**These creatures require creature cards in the graveyard, to grow.
- Urborg Lhurgoyf, Fiend Artisan, Ghoultree, Old Stickfingers.
- excluded: Boneyard Wurm, Splinterfright, Avatar of Woe
**These creatures "throw" cards to the graveyard and sometimes I can choose which card to keep in my hand
- 4 Satyr Wayfinder
- 4 Wood Sage
- 4 Tracker's Instincts
excluded: Hermit Druid [No Legacy Legal], Seek the Wilds, Careful Study, Foul Emissary
**These cards have skills in the graveyard, so they never see the board game.
- Genesis, has a small combo with the Spore Frog, which allows me to have eternal fogs (prevent combat damage)
- Wonder - (I need an island on play)
Excluded: Brawn,
** Tools
- Laboratory Maniac - Not to lose the game for auto-mill
- Fauna Shaman - Find the exact creature, due to the construction of the deck, and also allows me to discard a creature like Genesis or Wonder
- Foundation Breaker: Destroy annoying enchantment/artifacts as a creature (I can recover it with Genesis)
- Sylvan Safekeeper, protect Laboratory Maniac, only one copy because it's plan B and, by that time, I will have drawn the entire deck.
- Ramunap Excavator. play lands that I have been throwing into the cemetery. It is not essential, and it is not a priority to download it to the table, it is only used from mid-game so there is only one copy. That's why I don't carry Ghost Quarter or Wasteland type lands.
- Spore frog - Prevent damage and, small synergy with Genesis.
Excluded:
- Tinder wall - Add extra mana. It's good if I have in my opening hand and is another creature in the graveyard when I use his ability
- Wild Mongrel - Good in my opening hand to discard my own cards (genesis, wonder...)
-World Shaper, I have no way to sacrifice it to activate his second ability (Except with Fiend Artisan, but I would have to tap it and it is not the goal of the deck).