Battles are interesting in the context of this deck - most of the creatures are small and bad at attacking, but the deck does often have 1/1 flying tokens available to pressure them. You can also just choose whichever opponent has the weakest board position (or potentially do some negotiating to have your opponent allow you to flip your battle).
More broadly, battles encourage certain play patterns that are worth consideration going forwards, particularly if they show up regularly in future sets. They generally promote more aggressive strategies, since those are the best at flipping their battles. If you want to take advantage of your own battles, it may be worth building decks to be slightly more aggressive.... or you could build more defensive decks to prevent your opponents from flipping their battles.
White
- Elesh Norn is okay. I'm not really a fan of Norn's Annex as a defensive tool, but she also triggers off creatures being dealt damage. Seems better for a more aggressive deck. Sacrificing three creatures to flip is a pretty hefty cost (even if you do get five tokens back), but double strike can a strong pump effect (although it is extremely telegraphed).
- Archangel Elspeth is interesting. I've run Elspeth, Knight-Errant in the past, but found she was a bit too slow. Archangel Elspeth hits her ultimate faster, which is certainly relevant (and incentivizes aggressively chump blocking / trading off blockers, since they'll come back). Mass reanimation can require a bit of setup, but certainly strong in the lategame.
- Sunfall is an alright board wipe - we can sacrifice stuff to get around the exile, and making a giant token on a clear board can be relevant.
- Knight-Errant of Eos looks interesting. With 32 creatures in the deck, you'll hit 2+ creatures around 63% of the time, and that's before accounting for the mana value restriction. I suspect it's a miss for my build, but could be worth consideration in decks that are heavier on creatures.
- Phyrexian Censor is a potent hate card if you're looking for a Rule of Law effect. Making opposing creatures enter tapped is also nice.
- Surge of Salvation is a very powerful piece of protection. It's not quite Teferi's Protection, but one mana is a bargain, and it protects from both spot removal and red damage-based sweepers.
- Seal from Existence is a cool Oblivion Ring variant. Probably not for this deck, but ward is nice.
- Guardian Scalelord is an interesting Sun Titan variant - it can't recur lands, but you can potentially get more expensive permanents back.
- Chivalric Alliance is a cheap draw engine if you have evasive tokens to attack with. It's also a discard outlet for reanimation purposes.
- Darksteel Splicer is a potent token producer, particularly if you have other Phyrexians to trigger it. Seven mana is a lot, but you can recur it with Reveillark.
- Excise the Imperfect is a very flexible piece of removal - the incubator token can be a meaningful downside if you hit something big, but exile makes it a nice alternative to Generous Gift.
- Nesting Dovehawk is a reasonable token producer. Populate is a little lower in value in this deck than some other decks (since most of the tokens in this deck are small, plus you have to already have some lying around), but still alright.
- Path of the Ghosthunter is an okay token producer, but it doesn't outclass stuff like Secure the Wastes. However, Planechase synergies can be good if you play that format frequently.
- Wand of the Worldsoul is a weak 3 mana rock on its own, but fantastic in go-wide decks. This deck's curve isn't that high, so no convoking out a massive Torment of Hailfire or whatever, but it shouldn't be difficult to convoke out a 4 or 5-drop with it. It can also make some token producers like Chittering Witch effectively free.
- Firemane Commando is another white draw engine for aggressive decks.
Black
- Sheoldred is a sweet Plaguecrafter variant, upgrading Innocent Blood to Sheoldred's Edict. She can be a bit tricky to flip without support (particularly if you're exiling stuff instead of killing it), but her flip side is a powerful way to generate more disruptive value, and eventually serve as a win condition.
- Invasion of Innistrad is a bit clunky as a removal spell at four mana, but the flip side is quite nice. You get two tokens immediately, plus some potential grave hate and additional token production. Seems worth consideration if you can flip it consistently.
- Pile On is a reasonable removal spell if you were already interested in running Lethal Scheme.
- Hoarding Broodlord is expensive, but convoke can let it come out earlier than Rune-Scarred Demon, and granting convoke to the card you fetch definitely opens up some options.
- Archpriest of Shadows is sweet - you can reanimate something on ETB plus get a 4/4 deathtouch body that can generate more value. It's significantly weaker on an empty board though.
- Invasion of Fiora is a bit expensive for a board wipe at six mana, but it does provide some nice asymmetry if you have a lot of legendary creatures. Can be awkward in the face of opposing commanders though. Marchesa is a nice draw engine if you can flip it, and she's capable of winning other battles immediately.
- Breach the Multiverse is an interesting Sepulchral Primordial / Ghouls' Night Out variant if you're interested in stealing your opponents' stuff.
- Scorn-Blade Berserker gives me Thraben Inspector vibes. It's a little clunkier than Village Rites / Deadly Dispute, but it provide its own body.
- Corrupted Conviction is another Village Rites if you want it.
- Blight Titan is a compleated Grave Titan. Bigger token, but fewer bodies.
- Infernal Sovereign is a flying Null Profusion.
Gold + Artifact
- Invasion of Tolvada is sweet - reanimate a thing, then it flips into Bitterblossom with upside.
- Drana and Linvala is nonsense. Shutting down activate abilities is a little niche, but can be backbreaking against certain decks. Stealing those abilities is, again, pretty niche, but certainly has some interesting implications.
- Invasion of New Capenna is okay, but generally outclassed by Rite of Oblivion.
- Realmbreaker, the Invasion Tree is fun. It's a bit slow, but can be an alright ramp engine.
- Moira and Teshar is an interesting reanimation engine, particularly if you have a lot of historic cards in the deck. The returned things get exiled (and thus won't yield death triggers) though, so could be a bit awkward.
- Bitterthorn, Nissa's Animus is a compleated Sword of the Animist. You can't play and equip it on turn 4 for an immediate trigger... but you can play it on turn 3 and attack the following turn. The token body is also nice for triggering other stuff or sacrificing.
Overall Thoughts
As for the new cards... there are a lot of interesting options. Wand of the Worldsoul is a powerful ramp card that opens up some shenanigans. Bitterthorn, Nissa's Animus is a sweet piece of equipment. Scorn-Blade Berserker is a nice expendable body. I could also see Surge of Salvation, Sheoldred, Archpriest of Shadows, and Invasion of Tolvada making some builds of the deck.