite
-Palinchron+Vorinclex + Exsanguinate
And we have some great synergies, for example Sneak Attack + Survival of the Fittest is cruel.
The main thing to keep in mind is to watch out for graveyard hate. Overextending with board presence is not that good but you can recover from that.
Sending tons of creatures to the yard with no reanimation in sight and having somebody exile your graveyard can mean a lost game.
PS:This is my first primer, if you have any suggestions about the layout or info you think is missing please let me know.
EDIT1:Forgot to add my manabase, pretty silly of me.
Really liked Past In Flames but I think that I would rather play Yawgmoth's Will (which I don't think will be that useful in this deck).
Made some changes:
-1 Stitch Together - Unburial just seems better
-1 Woodfall Primus - This was the hardest to take out, I really like but maybe Angel of Despair + Terastodon is enough.
-1 Avenger of Zendikar - I noticed I only looked for Avenger when I wanted chump blockers and I couldn't blow Child for some reason, otherwise it was a win more creature.
-1 Eladamri's Call - Not sure about taking out this one, I just didn't know what to take out.
+1 Unburial Rites - Plain Better than Stitch Together most of the time.
+1 Phyrexian Arena - Trying to play cheaper CMC and wanted more drawing power.
+1 Skyshroud Claim - Wanted more ramp, not that cheap at 4 mana but pretty good.
+1 Exploration - I play 37 lands so maybe this one isn't good enough, Burgeoning doesn't seem that much better. Maybe a mana rock like Grim Monolith or Chrome Mox would be better?
I've been thinking about playing Corpse Dance for it's great synergy with Child of Alara but I'm not sure how useful it would be apart from that, thoughts?
My second thought was that you had too many win conditions. With access to so many tutors you really don't need very many since you can just tutor one up when you needed it. The Palinchron/Vorinclex/Exsanguinate combo for example is 3 cards, costs a bunch of mana and uses one card which is awful (Palinchron) and another which isn't very good in your deck (Exsanguinate).
Lastly I don't like the manabase setup. Since you run no basics you lose access to a lot of good green ramp and you're also crippled by non-basic hate. I think you'd be better off running 2-3 main colors and splashing the remaining colors. This will let you run less duals and more basics while losing very little effectiveness.
I'm aiming for a reanimator that happens to have Child as a commander, but I'm not sure what part of the deck is pushing towards the other direction. It would be great if you could point that out.
I do like Child as a commander because playing him and then Victimize, Living Death or something like that has been a great move for me.
You're completely right about Palinchron/Vorinclex/Exsanguinate, they haven't been working for me, so they are out.
About the mana base, well I have another 5color deck and it's works A-OK. Not sure how could I improve it here.
I'm not playing a 3 color deck with a 5c commander just for creatures. Maybe taking out some fetchs/shocklands for basics for better ramp could help, but what to take out?.
Black and white have the biggest amount of cards the need 2 or 3 colored mana. Blue is very important and has lots of low CMC cards. Green has all the ramp and key low cost cards. Finally I know I don't have much red but Anger, Sneak Attack, Imperial Recruiter and Wheel of Fortune are all big hitters in the deck.
I know the deck needs help, it's not working like I want it to. It's too slow.
There's 3 open slots, maybe I could up the land count by one to 38.
I could take out the 3 mountain shocklands,2 fetchs (maybe GR and WR) add 6 basics (2Pla,1For,1Isl,2Swa) and add Kodama's Reach and Cultivate?. How about Spoils of Victory? It seems worse than Kodama's/Cultivate but it can get me an untapped dual.
Not sure, I'll try to test it.
Golgari Grave Troll/Stinkweed Imp/Golgari Thug - The best dredge creatures. I don't run them in my reanimator deck but I probably should try them out.
Ill-Gotten Gains - This spell can be tricky to use but it combines disruption, recursion and discard. Overall I think this card is pretty amazing in reanimator decks.
Volrath's Shapeshifter - This little guy is pretty amazing providing a discard outlet and pseudo reanimation spell in one package.
Insidious Dreams - Another card that can backfire but is well worth the risk. It discards fatties will tutoring up reanimation spells. You can also do pretty unfair things like EOT pitch your hand and set up your draw with Wheel of Fortune or Windfall on top.
Memory Jar/Magus of the Jar - Kind of expensive but again draw 7s are pretty amazing. Magus can be Sneak Attacked and reanimated which is a nice bonus.
Sphinx of Lost Truths - Another expensive discard spell but it also comes with a body and filters some cards.
Breakthrough - This digs really deep for little mana.
Read the Runes - This can be used to kill Child in a pinch and digs pretty deep.
Of these I'd say you want to use Ill-Gotten Gains, Volrath's Shapeshifter, Insidious Dreams and Breakthrough for sure then maybe try out some dredgers. The other cards are good to keep in mind if you find you aren't filling your graveyard quickly consistently. To go along with the discard theme a great card for this archetype is Squee, Goblin Nabob. Many of your draws spells are card disadvantage which Squee can help negate.
For creatures you have most of the important ones but here's some that you can look into:
Nicol Bolas - This guy's pretty brutal if you can give him haste and a real beating with Sneak Attack.
Pathrazor of Ulamog - Annihilator 3 is actually pretty rough if you can get this guy reanimated early, especially if you give him haste, and he's pretty much unblockable.
Inkwell Leviathan - I like this guy mostly because of the shroud. He's OK but not great.
Thraximundar - I really like that he's got built in haste. Hits pretty hard and has built in removal.
Of those I'd say you should use Nicol Bolas for sure with the others being backups in case other fatties don't work out so well for you. Lastly we've got some reanimation options:
Necromancy - The ability to cast this card at instant speed is pretty powerful and it can hit anyone's graveyard.
Exhume - It's somewhat risky but very cheap and since you should be pitching monsters pretty quickly you should get a lot more value out of this card than your opponents. I've been really happy with it.
Cauldron Dance - More than I'd usually want to pay for reanimation but this card can be really brutal with a little setup.
Body Double - A reanimation spell than can be reanimated. Still a bit expensive but I think he's worth a slot.
Torrent of Souls - Granting haste can be very powerful.
All of these reanimation spells have been very solid for me but you may not need Torrent of Souls or even Cauldron Dance. I'd cut Emeria, Unburial Rites, Phyrric Revival and Twilight's Call to make some room.
Regarding the manabase I'm sure it usually works out fine but if you can cut down on green and white a bit and either boot out Kiki-Jiki or use him strictly as a reanimator target you can add in more duals that produce blue & black and run a handful of basics to help dodge Blood Moon effects. It's also probably going to be more difficult to use green to fix your mana since you don't need access to much green and may not have it available early on. Mana rocks, while having poor synergy with Child, are probably the way to go for ramp though you shouldn't need too much ramp if you're reanimating everything.
Other random cards you can look into:
Diamond Valley - I always gain tons of life off this thing and it's a sac outlet for Child.
Kederekt Leviathan - Acts as a backup for Child and with cards like Animate Dead and Necromancy you can use him to bounce the board every turn, with Necromancy you can just bounce the board repeatedly.
Trickbind - This is a good way to stop a lot of graveyard hate.
Phyrexian Reclamation - Pretty broken with Sneak Attack and can save your guys from graveyard hate. Not sure if you really need it though.
I'll try some of these cards and then update the deck.
Thanks a lot, this was the kind of advice I need to push the deck in another direction
About the mana base, I really haven't seen a Blood Moon in MTGO in a long time. I'm not sure what mana rocks could be better than the 3visits/farseek/nature's lore package, maybe I can try darksteel ingot/coalition relic/something?.
EDIT: Also Gamble is really good, I think that's the only tutor other than Insidious Dreams that should be in the deck.