๐ The Math of the Grave: How to Build a Consistent 60-Card Resurrection Engine
by Tibalt’s Apprentice
There’s a special kind of joy in raising something from the dead — in Magic, that is. Whether it’s a doomed combo piece, a fallen fatty, or your opponent’s best creature (whoops, mine now), the graveyard is the real power zone.
But if you’ve ever tried to reanimate something in a 60-card deck and whiffed for four turns straight… you know the pain. So let’s fix that. Today, we’re breaking down how to make your graveyard plan actually consistent — and yes, there’s some math involved. Don’t worry, I did the math so you can do the magic.
๐งฎ The Goal: Raise the Dead by Turn 4
You want a specific card in your graveyard by turn four so you can bring it back to life — simple, right?
To pull that off, you’ll need to:
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Get that card into your graveyard somehow (mill, discard, or tutor).
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Have a spell ready to bring it back.
The question is: how many cards do you need that fill the graveyard, and how many copies of your “target” effect do you need, to make that happen reliably?
⚖️ The Setup (Don’t Panic, It’s Just Probabilities)
A 60-card deck gives you about 10 cards drawn by turn four (your opener plus three draws). You can only discard from those — anything else has to be milled from the library.
Since Magic limits you to 4 copies of any card name, we count “different cards that do the same job” as extra copies. (For example: Entomb, Buried Alive, and Faithless Looting all count as separate “ways to get a card in the graveyard.”)
๐ The Resurrection Equation (Tibalt’s Simplified Version)
Chance of success = how many cards you toss + how many cards you own that can be tossed.
If you just want a quick rule of thumb:
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4 discard/mill effects? ~25% success by turn 4.
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8 effects? ~45–70%.
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12 effects? ~85–95%.
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16 effects? ~95%+.
See the trend? The more cards you have that either put your target in the graveyard or could be that target, the more likely the magic happens on schedule.
๐ The “Good Enough” Zone
If you’re aiming for real-world consistency (about 90% reliability), you want:
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10–12 cards that can put your target into the graveyard (across multiple names).
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About 10–12 total “target” cards that you’d be happy to resurrect.
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~12 total cards moved into your graveyard by turn four, from discard or mill.
That gets you a roughly 91–95% chance of having something juicy in the graveyard when it’s time to cast Reanimate and laugh maniacally.
๐ก Building a Deck That Actually Does It
If you want this to work on the table (not just on paper), here’s the structure you’re looking for:
| Role | Card Count | What to Use |
|---|---|---|
| Graveyard fillers | 8–10 | Faithless Looting, Entomb, Buried Alive, Thrill of Possibility, Cathartic Reunion |
| Reanimation effects | 3–5 | Reanimate, Unearth, Persist, Victimize, Unburial Rites |
| Draw/fixers | 4–6 | Sign in Blood, Consider, Fable of the Mirror-Breaker |
| Interaction | 6–8 | Fatal Push, Abrade, Collective Brutality |
| Lands | 22–24 | You know what to do. |
| The big scary thing you’re reviving | 3–4 | Atraxa, Grand Unifier, Archon of Cruelty, Serra’s Emissary, etc. |

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