Next the sac doesn't have the word "nontoken" so you can sac Treasures, 1/1 Goblins, 2/2 decayed Zombies, 0/1 Serf tokens, and loads more
The reality: youre not consistently milling everyone in white in such a way that you avoid putting land cards in their graveyard
You drop it on the fourth turn and then it's got 4 loyalty
I think whichever Simic commanders are printed in the next set will interact with this a ton and its not eligible for the Guild Kit which means this is about to ride a wave of upside to value town
Hands to Keep I think it is important to view the deck in four components enablers (eight in total Entomb and Faithless Looting with eight creatures to discard), reanimation spells (twelve in total Reanimate, Animate Dead and Exhume), disruption (ten in total Thoughtseize, Unmask and Grief) and mana (twenty-two in total Lotus Petal, Dark Ritual and fourteen lands) The ideal hand in pre-board games is one that has a route to the combo (Entomb or Faithless Looting plus Creature, and a reanimation spell), a disruption spell (Thoughtseize, Unmask or Grief) and enough mana to make it all happen
For 4 mana, youll be tutoring any two creatures directly to the field compare that to Shared Summons at 5 mana to fetch two to your hand