I have updated this deck from it's pure-graveyard interactions to a more controllish style. it plays a mana-advantage game in the early stages, stabilizes by riding a CA engine to refill the hand and then control the lategame by having humongous amounts of mana and generally doing stupid things. I find myself tutoring for alchemist's refuge half the time, and having it untapped with 4-5 mana generally screws with my opponent's gameplan. making a huge general at the end of their turn is pretty awesome, and so is announcing a primeval titan during the blue player's upkeep. I've gotten rid of buried alive, as I often only needed to put one creature in the grave to make it work. I can still combo out, but the only combo i've kept is palinchron+image+geth. I usually praetor's grasp my opponent's deck with infinite mana, as lots of players pack stupid mana sinks. landing consecrated sphinx with forbid in hand is also another way I like to win, as it is hard to answer a free counterspell every turn.
1 the mimeoplasm
PLaneswalker(1)
1 jace, the mind sculptor
creatures(26)
1 snapcaster mage
1 phantasmal image
1 palinchron
1 avatar of woe
1 fauna shaman
1 acidic slime
1 mindslicer
1 seedborn muse
1 graveborn muse
1 consecrated sphinx
1 avenger of zendikar
1 trinket mage
1 hermit druid
1 terastodon
1 rune-scarred demon
1 eternal witness
1 geth, lord of the vault
1 mulldrifter
1 solemn simulacrum
1 phyrexian metamorph
1 puppeteer clique
1 primeval titan
1 chancellor of the spires
1 sakura-tribe elder
1 hermit druid
enchantment(4)
1 necromancy
1 pernicious deed
1 animate dead
1 phyrexian arena
1 oblivion stone
1 lightning greaves
1 sensei's divining top
1 crucible of worlds
1 sol ring
1 birthing pod
1 mana vault
sorcery(16)
1 nature's lore
1 tooth and nail
1 life from the loam
1 kodama's reach
1 decree of pain
1 life's finale
1 damnation
1 rite of replication
1 ashes to ashes
1 praetor's grasp
1 demonic tutor
1 living death
1 stitch together
1 farseek
1 skyshroud claim
Instant(8)
1 forbidden alchemy
1 soul manipulation
1 forbid
1 voidslime
1 beast within
1 fact or fiction
1 vampiric tutor
1 putrefy
1 harrow
1 entomb
1 command tower
1 misty rainforest
1 polluted delta
1 verdant catacombs
1 flooded strand
1 overgrown tomb
1 breeding pool
1 watery grave
1 strip mine
1 bayou
1 grim backwoods
1 tropical island
1 reflecting pool
1 academy ruins
1 lonely sandbar
1 tranquil thicket
1 barren moor
1 tolaria west
1 urborg, tomb of yawgmoth
1 cabal coffers
1 woodland cemetary
1 hinterland harbor
1 sunken ruins
1 flooded grove
1 twilight mire
1 volrath's stronghold
1 alchemist's refuge
4 forest
4 swamp
3 island
there ya go, edited version!
I have updated this deck from it's pure-graveyard interactions to a more controllish style. it plays a mana-advantage game in the early stages, stabilizes by riding a CA engine to refill the hand and then control the lategame by having humongous amounts of mana and generally doing stupid things. I find myself tutoring for alchemist's refuge half the time, and having it untapped with 4-5 mana generally screws with my opponent's gameplan. making a huge general at the end of their turn is pretty awesome, and so is announcing a primeval titan during the blue player's upkeep. I've gotten rid of buried alive, as I often only needed to put one creature in the grave to make it work. I can still combo out, but the only combo i've kept is palinchron+image+geth. I usually praetor's grasp my opponent's deck with infinite mana, as lots of players pack stupid mana sinks. landing consecrated sphinx with forbid in hand is also another way I like to win, as it is hard to answer a free counterspell every turn.
Updated for Avacyn restored!