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
This means that cards that care about prevented damage, like Questing Beast, dont interact with this damage
The Verdict This deck will play synergistically out of the box, but it fails to check a few categories
The only thing holding you back from infinite greatness here is if your library is already seriously depleted
Goro-Goro beats the bear test as a 2/2 for 2 mana, and itll give itself and any other creature hitting the field haste for just 1 mana