I haven't posted in a while but I have been playing with and updating this deck and it has morphed into the deck I enjoy playing and the most well crafted out of all the decks I have made.
I love this Glam Rock Wizard so much after playing and tweaking with this deck.
What is the Deck
This deck is largely a control deck that wins through Commander Damage or Damage from Commander (different things more on that later)
The Commander
The title for this thread comes from the fact that in the case of Mairsil alone the Voltron pieces that are so commonly disrupted and dealt with over the course of the game do not exist in a realm in which the other players can interact with them, they are present in the minds of the other players but nowhere else.
I don't need to tell you all the ways that this Wizard is amazing so I will let the Commander speak for himself as I detail the deck.
Cards on the Bubble
1. Volrath the Fallen - as the number of creatures has shrunk this guy while still good has lost some of the luster I just haven't found the right pump effect to pair with him.
2. Blighted Bat - I am still balancing how much Haste I want in the deck and this card is the bottom on the pack right now.
The Plan
The plan is in general the same as most Control/Voltron decks assembling a few corrected pieces of power for your Commander while keeping everyone's boards in check and life totals out of the red line if at all possible.
Cages
I guess rather than explain each piece I will put Mairsil's toys on a scale as to how good they are of achieving his goal.
1. Tree of Perdition - 36 loss of life is the common outcome of this tree being put into a cage, combined with a Sneak Attack, Cavern Harpy(caged) and RRR it means that for each opponent. Importantly because Mairsil is a 4/4 this is the fastest way to put people into kill range. (Also gain some life with Miren, the Moaning Well if you need it)
2. AEtherling - Protection and Unblockable and the ability to create more cages are an impossibly good asset
3. Morphling - Almost as good as Aetherling with the protection and the potential for no blocks, plays nice with other effects.
4. Mirage Mirror - Turn him into a land to get around nearly every piece of removal both Mass and Targetted people use in the game.
5. Arcanis the Omnipotent - Ultimate card advantage tech, usually the priority early game and the bounce helps to create more cages.
6. Cavern Harpy - 1 life is a perfect price to make sure Mairsil always costs 4 mana.
7. Jodah's Avenger - A good pair with one of the lings, but not too shabby on his own Shadow being hard for most EDH decks to respond to
8. Phyrexian Devourer - You want to get into the risky business, put this guy in a cage and exile a card every turn and watch as Mairsil grows
9. Magus of the Bazaar - If you have the cards to properly use it the filtering this provides can not be overstated, however unlike others in certain situations not necessarily the card you want to see.
10. Patron of the Moon - Paired with a good draw engine the ramp this thing can do is pretty impressive
Removal
This deck runs the seven best board wipes in these 3 colors. I don't think much needs to be said about them other than they don't impact this deck nearly as much as other Voltron decks due to Cages. As well as those wipes the best pieces of spot removal were picked out from Chain of Vapors to Shattering Spree.
Speaking of Cryptic Command it and Sudden Spoiling(one of the best if not best black card in Commander) do a fine job at blunting attacks if a wipe is not around.
Combo (kinda)
I purge the deck of Combos that were too simple or warped the deck around them but the one that survived is if you have Cavern Harpy and Gilded Lotus down, you can make mana as long as your life runs out which probably requires a few more cages to really go off but it is a side case that I don't really go looking to make all that often.
Conclusion
I think everything else in the deck is pretty self explanatory, Suggestions & Questions are all welcome.
Can you break this down to explain how those 4 cards get you 21 Commander Damage? I am only counting up a possible 7 Commander damage at one time. I am sure I am missing something, so I was just curious about the breakdown.
Pack Rat doesn't seem very good if your plan is to Cage it for Mairsil as you would just create a copy of Mairsil and then have to put one in your graveyard. Deadeye Navigator has the problem that is has no activated abilities inherently, but it is a good enough card that maybe you are including it just for value?
Can you break this down to explain how those 4 cards get you 21 Commander Damage? I am only counting up a possible 7 Commander damage at one time. I am sure I am missing something, so I was just curious about the breakdown.
Pack Rat doesn't seem very good if your plan is to Cage it for Mairsil as you would just create a copy of Mairsil and then have to put one in your graveyard. Deadeye Navigator has the problem that is has no activated abilities inherently, but it is a good enough card that maybe you are including it just for value?
You are right I in the moment forgot about his limitation for the Aetherling pump. Oh well. Thankfully the store was closing and the game was a draw of final turns and not in the middle of something.
I haven't checked the rulings on the Mirror but Quicksilver has as far as I am aware been ruled to not work how you think it does.
Pack Rat provides two things, protection for removal, if the original is targetted without protection a clone will do just fine, secondly it allows for more cages and the discard doesn't matter because he can target gy cards.
The contention is that the CR may not truly support this interpretation of the card, but we won't get a higher authority on the matter than the Rules Manager, so it works the way he says it works. Each time Mairsil gains new instances of his own abilities, he can activate them again (once per turn). In each case, he also gains a new ability to give himself new abilities so as long as you have the mana, you can keep giving him "new" instances of his abilities.
Fair enough on Pack Rat as those seem worthwhile reasons to include it. Have you thought about Grim Monolith? It allows for a bit of ramp and, when caged by Mairsil, gives you another way to untap Mairsil if needed.
How does pack rat benefit you? Wouldn't the caged cards belong to the copy and not the original commander?
Mairsil's ability only cares that they are exiled with Cage counters, not how they got to that state. It functions differently from other cards that exile cards to use abilities because of how the card is worded with the cage counters.
How does pack rat benefit you? Wouldn't the caged cards belong to the copy and not the original commander?
Mairsil's ability only cares that they are exiled with Cage counters, not how they got to that state. It functions differently from other cards that exile cards to use abilities because of how the card is worded with the cage counters.
So would something as silly as mirror mockery basically let you cage once per combat if ya slap it on the Pretender?
Private Mod Note
():
Rollback Post to RevisionRollBack
To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
My stance on Mirage Mirror has changed as the obvious in hindsight play of not using it to refresh abilities but use it to turn him into a land in response to a lot of the bounce and wipe effects both in this very deck and used against it.
How does pack rat benefit you? Wouldn't the caged cards belong to the copy and not the original commander?
Mairsil's ability only cares that they are exiled with Cage counters, not how they got to that state. It functions differently from other cards that exile cards to use abilities because of how the card is worded with the cage counters.
So would something as silly as mirror mockery basically let you cage once per combat if ya slap it on the Pretender?
That would work yeah, but what I have found is I generally have enough ways to generate cages I just need more things to put into cages that generate cards, or just good draw in general.
Staff of Domination and Trading Post are good ways to give Mairsil the ability to draw more cards but cuts are hard - maybe the Pillar bug. Chimeric Staff is an interesting way for Mairisil to become ridiculously deadly as a Voltron-commander.
What keeps me away from Post is I rarely have artifacts in play to benefit from the draw, and what keeps me from Staff is the mana requirement for its draw, you were right about the Pillar Bug however it was a weak link for just providing lifelink.
im sure with mirror gallery u could do some infinite loop with copies of your commander
does pack rat even work with your commander? wouldnt it just put a copy of pack rat into play?
They go over that in the Official Rules for Commander 2017
If an activated ability of a card in exile with a cage counter on it references the card it's printed on by name, treat Mairsil's instance of that ability as though it referenced Mairsil by name instead. For instance, if Mairsil exiles Magus of the Mind, the cost to activate the ability includes sacrificing Mairsil, not sacrificing Magus of the Mind.
Updated with a bunch of changes including more Power Draw some spicier cage effects and some life gaining utility. This deck is real dangerous now and I kinda love this brand of Voltron.
Rainbow Efreet can give your commander a very strong protection ability. And if your commander is going to have a bunch of awesome activated abilities, then perhaps Illusionist's Bracers can be a consideration? Also, Mairsil and Skill Borrower want the same things out of deck design so maybe the latter can play backup for the former here.
My $0.02...Unearth is an activated ability. Fatestitcher
So is Scrapheap Scrounger so go ahead and kill him, again and again.
This commander is a better Arcum Dagsson to assemble grievous boardstates if needed imho.
Voltron is a hilarious way to go, Thassa, God of the Sea is great on its own, like Jodah's Avenger doesn't tap but is usefull caged OR in play, unlike Jodah's.
I am personally trying to put cards in that are great before getting caged as much as possible. Empress Galina spiked stoopid because of the PW change, still a great card in here.
Ohh dont forget with Phasing the creature comes back with haste, but it never left...
My $0.02...Unearth is an activated ability. Fatestitcher
So is Scrapheap Scrounger so go ahead and kill him, again and again.
This commander is a better Arcum Dagsson to assemble grievous boardstates if needed imho.
Voltron is a hilarious way to go, Thassa, God of the Sea is great on its own, like Jodah's Avenger doesn't tap but is usefull caged OR in play, unlike Jodah's.
I am personally trying to put cards in that are great before getting caged as much as possible. Empress Galina spiked stoopid because of the PW change, still a great card in here.
Unearth doesn't work with Mairsil and neither does Scrapheap Scrounger. Mairsil only has activated abilities while he is on the battlefield and Unearth and Scrounger's ability only work from the graveyard. If Mairsil is in the graveyard, he won't have the abilities to bring him back.
And, for Fatesticher specifically, the first ability might be worthwhile but it wouldn't be able to untap Mairsil if Fatesticher is caged, so it doesn't seem good.
Ahh crapié, guess that would be too good.
So Sedris, the Traitor King be too much a stretch?
Guess caging Aetherling is where its at. Every. Single. Time.
Aetherling is easily one of the higest priority targets depending on mana at the time Cavern Harpy sometimes takes the top spot for the lack of mana. Or sometimes I get something like a draw engine first because it comes off as less threatening compared to the express caging of the others.
Rainbow Efreet can give your commander a very strong protection ability. And if your commander is going to have a bunch of awesome activated abilities, then perhaps Illusionist's Bracers can be a consideration? Also, Mairsil and Skill Borrower want the same things out of deck design so maybe the latter can play backup for the former here.
I had the Bracers in the deck however I didn't like how they work, sure some times I had Arcanis and the gloves on and was drawing 6 cards a tap but too often I was pressed for the equip mana or they were just held in hand.
One change in that I wasn't happy with Rhystic Study and Stranglehold is a card I like a bunch that turns off some things that can be annoying.
Haven't posted anything on this place in a while but I have been playing and updating this deck and it is such a piece of ***** now, opening post is updated with the details.
-1 Descendant of Soramaro
+1 Xiahou Dun, the One-Eyed (I understand that this might be frowned upon in a 3 color deck however it is a powerful thing to give Mairsil depending on which obscenely good black cards have already been played)
Have you considered Sakashima the Impostor? I run it in my Mairsil deck, and it's great because you can have two copies of Mairsil on the battlefield at the saem time. Also, as a clone, it gives greater flexibility depending on what your opponents are doing.
Have you considered Sakashima the Impostor? I run it in my Mairsil deck, and it's great because you can have two copies of Mairsil on the battlefield at the saem time. Also, as a clone, it gives greater flexibility depending on what your opponents are doing.
I hadn't considered that but it is an interesting suggestion thanks.
So I do love this style of Voltron/Control that wears people down before a Haymaker so I came back to look at this deck and modify it and this came out.
Nevinyrral's Disk is a card that should have been in the deck earlier, with any bounce / flicker effect this becomes a really effective way to wipe boards clean.
Pox this shrinks life totals, resources and this deck most of the time has a single creature in play and 1/3 of 1 is still 1 with Pox.
Dark Ritual, there are enough lot of black symbol cards now that this card does a lot of work and can create some extremely explosive early plays.
A lot of the other changes are lowering the curve down and altering the removal / disruption / counters
The Soul is a consideration however its cost to activate seems rather steep when most of the time all it will be doing is saving a couple mana rocks or an enchantment.
Mairsil typically has way more cost effective ways to save himself from disaster.
I also took a look at what the deck would be if I put a combo back into it and that looks like this:
I love this Glam Rock Wizard so much after playing and tweaking with this deck.
What is the Deck
This deck is largely a control deck that wins through Commander Damage or Damage from Commander (different things more on that later)
The Commander
The title for this thread comes from the fact that in the case of Mairsil alone the Voltron pieces that are so commonly disrupted and dealt with over the course of the game do not exist in a realm in which the other players can interact with them, they are present in the minds of the other players but nowhere else.
I don't need to tell you all the ways that this Wizard is amazing so I will let the Commander speak for himself as I detail the deck.
The Deck
1 Mairsil, the Pretender
Creature
1 Tree of Perdition
1 Spellseeker
1 Cavern Harpy
1 Snapcaster Mage
1 Anger
1 Morphling
1 Sakashima the Impostor
1 Arcanis the Omnipotent
1 Xiahou Dun, the One-Eyed
1 Vendilion Clique
1 Aetherling
Enchantment
1 Mystic Remora
1 Necromancy
1 Sneak Attack
Land
1 Strip Mine
1 City of Brass
1 Volrath's Stronghold
1 Riptide Laboratory
1 Miren, the Moaning Well
1 Arid Mesa
1 Misty Rainforest
1 Cavern of Souls
1 Blood Crypt
1 Steam Vents
1 Watery Grave
1 Urborg, Tomb of Yawgmoth
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Wooded Foothills
1 Command Beacon
1 Marsh Flats
1 Fetid Pools
1 Canyon Slough
1 Command Tower
4 Island
2 Mountain
1 Swamp
1 Mana Confluence
1 Phyrexian Tower
1 Mana Vault
1 Crucible of Worlds
1 Sensei's Divining Top
1 Sol Ring
1 Nevinyrral's Disk
1 Chrome Mox
1 Izzet Signet
1 Dimir Signet
1 Chromatic Lantern
1 Rakdos Signet
Instant
1 Red Elemental Blast
1 Pyroblast
1 Force of Will
1 Mystical Tutor
1 Impulse
1 Corpse Dance
1 Intuition
1 Frantic Search
1 Snap
1 Brainstorm
1 Dark Ritual
1 Insidious Dreams
1 Stifle
1 Goryo's Vengeance
1 Remand
1 Mindbreak Trap
1 Lim-Dul's Vault
1 Vampiric Tutor
1 Entomb
1 Cyclonic Rift
1 Mana Drain
1 Flusterstorm
1 Chain of Vapor
1 Swan Song
1 Rakdos Charm
1 Pact of Negation
1 Arcane Denial
1 Mission Briefing
1 Demonic Tutor
1 Wheel of Fortune
1 Pox
1 Yawgmoth's Will
1 Reanimate
1 Merchant Scroll
1 Thoughtseize
1 Ponder
1 Sadistic Sacrament
1 Preordain
1 Fiery Confluence
1 Mizzix's Mastery
1 Crush of Tentacles
1 Toxic Deluge
1 Devastation Tide
Planeswalker
1 Dack Fayden
1 Jace, the Mind Sculptor
Cards on the Bubble
1. Volrath the Fallen - as the number of creatures has shrunk this guy while still good has lost some of the luster I just haven't found the right pump effect to pair with him.
2. Blighted Bat - I am still balancing how much Haste I want in the deck and this card is the bottom on the pack right now.
The Plan
The plan is in general the same as most Control/Voltron decks assembling a few corrected pieces of power for your Commander while keeping everyone's boards in check and life totals out of the red line if at all possible.
Cages
I guess rather than explain each piece I will put Mairsil's toys on a scale as to how good they are of achieving his goal.
1. Tree of Perdition - 36 loss of life is the common outcome of this tree being put into a cage, combined with a Sneak Attack, Cavern Harpy(caged) and RRR it means that for each opponent. Importantly because Mairsil is a 4/4 this is the fastest way to put people into kill range. (Also gain some life with Miren, the Moaning Well if you need it)
2. AEtherling - Protection and Unblockable and the ability to create more cages are an impossibly good asset
3. Morphling - Almost as good as Aetherling with the protection and the potential for no blocks, plays nice with other effects.
4. Mirage Mirror - Turn him into a land to get around nearly every piece of removal both Mass and Targetted people use in the game.
5. Arcanis the Omnipotent - Ultimate card advantage tech, usually the priority early game and the bounce helps to create more cages.
6. Cavern Harpy - 1 life is a perfect price to make sure Mairsil always costs 4 mana.
7. Jodah's Avenger - A good pair with one of the lings, but not too shabby on his own Shadow being hard for most EDH decks to respond to
8. Phyrexian Devourer - You want to get into the risky business, put this guy in a cage and exile a card every turn and watch as Mairsil grows
9. Magus of the Bazaar - If you have the cards to properly use it the filtering this provides can not be overstated, however unlike others in certain situations not necessarily the card you want to see.
10. Patron of the Moon - Paired with a good draw engine the ramp this thing can do is pretty impressive
Removal
This deck runs the seven best board wipes in these 3 colors. I don't think much needs to be said about them other than they don't impact this deck nearly as much as other Voltron decks due to Cages. As well as those wipes the best pieces of spot removal were picked out from Chain of Vapors to Shattering Spree.
Counters
Made sure to have one for almost any situation
From Stifle for abilities to Mindbreak Trap for Storm and Combo, to Venser, Shaper Savant for uncountable cards and Cryptic Command for its versatility. Even something like Vendilion Clique I consider a kind of counter spell or at least a showing of intent card.
Speaking of Cryptic Command it and Sudden Spoiling(one of the best if not best black card in Commander) do a fine job at blunting attacks if a wipe is not around.
Combo (kinda)
I purge the deck of Combos that were too simple or warped the deck around them but the one that survived is if you have Cavern Harpy and Gilded Lotus down, you can make mana as long as your life runs out which probably requires a few more cages to really go off but it is a side case that I don't really go looking to make all that often.
Conclusion
I think everything else in the deck is pretty self explanatory, Suggestions & Questions are all welcome.
Anyway, Quicksilver Elemental and Mirage Mirror seem like obvious includes so you can use activated abilities more than once each turn.
Pack Rat doesn't seem very good if your plan is to Cage it for Mairsil as you would just create a copy of Mairsil and then have to put one in your graveyard. Deadeye Navigator has the problem that is has no activated abilities inherently, but it is a good enough card that maybe you are including it just for value?
You are right I in the moment forgot about his limitation for the Aetherling pump. Oh well. Thankfully the store was closing and the game was a draw of final turns and not in the middle of something.
I haven't checked the rulings on the Mirror but Quicksilver has as far as I am aware been ruled to not work how you think it does.
Pack Rat provides two things, protection for removal, if the original is targetted without protection a clone will do just fine, secondly it allows for more cages and the discard doesn't matter because he can target gy cards.
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/781610-mairsil-quicksilver-elemental
https://twitter.com/EliShffrn/status/901222739947569152
The contention is that the CR may not truly support this interpretation of the card, but we won't get a higher authority on the matter than the Rules Manager, so it works the way he says it works. Each time Mairsil gains new instances of his own abilities, he can activate them again (once per turn). In each case, he also gains a new ability to give himself new abilities so as long as you have the mana, you can keep giving him "new" instances of his abilities.
Fair enough on Pack Rat as those seem worthwhile reasons to include it. Have you thought about Grim Monolith? It allows for a bit of ramp and, when caged by Mairsil, gives you another way to untap Mairsil if needed.
Otherwise, Rings of Brighthearth seems like an obvious inclusion in the deck.
http://www.youtube.com/watch?v=SY8h2vp5Xis
Mairsil's ability only cares that they are exiled with Cage counters, not how they got to that state. It functions differently from other cards that exile cards to use abilities because of how the card is worded with the cage counters.
So would something as silly as mirror mockery basically let you cage once per combat if ya slap it on the Pretender?
http://www.youtube.com/watch?v=SY8h2vp5Xis
Also Shifty Doppelganger working ala Banishing Light when it comes to the Command Zone is making me reconsider it.
That would work yeah, but what I have found is I generally have enough ways to generate cages I just need more things to put into cages that generate cards, or just good draw in general.
Chimeric Staff is an interesting way for Mairisil to become ridiculously deadly as a Voltron-commander.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
does pack rat even work with your commander? wouldnt it just put a copy of pack rat into play?
What keeps me away from Post is I rarely have artifacts in play to benefit from the draw, and what keeps me from Staff is the mana requirement for its draw, you were right about the Pillar Bug however it was a weak link for just providing lifelink.
They go over that in the Official Rules for Commander 2017
Updated with a bunch of changes including more Power Draw some spicier cage effects and some life gaining utility. This deck is real dangerous now and I kinda love this brand of Voltron.
So is Scrapheap Scrounger so go ahead and kill him, again and again.
This commander is a better Arcum Dagsson to assemble grievous boardstates if needed imho.
Voltron is a hilarious way to go, Thassa, God of the Sea is great on its own, like Jodah's Avenger doesn't tap but is usefull caged OR in play, unlike Jodah's.
I am personally trying to put cards in that are great before getting caged as much as possible.
Empress Galina spiked stoopid because of the PW change, still a great card in here.
Ohh dont forget with Phasing the creature comes back with haste, but it never left...
And, for Fatesticher specifically, the first ability might be worthwhile but it wouldn't be able to untap Mairsil if Fatesticher is caged, so it doesn't seem good.
So Sedris, the Traitor King be too much a stretch?
Guess caging Aetherling is where its at. Every. Single. Time.
I had the Bracers in the deck however I didn't like how they work, sure some times I had Arcanis and the gloves on and was drawing 6 cards a tap but too often I was pressed for the equip mana or they were just held in hand.
One change in that I wasn't happy with Rhystic Study and Stranglehold is a card I like a bunch that turns off some things that can be annoying.
I decided to fully capitalize on the stuff I had on hand and traded for the most obscene card in this deck.
It went like this
+1 Descendant of Soramaro
-1 Blighted Bat
-1 Descendant of Soramaro
+1 Xiahou Dun, the One-Eyed (I understand that this might be frowned upon in a 3 color deck however it is a powerful thing to give Mairsil depending on which obscenely good black cards have already been played)
+1 Sword of Fire and Ice
-1 Manifold Insights
-1 Necromancy
+1 Corpse Dance
-1 Patron of the Moon
+1 Intuition
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
I hadn't considered that but it is an interesting suggestion thanks.
1 Mairsil, the Pretender
Creature
1 Tree of Perdition
1 Spellseeker
1 Cavern Harpy
1 Snapcaster Mage
1 Anger
1 Morphling
1 Sakashima the Impostor
1 Arcanis the Omnipotent
1 Xiahou Dun, the One-Eyed
1 Vendilion Clique
1 Aetherling
Enchantment
1 Mystic Remora
1 Necromancy
1 Sneak Attack
Land
1 Strip Mine
1 City of Brass
1 Volrath's Stronghold
1 Riptide Laboratory
1 Miren, the Moaning Well
1 Arid Mesa
1 Misty Rainforest
1 Cavern of Souls
1 Blood Crypt
1 Steam Vents
1 Watery Grave
1 Urborg, Tomb of Yawgmoth
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Wooded Foothills
1 Command Beacon
1 Marsh Flats
1 Fetid Pools
1 Canyon Slough
1 Command Tower
4 Island
2 Mountain
1 Swamp
1 Mana Confluence
1 Phyrexian Tower
1 Mana Vault
1 Crucible of Worlds
1 Sensei's Divining Top
1 Sol Ring
1 Nevinyrral's Disk
1 Chrome Mox
1 Izzet Signet
1 Dimir Signet
1 Chromatic Lantern
1 Rakdos Signet
Instant
1 Red Elemental Blast
1 Pyroblast
1 Force of Will
1 Mystical Tutor
1 Impulse
1 Corpse Dance
1 Intuition
1 Frantic Search
1 Snap
1 Brainstorm
1 Dark Ritual
1 Insidious Dreams
1 Stifle
1 Goryo's Vengeance
1 Remand
1 Mindbreak Trap
1 Lim-Dul's Vault
1 Vampiric Tutor
1 Entomb
1 Cyclonic Rift
1 Mana Drain
1 Flusterstorm
1 Chain of Vapor
1 Swan Song
1 Rakdos Charm
1 Pact of Negation
1 Arcane Denial
1 Mission Briefing
1 Demonic Tutor
1 Wheel of Fortune
1 Pox
1 Yawgmoth's Will
1 Reanimate
1 Merchant Scroll
1 Thoughtseize
1 Ponder
1 Sadistic Sacrament
1 Preordain
1 Fiery Confluence
1 Mizzix's Mastery
1 Crush of Tentacles
1 Toxic Deluge
1 Devastation Tide
Planeswalker
1 Dack Fayden
1 Jace, the Mind Sculptor
Some notable new inclusions:
Nevinyrral's Disk is a card that should have been in the deck earlier, with any bounce / flicker effect this becomes a really effective way to wipe boards clean.
Pox this shrinks life totals, resources and this deck most of the time has a single creature in play and 1/3 of 1 is still 1 with Pox.
Dark Ritual, there are enough lot of black symbol cards now that this card does a lot of work and can create some extremely explosive early plays.
A lot of the other changes are lowering the curve down and altering the removal / disruption / counters
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
The Soul is a consideration however its cost to activate seems rather steep when most of the time all it will be doing is saving a couple mana rocks or an enchantment.
Mairsil typically has way more cost effective ways to save himself from disaster.
I also took a look at what the deck would be if I put a combo back into it and that looks like this:
1 Mairsil, the Pretender
Creature
1 Anthroplasm
1 Tree of Perdition
1 Sage of Hours
1 Spellseeker
1 Cavern Harpy
1 Snapcaster Mage
1 Anger
1 Sakashima the Impostor
1 Morphling
1 Xiahou Dun, the One-Eyed
1 Arcanis the Omnipotent
1 Aetherling
1 Nezahal, Primal Tide
Enchantment
1 Copy Artifact
1 Mystic Remora
1 Necropotence
1 Sneak Attack
Land
1 Volrath's Stronghold
1 Riptide Laboratory
1 Miren, the Moaning Well
1 Strip Mine
1 Academy Ruins
1 Mana Confluence
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Wooded Foothills
1 Graven Cairns
1 Halimar Depths
1 Command Tower
1 City of Brass
1 Command Beacon
1 Cascade Bluffs
1 Watery Grave
1 Steam Vents
4 Island
1 Swamp
3 Mountain
1 Urborg, Tomb of Yawgmoth
1 Cavern of Souls
1 Phyrexian Tower
1 Blood Crypt
1 Sensei's Divining Top
1 Chrome Mox
1 Izzet Signet
1 Dimir Signet
1 Rakdos Signet
1 Sol Ring
1 Damping Sphere
1 Crucible of Worlds
1 Chromatic Lantern
1 Mana Vault
Instant
1 Red Elemental Blast
1 Pyroblast
1 Corpse Dance
1 Snap
1 Dark Ritual
1 Insidious Dreams
1 Mindbreak Trap
1 Intuition
1 Vampiric Tutor
1 Cyclonic Rift
1 Force of Will
1 Flusterstorm
1 Chain of Vapor
1 Swan Song
1 Rakdos Charm
1 Remand
1 Mana Drain
1 Pact of Negation
1 Arcane Denial
1 Mystical Tutor
1 Brainstorm
1 Mission Briefing
1 Goryo's Vengeance
1 Entomb
1 Frantic Search
1 Gamble
1 Meltdown
1 Merchant Scroll
1 Gitaxian Probe
1 Faithless Looting
1 Devastation Tide
1 Yawgmoth's Will
1 Wheel of Fortune
1 Ponder
1 Fiery Confluence
1 Mizzix's Mastery
1 Preordain
1 Toxic Deluge
1 Thoughtseize
1 Demonic Tutor
1 Reanimate
Planeswalker
1 Dack Fayden
The infinite in this case being Sage of Hours & Anthroplasm