Alright, it is time to go over the potential includes from C20 and Ikoria. Since they are coming out at the same time, I am just going to group them together to make this already long post a little more bearable. So, off we go:
Dismantling Wave - This is a pretty good removal spell for Artifacts and Enchantments, though 8 mana is still a lot. Being able to do it at Instant Timing and being (mostly) uncounterable is pretty huge and even the normal casting of it might not be too bad to slow down people with their Sol Rings and early ramp. Being a sorcery in that case is detrimental butI could see it taking the spot of something. In reality, with Bane of Progress and our other removal, it probably isn't really needed but it is a reasonable option
Verge Rangers - We definitely don't need a worse Oracle of Mul Daya in this deck
Drannith Magistrate - Not really the best card for this deck, but in certain metas it can help stop opponents from getting stuff for free. I don't think it is really needed though.
Luminous Broodmoth - This is essentially Mikaeus #2. I am legitimately considering completely replacing Mikaus with this because it costs 2 less, give my stuff evasion when they come back, and doesn't combo with Yawgmoth. This is more of a personal preference since I don't much care for combos in my decks. But, for someone that wants to keep it, this is still a good addition to the deck to complement Mikaeus. They don't quite work together, but it offers some redundancy
Nikara, Lair Scavenger - This card is cheap and a reasonable source of card advantage. It works reasonably well with the counters from Mikaeus but our deck doesn't really do much with counters otherwise. There are more consistent forms of card draw at our disposal.
Kathril, Aspect Warper - I think this might be fine if we ever wanted to run Odric but, as it is, I don't think this will ever be that useful in this deck
Tayam, Luminous Enigma - This isn't the worst card by any means, and fuels itself, but really doesn't do anything to advance our game plan. Vigilance on its own isn't that appealing and the reanimation ability still takes enough hoops to go through considering this card is one of the main ones even giving us counters.
Deadly Rollick - Interestingly, I am kind of 50/50 on this card in this deck. We don't have our general out that often and he doesn't get out until later in the game. So, it will just as often cost the full 4 as it will be free. That being said, it does exile the target which is huge and isn't really overcosted at 4 for that. The main issue is room and I think Swords and Path already do a far better job. I believe I will actually pass on this card but I think it can go either way.
Dredge the Mire - We don't usually care about things our opponents are playing and, if we do, we have Chainer for that. I don't like including things we don't have a lot of control over so I would shy away from this card as not being quite good enough. It might depend on your meta though.
Netherborn Altar - We have almost no problems casting our commander for cheap throughout the game, even at 8 mana, that there is really no reason to run this card. If we aren't getting a discount, our graveyard isn't full, which means we shouldn't be casting him anyway. This is an easy pass.
Species Specialist - We don't have enough creatures that share creature types for this to give us a lot of cards. It is still reasonable enough to give us a couple cards but we have other ways to draw cards that this isn't really worth it.
Titan Hunter - Just no
![Smile :)](./images/smilies/1-smile-fb.png)
5 mana for a 2 mana activation to sac a creature is not good for us. Even if it does gain us life, or potentially deals damage to players, it isn't where we want to be.
Bastion of Remembrance - Another card that really doesn't do enough. We do have a lot of creatures dying, but to drain 1 from each opponent, and gain 1 life, just isn't impactful enough. It is, effectively, a worse Zulaport Cutthroat
Bushmeat Poacher - This has a great effect but the cost is far too high. And it can't be activated more than once per turn cycle.
Call of the Death-Dweller - Call is a reasonable card, though Sorcery does hurt it. We have a lot of targets that we could bring back with this. However, it just doesn't feel right for the current tone of the deck. I am not sure on this. It can be good to ramp with something again or get back E Witness to get this back so there is a sort of loop that could work here. I am probably going to pass on it, but it can be decent
Dark Bargain - I am only including this here because I like the card. It doesn't really fit this deck but Instant timing draw with filling the graveyard is pretty decent. 4 mana might be too high for most decks still, but I think it has its place in other decks.
Dirge Bat - We have had creature based removal in the past in the form of Ravenous Chupacabra and Noxious Gearhulk but they all ended up getting cut. I think this is ultimately better than Gearhulk but 6 mana is still a lot and is still slow. And it requires another creature. So, I think it doesn't really fit into the deck
Extinction Event - This is a flexible, but then weaker, wrath that could offer us the ability to retain our boards but it then allows our opponents the same. Exiling is huge, but that is what we have False Prophet for.
Mythos of Nethroi - Speaking of removal, this seems really good. It doesn't blow up like Beast Within and Generous Gift, bu it also doesn't give them a creature in return either. I am likely to replace one of those with this
Curious Herd - In a very artifact - heavy meta, I could see this doing something. But, really, we are far better off destroying those artifacts than just getting tokens based on the number they have,
Obscuring Haze - Free fog isn't worth it. We will still to our repeatable fogs in Constant Mists and Spike Weaver
Sawtusk Demolisher - This ends up being a worse version of Beast Within with a much more restrictive casting requirement. However, being a creature is really nice and Karador allows for it to be re - used. It does have to be cast though so no Chainer or Karmic Guide interactions. I think being Sorcery timing, higher cost, and needing another creature on board are enough reasons to skip it
Slippery Bogbonder - This is alright in that it can help protect some of our more fragile creatures but since we are a graveyard deck, we really don't care that much about our stuff dying. And we have other ways to stop things from getting exiled
Barrier Breach - Being able to exile 3 gods (or any other enchantments) is reasonable. I think it is still too narrow, but if your meta is filled with enchantment decks, or Gods, this could be a worthwhile addition. The cycling then gives it some use in the case you don't need to cast it.
Gemrazer - Here is our new Reclamation Sage with better stats. But Needing another creature for it to work means it probably gets a pass. We don't want to be in a position where we have an empty board and something to blow up. Or, if we cheat it out with Chainer or Hulk we can't get the trigger.
Kogla, the Titan Ape - This card has a lot going for it, but the mana cost might be enough to stay away. Fighting (likely killing) something important is good. Then, repeatable Artifact/Enchantment destruction is good. And, finally, being able to recast our humans while giving this indestructible is good. I am going to keep an eye on it but, for now, will not include it. Mostly driven entirely by the mana cost.
Vivien, Monsters' Advocate - Vivien looks like she would be very good in this deck. While we don't really care about the top of our library beyond Oracle, she can give us a bit more utility from there. And since we are relatively creature heavy, it can be effectively the same as drawing cards. Plus, her - 2 gives us a free creature most of the time. I am thinking I will give her a try to at least see what she can do, but I don't realistically expect her to stick around too long
Back for More - I love this card. It is very high at 6 mana, but the effect may be worth it. Being able to reanimate something and kill off something else can be a game changer. And, being able to reanimate an Eldrazi Titan in response to the trigger just seems like fun. I might try to swap Necromancy for this. It is not exact and Necromancy works with Sun Titan, but I think this is worth a try.
Boneyard Lurker - E Witness #2 that is worse, costs more, and more restrictive on when it could trigger? I like the idea, but without a lot more Mutate support, this doesn't quite make the cut
Chevill, Bane of Monsters - When I first saw this spoiled, I was instantly hooked on it. However, I am not so sure now. It is a very inconsistent draw effect and I really cared about it due to the gain life. In either case, getting the creature to die and, more importantly, waiting for it to die, means it likely won't do what is needed.
Death's Oasis - Another utility card that could do good work. Getting our stuff back is good. However, we shy away from self mill due to the Eldrazi Titans and it would feel really bad to have Sakura - Tribe Elder die and lose our graveyard with nothing to show for it. The gain life effect is basically Gain 8 life which isn't enough either
Dire Tactics - This is a fantastic card and I am easily finding a spot for it. Dealing wih Indestructible creatures is a big deal and the life loss is mostly negligable
Eerie Ultimatum - There is no way I am not at least trying the new Ultimatum. It spits out my entire graveyard onto the battlefield with basically no restrictions and gives me a ton of value. It also doesn't exile itself so E Wit can get it back. The cost is high and it is a Sorcery but we can't have everything. It is still very powerful as it is
Necropanther - Another card with a good effect for our deck which is then hampered by the need to Mutate it. Another pass
Nethroi, Apex of Death - This might be a Mutate card worth running. 7 mana to reanimate a few different things could be really good. Especially if we can flash it in. I will likely try it because it looks nice, but it will probably be another that just doesn't stick around. 7 mana for 2 - 4 creatures (most likely) isn't probably enough to warrant keeping it in.
Fiend Artisan - I have made my feelings for Pod known throughout this thread, and I feel that this card is in the same vein. However, being a creature, being able to grow larger, and being able to get any creature are all really nice effects. I am going to swap out Pod for this and see how much it really breaks the game (or how repetitive things get).
Indatha Triome - This is, effectively, a better Murmuring Bosk. Bosk never comes into play untapped, the same as this, but this can also cycle. I don't really want to go down too much on my basics though. I will have to figure out what I want to cut for this because it is definitely going in the deck