A Wizard With a Very Specific Hobby
Graveyard decks usually come with a dramatic origin story involving dark rituals and a tragic sacrifice, but this one starts with a wizard who has a very specific job. Xu-Ifit, Osteoharmonist taps to drag a creature out of your graveyard every single turn, hands it a fresh skeleton costume, and quietly deletes its abilities on the way out the door. That last detail sounds like a dealbreaker until you notice how much of the deck was built to work with it, including a stack of discard outlets, a second wave of reanimation spells, and a crew of creatures that are perfectly happy being big, quiet, and vanilla. What follows is the full list with a quick note on every card, and then the game plan, the strengths, the weaknesses, and a few upgrades.
The Full Deck List
Commander
- Xu-Ifit, Osteoharmonist – Taps to return a creature card from your graveyard to the battlefield at sorcery speed, but the creature comes back as a Skeleton with no abilities.
Planeswalkers
- Liliana of the Veil – Makes every player discard, or makes one player sacrifice a creature, which is a fine way to stock your own graveyard while ruining someone’s evening.
- Liliana, the Last Hope – Shrinks an attacker, and its minus ability mills two cards and lets you take a creature from your graveyard back to your hand.
- Liliana, Waker of the Dead – Its plus ability makes each player discard, with opponents who can’t discard losing 3 life, and its minus ability shrinks a creature by the number of cards in your graveyard.
Creatures
- Alpharael, Stonechosen – A 3/3 whose ward makes anyone who targets it discard a card at random, and its attack trigger can cut the defending player’s life in half when something has left the battlefield this turn.
- Ayara, First of Locthwain – Whenever a black creature enters under your control, each opponent loses 1 life and you gain 1, and she can sacrifice another creature to draw a card.
- Bloodghast – It can’t block, but it keeps crawling back from the graveyard whenever a land enters under your control.
- Dark Confidant – Gives you an extra card every upkeep in exchange for life equal to the mana value of whatever you flip.
- Darkstar Augur – A black creature that gives the deck one more body to discard, reanimate, or sacrifice as the situation demands.
- Death’s Shadow – A 13/13 that shrinks by your life total, so it gets scary once you have paid enough life for cards and mana.
- Disciple of Bolas – Sacrifice another creature when it enters and you gain life and draw that many cards, based on the sacrificed creature’s power.
- Doom Whisperer – A 6/6 flying trampler for five mana that lets you pay 2 life to surveil 2.
- Elegy Acolyte – Another black body for the graveyard shell, equally happy as a discard target or a reanimation target.
- Emet-Selch, Ascian – Lifelink, lets you pay 2 life in place of each black mana in a cost, and grows every time you cast a black spell.
- Giant of Babil – A trampling brute that enters tapped and doesn’t untap normally, but untaps whenever you cast a historic spell.
- Golbez, Clad In Darkness – Pings each opponent for 1 whenever creatures die or creature cards move in and out of graveyards, which makes every reanimation spell a little painful for the table.
- Grave Researcher – A black creature that adds one more graveyard-flavored body to the pile Xu-Ifit gets to pick from.
- Gray Merchant of Asphodel – Drains each opponent for your devotion to black and gains you the same amount.
- Junji, the Midnight Sky – A 5/5 flying menace dragon that, when it dies, either makes each opponent discard two cards and lose 2 life or steals a non-Dragon creature from a graveyard.
- Keen Duelist – A black creature that gives the deck one more body to work with.
- Nine-Lives Familiar – A black creature that fits the recursion theme and is not precious about dying.
- Ob Nixilis, the Fallen – Every land drop can make a player lose 3 life while Ob Nixilis grows by three +1/+1 counters.
- Rottenmouth Viper – Squeezes opponents each time it enters or attacks by forcing them to sacrifice, discard, or lose life.
- Shadowheart, Dark Justiciar – A black legend that adds another body to the creature count.
- Skeleton Crew – A creature that, with the commander’s habit of making Skeletons, feels right at home.
- Skithiryx, the Blight Dragon – A flying infect dragon that can gain haste or regenerate for a single black mana each.
- Tragedy Feaster – A black creature that gets along well with a deck full of discard effects.
- Twilight Diviner – A black creature that pads the creature count and gives the graveyard something to chew on.
- Unstoppable Slasher – A deathtouch creature that can cut a player’s life in half when it connects.
- Witch of the Moors – A deathtouch body that, if you gained life this turn, makes each opponent sacrifice a creature and lose 2 life at your end step.
- Zenos yae Galvus – When it enters, everything except itself and one chosen opposing creature gets -2/-2 until end of turn, and it transforms if that chosen creature leaves the battlefield.
- Zodiark, Umbral God – An indestructible 5/5 that costs five black mana, makes each player sacrifice half their non-God creatures when it enters, and grows whenever a player sacrifices another creature.
Sorceries
- Dread Return – Returns a creature from your graveyard to the battlefield, and flashback lets you sacrifice three creatures to do it again.
- Echoing Return – Puts a creature card from your graveyard into your hand along with every other card that shares its name.
- Forever Young – A sorcery that supports the graveyard plan.
- Nuclear Fallout – Every creature gets twice -X/-X until end of turn, and each player gets X rad counters.
- Persist – Brings back a nonlegendary creature from your graveyard with a -1/-1 counter on it.
- Profane Command – A flexible X spell that can drain a player, reanimate a creature, shrink creatures, or make them harder to block.
- Victimize – Sacrifice a creature to return two creature cards from your graveyard to the battlefield tapped.
- Zero Point Ballad – Destroys all creatures with toughness X or less and costs you X life, and if X is 6 or more it returns a creature it destroyed under your control.
Instants
- Archenemy’s Charm – A three-mode instant that can exile a creature or planeswalker, return one or two creatures and planeswalkers from your graveyard to your hand, or pump a creature with two counters and lifelink.
- Baron Rivalry – An instant that gives the deck another interactive option.
- Battle at the Big Bridge – Destroys a creature with mana value 2 or less for one black mana, or mana value 4 or less if a permanent you controlled left the battlefield this turn.
- Bitter Triumph – Destroys a creature or planeswalker, and you pay for it by discarding a card or paying 3 life.
- Culling the Weak – Sacrifice a creature and add four black mana.
- Dark Ritual – Turns one black mana into three, which is how a turn-one Xu-Ifit sometimes happens.
- Feign Death – Gives a creature a temporary safety net that returns it with a +1/+1 counter if it dies this turn.
- Infernal Grasp – Destroys a creature for two mana and costs you 2 life.
- Sheoldred’s Edict – Makes an opponent sacrifice a nontoken creature, a creature token, or a planeswalker, depending on the mode you pick.
- Songs of the Damned – Adds one black mana for each creature card in your graveyard.
- Undying Malice – Gives a creature a one-turn promise to come back with a +1/+1 counter if it dies.
- Warping Wail – An instant that gives the deck one more interactive option.
Artifacts
- Arcane Signet – Taps for one mana of a color in your commander’s color identity.
- Conjurer’s Closet – Lets you flicker a creature you control at the beginning of your end step.
- El Dorado Sarcophagus – An artifact that rounds out the support package.
- Gauntlet of Power – Pumps every creature of the chosen color and makes basic lands tap for extra mana of that color.
- Kefka’s Tower – Lets you play cards off the top of your library by paying life instead of mana, and sacrificing ten nonland permanents makes each opponent lose 10 life.
- Pact Weapon – An artifact that rounds out the support package.
- Sol Ring – Taps for two colorless mana, and a Commander table will let you know how they feel about it.
- Thought Vessel – Taps for colorless mana and removes your maximum hand size, which pairs nicely with all that discard.
- Vorpal Sword – Gives a creature +2/+0 and deathtouch, and for eight mana it can make any combat damage to a player an instant win.
Enchantments
- Corpses of the Lost – Buffs the Skeletons and Zombies you control, which is convenient when your commander keeps making Skeletons.
- Sothera, the Supervoid – When a creature you control dies, each opponent exiles one of their creatures, and if a player controls no creatures at your end step, Sothera sacrifices itself to put one of those exiled creatures onto your side with two extra +1/+1 counters.
Lands
- Bojuka Bog – Enters tapped and exiles a player’s graveyard, handy against the other reanimator player at the table.
- Crypt of Agadeem – Taps for black, or pays two to tap for black mana equal to the black creature cards in your graveyard.
- Drannith Ruins – A nonbasic land that helps keep the mana base running smoothly.
- Leechridden Swamp – Taps for black, and can drain each opponent for 1 if you control two or more black permanents.
- Midgar, City of Mako – A land that enters tapped for black, with an adventure side that lets you sacrifice an artifact or creature to draw two.
- Mortuary Mire – Enters tapped for black and puts a creature card from your graveyard on top of your library.
- Myriad Landscape – Enters tapped, taps for colorless, and can sacrifice itself later to fetch two basic lands.
- Swamp – Twenty-six copies of the most reliable land in the deck.
- Terrain Generator – Taps for colorless and can put a basic land from your hand onto the battlefield tapped.
- Witch’s Cottage – Enters untapped if you control three or more other Swamps, and can put a creature from your graveyard on top of your library.
Sideboard
Game Plan
The plan is to fill your graveyard early and reanimate late, and the deck gives you plenty of ways to do the first half. Discard is the big engine, since Liliana of the Veil and Bitter Triumph can put your best creature in the graveyard while doing something annoying to an opponent at the same time. Once a fatty like Zodiark is sitting in the yard, Xu-Ifit can bring it back as a plain skeleton, or a spell like Dread Return, Victimize, or Zombify can bring it back with every ability intact. Keeping both flavors of reanimation in the list matters, because the commander’s version is repeatable while the spells actually let ETB effects like Zenos and Zodiark do their thing.
The mana side is gloriously simple. Twenty-six Swamps, a pile of utility lands, and mana boosters like Dark Ritual, Songs of the Damned, and Culling the Weak mean you can cast expensive things ahead of schedule and still have a few black mana left over for shenanigans. Finishers come in a few flavors, with Gray Merchant and Golbez draining the table, Ob Nixilis punishing land drops, and Vorpal Sword offering a very expensive but very real way to end the game with a single connect.
Strengths
The deck is redundant in a way that makes graveyard hate feel survivable. If one reanimation spell gets countered or one creature gets exiled, there is usually another way to bring something big back, and the discard outlets make sure the graveyard is never empty for long. Removal is also excellent, with Infernal Grasp, Battle at the Big Bridge, Sheoldred’s Edict, and Archenemy’s Charm all letting you answer threats cheaply so your slower reanimation turns have room to breathe.
There is also a lot of raw resource generation. Dark Confidant, Kefka’s Tower, and Emet-Selch let you convert life into cards or mana, which is a deal black players have been making since the beginning of Magic and will presumably keep making until the heat death of the universe. When the deck sets up a big turn, the payoff can be a swing that ends the game before anyone fully understands what happened.
Weaknesses
Xu-Ifit is a 2/3 for three mana who can be removed by pretty much everything, and losing the commander early takes away the repeatable engine. The ability stripping is a real cost too, since anything brought back by the commander loses ETB triggers, activated abilities, and static bonuses, which means your best reanimation targets are the ones that matter for their stats alone. Paying life to fuel Dark Confidant, Death’s Shadow, and Emet-Selch can also backfire against a fast aggro table, and graveyard hate like exile effects can leave you holding a bunch of dead cards in the bin.
Still, this is the kind of deck that loses in interesting ways, and I have argued before that the hidden value of losing games in Magic is that the losses teach you more than the wins do. If a game gets away from you and the frustration starts creeping in, my advice for shaking off a brutal Commander loss applies just as well to a graveyard deck that got hit with a well-timed exile effect.
Upgrades
The easiest upgrade is more reanimation, since Reanimate and Animate Dead are both efficient ways to bring a creature back with its abilities intact. A tutor-like discard effect such as Entomb would help you put a target in the graveyard on demand, and mana lands like Cabal Coffers and Urborg, Tomb of Yawgmoth reward the all-Swamp mana base in a big way. If your budget says no to any of those, it is worth browsing budget Commander decks that don’t play like budget for ideas on how much cheap sequencing can accomplish.
Should You Sleeve It Up?
If you like decks that do slightly chaotic things with your graveyard and enjoy watching opponents wonder what just came back, this one is a good time. It is not the most polished reanimator build you can make, but it has personality, plenty of removal, and a handful of ways to close out a game, and that counts for a lot at a Commander table.


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