Jund Reanimator:
3x
Fatal Push3x
Grasp of Darkness4x
Grapple with the past4x
Cathartic Reunion3x
Pulse of Murasa1x
Kalitas, Traitor of Ghet2x
Languish2x
Yahenni's Expertise2x
Glorybringer1x
Ishkanah Grafwidow2x
Necromantic Summons1x
Lilliana, Death's Majesty1x
Noxious Gerhulk1x
Combustible Gearhulk1x
Greenwarden of Murasa2x
Ever After2x
Never to Return1x
Ulamog, Ceaseless Hunger3x
Swamp2x
Mountain2x
Forest2x
Hissing Quagmire2x
Cinder Glade2x
Woodland Cemetery2x
Rootbound Crag3x
Aether Hub4x
Evolving Wilds2x
Foul OrchardDifference between this reanimator build, and other grixis, abzan, or whatever are more common builds, is in the fact that instead relying on very costly cards to reanimate, I kept midrange-ish theme, so you do not need to aggressively mill self, and try to put creatures in graveyard. Many creatures are cast able since turn 5-6, and full complete of black removals and sweepers, can help you to avoid lot of damage from agressive decks. Grapple with the past helps you fix mana, as Pulse do too. Both also help spell mastery activation for Necromantic summons. Lilliana and Ever after are there for continuous reanimation. Once you can reanimate, I usually target Combustible Gearhulk+ another creature because possibility of big burn and/or card replenishing. Either way opponent choose to resolve you gain benefit, because there is solid chance that you will mill some creature so you have new targets for reanimation. There is reasonable amount of lifegain too, kalitas and pulses can gain you bunch of life.
I was surprised how this deck performed against control decks, in a positive way. Against control, you can wait till you have mana to cast your creatures, and than force opponent to spend counter spell each turn, so you do not need to mill yourself before. Once when opponent is out of counter spells, you can start reanimate creatures. Necromantic Summons and Glorybringer really take care of planeswalkers, and open path for ground units to attack. Greenwarden of Murasa is pretty good for reanimation and can enter loop replenishing hand with reanimation spells or fetching Pulses to recast. Against control it is obvious that your removals can be cycled with Cathartic reunions, so it make choices easier what to discard. Lilliana is good for avoiding counter spells, and still putting creatures on board.
Obvious disadvantage is mill deck, but if we could sideboard, there is green for enchantment hate. But had solid win ratio with this deck, against mill, so did not wanted to break synergy with reclamation sages or something like that. Usually even if opponent have Sphynx tutelage on Turn 3, big threats you can play in following turns, require opponent to spend his turns on removing threats instead milling, and then your threats start coming back, and you need only 2 swings to kill opponent, so when opponent figure that is his best chance to mill you before you kill him it is usually too late. Another problem is exile from graveyard effects, but had only one game where opponent exiled my two gearhulks same turn I put them in graveyard with Scarab Feast(opponent was playing 100 card deck so it was even more annoying). Usually you can avoid exiling from graveyard with Pulses, and Graples.
Ramp can be difficult to play against, but with cheap removals you can kill opponent's mana producing creatures, and slow him down. And if some of opponent's creature ends in graveyard, necromantic summons can get them on your side.
This deck is pretty fan to play, like solving puzzle each turn, and it have pretty good win ratio. I did not count win/loss ratio but it feels like almost never lose with this deck. Just in beginning, where I prolonged game I could win several turns before, to try to find another weaknesses, and problems, I lost several games, and I remember losing games when I could not get any creatures in top 30 cards. But that does not happen often, and I would say it has over 75% win ratio(steam top rank).
EDIT: I would also add, that unlike in grixis reanimator builds, you can use graples and Pulse to get creatures back in hand and cast it for it cost, so you do not depend strictly on reanimation.