That line seems to work, I might have missed something with all of the changes but nothing pops out as wrong. Getting those triggers set up seems a bit awkward/expensive but shouldn't be too bad.
Show and tell is probably the only way to get started with so few cards left in the deck.
Agh, I made a mistake in the first step... the Cogwork Assembler abilities would all fizzle, because there is no target for them :/
We need to put in something like Copper Gnomes, and leave an activation of those on the stack to get Vedalken Orrery into play. A similar line of play should then still work.
I don't think Leyline of Anticipation is safe for the computations after all. When we start a computation with enchantments not animated, then March of the Machines will stay in play and the Coat of Arms will soon die. IF we do nothing. But with Leyline in play we can do stuff, like animating and bouncing the March of the Machines to make sure the computation can go on forever after all.
The idea of dropping lands into play between Decree of Annihilation and Worldpurge can still work without the Leyline, if we use Show and Tell for that job. We can't save our entire hand with Wormfang Behemoth anymore, but we should be able to find a way to work around that.
EDIT:
I found an insidious infite with Artificial Evolution for the "recycle instants via Sweeper" approach. The idea is to keep the text change from a resolved Artificial Evolution through the sweeper by hiding it on the stack, recycle the Artificial Evolution, and build an infinite loop setup with the Artificial Evolution in hand:
We have effectivly set up the non-halting waterfall program
? 2 2
1 1 N
2 0 0
A human token keeps dying and from that we create a replacement human and N zombies every time. The zombies are also wizards, so the necromancers will stay alive. We can interrupt that loop at anytime with Artificial Evolution by changing the type of an arcbonded necromander to not be a wizard anymore.
I can think of a few different ways to avoid that infinite:
First Approach: Scrap the recycling instants plan. Once Artificial Evolution is resolved it gets to the graveyard and stays there forever. Very safe, but we also don't know a way to build a hyperstage like that yet.
Second Approach: Still recycle Arcbond with a sweeper, but use Sunforger to cast it out of the library, without being able to cast Artificial Evolution again. The required text changes can be done by keeping it on the stack and using Izzet Guildmage. Few changes to the deck, but problem here is that we are trying to force Artificial Evolution to get stuck in graveyard/exile/library. But any card draw past the inital casting and sweeper would allow us to get it out of the library. The existence of a start that wouldn't allow any draws later seems dubious.
Thrid Approach: Try to make step 5 of the setup above impossible. Soul Separator can only create Xathrid Necromancer tokens when the original is in the graveyard, where it can't have the text change effect. Fractured Identity is another token copy creator that ensures the original is no longer on the battlefield, so cant have text changes. If we use those to get our copies barely any changes to the deck would be needed, but we'd keep the ability to have Artificial Evolution in our hand while some text changed permanents are around. So there is some risk of undiscovered infinites.
I favor the third approach. When we have Artificial Evolution in hand we can either have 1 text changed Xathrid Necromancer in play, or multiple normal ones. Importantly, all necromancers that are in play are the same, and I suspect that is enough to prevent infinite loops, regardless of any text changes to Dralnu's Crusade. But I haven't proven that to my own satisfaction yet.
Before resolving the Worldpurge we bounce and play Sea Gate Stormcaller X times. After the Worldpurge we can then cast Lab Rats (with buyback) to turn all the delayed triggers into X rats. Circle of Dreams Druid can then generate X mana which we can use to generate copies of artifacts.
Ah, very clever idea, using Stormcallers. Deck is looking nice!
Looking at ways to slim down the deck, haven't found anything yet. I guess Deploy to the front is necessary to update our creature count to the computation's output. What is the reason we need both Soul Separator and Fractured Identity?
I suppose we need Master Skald, since 7 cards doesn't look like enough to recover all our stuff after a Worldpurge
At the betinning of combat, we clash a bunch of times because of Sentry Oak; Each clash triggers a bunch of card draws; each time we draw a card, we can draw Stream of Life, which can gain the opponent a lot of life; we can then ding the opponent a little bit with Goblin Boom Keg, gaining us a lot of life via Exquisite Blood.
Edit: Oh, Exquisite Blood can be given to the opponent. I figure there is probably some way to get one layer going from opponent's life to our life, though.
Edit: We could replace Exquisite Blood with Inferno Jet plus Tamanoa, but that would leave us with just one card to get started, unless we can slim the deck down. But, we could go
Edit: I thought that we could add a layer by replacing Consecrated Sphinx with Underworld Dreams plus Curiosity, but Curiosity can be enchanted on an opponent's Arcbonded creature, and we can draw cards with a short computation, allowing us to cast Stream of Life to bump up both players' life totals.
Edit: I think Multiple Choice allows us to add another layer.
Edit: We can cut two cards, while getting the same number of layers:
I'm not quite sure what to do with the extra two cards though. The only thing I can think of to add a layer is Tolarian Kraken + Essence Bottle + Winding Constrictor, which takes us a card over.
So, I figured it would be worthwhile to explore other avenues, and look at possible competing decks to this one. Under the recycling instants paradigm, we still have the possibility of making a life stage or a creature stage. I thought about jfb's idea of using Bone Shredder and Together Forever to turn Nephalia Smuggler's ability into a destroy or a bounce.
The idea is that it works pretty much like the previous version, except instead of using a landcycler to produce a colored mana stage, we use Nephalia Smuggler combined with Bone Shredder to produce a stage based on Nephalia Smuggler tokens. At the top of the stage, we can do a hyperstage transition to go up to a higher stage, but at the cost of resources.
Could you be more specific about what you think is missing?
I was stuck on how to set up another computation after an arcbonded creature died. But I looking back on it now I see what I missed: Wild Research+Mirror of Fate. It seems to work and properly require a decree, as its not possible remove instants from the GY any other way.
Thinking ahead a bit, we could perhaps get an additional two stages. We could have the first stage be something like Bogart Loggers bouncing a Twisted Abomination after getting hacked by Artificial Evolution. Then, we could use Aegis Automaton on something like Disciple of Grace, which has protection from black, and can cycle for a white mana land.
a big issue with the alternative approach that Mimic Vat gives haste to the tokens it creates. So we can donate hasty mana generators and tappers to the opponent, who can then use them to interrupt an infinite computation.
Also Desolation Giant and Bone Shredder can keep bouncing each other, possibly for profit. And I don't see a way to start a computation without the Giant. With Hellion Eruption we would have no way to regain creatures and flash between the computation and the Decree of Annihilation. I don't see how we would make any progress out of the computation output then.
I didn't have time to post yesterday, but I found some infinites in the Worldpurge deck. Hopefully I also fixed them. Some of them could apply to the alternate as well.
My fix would be to use Mirrorworks to create artifact tokens. Those can never give net positive mana with manacrypt, so no danger from there. But we still need to be able to create artifact tokens by only spending mana, so add Master Transmuter to return artifacts to hand at will. She's an artifact creature, so if we run out of untapped tokens we can return her to hand and create more tokens as well. She can also replace Copper Gnomes as a way to drop Vedalken Orrery back into play after Worldpurge.
To activate the Transmuter we also need to add Mox Sapphire to turn some of the mana blue. We probably want one of those anyway for the start. We can't use an Island in the basic land slot, since it wouldn't tap for red when we need to cast Emblem of the Warmind after Worldpurge (enchantments are still out of play at that point.)
Speaking of Emblem of the Warmind. It goes infinite because we can give a copy to the opponent with Fractured Identity. Leading to hasty tappers and mana and interrupting a computation...
To fix that we can use Anger as undonatable haste source. Play a Forest for the basic land and use Prismatic Omen to enable Anger and let the forest produce all colors. After a Worldpurge we then need haste to generate enough mana to cast Omniscience. Haste is only turned on by casting Prismatic Omen, and the only way to generate the green mana for that is the forest. So it ends up tapped and doesn't generate excess white/red mana.
Soul Separator goes infinite with any way to turn our green mana into token copies of it: It can create a Circle of Dreams Druid token that then easily pays for getting a new Soul Separator copy. Even replacing Mirror of Fate with Riftsweeper in an attempt to make the exiled creature card a real cost doesn't help. The Soul Seperators can just create a Ristsweeper copy as well...
Fractured Identity is also able to copy our creatures, but that alone is not good enough for what we need. We can use Fractured Identity to create multiple Dralnu's Crusade tokens by putting multiple hyper stage transitions on the stack. We can't do the same for Xathrid Necromancer because after Fractured Identity exiles the original the only way to get it back is with Bloodbond March. But the last opportunity to put triggers for that on the stack was before putting the hyperstage transition there. We can't copy the Necromancer again before we have resolved a Worldpurge, killing the copy.
The Scarab God can replace Soul Separator. It also makes sure that the original Necromancer has no persisting text change effects when it creates a copy. The black mana cost is expensive enough to make sure it doesn't go infinite, but we can afford it when we build the computation setup.
A problem with creature copies being expensive is that we can't use Soulsworn Jury for all our creature countering. We can use Stronghold Biologist. I'm not really sure if that is good enough, particularly for that moment before we put a hyperstage transition on the stack and want Bloodbond March triggers for multiple different creatures. I'll look into that sequence more later.
Some good news as well: Fractured Identity creates copies on the opponents side, so we can cut Hunted Phantasm. We can give the opponent extra creature tokens without spending one hyperstage transition for every single one by killing humans on their side after they have a few Xathrid Necromancers.
For getting started, there are some good ideas in post #3861 Deedlit But the start might be harder than you think: Due to Worldpurge the opponents cards don't get stuck in their hand, so they can draw indefinitely. Stuff like Words of Wisdom and Consecrated Sphinx just goes infinite.
The trick with Multiple Choice not being able to draw itself is cool, but it doesn't work with the cycler Decree of Annihilation in the deck. We could probably use Worldfire instead. We don't need to recover our instants often, so we just skip it in those transitions where we are not at 1 life anyway. Of course that messes with the opponents life, which is one of the better ultimate limiters when using the opponents library isn't possible.
At the moment I have put Chameleon Blur into the deck to let both players survive computations. But that will require an additional card to ultimately deal the damage to the opponent. Is there a better option?
Hmm, the solution to the hasty Mimic Vat tokens is to not give the opponents the mana they need, I guess. So replace Avid Reclaimer with Mox Sapphire.
I suppose for Hellion Eruption, we can use Mana Echoes to get mana that lasts through the Decree of Annihilation. I guess that would require a way to save Coat of Arms, which we don't currently have a way to save when animated if I recall correctly.
Hmm, what advantage does Stronghold Biologist have over Soulsworn Jury, if we don't have a way to untap it? It seems like the Biologist gets spent when we tap it, same as if we sacrificed it.
Oh yeah, we can't use the opponent's library to restrict us then. I guess Floating-Dream Zubera could get us a layer more than Sphinx of Enlightenment would have, if combined with Harmonic Prodigy. But, getting off the ground may be difficult.
I can't think of a way to deal with both players living using just one slot at the moment. Previously, we were able to get a lifelinked creature like K'rrik, Son of Yawgmoth without having to spend an additional slot for it, and then we could save ourselves using Safe Passage or the like.
Edit: Hmm, Death Pit Offering can bounce itself. But, we can only bounce creatures that have a counter on them. The general plan is to play Together Forever, give counters to itself and whatever we want to bounce, and then use the next to ETB abilities of Bone Shredder to bounce those two things. But with Death Pit Offering, in the obvious infinite loop we can only save Together Forever and Death Pit Offering, killing off everything else. (It would kill off Omniscience for instance.) So it doesn't look like we can make hay off of this infinite.
Maybe that saves the Desolation Giant version as well? When Desolation Giant hits, we can only save Bone Shredder and Together Forever. This kills off all other creatures, including all Nephalia Smugglers. But maybe we just don't have Smugglers on the battlefield, or we have the original die and get imprinted on a Mimic Vat. This looks problematic, so I guess we stick with Death Pit Offering until we find a good reason not to.
Unfortunately, we can still bounce arbitrary creatures with Death Pit Offering at some expense, so I guess we don't get additional stages in this version as well. So no version right now shows promise of additional stages.
Mana Echoes can be donated, so we'd need to ensure the opponent can't use that mana to interupt the computation. Without Cogwork Assembler that might be fine? Are there any other dangerous activated abilities?
We can't use Death Pit Offering because it's a toughness boost for Goblin Boom Keg that we can take away after marking damage on it. Allowing us to start a computation at any time without clearing our side of the battlefield.
Stronghold Biologist has the advantage of not sacrificing himself, so we can bounce and replay him to counter the next spell.
There's an infinite: Imprint Mox Sapphire on Mimic Vat. Give the Vat to the opponent. They activate it with mana from Mana Echoes. They can now use a donated Nephalia Smuggler to interrupt the computation.
Welp, that's a doozy. The best I could think of was to use a Rime Tender to untap a Snow-Covered Island, but that doesn't make enough blue I don't believe. I thought about artifact lands, but the opponent can get those just as easily. Manascape Refractor *might* have potential if it didn't work on opponent's lands.
Edit: So, previously the idea of using Cowardice combined with our recycling instants idea didn't work, because we could hold on to the instants and target things further down the hyperstage. But, what if we cast the instants immediately, via Spellweaver Volute? With a single Arcbond, we could cast one when the flashback spell is cast, and one when the triggered spells are cast. We have to make sure that we can't get multiple activations by destroying multiple Volutes after triggering them.
Oh, but we can choose not to cast the sweeper spell I guess. So that doesn't work.
Edit: Rings of Brighthearth would allow Rime Tender to untap both itself and Snow-Covered Island at the cost of 2 generic mana, but unfortunately Rings of Brighthearth doesn't play nice with Mimic Vat.
Edit: I think Patron of the Orochi or High Tide will allow us to get a lot of blue mana from a single token, so I think would be enough to get through the stage.
This should get about BB_{w^2 + 4}(53 * 240+), where 240+ is the number of creature types that we can keep free of deaths of that type. The creature types seem only necessary in the computations, I think.
I was thinking it should be easy to beat this with the Nephalia Smuggler version, but it's actually not looking that easy. The problem is Decree of Annihilation, which messes up card-drawing cards like Multiple Choice. Replacing Decree of Annihilation with Worldfire messes up life, which is also bad. The Worldfire / Worldpurge configuration actually works out pretty good for the Worldpurge deck. Trying to switch to that setup in the Nephalia Smugger deck doesn't seem to work, since we were using Mana Echoes to obtain a benefit from Hellion Eruption starting a computation.
Edit: So for the Nephalia Smugger deck, a layer sequence could be
For the Nephalia Smuggler version Rime Tender won't generate enough blue mana to keep up with the output of a busy beaver calculation. Even if you add High Tide the blue mana production is limited by flickers of Rime Tender and casting of High Tides, neither of which scales with the computation.
For the Worldpurge version we can't use Consecrated Sphinx at all, because Sphinxes can trigger of each other when one of them is donated.
Analyzing the waterfall computation setup in general I noticed that the proof that all tokens die at the same time relies on some stuff that is not necessarily true: damage per step, base toughness of the tokens and the toughness-boost a token gives to other tokens all being 1.
The base-toughness and toughness-boost being the same is obviously necessary. If a new token boosts the toughness of old tokens by 1, then 2 damage steps later the old tokens can all die, but the new token, being a 100/100 base with only 2 damage marked would easily survive.
There might be some tolerance for 1 vs. 2 toughness base, but in the current setups we easily get very high base toughness. All the Xathrid Necromancers that are waiting around for the token to die will boost it with Coat of Arms.
In the past discussions on this I could find (around page 97+) it was said we could just implement an equivalent program with everything multiplied. But trying to do so would increase the number of required Necromancers and thus the base toughness in a never ending race.
In particular the only way to increase the toughness-boost the tokens give to each other is to add more Coat of Arms copies, which due to the Necromancers also increases the base toughness by at least the same amount as it increases the toughness-boost. It's impossible to achieve equality.
The only fix for this problem is to use Xathrid Necromancers that don't share a creature type with the tokens they trigger from or create. Luckily there is a way to do this in the current decks:
We can create the Necromancers with a text-changed The Scarab God, that gives us a "copy, except it's a Spirit". We get a token with three different creature types in the text, that we can change to what we want independently.
I think maybe we do get enough blue mana to keep up with the computation. The computation boosts Mana Echoes, which allows us to create many Panharmonicons, getting us many ETB abilities when we flicker Bone Shredder. The top Panharmonicon layer is limited as far as hasted token creation goes, since we only create one of each hasted token for every two top Panharmonicon layers. But, considering the next Panharmonicon layer down, we'll get tokens for each ability from that Panharmonicon layer. (in particular, Rime Tender) Each time we remake that layer it will be updated to the latest computation, so I do believe that we get the recursion that we want.
The mana from Mana Echoes only increases the Panharmonicon count via Mirrorworks + Master Transmuter. The latter of which requires blue mana to activate. So it doesn't matter how much colorless mana we get from the computation, the limit on the number of relevant artifact copies is given by the stages. Maybe with a few extra layers between blue mana and artifact copies, but those don't begin to keep up with the gains from a busy beaver calculation.
Well fudge - is there some other way to bounce artifacts, that doesn't require blue mana? I guess if we find such a way, we could donate it to the opponent to use. But, I suppose we could change out the opening away from Show and Tell, so that the opponent can't get any mana at all. First we have to find a way to fix the problem.
We could perhaps go back to Cogwork Assembler, if we found some way to take advantage of the computation other than Mana Echoes. But I don't see how at the moment.
Edit: Possible ideas: Get rid of Opalescence, so that Mana Echoes can't be donated to the opponent. The main issue I see here is how to deal with March of the Machines not dying when a computation takes place.
Idea 2: Can Orvar, the All-Form help out with updating? I looked at buyback spells, but instants are bad, and the only targeting sorceries I could find could target creatures, which is bad with Mana Echoes.
Idea 3: Hmm, what about just replacing Mana Echoes with Battle Hymn? Obviously switching out the hyperstage resource with a different color of mana.
A nice thing about creating Xathrid Necromancers witch a different creature type is that it allows us to play Rotlung Reanimator instead. We no longer have issues keeping those alive via Coat of Arms. The advantage is that they trigger of the opponents creatures dying as well. This allows the Worldpurge deck to cut Deploy to the Front. The calculation can output a bunch of human tokens, most of which will have some damage. After playing a Rotlung Reanimator on our side we can kill the opponents damaged human tokens by bouncing Coat of Arms. This updates the creature count on our side, which we then use for mana via Circle of Dreams Druid.
I think we can also cut Chromeshell Crab and make all donations via Fractured Identity. The tokens created by The Scarab God will have the modified creature type as a copyable value, so exiling a spirit Rotlung Reanimator with Fractured Identity will create another spirit Rotlung Reanimator on the opponents side.
The good thing about making all donations via Fractured Identity is that it gets rid of all the lingering text change effects that the Artificial Evolution made to permanents while they were on the stack. I'm still unsure if a single modified Dralnu's Crusade is enough to set up an infinite loop (see post #3858). But it doesn't matter now since if it was modified on the stack it will come to the battlefield under our control. If it's animated on computation start it dies right away, if not the computation can't go infinite because the Coat of Arms will die. Either way it can't help in an infinite loop.
This takes us to more than BB_{w^2 + 7}(~50 + 50+ * 240+) final damage, where ~50 is how many times we can use Sphinx of Enlightenment with full effectiveness, 50+ is how we many cards we can put into our library, and 240+ is how many different creature types we can save for Floating-Dream Zubera.
If the opponent can't have mana at all we also can't use Channel for the start. The opponent can cast it from a donated Spellweaver Helix since that one triggers when either player casts spells
Under those conditions I can't think of a start at all right now.
To free up a card in hand after Worldpurge replace Lab Rats with Chatter of the Squirrel. We might still need to use the other card slot for a pseudo hand extension like You Meet in a Tavern. But my current count of cards we need to have in hand comes to exactly 7, so it seems like we can dodge that. Still needs a closer look though.
Checking over the list for abilities the opponent could activate to interupt the computation I found The Scarab God. It doesn't require haste, can target a creature in any graveyard and the opponent can get the mana from Wastes dropped into play with Show and Tell, producing blue and black thanks to a donated Prismatic Omen. So that is a problem.
I guess the obvious fix for the The Scarab God is to get rid of Prismatic Omen, although that requires a new method to recover after a Worldpurge with forced expenditure.
With the Brightstone Ritual technology we can actually move away from using green mana to scale up after a busy beaver calculation. That frees up green for the stage with Elvish Spirit Guide and Temur Sabertooth. That also gets rid of a lot of land managing cards
Without a landcycling we only have the usual 1 extra mana after Worldpurge which we have to spend on Acorn Harvest.
Catching back up to "current progress" amounts of creatures/mana/artifacts with Brightstone Ritual can't be done after every hyperstage transition, because that would require resolving Worldfire every time to recover it, messing with the life for the hyperstage.
But I think we can just skip using it in any substage where we are not planning to put a new hyperstage transition on the stack again. Preserve those Sea Gate Stormcaller triggers until we actually need them.
We'd need to play two copies: one for catching up to the busy beaver calculation and one to catch back up again after resolving down to the deepest hyperstage substage. And since we play no natural goblins we make that second one a Battle Hymn. Interestingly for that use case it gets its scaling from Stormcaller copies, instead of the number of creatures.
Edit2: We'd rather not deal with Alpine Guides leave the battlefield ability, so we should probably use Wood Elves and approriate Forest Duals. Note that those need to enter tapped to avoid producing extra green.
Edit3: That switch I described in Edit1 doesn't work since we need to drop the lifegain lands between Worldfire and Worldpurge. I somehow managed to forget that again ^^
Show and tell is probably the only way to get started with so few cards left in the deck.
We need to put in something like Copper Gnomes, and leave an activation of those on the stack to get Vedalken Orrery into play. A similar line of play should then still work.
I don't think Leyline of Anticipation is safe for the computations after all. When we start a computation with enchantments not animated, then March of the Machines will stay in play and the Coat of Arms will soon die. IF we do nothing. But with Leyline in play we can do stuff, like animating and bouncing the March of the Machines to make sure the computation can go on forever after all.
The idea of dropping lands into play between Decree of Annihilation and Worldpurge can still work without the Leyline, if we use Show and Tell for that job. We can't save our entire hand with Wormfang Behemoth anymore, but we should be able to find a way to work around that.
We can drop all the Envelops and counter the Flash of Defiances via Douse.
EDIT:
I found an insidious infite with Artificial Evolution for the "recycle instants via Sweeper" approach. The idea is to keep the text change from a resolved Artificial Evolution through the sweeper by hiding it on the stack, recycle the Artificial Evolution, and build an infinite loop setup with the Artificial Evolution in hand:
1. Put Xathrid Necromancer and Dralnu's Crusade on the stack.
2. Cast Artificial Evolution, resolve it and some copies to change the text of the Xathrid Necromancer on the stack (Zombies to Humans) and of the Dralnu's Crusade on the stack (Zombies to Wizards, Goblins to Zombies)
3. Resolve the Decree of Annihilation and get Artificial Evolution back to the hand.
4. Resolve the text changed Xathrid Necromancer and Dralnu's Crusade.
5. Create N tokens that are copies of Xathrid Necromancer. Text change effect is not copied, so these are normal.
6. Make sure the input is not horrible and start a computation (Arcbond on some of the necromancers).
We have effectivly set up the non-halting waterfall program
? 2 2
1 1 N
2 0 0
A human token keeps dying and from that we create a replacement human and N zombies every time. The zombies are also wizards, so the necromancers will stay alive. We can interrupt that loop at anytime with Artificial Evolution by changing the type of an arcbonded necromander to not be a wizard anymore.
I can think of a few different ways to avoid that infinite:
First Approach: Scrap the recycling instants plan. Once Artificial Evolution is resolved it gets to the graveyard and stays there forever. Very safe, but we also don't know a way to build a hyperstage like that yet.
Second Approach: Still recycle Arcbond with a sweeper, but use Sunforger to cast it out of the library, without being able to cast Artificial Evolution again. The required text changes can be done by keeping it on the stack and using Izzet Guildmage. Few changes to the deck, but problem here is that we are trying to force Artificial Evolution to get stuck in graveyard/exile/library. But any card draw past the inital casting and sweeper would allow us to get it out of the library. The existence of a start that wouldn't allow any draws later seems dubious.
Thrid Approach: Try to make step 5 of the setup above impossible. Soul Separator can only create Xathrid Necromancer tokens when the original is in the graveyard, where it can't have the text change effect. Fractured Identity is another token copy creator that ensures the original is no longer on the battlefield, so cant have text changes. If we use those to get our copies barely any changes to the deck would be needed, but we'd keep the ability to have Artificial Evolution in our hand while some text changed permanents are around. So there is some risk of undiscovered infinites.
I favor the third approach. When we have Artificial Evolution in hand we can either have 1 text changed Xathrid Necromancer in play, or multiple normal ones. Importantly, all necromancers that are in play are the same, and I suspect that is enough to prevent infinite loops, regardless of any text changes to Dralnu's Crusade. But I haven't proven that to my own satisfaction yet.
Decklist with the changes so far:
2 Opalescence
3 Mirrormade
4 Vedalken Orrery
5 Mirror of Fate
6 Millstone
7 Emblem of the Warmind
8 Coat of Arms
9 Xathrid Necromancer
10 Dralnu's Crusade
11 Arcbond
12 Arcbond
13 Hunted Phantasm
14 Fractured Identity
15 Chromeshell Crab
16 Artificial Evolution
17 Sea Gate Stormcaller
18 Chameleon Blur
20 Goblin Boom Keg
21 March of the Machines
22 Deploy to the Front
23 Circle of Dreams Druid
24 Cogwork Assembler
25 Bloodbond March
26 Soul Separator
27 Soulsworn Jury
28 Avid Reclaimer
29 Illusionist's Bracers
30 Leonin Shikari
31 Invader Parasite
32 Firebrand Ranger
33 Aegis Automaton
34 Shoreline Ranger
35 Island
36 Pulse of Llanowar
38 Decree of Annihilation
39 Worldpurge
40 Flash of Defiance
41 Flash of Defiance
42 Radiant Fountain
43 Akoum Refuge
44 Show and Tell
45 Show and Tell
46 Copper Gnomes
47 Lab Rats
48 Panharmonicon
49 Spellweaver Helix
50 Wormfang Behemoth
51 Master Skald
52 Douse
53 Wild Research
54 Mana Crypt
Only 6 slots free to get a start, but we can already cast Show and Tell from our starting hand.
Looking at ways to slim down the deck, haven't found anything yet. I guess Deploy to the front is necessary to update our creature count to the computation's output. What is the reason we need both Soul Separator and Fractured Identity?
I suppose we need Master Skald, since 7 cards doesn't look like enough to recover all our stuff after a Worldpurge
I was wondering if Illusionist's Bracers + Leonin Shikari could be replaced by Rings of Brighthearth, but I suppose we can't allow Shoreline Ranger's ability to get copies.
Looking at layers, maybe we can get like 4 with:
Exquisite Blood
Stream of Life
Sylvan Echoes
Sentry Oak
At the betinning of combat, we clash a bunch of times because of Sentry Oak; Each clash triggers a bunch of card draws; each time we draw a card, we can draw Stream of Life, which can gain the opponent a lot of life; we can then ding the opponent a little bit with Goblin Boom Keg, gaining us a lot of life via Exquisite Blood.
That leaves us two cards to get started. Maybe Words of Wisdom or Sphinx of Enlightenment plus Consecrated Sphinx?
Edit: Oh, Exquisite Blood can be given to the opponent. I figure there is probably some way to get one layer going from opponent's life to our life, though.
Edit: We could replace Exquisite Blood with Inferno Jet plus Tamanoa, but that would leave us with just one card to get started, unless we can slim the deck down. But, we could go
Tamanoa
Inferno Jet
Stream of Life
Consecrated Sphinx
Sphinx of Enlightenment
Edit: Actually we can get started with just Sphinx of Enlightenment, so we can go back to the Sentry Oak / Sylvan Echoes version.
Edit: I thought that we could add a layer by replacing Consecrated Sphinx with Underworld Dreams plus Curiosity, but Curiosity can be enchanted on an opponent's Arcbonded creature, and we can draw cards with a short computation, allowing us to cast Stream of Life to bump up both players' life totals.
Edit: I think Multiple Choice allows us to add another layer.
Edit: We can cut two cards, while getting the same number of layers:
Multiple Choice
Night Dealings
Horizon Chimera
Enlightened Sphinx
I'm not quite sure what to do with the extra two cards though. The only thing I can think of to add a layer is Tolarian Kraken + Essence Bottle + Winding Constrictor, which takes us a card over.
Edit: Oh, Horizon Chimera has flash. We can replace it with Shabraz, the Skyshark, but we have to add Mirror Gallery as well.
So, first attempt:
2 Opalescence
3 Mirrormade
4 Vedalken Orrery
5 Mirror of Fate
6 Millstone
7 Coat of Arms
8 Xathrid Necromancer
9 Dralnu's Crusade
10 Arcbond
11 Arcbond
12 Hunted Phantasm
13 Chromeshell Crab
14 Artificial Evolution
15 Sea Gate Stormcaller
16 Chameleon Blur
18 Goblin Boom Keg
19 March of the Machines
20 Deploy to the Front
21 Circle of Dreams Druid
22 Cogwork Assembler
23 Bloodbond March
24 Soul Separator
25 Soulsworn Jury
26 Avid Reclaimer
27 Illusionist's Bracers
28 Leonin Shikari
29 Nephalia Smuggler
30 Bone Shredder
31 Together Forever
32 Mimic Vat
34 Decree of Annihilation
35 Reckless Charge
36 Reckless Charge
37 Mountain
38 Panharmonicon
39 Spellweaver Helix
40 Master Skald
41 Titania, Protector of Argoth
42 Douse
43 Wild Research
If this is anywhere close to working, it looks like it haa a lot more space, both in terms of card slots and resource space.
The idea is that it works pretty much like the previous version, except instead of using a landcycler to produce a colored mana stage, we use Nephalia Smuggler combined with Bone Shredder to produce a stage based on Nephalia Smuggler tokens. At the top of the stage, we can do a hyperstage transition to go up to a higher stage, but at the cost of resources.
Could you be more specific about what you think is missing?
Also Desolation Giant and Bone Shredder can keep bouncing each other, possibly for profit. And I don't see a way to start a computation without the Giant. With Hellion Eruption we would have no way to regain creatures and flash between the computation and the Decree of Annihilation. I don't see how we would make any progress out of the computation output then.
I didn't have time to post yesterday, but I found some infinites in the Worldpurge deck. Hopefully I also fixed them. Some of them could apply to the alternate as well.
Cogwork Assembler goes infinite with Illusionist's Bracers and Mana Crypt. Equip some bracers, so that a single activation creates many mana crypt tokens, creating infinite mana.
My fix would be to use Mirrorworks to create artifact tokens. Those can never give net positive mana with manacrypt, so no danger from there. But we still need to be able to create artifact tokens by only spending mana, so add Master Transmuter to return artifacts to hand at will. She's an artifact creature, so if we run out of untapped tokens we can return her to hand and create more tokens as well. She can also replace Copper Gnomes as a way to drop Vedalken Orrery back into play after Worldpurge.
To activate the Transmuter we also need to add Mox Sapphire to turn some of the mana blue. We probably want one of those anyway for the start. We can't use an Island in the basic land slot, since it wouldn't tap for red when we need to cast Emblem of the Warmind after Worldpurge (enchantments are still out of play at that point.)
Speaking of Emblem of the Warmind. It goes infinite because we can give a copy to the opponent with Fractured Identity. Leading to hasty tappers and mana and interrupting a computation...
To fix that we can use Anger as undonatable haste source. Play a Forest for the basic land and use Prismatic Omen to enable Anger and let the forest produce all colors. After a Worldpurge we then need haste to generate enough mana to cast Omniscience. Haste is only turned on by casting Prismatic Omen, and the only way to generate the green mana for that is the forest. So it ends up tapped and doesn't generate excess white/red mana.
Soul Separator goes infinite with any way to turn our green mana into token copies of it: It can create a Circle of Dreams Druid token that then easily pays for getting a new Soul Separator copy. Even replacing Mirror of Fate with Riftsweeper in an attempt to make the exiled creature card a real cost doesn't help. The Soul Seperators can just create a Ristsweeper copy as well...
Fractured Identity is also able to copy our creatures, but that alone is not good enough for what we need. We can use Fractured Identity to create multiple Dralnu's Crusade tokens by putting multiple hyper stage transitions on the stack. We can't do the same for Xathrid Necromancer because after Fractured Identity exiles the original the only way to get it back is with Bloodbond March. But the last opportunity to put triggers for that on the stack was before putting the hyperstage transition there. We can't copy the Necromancer again before we have resolved a Worldpurge, killing the copy.
The Scarab God can replace Soul Separator. It also makes sure that the original Necromancer has no persisting text change effects when it creates a copy. The black mana cost is expensive enough to make sure it doesn't go infinite, but we can afford it when we build the computation setup.
A problem with creature copies being expensive is that we can't use Soulsworn Jury for all our creature countering. We can use Stronghold Biologist. I'm not really sure if that is good enough, particularly for that moment before we put a hyperstage transition on the stack and want Bloodbond March triggers for multiple different creatures. I'll look into that sequence more later.
Some good news as well: Fractured Identity creates copies on the opponents side, so we can cut Hunted Phantasm. We can give the opponent extra creature tokens without spending one hyperstage transition for every single one by killing humans on their side after they have a few Xathrid Necromancers.
For getting started, there are some good ideas in post #3861 Deedlit But the start might be harder than you think: Due to Worldpurge the opponents cards don't get stuck in their hand, so they can draw indefinitely. Stuff like Words of Wisdom and Consecrated Sphinx just goes infinite.
The trick with Multiple Choice not being able to draw itself is cool, but it doesn't work with the cycler Decree of Annihilation in the deck. We could probably use Worldfire instead. We don't need to recover our instants often, so we just skip it in those transitions where we are not at 1 life anyway. Of course that messes with the opponents life, which is one of the better ultimate limiters when using the opponents library isn't possible.
At the moment I have put Chameleon Blur into the deck to let both players survive computations. But that will require an additional card to ultimately deal the damage to the opponent. Is there a better option?
I suppose for Hellion Eruption, we can use Mana Echoes to get mana that lasts through the Decree of Annihilation. I guess that would require a way to save Coat of Arms, which we don't currently have a way to save when animated if I recall correctly.
Actually, it is probably better to just use Death Pit Offering instead.
Hmm, what advantage does Stronghold Biologist have over Soulsworn Jury, if we don't have a way to untap it? It seems like the Biologist gets spent when we tap it, same as if we sacrificed it.
Oh yeah, we can't use the opponent's library to restrict us then. I guess Floating-Dream Zubera could get us a layer more than Sphinx of Enlightenment would have, if combined with Harmonic Prodigy. But, getting off the ground may be difficult.
I can't think of a way to deal with both players living using just one slot at the moment. Previously, we were able to get a lifelinked creature like K'rrik, Son of Yawgmoth without having to spend an additional slot for it, and then we could save ourselves using Safe Passage or the like.
Edit: Oh, and I think the Cogwork Assembler can be handled by replacing Mana Crypt with Chrome Mox, but switching to Mirrorworks doesn't seem to cost any cards, so that's perfectly fine.
Edit: Hmm, Death Pit Offering can bounce itself. But, we can only bounce creatures that have a counter on them. The general plan is to play Together Forever, give counters to itself and whatever we want to bounce, and then use the next to ETB abilities of Bone Shredder to bounce those two things. But with Death Pit Offering, in the obvious infinite loop we can only save Together Forever and Death Pit Offering, killing off everything else. (It would kill off Omniscience for instance.) So it doesn't look like we can make hay off of this infinite.
Maybe that saves the Desolation Giant version as well? When Desolation Giant hits, we can only save Bone Shredder and Together Forever. This kills off all other creatures, including all Nephalia Smugglers. But maybe we just don't have Smugglers on the battlefield, or we have the original die and get imprinted on a Mimic Vat. This looks problematic, so I guess we stick with Death Pit Offering until we find a good reason not to.
Giving the deck another try:
2 Opalescence
3 Mirrormade
4 Vedalken Orrery
5 Mirror of Fate
6 Millstone
7 Coat of Arms
8 Xathrid Necromancer
9 Dralnu's Crusade
10 Arcbond
11 Arcbond
12 Fractured Identity
13 Artificial Evolution
14 Sea Gate Stormcaller
15 Chameleon Blur
16 Leyline of Punishment
18 Goblin Boom Keg
19 March of the Machines
20 Deploy to the Front
21 Circle of Dreams Druid
22 Mirrorworks
23 Master Transmuter
24 Mox Sapphire
25 Bloodbond March
26 The Scarab God
27 Soulsworn Jury
28 Soulsworn Jury
29 Illusionist's Bracers
30 Leonin Shikari
31 Nephalia Smuggler
32 Bone Shredder
33 Together Forever
34 Mimic Vat
36 Decree of Annihilation
37 Reckless Charge
38 Reckless Charge
39 Mountain
40 Swamp
41 Panharmonicon
42 Spellweaver Helix
43 Wormfang Behemoth
44 Titania, Protector of Argoth
45 Douse
46 Wild Research
Unfortunately, we can still bounce arbitrary creatures with Death Pit Offering at some expense, so I guess we don't get additional stages in this version as well. So no version right now shows promise of additional stages.
We can't use Death Pit Offering because it's a toughness boost for Goblin Boom Keg that we can take away after marking damage on it. Allowing us to start a computation at any time without clearing our side of the battlefield.
Stronghold Biologist has the advantage of not sacrificing himself, so we can bounce and replay him to counter the next spell.
Chrome Mox definitely produces too many colors of mana for the Worldpurge deck.
Edit: For the potential Desolation Giant -> Bone Shredder loop, don't forget that we have Panharmonicons as well, to get many counters and many bounces.
Or, we could just have something like Open the Vaults, along with some enhantment creature or artifact creature. Hmm, I think that could work.
The only activated abilities seem to be Nephalia Smuggler, Stronghold Biologist / Soulsworn Jury, and The Scarab God. So, as long as we restrict blue, it should be okay?
Edit: Giving another try:
2 Opalescence
3 Mirrormade
4 Vedalken Orrery
5 Mirror of Fate
6 Millstone
7 Coat of Arms
8 Xathrid Necromancer
9 Dralnu's Crusade
10 Arcbond
11 Arcbond
12 Fractured Identity
13 Artificial Evolution
14 Sea Gate Stormcaller
15 Chameleon Blur
16 Leyline of Punishment
18 Goblin Boom Keg
19 March of the Machines
20 Mirrorworks
21 Master Transmuter
22 Mox Sapphire
23 Bloodbond March
24 The Scarab God
25 Stronghold Biologist
26 Illusionist's Bracers
27 Leonin Shikari
28 Nephalia Smuggler
29 Bone Shredder
30 Together Forever
31 Mimic Vat
33 Decree of Annihilation
34 Open the Vaults
35 Reckless Charge
36 Reckless Charge
37 Mountain
38 Swamp
39 Mana Echoes
40 Panharmonicon
41 Spellweaver Helix
42 Wormfang Behemoth
43 Titania, Protector of Argoth
44 Douse
45 Wild Research
Edit: So, previously the idea of using Cowardice combined with our recycling instants idea didn't work, because we could hold on to the instants and target things further down the hyperstage. But, what if we cast the instants immediately, via Spellweaver Volute? With a single Arcbond, we could cast one when the flashback spell is cast, and one when the triggered spells are cast. We have to make sure that we can't get multiple activations by destroying multiple Volutes after triggering them.
Oh, but we can choose not to cast the sweeper spell I guess. So that doesn't work.
Edit: Rings of Brighthearth would allow Rime Tender to untap both itself and Snow-Covered Island at the cost of 2 generic mana, but unfortunately Rings of Brighthearth doesn't play nice with Mimic Vat.
Edit: I think Patron of the Orochi or High Tide will allow us to get a lot of blue mana from a single token, so I think would be enough to get through the stage.
Edit: So, we go with:
2 Opalescence
3 Vedalken Orrery
4 Mirror of Fate
5 Millstone
6 Coat of Arms
7 Xathrid Necromancer
8 Dralnu's Crusade
9 Arcbond
10 Arcbond
11 Fractured Identity
12 Artificial Evolution
13 Sea Gate Stormcaller
14 Chameleon Blur
15 Leyline of Punishment
17 Goblin Boom Keg
18 March of the Machines
19 Mirrorworks
20 Master Transmuter
21 Bloodbond March
22 The Scarab God
23 Stronghold Biologist
24 Stronghold Biologist
25 Snow-Covered Island
26 Rime Tender
27 High Tide
28 Nephalia Smuggler
29 Bone Shredder
30 Together Forever
31 Mimic Vat
32 Psychic Battle
34 Decree of Annihilation
35 Open the Vaults
36 Reckless Charge
37 Reckless Charge
38 Mountain
39 Swamp
40 Mana Echoes
41 Panharmonicon
42 Spellweaver Helix
43 Wormfang Behemoth
44 Titania, Protector of Argoth
45 Douse
46 Wild Research
Edit: Incorporating the changes to Iijil's deck that Iijil went over in the previous post, I get:
2 Opalescence
3 Mirrormade
4 Vedalken Orrery
5 Mirror of Fate
6 Millstone
7 Anger
8 Coat of Arms
9 Xathrid Necromancer
10 Dralnu's Crusade
11 Arcbond
12 Arcbond
13 Fractured Identity
14 Chromeshell Crab
15 Artificial Evolution
16 Sea Gate Stormcaller
17 Chameleon Blur
18 Leyline of Punishment
19 Desolation Giant
20 Goblin Boom Keg
21 March of the Machines
23 Circle of Dreams Druid
24 Mirrorworks
25 Master Transmuter
26 Mox Sapphire
27 Bloodbond March
28 The Scarab God
29 Stronghold Biologist
30 Illusionist's Bracers
31 Leonin Shikari
32 Invader Parasite
33 Firebrand Ranger
34 Aegis Automaton
35 Elvish Aberration
36 Forest
37 Prismatic Omen
38 Hidden Strings
39 Worldfire
40 Worldpurge
41 Flash of Defiance
42 Flash of Defiance
43 Radiant Fountain
44 Akoum Refuge
46 Show and Tell
47 Lab Rats
48 Panharmonicon
49 Spellweaver Helix
50 Wormfang Behemoth
51 Master Skald
52 Douse
53 Wild Research
54 Mana Crypt
55 Channel
56 Prosperity
57 Stream of Life
58 Consecrated Sphinx
59 Harmonic Prodigy
60 Floating-Dream Zubera
This should get about BB_{w^2 + 4}(53 * 240+), where 240+ is the number of creature types that we can keep free of deaths of that type. The creature types seem only necessary in the computations, I think.
I was thinking it should be easy to beat this with the Nephalia Smuggler version, but it's actually not looking that easy. The problem is Decree of Annihilation, which messes up card-drawing cards like Multiple Choice. Replacing Decree of Annihilation with Worldfire messes up life, which is also bad. The Worldfire / Worldpurge configuration actually works out pretty good for the Worldpurge deck. Trying to switch to that setup in the Nephalia Smugger deck doesn't seem to work, since we were using Mana Echoes to obtain a benefit from Hellion Eruption starting a computation.
Edit: So for the Nephalia Smugger deck, a layer sequence could be
Tamanoa
Burning Fields
Underworld Dreams
Consecrated Sphinx
Harmonic Prodigy
Floating-Dream Zubera
Stunted Growth
leaving us 7 cards to get started with. Two of them could be Mana Crypt and Show and Tell, leaving us 5 cards to help out the start.
Edit: I guess there's no reason not to use Boon Reflection, for an extra two layers.
For the Worldpurge version we can't use Consecrated Sphinx at all, because Sphinxes can trigger of each other when one of them is donated.
Analyzing the waterfall computation setup in general I noticed that the proof that all tokens die at the same time relies on some stuff that is not necessarily true: damage per step, base toughness of the tokens and the toughness-boost a token gives to other tokens all being 1.
The base-toughness and toughness-boost being the same is obviously necessary. If a new token boosts the toughness of old tokens by 1, then 2 damage steps later the old tokens can all die, but the new token, being a 100/100 base with only 2 damage marked would easily survive.
There might be some tolerance for 1 vs. 2 toughness base, but in the current setups we easily get very high base toughness. All the Xathrid Necromancers that are waiting around for the token to die will boost it with Coat of Arms.
In the past discussions on this I could find (around page 97+) it was said we could just implement an equivalent program with everything multiplied. But trying to do so would increase the number of required Necromancers and thus the base toughness in a never ending race.
In particular the only way to increase the toughness-boost the tokens give to each other is to add more Coat of Arms copies, which due to the Necromancers also increases the base toughness by at least the same amount as it increases the toughness-boost. It's impossible to achieve equality.
The only fix for this problem is to use Xathrid Necromancers that don't share a creature type with the tokens they trigger from or create. Luckily there is a way to do this in the current decks:
We can create the Necromancers with a text-changed The Scarab God, that gives us a "copy, except it's a Spirit". We get a token with three different creature types in the text, that we can change to what we want independently.
Oh yeah, no Consecrated Sphinx. I guess we can replace the last 4 slots of the Worldpurge deck with
Night Dealings
Shabraz, the Skyshark
Harmonic Prodigy
Floating-Dream Zubera
and actually that deals more damage, up to BB_{w^2 + 5) (53 * 240+)
Nice fix for the Xathrid Necromancer problem!
We could perhaps go back to Cogwork Assembler, if we found some way to take advantage of the computation other than Mana Echoes. But I don't see how at the moment.
Edit: Possible ideas: Get rid of Opalescence, so that Mana Echoes can't be donated to the opponent. The main issue I see here is how to deal with March of the Machines not dying when a computation takes place.
Idea 2: Can Orvar, the All-Form help out with updating? I looked at buyback spells, but instants are bad, and the only targeting sorceries I could find could target creatures, which is bad with Mana Echoes.
Idea 3: Hmm, what about just replacing Mana Echoes with Battle Hymn? Obviously switching out the hyperstage resource with a different color of mana.
Idea 3 actually looks promising.
I think we can also cut Chromeshell Crab and make all donations via Fractured Identity. The tokens created by The Scarab God will have the modified creature type as a copyable value, so exiling a spirit Rotlung Reanimator with Fractured Identity will create another spirit Rotlung Reanimator on the opponents side.
The good thing about making all donations via Fractured Identity is that it gets rid of all the lingering text change effects that the Artificial Evolution made to permanents while they were on the stack. I'm still unsure if a single modified Dralnu's Crusade is enough to set up an infinite loop (see post #3858). But it doesn't matter now since if it was modified on the stack it will come to the battlefield under our control. If it's animated on computation start it dies right away, if not the computation can't go infinite because the Coat of Arms will die. Either way it can't help in an infinite loop.
Edit: Yeah, Battle Hymn should work to replace Mana Echoes, good idea
Wait, it only looks at creatures we control ourselves, so it needs some help. Deploy to the Front just switched decks?
So for the Mana Echoes to Battle Hymn idea, we also need to get rid of Show and Tell. But, we don't want to have [c}Black Lotus[/c], since we can make cheap copies of it with Mirrorworks. Decree of Annihilation will exile it from the graveyard, and Mirror of Fate will put it back into the library to be drawn again.
What is the best start we can manage with neither Show and Tell nor Black Lotus?
Edit: Brightstone Ritual should allow us to update without Deploy to the Front.
Using a very awkward start with 4 x Chancellor of the Tangle, I get:
2 Opalescence
3 Vedalken Orrery
4 Mirror of Fate
5 Millstone
6 Coat of Arms
7 Xathrid Necromancer
8 Dralnu's Crusade
9 Arcbond
10 Arcbond
11 Fractured Identity
12 Artificial Evolution
13 Sea Gate Stormcaller
14 Chameleon Blur
15 Leyline of Punishment
16 Hellion Eruption
17 Goblin Boom Keg
18 March of the Machines
19 Mirrorworks
20 Master Transmuter
22 The Scarab God
23 Stronghold Biologist
24 Stronghold Biologist
25 Mox Sapphire
26 Nephalia Smuggler
27 Bone Shredder
28 Together Forever
29 Mimic Vat
30 Psychic Battle
31 Mobilize
32 Decree of Annihilation
33 Chatter of the Squirrel
34 Chatter of the Squirrel
35 Forest
36 Swamp
37 Brightstone Ritual
38 Panharmonicon
39 Spellweaver Helix
40 Wormfang Behemoth
41 Titania, Protector of Argoth
42 Douse
43 Wild Research
45 Chancellor of the Tangle
46 Chancellor of the Tangle
47 Chacnellor of the Tangle
48 Channel
49 Genesis Wave
50 Prismatic Lens
51 Kinnan, Bonder Prodigy
52 Harmonic Prodigy
53 Tamanoa
54 Boon Reflection
55 Burning Flames
56 Underworld Dreams
57 Floating-Dream Zubera
58 Consecrated Sphinx
59 Sphinx of Enlightenment
This takes us to more than BB_{w^2 + 7}(~50 + 50+ * 240+) final damage, where ~50 is how many times we can use Sphinx of Enlightenment with full effectiveness, 50+ is how we many cards we can put into our library, and 240+ is how many different creature types we can save for Floating-Dream Zubera.
Under those conditions I can't think of a start at all right now.
For the Worldpurge deck, one of the extra card slots can be used on Mirror Gallery to gain those layers from Shabraz, the Sky Shark.
To free up a card in hand after Worldpurge replace Lab Rats with Chatter of the Squirrel. We might still need to use the other card slot for a pseudo hand extension like You Meet in a Tavern. But my current count of cards we need to have in hand comes to exactly 7, so it seems like we can dodge that. Still needs a closer look though.
We also need to replace Radiant Fountain with Kabira Crossroads since an untapped land could produce an extra white mana with Prismatic Omen.
The deck with those changes:
2 Opalescence
3 Mirrormade
4 Vedalken Orrery
5 Mirror of Fate
6 Millstone
7 Anger
8 Coat of Arms
9 Rotlung Reanimator
10 Dralnu's Crusade
11 Arcbond
12 Arcbond
13 Fractured Identity
14 Artificial Evolution
15 Sea Gate Stormcaller
16 Chameleon Blur
17 Leyline of Punishment
18 Desolation Giant
19 Goblin Boom Keg
20 March of the Machines
22 Mirrorworks
23 Master Transmuter
24 Mox Sapphire
25 Bloodbond March
26 The Scarab God
27 Stronghold Biologist
28 Illusionist's Bracers
29 Leonin Shikari
30 Invader Parasite
31 Firebrand Ranger
32 Aegis Automaton
33 Elvish Aberration
34 Forest
35 Prismatic Omen
36 Hidden Strings
37 Worldfire
38 Worldpurge
39 Flash of Defiance
40 Flash of Defiance
41 Kabira Crossroads
42 Akoum Refuge
44 Show and Tell
45 Chatter of the Squirrel
46 Panharmonicon
47 Spellweaver Helix
48 Wormfang Behemoth
49 Master Skald
50 Douse
51 Wild Research
52 Mana Crypt
53 Channel
54 Prosperity
55 Night Dealings
56 Shabraz, the Skyshark
57 Mirror Gallery
58 Harmonic Prodigy
59 Floating-Dream Zubera
Checking over the list for abilities the opponent could activate to interupt the computation I found The Scarab God. It doesn't require haste, can target a creature in any graveyard and the opponent can get the mana from Wastes dropped into play with Show and Tell, producing blue and black thanks to a donated Prismatic Omen. So that is a problem.
Shabraz can get many triggers through Harmonic Prodigy and Artificial Evolution, so it should be fine without Mirror Gallery.
I guess the obvious fix for the The Scarab God is to get rid of Prismatic Omen, although that requires a new method to recover after a Worldpurge with forced expenditure.
With the Brightstone Ritual technology we can actually move away from using green mana to scale up after a busy beaver calculation. That frees up green for the stage with Elvish Spirit Guide and Temur Sabertooth. That also gets rid of a lot of land managing cards
Without a landcycling we only have the usual 1 extra mana after Worldpurge which we have to spend on Acorn Harvest.
We can play a Badlands and regain haste after Worldpurge via Alpine Guide.
To get Omniscience mana we can play a Ardent Electromancer.
Catching back up to "current progress" amounts of creatures/mana/artifacts with Brightstone Ritual can't be done after every hyperstage transition, because that would require resolving Worldfire every time to recover it, messing with the life for the hyperstage.
But I think we can just skip using it in any substage where we are not planning to put a new hyperstage transition on the stack again. Preserve those Sea Gate Stormcaller triggers until we actually need them.
We'd need to play two copies: one for catching up to the busy beaver calculation and one to catch back up again after resolving down to the deepest hyperstage substage. And since we play no natural goblins we make that second one a Battle Hymn. Interestingly for that use case it gets its scaling from Stormcaller copies, instead of the number of creatures.
Hope everything works:
2 Opalescence
3 Mirrormade
4 Vedalken Orrery
5 Mirror of Fate
6 Millstone
7 Anger
8 Coat of Arms
9 Rotlung Reanimator
10 Dralnu's Crusade
11 Arcbond
12 Arcbond
13 Fractured Identity
14 Artificial Evolution
15 Sea Gate Stormcaller
16 Chameleon Blur
17 Leyline of Punishment
18 Desolation Giant
19 Goblin Boom Keg
20 March of the Machines
22 Mirrorworks
23 Master Transmuter
24 Mox Sapphire
25 Bloodbond March
26 The Scarab God
27 Stronghold Biologist
28 Illusionist's Bracers
29 Leonin Shikari
30 Temur Sabertooth
31 Elvish Spirit Guide
32 Taiga
33 Hidden Strings
34 Worldfire
35 Worldpurge
36 Acorn Harvest
37 Acorn Harvest
38 Radiant Fountain
39 Akoum Refuge
41 Show and Tell
42 Alpine Guide
43 Ardent Electromancer
44 Battle Hymn
45 Panharmonicon
46 Spellweaver Helix
47 Wormfang Behemoth
48 Master Skald
49 Badlands
50 Deathgrip
51 Wild Research
52 Mana Crypt
53 Channel
54 Prosperity
55 Night Dealings
56 Shabraz, the Skyshark
57 Harmonic Prodigy
58 Floating-Dream Zubera
Edit: I wanted to go into detail of how to use Ardent Electromancer with Harmonic Prodigy to generate mana for Omniscience, but then I realized that we need to exile Elvish Spirit Guide to get the green and need to resolve a Bloodbond March trigger to get it out of the graveyard/exile/library. That needs to come from the substage, so that already counts as the resource requirement. We are allowed to use the Show and Tell to drop the Omniscience. To do so we need to replace the second Show and Tell with Llanowar Scout. That should allow us to cut Ardent Electromancer.
Edit2: We'd rather not deal with Alpine Guides leave the battlefield ability, so we should probably use Wood Elves and approriate Forest Duals. Note that those need to enter tapped to avoid producing extra green.
Edit3: That switch I described in Edit1 doesn't work since we need to drop the lifegain lands between Worldfire and Worldpurge. I somehow managed to forget that again ^^