Lands: 1 Urborg since we're playing black with pain lands and a few basic lands. 3 forests aren't there to be fetched for, but rather to draw throughout the game. 2 swamp and 1 island are drawn too, but also fetched for with polluted delta. 3 llanaowar wastes help us cast double black and double green spells, 2 yavimaya coast get the double green and also add the occasional blue at the cost of life. 5 temples can help us cast what we need to with an untapped land on turn 2/3, and help us keep away from bad draws. 4 opulent palace are there for consistency without damage, although hurt our tempo somewhat. satyr wayfinder is always a 4 of in this deck, it helps us grab an extra land, fuels graveyard interactions (delve/reanimation) and is a chump blocker or exploit trigger for undead sidisi, and can get an extra zombie for brood tyrant. sylvan caraytid was cut down to 3, since it has no power and isn't great like courser against these rampant red decks. courser of kruphix adds artificial card draw, and can save your life against red decks. sidisi brood tyrant fuels the grave and helps us go wide early on in the game against abzan/red. tasigur is a big boy you can get turn 3. undead vizier grabs a whip, hornet queen, a land, or that vital removal spell from your deck. soul of innistrad is extreme value whether milled or played, however, i have never used the top ability because it has never been played it with 11 mana open and has never lived to see the next turn, as it has a massive bulls-eye. hornet queen ends games, its your best reanimation target, play offensive and defense at the same time with evasion without vigilance. thoughtseize hurts us and often sides out, its the greatest overall discard spell across all formats and sees play wherever legal. drown in sorrow is another one that sides out often, it's a metagame decision against blue/red thropters, RDW, and mono green devotion clearing mana dorks. the deck is strong enough to play this sideboard option mainboard IMO even though it can sometimes kill our own creatures that it hurts your opponent more, or it's a 3 mana scry ;P. heroes downfall is a hard kill spells, sometimes i wish i could play more, just like murderous cut, which is better in this deck than almost all others. treasure is a later game revitalization of our hand, and is a huge tempo swing late game favoring us. whip of erebos helps us stabilize turn 5+, the first time i had read this card, I saw the lifelink part and though it was amazing, i didn't realize much like unburial rites, it had reanimator potential too, while being only mono colored and arguable better for standard. Your best matchup is abzan, I have not yet lost a game to abzan with this deck, aggro midrange or control. RDW is bad game 1, but greatly improved games 2 and 3, and it's hard to lose with the right opening hand. u/b thropter with ensoul artifact on the play they'll win outright, thoughtseize is important here, and you always win if it gets grindy. mono green devotion just get bonkers draws that can beat anything, i have excellent luck against mono green for some reason and havent lost a game here. g/w enchantments, you need to hold those counterspells in the sideboard real well, and play real long, real grindy. azorius heroic decks seems to be able to pwn this deck hard, haven't play it though, that's a guess, nobody locally here plays it. with 10+ hours of testing, you can get about 70% wins here.