I'm giving this post a much needed overhaul and buffing up the content soon. 1/24/14
History
I figured since there was a French tournament that was won by an infect Rafiq list we should have a thread for discussing this type of deck. At first the player that won was keeping his list a secret, but after a while it was leaked. Before I had a copy of that tournament list I had drafted up a list based off of a discussion for the deck idea with Khymera from a while back. I've since updated it with some of the card choices in the tournament list and from community feedback. I try to keep up with current card options and update the list when I can.
Well, I guess we're doing this now. I think the 90% Phyrexian NPH is going to take at least 10 slots in this deck, making testing a list now a little pointless, but may as well build it right if you're going to.
I'm not a huge fan of that list. It's too traditional; you've mostly just replaced Rafiq's usual creatures with infectors and added a few pump spells. In theory, a neo-infect build should be fast enough to take advantage of new classes of spells.
Most notably, I think you want to forget about most counterspells, and focus on counterspell blockers instead. This is because the answers we're concerned with are instant-speed spot removal (in response to a pump spell) and counterspells, in that order. Since we're trying to win very, very fast, we're not going to be able to hold mana up in any case.
Garruk and Venser don't do enough here (even with Venser's -1). Elspeth is good, Jace 2.0 would be okay.
The infectors look like about the best we can do for now. I wouldn't bother with Phyrexian Juggernaut though. Corpse Cur might be okay when we get some more next set. Priests of Norn and Tine Shrike might both be good enough.
There are some other creatures that should be in here. Even though we're infect, Cephalid Constable and Cold-Eyed Selkie are still absolutely brutal and synergistic with all our pump spells. One enhanced hit from either wins games, so play em.
The most important card you're missing is Grafted Exoskeleton, which should be paired with Stoneforge Mystic and Steelshaper's Gift. Our protection spells mitigate the drawback, and it makes Rafiq instantly lethal. It also lets Stoneforge Mystic act as a pseudo-infect creature and turns mana dorks deadly. I probably wouldn't play either of the Swords or Whispersilk Cloak here (too expensive, and SoFaF/Cloak block pump spells), but look at some cheaper equipment. Bonesplitter is okay. Livewire Lash is bonkers with all the pump.
I wouldn't be playing Signets or Rampant Growths here. Those are for decks whose real curve starts at 4. We're trying to win by then. Play some 1-mana elves and Mox Diamond instead. Even Lotus Petal and Elvish Spirit Guide will be good.
"Sluggish" is a not a word that should ever be associated with this deck. With a good hand, it's unquestionably the fastest aggro deck in the format. Our mission is to try to maximize the number of good hands. We're aiming to finish every game by turn 5 at the absolute latest.
Why should I play this deck?
If you love infect.
If you like focused strategies and turning critters sideways this is probably the deck for you.
If you want a deck that can still function without the commander.
If Bant Charm is your favorite spell in Commander.
Why shouldn't I play this deck?
If you like non-aggro strategies. Such as control, combo, stax.
If you want more than one way to win.
If you want your deck to rely more on your commander.
If you dislike these colors.
Is there more than one way to play with infect in Bant?
Infect critters + evasion/buffs/protection is the road to victory for my build. Commander damage is usually the fastest aggro strategy so with infect you're not only lowering that amount from 21 to 10, but the majority of your creatures basically do commander damage since the poison sticks around so you don't have to rely on your commander to do all of the work.
On the other hand, if you prefer lots of control it is possible to build this deck with few to zero pump effects. You typically just protect and control your way to victory with one infect critter turning sideways.
11/11/11
-1 Sylvan Might because +2/+2 for 2 mana just isn't enough. Typically we want a 1/1 infect critter to get +3/+3 from a spell as well as +1/+1 and Double Strike from Rafiq for the kill.
+1 Mystical Tutor for consistancy.
-1 Seaside Citadel because it has to come into play tapped, and we have nothing to ramp into it.
+1 Dryad Arbor comes in tapped, but it turns Green Sun's Zenith into turn 1 ramp.
Have you goldfished with it - does it indeed kill by turn 5 at the latest, even against a goldfish?
As for infect sources, I'd probably only run:
a) 2 mana infect creatures like blighted mamba
b) Inkmoth Nexus (must come down t2)
c) Grafted Exoskeleton (ideally comes down t4 on a t3 rafiq)
I'd cut the rest of the infect sources and focus on cheap tutoring for the above. Tutors that are relevant in this time frame:
By using faster tutors, you can drop some of the worse creatures and get more consistency. Note that most of the land tutors (except Crop Rotation) rely on acceleration to get Inkmoth on the board by t2, so they may not work as well.
Rafiq + Exoskel is obviously the most reliable way of killing by turn 5, since it requires no additional pump, so all ways of making that more consistent is good IMO.
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Sorry I have not goldfished with it yet. I just finished updating it this morning at work. I'll test it this week. I agree some of those creatures could be swapped out for tutors to make the deck more consistent.
Exoskeleton is not the only thing that helps rafiq kill in 1 swing. I'm about to get off work and head to my other job after a lunch break so I'll try to update the OP with a list of all the possible kills.
Nice work Omni, looks pretty consistent for the 5 turn goldfish
I wonder, if Lotus Petal is good in this deck, what about the early acceleration depletion lands like Remote Farm? Those three could probably work like petals 2-4. Also, more 1cc mana elves, no? Pilgrim, Hierarch and BoP are the best, but we're not choosy - green is fine. Llanowar, Fyndhorn and some others could probably go in. Dryad Arbor is another one since you're running GSZ.
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Nice work Omni, looks pretty consistent for the 5 turn goldfish
I wonder, if Lotus Petal is good in this deck, what about the early acceleration depletion lands like Remote Farm? Those three could probably work like petals 2-4. Also, more 1cc mana elves, no? Pilgrim, Hierarch and BoP are the best, but we're not choosy - green is fine. Llanowar, Fyndhorn and some others could probably go in. Dryad Arbor is another one since you're running GSZ.
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I'm guessing you gold fished it then?
I'm not to keen on lands that come into play tapped so I'd rather not run the depletion lands. However if we could find room for a couple of 1cc green mana elves I would be fine with that. The only 3 cards that I'm still considering as cuts are Cystbearer, Rot Wolf, and Viridian Corrupter. At least they're the only ones without testing the deck that I'd consider. However, I want to keep as many fast infecters as I can until I have a better feel for the deck. I took your suggestion for Dryad Arbor by cutting Seaside Citadel since I don't want lands coming into play tapped.
Also one other card that seems decent for this deck is Noxious Revival incase we need a card that got countered, destroyed, or just got wasted last turn due to fog or something.
Well thanks to Asimov I now have the actual list that won a recent French 1v1 tournament and I added it to the bottom of my OP.
So far I'm not sure I agree with some of the list. It's running 37 (corrected) lands with 9 mana ramp cards. Seems like it has enough ramp and could cut some lands for a few more spells. There is no Rancor and well I guess the rest of the deck has its merits.
Anyone else care to offer a critique of my version (untested) vs the French list (a tournament winner)?
I think that your list needs more creatures. His 34 vs your 22 is a big discrepency, and I think adding more would increase consistency. You dont want to lose to a removal heavy hand because you're left with a bunch of pump spells and nothing to use them on.
I think that your list needs more creatures. His 34 vs your 22 is a big discrepency, and I think adding more would increase consistency. You dont want to lose to a removal heavy hand because you're left with a bunch of pump spells and nothing to use them on.
22 + 2 tutors but yea still 10 short of his number of creatures. I could probably add some more infect creatures to the list but I don't want to throw in too many more. I can understand needing a certain amount to fall back on incase I'm up against removal heavy hands, but speed is still important here. I don't want to have a hand where its nothing but creatures and I fall short from slow damage.
I think creature quality is more important than quantity. You're essentially trying to beat the clock of Rafiq himself. Very few threats will do that. Why would you want something slower than that unless it serves a utility purpose?
Consistently winning by turn 5 is where this deck is at IMO. Whether you do it with infect or just Rafiq being über is unimportant, as long as every card choice supports your basic strategy. Also, as Khymera pointed out, cheap removal protection has merit. I'd sooner add stuff like Defense Grid, Grand Abolisher, Angelic Renewal etc. than overcosted infect creatures to combat a removal heavy hand.
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I'm currently working on the same kind of deck. I love UG Poison Stompy in Legacy, and I really feel like playing that kind of deck in Commander.
Both lists provided here look nice. The one provided by Asimov seems a bit stronger. But keep in mind that in French Commander, the opponent's commander may be put back to the command zone instead of library as a replacement effect (see Comprehensive Rules for French Commander (in French)).
Thus, I would run Grand Abolisher or proliferate spells such as Tezzeret's Gambit, instead of Condemn. What about Green Sun's Zenith ? It looks pretty nice to have the creature you want (Blighted Agent aka James Bond for example). I would play a Dryad Arbor to grab for a land at turn 1 if I dont have a 1 CCM creature to cast.
I'm currently working on the same kind of deck. I love UG Poison Stompy in Legacy, and I really feel like playing that kind of deck in Commander.
Both lists provided here look nice. The one provided by Asimov seems a bit stronger. But keep in mind that in French Commander, the opponent's commander may be put back to the command zone instead of library as a replacement effect (see Comprehensive Rules for French Commander (in French)).
Thus, I would run Grand Abolisher or proliferate spells such as Tezzeret's Gambit, instead of Condemn. What about Green Sun's Zenith ? It looks pretty nice to have the creature you want (Blighted Agent aka James Bond for example). I would play a Dryad Arbor to grab for a land at turn 1 if I dont have a 1 CCM creature to cast.
my bad about GSZ....
Indeed, I was talking about the French list. You may run costly spells that are pretty not needed, such as Triumph of the Hordes. Grafted Exoskeleton is exensive too and very slow. I would cut it. Runechanter's Pike is not that strong and you definitely need more creatures.
This is an extremely interesting deck to me. I've always wanted a blue deck that can abuse infect but all the good infect cards are green or black. And the ubg generals seem better for other strategies.
I made a list of my deck by card function and listed some cards multiple times as they have multiple functions. This will hopefully help in analyzing which cards are potential cuts and which are more crucial to the deck. I've noticed since I'm not running the typical sword package I'm lacking some color protection and other utility that my equipment tutors could go and get. At the moment my equipment tutors only get pumping equipment :(. While on the other hand I've noticed my creature tutors are extremely useful for the number of things they can potentially get.
I really need to get some testing done so I can comment further on each card choice, but I think this type of list will help in mentally building this deck.
skullclamp for teh win. makes your infectors draw outlets and can be attached to rafiq later on. I am also running this type of deck since omnidreamer posted it on his original rafiq thread. Some notable ommissions I can add, expedition map ---> tutors sejiri steppe for protection or soaring seacliff to fly. wargate can be also useful for this matter to get those evasion tactics, or get a pump instead with a seal of might. You might also consider whispersilk cloak, goes well with rancor(via wargate), evades and gives shroud. This on rafiq will give your opponent a headache.
Your worst problems will arise with creature control like olivia voldaren and/or mind control. I'm using arrest at the moment to stop blockers, but maybe the vow auras like vow of flightmight be useful both defensive and offensive but maybe a little higher on the mana curve
how do you think this deck would fare in a heavy control meta where you are allowed to send generals into a player's deck? i'm pretty new to edh and wanted to start with a decent 1v1 deck.
^ if your opponent gets a bad hand, then you're lucky. But if you get delayed on ramp and utilities, then good luck. This type of deck doesnt necessarily need Rafiq in the board to win, but it helps. Against heavy control, your best chance on winning is to finish your opponent as soon as possible, around t4, or less.
I'm going to try and playtest this deck some in the coming weeks to see if there are any changes I'd like to make.
At the moment the cards I'm considering as cuts are: Elvish Spirit Guide (only good early game) Lotus Petal (only good early game) Thrumming Bird (only good after my opponent has poison counters) Isochron Scepter (just seems better suited to control) Grafted Exoskeleton (too slow) Runechanter's Pike (as much as I love this card I'm not sure if 25 instants and sorceries is enough to make it relevant)
I tested the french tournament winning rafiq list on cockatrice yesterday. I really enjoyed it, but it felt a little too slow. However, I think it's an excellent starting point, and will be making adjustments to it.
These are all easy additions, I can promise you. The other cards are often either too slow (although Tine Shrike is fine for consistency's sake) or just don't do enough. Ancestral Vision is only good turn 1-2, and you want to be accelerating/playing threats on those turns. If your build isn't centered around killing as quickly as possible, I can see it, though. I actually just cut it because it was never good enough.
I played my list at our local 1v1 event on Sunday and blasted through everyone. Only difficult match was vs. Azusa who had Maze of Ith by turn 3 every game (plus Vesuva twice), but I still won through it; definitely made me think I might want to add another way to destroy Maze in the future, as right now I only have Strip Mine and Wasteland.
These are all easy additions, I can promise you. The other cards are often either too slow (although Tine Shrike is fine for consistency's sake) or just don't do enough. Ancestral Vision is only good turn 1-2, and you want to be accelerating/playing threats on those turns. If your build isn't centered around killing as quickly as possible, I can see it, though. I actually just cut it because it was never good enough.
I played my list at our local 1v1 event on Sunday and blasted through everyone. Only difficult match was vs. Azusa who had Maze of Ith by turn 3 every game (plus Vesuva twice), but I still won through it; definitely made me think I might want to add another way to destroy Maze in the future, as right now I only have Strip Mine and Wasteland.
I'll admit those are the easiest to include. However why do you think Crop Rotation for example is too slow or just doesn't do enough? I mean if I add it I'll be adding Sejiri Steppe as well for the instant speed protection, but with Crop Rotation you can also cast it at the end of your opponent's turn for Inkmoth Nexus to swing with next turn. Also it can get you that Strip Mine or Wasteland when you need it for Maze of Ith. At the very least it can help fix your colors.
Also, Aardvark, as a way to deal with troublesome lands besides what you're currently running. Have you considered any of the following: Temporal Spring Deals with just about anything for a turn and denies a new card draw. Boomerang Deals with just about anything for a turn. Ice Storm $$$ Expensive stone rain $25 - $30. Fallow Earth Similar but worse than Temporal Spring. Early Frost Practically a Time Walk on your opponent's upkeep or a way to keep problematic lands tapped before your alpha strike. Turnabout A little mana intense but versatile in what it can do. Tapped down problem lands or tap the blockers so you can swing through. In more unusual situations it can do other helpful things. Plow Under With the ramp we run in this kind of deck it should be no problem to cast this early in the game on turns 3 or 4.
I completely agree that Riding the Dilu Horse is glorious I just haven't brought myself to spend $75 on it. Not to say I haven't spent a fortune on EDH already. I have really wanted to get a copy so who knows I may actually purchase one in the near future. (*mulls over tax refund*)
EDIT: I'm also beginning to like the idea of running Temporal Isolation as an instant speed Pacifism and in rare cases as a combat trick to make an infector unblockable. Of course I would need a way to remove the aura before the damage step.
EDIT2: Has anyone considered running Steel Sabotage in their meta?
I'll admit those are the easiest to include. However why do you think Crop Rotation for example is too slow or just doesn't do enough? I mean if I add it I'll be adding Sejiri Steppe as well for the instant speed protection, but with Crop Rotation you can also cast it at the end of your opponent's turn for Inkmoth Nexus to swing with next turn. Also it can get you that Strip Mine or Wasteland when you need it for Maze of Ith. At the very least it can help fix your colors.
Because I am rarely looking for a specific land. The games vs. Azusa were definitely out of the norm in regards to dealing with Maze every time. I do not play Knight of the Reliquary (or Sejiri Steppe) because it was incredibly underwhelming for me when I had it in the list, as a 3 mana dude that typically did very little. Sejiri Steppe is fine and all, but is often going to be a blank, and CIPT.
Also, Aardvark, as a way to deal with troublesome lands besides what you're currently running. Have you considered any of the following: Temporal Spring Deals with just about anything for a turn and denies a new card draw.
Sorcery speed makes this a bit slow for my liking. It's similar to O-Ring, except O-Ring will typically get rid of the threat for more than a turn in 1v1. The big upside is that it does hit lands, so it's worth considering. But sorcery speed...ugh.
The mana cost and lack of action is way more problematic than the $ cost (you can typically get UL copies for $10, FYI). Only relevant vs. Maze effects, pretty much. Way too narrow.
Turnabout A little mana intense but versatile in what it can do. Tapped down problem lands or tap the blockers so you can swing through. In more unusual situations it can do other helpful things.
Sure, but in a deck like this, if you're in a position where tapping down their dudes is Plan A, you aren't in great position most of the time. I'd rather just have a removal or evasion spell.
I completely agree that Riding the Dilu Horse is glorious I just haven't brought myself to spend $75 on it. Not to say I haven't spent a fortune on EDH already. I have really wanted to get a copy so who knows I may actually purchase one in the near future. (*mulls over tax refund*)
I have had one since they were like $5, so that isn't an issue. The fact that it gives the bonus + Horsemanship *permanently* is amazing, even at 3 mana.
EDIT: I'm also beginning to like the idea of running Temporal Isolation as an instant speed Pacifism and in rare cases as a combat trick to make an infector unblockable. Of course I would need a way to remove the aura before the damage step.
It's a fine card, and you don't need to get too cute with hitting one of your guys with it.
Anyway, those are my thoughts. The cards you listed are either too narrow in applications, or don't really do anything to advance your plan. Yes, in some scenarios, Boomerang and its ilk can be effective one shot answers and sometimes win the game, but a lot of times you're going to end up using it as a tempo boost you didn't really want or need when you could be advancing your gameplan.
The list is now up-to-date with what I'm currently testing. The changes should allow for more consistency without having as many dead draws after turn 3.
I'm giving Temporal Spring a shot but I may end up removing it for something else not sure what though. Maybe Riding the Dilu Horse when I get my tax return.
Bounty of the Hunt and Wild Might are cards I'm also going to pay extra attention to. If they end up being dead cards more often than not then on to the chopping block they'll go.
Two cards that I'm interested in testing but haven't gotten around to it yet are: Snapcaster Mage can flashback so many things like Invigorate Phantasmal Image can remove annoying generals like Geist of Saint Traft and sometimes copy other useful creatures on the field.
As for infect sources, I'd probably only run:
a) 2 mana infect creatures like blighted mamba
b) Inkmoth Nexus (must come down t2)
c) Grafted Exoskeleton (ideally comes down t4 on a t3 rafiq)
I'd cut the rest of the infect sources and focus on cheap tutoring for the above. Tutors that are relevant in this time frame:
Wordly Tutor + Sylvan Tutor
Crop Rotation + Weathered Wayfarer + Expedition Map + Sylvan Scrying
Steelshapers Gift + Stoneforge Mystic
Mystic Tutor to find Steelshaper's Gift
By using faster tutors, you can drop some of the worse creatures and get more consistency. Note that most of the land tutors (except Crop Rotation) rely on acceleration to get Inkmoth on the board by t2, so they may not work as well.
Rafiq + Exoskel is obviously the most reliable way of killing by turn 5, since it requires no additional pump, so all ways of making that more consistent is good IMO.
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Exoskeleton is not the only thing that helps rafiq kill in 1 swing. I'm about to get off work and head to my other job after a lunch break so I'll try to update the OP with a list of all the possible kills.
I wonder, if Lotus Petal is good in this deck, what about the early acceleration depletion lands like Remote Farm? Those three could probably work like petals 2-4. Also, more 1cc mana elves, no? Pilgrim, Hierarch and BoP are the best, but we're not choosy - green is fine. Llanowar, Fyndhorn and some others could probably go in. Dryad Arbor is another one since you're running GSZ.
Harder, better, faster, stronger!
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I'm guessing you gold fished it then?
I'm not to keen on lands that come into play tapped so I'd rather not run the depletion lands. However if we could find room for a couple of 1cc green mana elves I would be fine with that. The only 3 cards that I'm still considering as cuts are Cystbearer, Rot Wolf, and Viridian Corrupter. At least they're the only ones without testing the deck that I'd consider. However, I want to keep as many fast infecters as I can until I have a better feel for the deck. I took your suggestion for Dryad Arbor by cutting Seaside Citadel since I don't want lands coming into play tapped.
Our acceleration currently consists of the following:
Avacyn's Pilgrim
Birds of Paradise
Elvish Spirit Guide
Noble Hierarch
Plague Myr if he got played on turn 1
Green Sun's Zenith grabbing Dryad Arbor turn 1
Utopia Sprawl
Chrome Mox
Lotus Petal
Mox Diamond
So I dunno if we need more or not.
Llanowar Elves, Fyndhorn Elves, Search for Tomorrow, and Gemstone Caverns are about the only other turn 1 options.
Also one other card that seems decent for this deck is Noxious Revival incase we need a card that got countered, destroyed, or just got wasted last turn due to fog or something.
So far I'm not sure I agree with some of the list. It's running 37 (corrected) lands with 9 mana ramp cards.
Seems like it has enough ramp and could cut some lands for a few more spells.There is no Rancor and well I guess the rest of the deck has its merits.Anyone else care to offer a critique of my version (untested) vs the French list (a tournament winner)?
Thanks, I don't know why I didn't count the total cards to make sure.
I corrected the list and my earlier post.
22 + 2 tutors but yea still 10 short of his number of creatures. I could probably add some more infect creatures to the list but I don't want to throw in too many more. I can understand needing a certain amount to fall back on incase I'm up against removal heavy hands, but speed is still important here. I don't want to have a hand where its nothing but creatures and I fall short from slow damage.
Here are the remaining infect creatures I would consider running:
Blightwidow
Core Prowler *
Corpse Cur *
Phyrexian Digester *
Phyrexian Hydra *
Phyrexian Juggernaut
Phyrexian Swarmlord
Priest of Norn *
Shriek Raptor
Spinebiter *
Tangle Angler
Tine Shrike *
* are the ones I would probably choose from first.
The non-infect creatures that I would consider from the french tournament list are:
Edric, Spymaster of Trest
Orhan Viper
Spellskite
Trygon Predator
and maybe Vedalken Heretic
I still need to get some testing done with my list before I make more hypothetical changes. So hopefully I can get some games in this weekend.
Consistently winning by turn 5 is where this deck is at IMO. Whether you do it with infect or just Rafiq being über is unimportant, as long as every card choice supports your basic strategy. Also, as Khymera pointed out, cheap removal protection has merit. I'd sooner add stuff like Defense Grid, Grand Abolisher, Angelic Renewal etc. than overcosted infect creatures to combat a removal heavy hand.
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Both lists provided here look nice. The one provided by Asimov seems a bit stronger. But keep in mind that in French Commander, the opponent's commander may be put back to the command zone instead of library as a replacement effect (see Comprehensive Rules for French Commander (in French)).
Thus, I would run Grand Abolisher or proliferate spells such as Tezzeret's Gambit, instead of Condemn. What about Green Sun's Zenith ? It looks pretty nice to have the creature you want (Blighted Agent aka James Bond for example). I would play a Dryad Arbor to grab for a land at turn 1 if I dont have a 1 CCM creature to cast.
Well I think your comments are aimed at the French deck list since I'm not running Condemn, but I am running Green Sun's Zenith. Also Green Sun's Zenith can't get you Blighted Agent since he is blue. It only gets green creatures and I am also running Dryad Arbor.
I agree about Tezzeret's Gambit though I should try to find a spot for that card in my list.
Indeed, I was talking about the French list. You may run costly spells that are pretty not needed, such as Triumph of the Hordes. Grafted Exoskeleton is exensive too and very slow. I would cut it. Runechanter's Pike is not that strong and you definitely need more creatures.
I really need to get some testing done so I can comment further on each card choice, but I think this type of list will help in mentally building this deck.
BRGrenzo, Dungeon Warden EDH
GAzusa, Always in a Rush EDH
GWUDerevi, Empyrial Warlord EDH
Trade thread on MOTL
Your worst problems will arise with creature control like olivia voldaren and/or mind control. I'm using arrest at the moment to stop blockers, but maybe the vow auras like vow of flightmight be useful both defensive and offensive but maybe a little higher on the mana curve
'Greatness, at any cost.'
Rafiq - Karador - Teferi - Momir Vig - Reaper King - Daretti
'Greatness, at any cost.'
Rafiq - Karador - Teferi - Momir Vig - Reaper King - Daretti
At the moment the cards I'm considering as cuts are:
Elvish Spirit Guide (only good early game)
Lotus Petal (only good early game)
Thrumming Bird (only good after my opponent has poison counters)
Isochron Scepter (just seems better suited to control)
Grafted Exoskeleton (too slow)
Runechanter's Pike (as much as I love this card I'm not sure if 25 instants and sorceries is enough to make it relevant)
Cards I'm most interested in testing:
Wild Might
Tine Shrike
Sword of Fire and Ice
Sword of Feast and Famine
Might of Oaks
Wargate
Crop Rotation
Bloom Tender
Mask of Memory
Skullclamp
Ancestral Vision
for the elvish spirit guide, You Can hang into it for bounty of the hunt or Chrome mox only if you run them .
'Greatness, at any cost.'
Rafiq - Karador - Teferi - Momir Vig - Reaper King - Daretti
My H/W list
These are all easy additions, I can promise you. The other cards are often either too slow (although Tine Shrike is fine for consistency's sake) or just don't do enough. Ancestral Vision is only good turn 1-2, and you want to be accelerating/playing threats on those turns. If your build isn't centered around killing as quickly as possible, I can see it, though. I actually just cut it because it was never good enough.
I played my list at our local 1v1 event on Sunday and blasted through everyone. Only difficult match was vs. Azusa who had Maze of Ith by turn 3 every game (plus Vesuva twice), but I still won through it; definitely made me think I might want to add another way to destroy Maze in the future, as right now I only have Strip Mine and Wasteland.
One more note: Riding the Dilu Horse is glorious.
I'll admit those are the easiest to include. However why do you think Crop Rotation for example is too slow or just doesn't do enough? I mean if I add it I'll be adding Sejiri Steppe as well for the instant speed protection, but with Crop Rotation you can also cast it at the end of your opponent's turn for Inkmoth Nexus to swing with next turn. Also it can get you that Strip Mine or Wasteland when you need it for Maze of Ith. At the very least it can help fix your colors.
Also, Aardvark, as a way to deal with troublesome lands besides what you're currently running. Have you considered any of the following:
Temporal Spring Deals with just about anything for a turn and denies a new card draw.
Boomerang Deals with just about anything for a turn.
Ice Storm $$$ Expensive stone rain $25 - $30.
Fallow Earth Similar but worse than Temporal Spring.
Early Frost Practically a Time Walk on your opponent's upkeep or a way to keep problematic lands tapped before your alpha strike.
Turnabout A little mana intense but versatile in what it can do. Tapped down problem lands or tap the blockers so you can swing through. In more unusual situations it can do other helpful things.
Plow Under With the ramp we run in this kind of deck it should be no problem to cast this early in the game on turns 3 or 4.
I completely agree that Riding the Dilu Horse is glorious I just haven't brought myself to spend $75 on it. Not to say I haven't spent a fortune on EDH already. I have really wanted to get a copy so who knows I may actually purchase one in the near future. (*mulls over tax refund*)
EDIT: I'm also beginning to like the idea of running Temporal Isolation as an instant speed Pacifism and in rare cases as a combat trick to make an infector unblockable. Of course I would need a way to remove the aura before the damage step.
EDIT2: Has anyone considered running Steel Sabotage in their meta?
Because I am rarely looking for a specific land. The games vs. Azusa were definitely out of the norm in regards to dealing with Maze every time. I do not play Knight of the Reliquary (or Sejiri Steppe) because it was incredibly underwhelming for me when I had it in the list, as a 3 mana dude that typically did very little. Sejiri Steppe is fine and all, but is often going to be a blank, and CIPT.
Sorcery speed makes this a bit slow for my liking. It's similar to O-Ring, except O-Ring will typically get rid of the threat for more than a turn in 1v1. The big upside is that it does hit lands, so it's worth considering. But sorcery speed...ugh.
Again, it can be useful, but it doesn't really *do* anything.
The mana cost and lack of action is way more problematic than the $ cost (you can typically get UL copies for $10, FYI). Only relevant vs. Maze effects, pretty much. Way too narrow.
Pretty much what you said.
Again, too narrow.
Sure, but in a deck like this, if you're in a position where tapping down their dudes is Plan A, you aren't in great position most of the time. I'd rather just have a removal or evasion spell.
Too narrow, and much easier to get out from underneath in this format.
I have had one since they were like $5, so that isn't an issue. The fact that it gives the bonus + Horsemanship *permanently* is amazing, even at 3 mana.
It's a fine card, and you don't need to get too cute with hitting one of your guys with it.
Anyway, those are my thoughts. The cards you listed are either too narrow in applications, or don't really do anything to advance your plan. Yes, in some scenarios, Boomerang and its ilk can be effective one shot answers and sometimes win the game, but a lot of times you're going to end up using it as a tempo boost you didn't really want or need when you could be advancing your gameplan.
-1 Elvish Spirit Guide
+1 Bloom Tender
-1 Lotus Petal
+1 Llanowar Elves
-1 Cystbearer
+1 Tine Shrike
-1 Utopia Sprawl
+1 Noxious Revival
-1 Abeyance
+1 Delay
-1 Orim's Chant
+1 Predator's Strike
-1 Silence
+1 Wild Might
-1 Isochron Scepter
+1 Temporal Spring
-1 Grafted Exoskeleton
+1 Sword of Feast and Famine
-1 Stonewood Invocation
+1 Sword of Fire and Ice
-1 Thrummingbird
+1 Skullclamp
-1 Runechanter's Pike
+1 Umezawa's Jitte
-1 Gemstone Mine
+1 Hinterland Harbor
-1 Adarkar Wastes
+1 Sunpetal Grove
-1 Brushland
+1 Horizon Canopy
-1 Yavimaya Coast
+1 Razorverge Thicket
-1 Mystic Gate
+1 Forest
I'm giving Temporal Spring a shot but I may end up removing it for something else not sure what though. Maybe Riding the Dilu Horse when I get my tax return.
Bounty of the Hunt and Wild Might are cards I'm also going to pay extra attention to. If they end up being dead cards more often than not then on to the chopping block they'll go.
Two cards that I'm interested in testing but haven't gotten around to it yet are:
Snapcaster Mage can flashback so many things like Invigorate
Phantasmal Image can remove annoying generals like Geist of Saint Traft and sometimes copy other useful creatures on the field.