I would play Lion's Eye Diamond and Kozilek. That way once you have Dakmor combo online, you can just go through your entire deck infinite times and do whatever you want with the mana. Makes it so you don't have to play bad cards like Dread Return if you don't want to
I have to agree here. Since you don't have a Lion's Eye Diamond, you could just substitute a Lotus Petal instead (which should probably be in here, anyway).
Your win condition could be literally anything at that point, and it would only take 1 dedicated slot instead of the awkward 7 do-nothings of your current Dread Return combo. Maybe Bitter Ordeal like the link you posted? Or heck, don't add anything, just win with the Jarad, Lich Lord you already have. Or make Ulamog, the Infinite Gyre your titan of choice, nuke the world, and attack with arbitrarily large Wild Mongrels, etc.
This does run into the Four Horsemen "problem", but it's only a problem in a tournament setting with a 3-games-in-50-minutes time limit. At the Commander table, if anyone has an answer, you will probably see it once you present the combo, or everyone will admit defeat.
So I'm not sure if I'll be adding anything new, but here's a link to the build I've been playing (based around my paper collection, so some great cards are missing due to budget).
It's mainly a value / rock style deck, and I sometimes play with more discard such as Gibbering Descent and the like. It's main kill is a bit frail with Worm Harvest, but it synergizes well. The secondary kill condition is 4-horsemen looping into Dakmor Salvage and Skirge Familiar to get a lethal Maga.
I'll glance over your list for ideas, and I like that people are finding lots of ways to use gitrog. If I were to build a paper list for my meta, it would be a lot more of simply Crucible + land drop value builds, seeing as I actually like my friends.
This list is to see how crazy evilly consistent I can make this monster.
Any ideas what card types you want to see get cut? I'm curious as to how important the draw is and if they kind of end up as "dead" cards once you're rolling. I guess the better question is, how much mana can you spare while assembling/milling for combos? Also, when you say disruption, do you mean just discard? I feel like Nature's Claim will be good for the pesky enchantments that can keep commander in its zone.
How much mana can be made is a big question. A lot of times, the answer will be 0, while in yet others, the answer could be "a whole heck of a lot."
Soul of Innistrad is an interesting option for that, although my preference will still actually lie to Krosan Reclamation for that. Flash it back, pitch 2 lands to redraw, and it serves as a safety valve as well. That said, Soul's ability being instant speed, and not a spell to be countered, could have a lot going for it.
The discard is simply an idea i've latched on to from competitive decks I've seen, to protect the combo and remove any preventative (counterspell/removal) measures that opponents may have.
Removal is equally important, to get rid of existing grave hate (tormod's crypt) as well as some amount of stopping other combos will be needed. That's why I have some options listed, but until the combo card slot requirements are known, how many free slots for disruption is unknown, and honestly, will depend somewhat per meta.
For now, I'm trying to solve the goldfish, then add in the disruption from there.
Since we are going graveyard, we should include the original 4-horsemen combo. It is absolutely bonkers/broken with Gitrog.
I'm trying to specifically avoid running into the 4 horseman loop issues. That said, the mill combos of the deck could easily be added. I'll keep the mesmeric orb combos in mind.
And a few thoughts:
I'd definitely make room for some discard and removal. I like Thoughtseize, Inquisition, and Nature's Claim which you have listed. I'd also recommend Abrupt Decay and maybe Beast Within as more flexible removal options. Insidious Dreams seems worse than permanent discard outlets since you can play those before you cast your commander. Dosan the Falling Leaf is also risky against combo unless you cast it the turn you go off.
Land to search for: Dakmor Salvage, mostly. The issue with crop rotation is that I don't want it in play, I want it in hand or grave. There are a few ways to sac it, but it's more complicated. Alternate use would be to grab urborg, so that all our lands can be sacced, but that's minor. Realms Uncharted is great, because it gives us a lot of discard fodder.
Necropotence - You raise up a good point. The purpose of Necropotence is to help draw into the combo, but you raise a valid point as to the exile risk. That said, Necro is still a triggered ability, as is gitrog, so you can order them as needed to (partially) avoid that issue. Dredged cards will have no impact. If combo cards are drawn though (through, say, dakmor dredging lands), ehich should be a low risk (you can replace those draws with the other dredgers, if needed, to prevent any actual draws), then you stall out for a turn since dread return is a sorcery. A less than small inconvenience, but not breaking. Necro has moved up in the 'replacable cards' list.
There are a lot of discard and removal options that should come into the deck. Until I test the deck, using an online tool, there isn't really a set number of slots that I know I need or not. That makes it hard to evaluate, and why I haven't added them in yet.
Insidious dreams is just there primarily as a tutor. It's my least liked one, especially at 4 cost.
I would play Lion's Eye Diamond and Kozilek. That way once you have Dakmor combo online, you can just go through your entire deck infinite times and do whatever you want with the mana. Makes it so you don't have to play bad cards like Dread Return if you don't want to
I have to agree here. Since you don't have a Lion's Eye Diamond, you could just substitute a Lotus Petal instead (which should probably be in here, anyway).
Your win condition could be literally anything at that point, and it would only take 1 dedicated slot instead of the awkward 7 do-nothings of your current Dread Return combo. Maybe Bitter Ordeal like the link you posted? Or heck, don't add anything, just win with the Jarad, Lich Lord you already have. Or make Ulamog, the Infinite Gyre your titan of choice, nuke the world, and attack with arbitrarily large Wild Mongrels, etc.
This does run into the Four Horsemen "problem", but it's only a problem in a tournament setting with a 3-games-in-50-minutes time limit. At the Commander table, if anyone has an answer, you will probably see it once you present the combo, or everyone will admit defeat.
Lotus Petal is probably a worthwhile add, and I'm considering Gemstone Caverns as well, since we're going for broken speed mode.
That said, while Titan loop definitely takes the least amount of card slots, my own personal preference is to avoid 4 Horseman style situations. While tournament legality is, I suppose, not a concern, I'd like to keep my list to those standards, since it's a thought exercise to that mentality in the first place. It doesn't do to build a deck that's supposed to win super fast and consistently in a competitive area, if while your building it, you make it unable to actually work in that competitive area, due to silly things like slow play rules.
Bitter Ordeal doesn't work because Gravestorm counts permanents and not permanent cards.
But aren't you playing and sacrificing the hypothetical Lotus Petal along the way?
Theoretically that would work with the Titan loop and then simply praying you draw it during your whole gitrog loop. You'll get there eventually, but I'm calling 4 horseman on that one. Except even far worse.
So this is what I'm looking at right now as a more stax oriented build. I'm not too sure if stuff like Grave Pact really works just because of the smallish creature count. One of the main combos is Doomwake Giant, Living Plane, and Dread Return. The turn you go infinite with the Dakmor Salvage, Skirge Familiar combo you can also blow up all of your opponents lands by casting Living Plane and then saccing three of your lands to flashback Dread Return targeting Doomwake Giant.
EDIT: Here's the result of my playtests - I never had to mulligan below a 7 card hand, (only mulled 2 hands, for the default 7). Though the last was tempting, I decided to keep it.
T5 - no extra mana.
t4 - skirge, all the mana. ~30+
t4 - no extra mana (skirge in hand, 1 extra land drop)
t4 - no mana
t3 - t1 chrome mox, swamp, bird - t2 wild mongel, tranquil thicket, t3 swamp, gitrog - discard stinkweed imp, land (no cards in hand)
t4 - no extra mana, no lands in play (mana screwed into a Squandered resources for win)
t3 - t1 forest, elves deep shadow, t2, swamp, oona's prowler, fyndhorn elves, t3 forest, cabal ritual, Gitrog, Entomb Dakmor, draw trigger from entomb, dredge dakmor [no extra mana]
t4 - no mana
t4 - Necrotic Ooze, entomb Skirge familiar. Plenty of mana.
t4 - on no land hand, using mana crypt, elves of deep shadow, oona's Prowler, cabal ritual, and summoner's pact. The only land drawn (forest), was used to discard to fuel the draw chain.
It's important to note that the four-horseman style loop is a true infinite, not an unbounded loop. You can put an upper limit on the number of iterations required - "repeat this loop until I have 60k mana of every color." The problem with the four-horseman combo is that you require your end-state to be something that is randomized - a specific order of cards in your yard - and you can't say "within so-and-so iterations, I will have these cards in this order." Thus, the Kozilek loop is tournament-legal.
Has anyone noticed yet that a card like Vedalken Orrery lets you go off during your cleanup step without the need for a discard outlet? (Normally spells and abilities can't be played during cleanup, but if any abilities trigger as a result of discarding to hand size, a priority window is created, and after it's all over the cleanup step is repeated so you get to discard your Salvage to hand size again. Rule 514.3a.) Orrery is usually a good way for combo decks to get set up, preferable in that regard over one of the weaker discard outlets like Oona's Prowler, and getting to 8 cards in hand isn't that hard with this commander.
It's important to note that the four-horseman style loop is a true infinite, not an unbounded loop. You can put an upper limit on the number of iterations required - "repeat this loop until I have 60k mana of every color." The problem with the four-horseman combo is that you require your end-state to be something that is randomized - a specific order of cards in your yard - and you can't say "within so-and-so iterations, I will have these cards in this order." Thus, the Kozilek loop is tournament-legal.
Still isn't though. You can't give a description of what the game state is at the end of the loop. How many cards are in your graveyard? How many times did you have to shuffle your deck?
Has anyone noticed yet that a card like Vedalken Orrery lets you go off during your cleanup step without the need for a discard outlet? (Normally spells and abilities can't be played during cleanup, but if any abilities trigger as a result of discarding to hand size, a priority window is created, and after it's all over the cleanup step is repeated so you get to discard your Salvage to hand size again. Rule 514.3a.) Orrery is usually a good way for combo decks to get set up, preferable in that regard over one of the weaker discard outlets like Oona's Prowler, and getting to 8 cards in hand isn't that hard with this commander.
In my goldfishing, my handsize has started off quite low on the turn I go off. Still an interesting concept though.
===
Goldfishing via tappedout is still giving consistent t4/5 wins. The t5 wins are typically if I don't draw any early mana. Might need to add more mana dorks.
Still trying to figure out what kill to use on mtgo to test the slots for this as I'll time out / not want to tap shot 10000 times using just about any of the other ones hmm.
Still trying to figure out what kill to use on mtgo to test the slots for this as I'll time out / not want to tap shot 10000 times using just about any of the other ones hmm.
It would be pretty good if Gitrog were blue, yeah. Maybe some sort of Sidisi shell could work for it but I feel like at that point you don't need the toad?
Also I think we should be running Buried Alive. If you play it with Kermit out you can dump 2 dredge creatures like Golgari Grave-Troll and Stinkweed Imp along with the land Dryad Arbor (to trigger drawing a card with Kermit) into the GY to immediately put your entire library into the GY.
Edit: Or to combo way faster you play Buried Alive the turn before you play Kermit and put Jarad, Golgari Lich Lord and the two dredge creatures into the GY. Next turn play Kermit and use Jarad to start the dredge mechine.
Also I think we should be running Buried Alive. If you play it with Kermit out you can dump 2 dredge creatures like Golgari Grave-Troll and Stinkweed Imp along with the land Dryad Arbor (to trigger drawing a card with Kermit) into the GY to immediately put your entire library into the GY.
Edit: Or even better you play Buried Alive the turn before you play Kermit and put Jarad, Golgari Lich Lord and the two dredge creatures into the GY. Next turn play Kermit and use Jarad to start the dredge mechine.
My 3 tend to be the discard outlet, gitrog, and bloodghast. Sometimes the mana dorks come into play.
Dregscape Zombie might not be a bad addition for safety, if you need it.
This guy seems super nuts. The only downside is the grave hate it will incur, the same reasons I wound up dropping The Mimeoplasm
I know it seems a bit counterproductive, but with cards like Entomb in the deck, would it be smart to maybe throw in one of the
Eldrazi Titans to fight against GY removal?
Still trying to figure out what kill to use on mtgo to test the slots for this as I'll time out / not want to tap shot 10000 times using just about any of the other ones hmm.
I think best kill combo is the Phyrexian Delver variant; I've been getting pretty consistent T3 goldfishes (with the possibility of a T2) using it because I have fewer dead cards in the deck. Generally Dread Return is discard Outlet + Hypnotoad + Bloodghast, getting Bloodghast into play with Drownyard Temple if nothing else. In general this variant just needs three things to happen to win: 5 mana, a discard outlet on the board, and a dredger. Without the clunky cards I can add more Beast Withins, Nature's Claims, Abrupt Decays, etc. One pet card for multiplayer is Reverent Silence. I enjoy it and Snuff Out when I want to combo and disrupt without losing mana. Single-player you can also use targeted discard. Multiplayer, I would prefer to use Dosan/Xantid for protection and use spot removal to stop other combos if possible.
Is there a strong purpose for the creature tutor cards Sunmoner's Pact and Worldly Tutor? I don't see what they are tutoring for. Ooze?
In the testing I did with a few more land drops once I got Golgari Grave Troll in hand with toad on board it kind of just ended there. I totally acknowledge this isn't fool-proof and may not be statistically wise, but we still have a green discard outlet and another combo piece. I could see cutting both, but as of now the Pact seems pretty strong
I also want to point out that once you have a dakmor engine going you can dread return Skirge familar to make infinite black mana and then infinitely retrace syphon life for a win after infinitely Ravens criming away everyone's hand. This and Jared sacking an infinitely large wild mongrel have been my backup win conditions in case I cannot Mike and trike.
Non-combo plan is to set-up a loam or crucible chain and deplete everyone's hands with Ravens crime and their lands with wasteland, strip mine while drawing cards and dropping 5/3 elementals.
I am assuming the OP list is not up-to-date based on discussions here. I will try throwing together a list tonight. I will not be all-in combo, with a few more removal spells and recursion for grindier matchups.
I also want to point out that once you have a dakmor engine going you can dread return Skirge familar to make infinite black mana and then infinitely retrace syphon life for a win after infinitely Ravens criming away everyone's hand. This and Jared sacking an infinitely large wild mongrel have been my backup win conditions in case I cannot Mike and trike.
Non-combo plan is to set-up a loam or crucible chain and deplete everyone's hands with Ravens crime and their lands with wasteland, strip mine while drawing cards and dropping 5/3 elementals.
I think this is covered in the discussion about the four horseman loop. You cannot make infinite mana with Skirge unless you can infinitely reshuffle your graveyard since you cannot dredge with no cards left in your library. This requires you to use an Eldrazi, meaning that you cannot reliably tell when you have your retrace cards in the yard.
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Your win condition could be literally anything at that point, and it would only take 1 dedicated slot instead of the awkward 7 do-nothings of your current Dread Return combo. Maybe Bitter Ordeal like the link you posted? Or heck, don't add anything, just win with the Jarad, Lich Lord you already have. Or make Ulamog, the Infinite Gyre your titan of choice, nuke the world, and attack with arbitrarily large Wild Mongrels, etc.
This does run into the Four Horsemen "problem", but it's only a problem in a tournament setting with a 3-games-in-50-minutes time limit. At the Commander table, if anyone has an answer, you will probably see it once you present the combo, or everyone will admit defeat.
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This list is to see how crazy evilly consistent I can make this monster.
How much mana can be made is a big question. A lot of times, the answer will be 0, while in yet others, the answer could be "a whole heck of a lot."
Soul of Innistrad is an interesting option for that, although my preference will still actually lie to Krosan Reclamation for that. Flash it back, pitch 2 lands to redraw, and it serves as a safety valve as well. That said, Soul's ability being instant speed, and not a spell to be countered, could have a lot going for it.
The discard is simply an idea i've latched on to from competitive decks I've seen, to protect the combo and remove any preventative (counterspell/removal) measures that opponents may have.
Removal is equally important, to get rid of existing grave hate (tormod's crypt) as well as some amount of stopping other combos will be needed. That's why I have some options listed, but until the combo card slot requirements are known, how many free slots for disruption is unknown, and honestly, will depend somewhat per meta.
For now, I'm trying to solve the goldfish, then add in the disruption from there.
I'm trying to specifically avoid running into the 4 horseman loop issues. That said, the mill combos of the deck could easily be added. I'll keep the mesmeric orb combos in mind.
Land to search for: Dakmor Salvage, mostly. The issue with crop rotation is that I don't want it in play, I want it in hand or grave. There are a few ways to sac it, but it's more complicated. Alternate use would be to grab urborg, so that all our lands can be sacced, but that's minor. Realms Uncharted is great, because it gives us a lot of discard fodder.
Necropotence - You raise up a good point. The purpose of Necropotence is to help draw into the combo, but you raise a valid point as to the exile risk. That said, Necro is still a triggered ability, as is gitrog, so you can order them as needed to (partially) avoid that issue. Dredged cards will have no impact. If combo cards are drawn though (through, say, dakmor dredging lands), ehich should be a low risk (you can replace those draws with the other dredgers, if needed, to prevent any actual draws), then you stall out for a turn since dread return is a sorcery. A less than small inconvenience, but not breaking. Necro has moved up in the 'replacable cards' list.
There are a lot of discard and removal options that should come into the deck. Until I test the deck, using an online tool, there isn't really a set number of slots that I know I need or not. That makes it hard to evaluate, and why I haven't added them in yet.
Insidious dreams is just there primarily as a tutor. It's my least liked one, especially at 4 cost.
Lotus Petal is probably a worthwhile add, and I'm considering Gemstone Caverns as well, since we're going for broken speed mode.
That said, while Titan loop definitely takes the least amount of card slots, my own personal preference is to avoid 4 Horseman style situations. While tournament legality is, I suppose, not a concern, I'd like to keep my list to those standards, since it's a thought exercise to that mentality in the first place. It doesn't do to build a deck that's supposed to win super fast and consistently in a competitive area, if while your building it, you make it unable to actually work in that competitive area, due to silly things like slow play rules.
Theoretically that would work with the Titan loop and then simply praying you draw it during your whole gitrog loop. You'll get there eventually, but I'm calling 4 horseman on that one. Except even far worse.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
5 The Gitrog Monster
Land (40)
0 Barren Moor
0 Bojuka Bog
0 Cabal Coffers
0 Command Tower
0 Dakmor Salvage
0 Deserted Temple
0 Drownyard Temple
0 Evolving Wilds
4x Forest
0 Glacial Chasm
0 Golgari Guildgate
0 Golgari Rot Farm
0 Hissing Quagmire
0 Khalni Garden
0 Lake of the Dead
0 Myriad Landscape
0 Overgrown Tomb
0 Petrified Field
0 Polluted Mire
0 Rupture Spire
0 Slippery Karst
4x Swamp
0 Tainted Wood
0 Temple of Malady
0 Temple of the False God
0 Terramorphic Expanse
0 Tranquil Thicket
0 Transguild Promenade
0 Twilight Mire
0 Urborg, Tomb of Yawgmoth
0 Verdant Catacombs
0 Vivid Grove
0 Vivid Marsh
0 Woodland Cemetery
1 Birds of Paradise
1 Elves of Deep Shadow
1 Llanowar Elves
1 Elvish Mystic
1 Fyndhorn Elves
1 Sylvan Safekeeper
2 Hermit Druid
2 Lotleth Troll
2 Sakura-Tribe Elder
2 Satyr Wayfinder
2 Seeker of Skybreak
3 Eternal Witness
4 Jarad, Golgari Lich Lord
4 Stone-Seeder Hierophant
5 Doomwake Giant
5 Titania, Protector of Argoth
5 Skirge Familiar
5 Mazirek, Kraul Death Priest
9 Void Winnower
10 Kozilek, Butcher of Truth
15 Emrakul, the Aeons Torn
Instant (12)
1 Natural State
1 Nature's Claim
1 Noxious Revival
1 Entomb
1 Reclaim
1 Vampiric Tutor
1 Worldly Tutor
2 Constant Mists
2 Golgari Charm
2 Grisly Salvage
3 Putrefy
3 Realms Uncharted
5 Vraska the Unseen
Sorcery (14)
1 Cabal Therapy
1 Raven's Crime
2 Demonic Tutor
2 Life from the Loam
2 Mulch
2 Sylvan Scrying
2 Restore
2x Exsanguinate
3 Victimize
3 Yawgmoth's Will
4 Dread Return
4 Jarad's Orders
4 Natural Balance
9 Rise of the Dark Realms
Artifact (8)
1 Sol Ring
1 Expedition Map
2 Mesmeric Orb
3 Basalt Monolith
3 Crucible of Worlds
3 Tangle Wire
4 Smokestack
4 Thran Dynamo
Enchantment (3)
1 Exploration
4 Grave Pact
4 Living Plane
http://tappedout.net/mtg-decks/the-gitrog-monster-combo-no-hermit-needed-1/
EDIT: Here's the result of my playtests - I never had to mulligan below a 7 card hand, (only mulled 2 hands, for the default 7). Though the last was tempting, I decided to keep it.
T5 - no extra mana.
t4 - skirge, all the mana. ~30+
t4 - no extra mana (skirge in hand, 1 extra land drop)
t4 - no mana
t3 - t1 chrome mox, swamp, bird - t2 wild mongel, tranquil thicket, t3 swamp, gitrog - discard stinkweed imp, land (no cards in hand)
t4 - no extra mana, no lands in play (mana screwed into a Squandered resources for win)
t3 - t1 forest, elves deep shadow, t2, swamp, oona's prowler, fyndhorn elves, t3 forest, cabal ritual, Gitrog, Entomb Dakmor, draw trigger from entomb, dredge dakmor [no extra mana]
t4 - no mana
t4 - Necrotic Ooze, entomb Skirge familiar. Plenty of mana.
t4 - on no land hand, using mana crypt, elves of deep shadow, oona's Prowler, cabal ritual, and summoner's pact. The only land drawn (forest), was used to discard to fuel the draw chain.
2 turn 3's, 7 turn 4's, 1 turn 5.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
In my goldfishing, my handsize has started off quite low on the turn I go off. Still an interesting concept though.
===
Goldfishing via tappedout is still giving consistent t4/5 wins. The t5 wins are typically if I don't draw any early mana. Might need to add more mana dorks.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Hey, that's pretty good anyway, right? Discard a land, win the game?
D'oh, this is not a blue deck. Nvm.
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| Mazirek | Animar |
Modern
UR Storm RU
UBRG Dredge GRBU
Standard
UR Thermo-Thing RU
Also I think we should be running Buried Alive. If you play it with Kermit out you can dump 2 dredge creatures like Golgari Grave-Troll and Stinkweed Imp along with the land Dryad Arbor (to trigger drawing a card with Kermit) into the GY to immediately put your entire library into the GY.
Edit: Or to combo way faster you play Buried Alive the turn before you play Kermit and put Jarad, Golgari Lich Lord and the two dredge creatures into the GY. Next turn play Kermit and use Jarad to start the dredge mechine.
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
My 3 tend to be the discard outlet, gitrog, and bloodghast. Sometimes the mana dorks come into play.
Dregscape Zombie might not be a bad addition for safety, if you need it.
Buried Alive could easily replace Insidious Dreams.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
I know it seems a bit counterproductive, but with cards like Entomb in the deck, would it be smart to maybe throw in one of the
Eldrazi Titans to fight against GY removal?
UGUDeep Sea FishingGUG
WUWBounce HouseUWU
RRRMetalacalypseRRR
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
In the testing I did with a few more land drops once I got Golgari Grave Troll in hand with toad on board it kind of just ended there. I totally acknowledge this isn't fool-proof and may not be statistically wise, but we still have a green discard outlet and another combo piece. I could see cutting both, but as of now the Pact seems pretty strong
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Non-combo plan is to set-up a loam or crucible chain and deplete everyone's hands with Ravens crime and their lands with wasteland, strip mine while drawing cards and dropping 5/3 elementals.
I think this is covered in the discussion about the four horseman loop. You cannot make infinite mana with Skirge unless you can infinitely reshuffle your graveyard since you cannot dredge with no cards left in your library. This requires you to use an Eldrazi, meaning that you cannot reliably tell when you have your retrace cards in the yard.