This short line gives us a lot of info about the plane of Innistrad: the angels are important figures revered as guardians, the existence of horrors like werewolves makes threats like regular wolves seem not as dangerous, that erroneous perception of danger is all one needs to die in Innistrad
If you don't, how frustrating will it be when it does show up on turn 1 anyway
Either way, the strategy is simple: Get some spells payoffs on board and then, you know, cast spells
Unlike damage-based sweepers, reducing toughness to zero causes creatures to die as a state-based action, making this the definitive answer to problematic indestructible threats that dominate late-game boards
If youre in game one, though, and can set yourself up to use the multiple Reanimate spells in your hand through their two Counterspells, then go for it