I've recently picked up this deck to run through my local game stores and some non-competitive games online. I have adopted a slightly different approach to the deck to the posters previously in this thread. The deck functions differently, as it relies on going 'all in' a lot less often.
The initial inspiration came from what has become commonly known as the Brian Kelly oath variant (@brianpk80), which eschews the pure combo of something like Fenton Oath for inevitability and a dual role as a planeswalker control deck.
The major differences between the two archetypes (Oath / Survival) are numerous, however both share a propensity to function well below acceptable levels when facing early hate (albeit slightly different hate). The solution to this problem in Oath was traditionally to fight hate with cards (as Dredge would do with its own hate problems), however the major innovation recently was to sidestep the hate and simply cast the creatures being hated out. Although I have seen other post that Survival is not a purely graveyard based deck, which I agree with, it does function best when utilising the graveyard.
Thus I took the inital shell of Survival, and tried to streamline a deck that relied on raw power G1, whilst switching to a Blue control deck after.
The cards that I pinpointed to having limited impact post graveyard hate are Bazaar and Vengevine (albeit still castable as a 4/4 for 4)
The intial 20 cards as identified by @wfain are the core of the deck G1:
4 Hollow One
4 Basking Rootwalla
2 Dack Fayden
Blue/Green Control Package:
1 Deep Analysis
1 Gitaxian Probe
1 Time Walk
1 Sylvan Library
Alternate Win Con:
1 Monastery Mentor
1 Black Lotus
4 Tropical Island
2 Volcanic Island
1 Ancient Grudge
4 Containment Priest
2 Energy Flux
2 Mindbreak Trap
1 Stony Silence
As you can see above the concept revolves around reducing the number of conditionally good cards (Thalia, Squee, Thorn etc.) for objectively powerful filtering blue cards (Ponder, Preordain, Brainstorm) which allow for a smoother trandition to a blue control deck, light countermagic suite pre-board (Fow) and post-board (pyroblast, mindbreak trap), pure card drawing (Ancestral, Deep Analysis, Sylvan) and of course a fetchland base.
The list if of course rounded off by powerful planeswalkers that in the case of dack play the role of Bazaar 5 and 6, as well as restealing back lost Hollowed ones.
Jace is an alternate win con.
Mentor is the secondary alternate win con.
Thanks for reading and I hope people have a play with these types of possibilities.