by Drakim

Here are some observations I've made. Feel free to add your own. :D
1. The Reanimation rule doesn't use the wording "other monsters", meaning the monster counts itself for the amount recovered. While I doubt anything but the Act 2 Master Reanimate would be able to benefit from the full 6 heal, it does help even the minions reanimates since the ability scales down as monsters start to die.
2. The Reanimation rule doesn't specify that the recovery only happens as the result of a hero attacking. That means you can often use Call of the Ravens for "free" as long as the reanimate doesn't outright die from it. You can also use the Bloodline plot card for "free".
3. Effects that grants more shields to defense such as Dark Fortitude, Armor of Darkness, Elixir of Stone, Raided Armory, Airborne are all really good because often the hero's attack will either kill or do nothing against a reanimate.
4. Silent Protector Plot Deck - Shared Burdens (3 threat to buy, 1 threat to activate)
[q=Shared Burdens]Exhaust this card when a monster suffers at least 2 damage to reduce the amount of damage that monster suffers to a minimum of 1 damage. Then, all monsters in that monster's group suffer an amount of damage equal to the amount by which you reduced the first monster's damage, divided any way you choose between these monsters.
Yup. No matter how hard a hero hits that group of reanimates, this plot card's usage just instantly negates the damage, because you can spread the damage out and just have it instantly healed up across the group. It's just one attack (as the card is exhausted afterwards) but if that attack was an amazing roll that managed to take down your Master Reanimate in one strike, then it's quite the steal, especially since you can wait for the heroes to activate various boosting skills that cost fatigue.