To be honest , there are a lot of downsides that come with playing such a deck, so let's have a look at them. First of all, we're relying on 5 cards to enable us to overpower our opponent, but additionally it takes another high cost card to work. (eyy you could add a brising necklace and remove a brainstorm if you want to have even better chances) This in itself is already bad, given that we could just never draw our Necromantics or Junkyard Valhalla, or draw them and none of our big minions. What's worse is that we want to have 1 out of 5 cards and additionaly 1 out of 6-8 cards in our hand by turn 3. If we don't have them, it's already going to feel like a struggle. Furthermore, our opponent could have some nasty removals that set us back even further and there is no way to deal with them. Dealing with deadly minions and other blockers is possible, but Seal of Exile, Detained, Valkyrie Enforcer or Spirit Away are perfect to ruin our plans and leave us open and vulnerable. To be able to fulfill our main plan, we have to draw our special cards, play them fast and hope that they don't get removed or bounced. If our main plan fails, which often times it will, we need to stall as much as possible so we can utilize our abundance of high cost minions to stabilize and win the game. Grinning Kolobok, if successfull, will help us achieve that goal faster. Well, that one is unreliable too but even 1 extra maximum mana can help a lot. So what are the good things about this deck? Imagine getting out a Kolobok on turn 1, discarding a Living Mountain on turn 2 and playing a Necromantic on turn 3. Further, that Necromantic dies at turn 4. We now have a 12/12 with Overrun on the board and if our opponent does not have an immediate answer, we threaten to hurt him badly. Additionally, we could even be threatening lethal given the possible Frenzy spells we run. But such games are rare and ideal. In reality, we will hopefully be able to use our reanimations to swing the tempo and force our opponent to play out all the answers they have, only to meet those answers with other big, threatening questions. Another good thing about this deck is that if we can get one of our big minions to stick around for more than one turn, we are usually threatening lethal. Let's look at things to consider and things to avoid:
Now, playing the deck might not be difficult, but there are some games where winning is possible even though the opponent is well equipped to whoop you. Experience will guide you through the more subtle lines of play.
Conclusion: The deck is a solid 6/10 and a lot of fun if you like these kinds of shenanigans, but really weak against the most popular stronger decks, especially to RO. In it's actual state it still has an experimental character, and some of the weaker cards could be exchanged for cards that provide more stability and control. Never actually rely on the reanimation part of the deck and you won't be as frustrated. This is a late game deck with potential early-game aggression, not a coin flip for easy wins. More experienced opponents especially know how to get out of these cheap tricks, so try to put some thought behind your plays and enjoy the one game out of a hundred where you smash a living mountain into their face by turn 5 :)