Whoa my deck got put here. I was the guy with hertless summoning and workd eater. But what you guys came up with here is way better! im gonna try a list and get back.
Hello everyone. This is a deck that I made with the cards I had in my binder and some singles from the Internet. I'm still missing the shocklands in the land base, but hopefully I will complete the list come RTR and draft season.
There are mainly aggro decks in my meta so I chose Bottle Gnomes and Fog over other things.
Like you my main concern is graveyard hate. Esp. Surgical Extraction and Ravenous Trap because any deck can run them. I added the duresses and defense grids against them and counters. However, the idea of dropping heartless summoning with Simian Spirit guide also seems logical especially if on the go.
The reason why I added green was not only to play Fog but also to have access toFresh Meat which is a card with "Gravestorm for creatures" in essence. Also it is here because of the surprise combo factor with shimmer myr. If you have 5 open on their turn you can run both and combo out on their turn to attack with your infinite army of 2/2 beasts on your turn. This is good again if the opponent has a rogue hexproof or shroud effect active.
I think playing manamorphose over chromatic star would also be better but I can't use them now as I don't have them. Also I'm thinking of Plunge into darkness and Spoils of the vault as cheap, instant speed combo-piece finders. What are your ideas of/experience with them?
Cult of the Succubi Eating Kitten and Brotherhood of Hamsters - Zombie One/Hulking One - Brotherhood of Hamsters disapproves of Damage on the Stack amputation, the corruption of Mythics, and the "Major changes to Extended" in July 2010. You aborted our cards., but we approve of the Modern format. Even if it doesn't ha ve Carrion Feeder or Caller of the Claw in it.
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Sorry to Necro this, but I wanted to keep this thread as the established thread. Lately I have been messing around with this deck again, and I simplified it to it's best combo, win cons, and enablers.
The lands need work, they are the result of what is left over from my other Modern decks. If I get this really tuned it will get a little more love.
Essentially the deck wants to get Heartless Summoning in play, then wants to play Myr Retriever with either another in hand or one in the graveyard. This makes for infinite creature plays and you can win with any number of cards in the deck. With the inclusion of Infernal Tutor and all the draw my consistency has gone up dramatically.
My big problem, and the reason I revived this thread, is that I am screwed if my Retrievers get exiled via Extirpate or one of it's cousins. I have been scouring for another combo I could include without radically changing the deck, but so far none has come to me.
A smaller problem, and one I think we can work around or find an answer to easily enough, is that a Leyline of Sanctity stops all of the current Wincons.
I run a deck similar with wild cantor-enduring renewal. With the blue-black just splash white. You can always use transmute spells to get the pieces. The only way to search for the white enchantment is with black transmute cards.
I run a deck similar with wild cantor-enduring renewal. With the blue-black just splash white. You can always use transmute spells to get the pieces. The only way to search for the white enchantment is with black transmute cards.
That is a pretty huge shift in the deck, especially with transmuters. To be honest I can grab EW with Beseech the Queen too, though if I am splashing/running 4c it becomes a very expensive spell to cast.
Turn 1: Faithless Looting/Serum Visions to setup the hand
Turn 2: Remove SSG, Drop Heartless Summoning, Selhoff Oculist, and The 2 Myr Combo
Infernal Tutor is a great way to get that elusive second Myr.
Muddle duels as a tutor and counter Backup
Beseech can also grab any card you need for the combo.
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Turn 1: Faithless Looting/Serum Visions to setup the hand
Turn 2: Remove SSG, Drop Heartless Summoning, Selhoff Oculist, and The 2 Myr Combo
Infernal Tutor is a great way to get that elusive second Myr.
Muddle duels as a tutor and counter Backup
Beseech can also grab any card you need for the combo.
I am not a big fan of the Pacts in a lot of decks, personally, as I think they put your back to the corner or are dead too often. I dropped Beseech for Infernal Tutor + Draw and I gets some insane turns out of it. Remand, imo, slows down more threats and gives me draw too. Lastly, SSG was just not worth running for me just for the very rare chance of a turn 2 win.
My big issue still remains that this combo is too disruptable. I have enough tutor and draw to make the combo reliable, but if they cast an extirpate on a Myr in the yard then I am SOL if I don't have a counter in my hand. Sure, a hard counter might be a decent SB choice for this, but it is not really perfect. Really, any of the MANY grave disruption spells reams the deck because this is not an instant speed combo. So unless I want to SB in Teferi, Mage of Zhalfir (LOL), then this combo is just too slow (as much as I like the deck).
Lastly, I really think you ought to look at Spellskite in your 75 somewhere. It really has helped me quite a bit.
I am not a big fan of the Pacts in a lot of decks, personally, as I think they put your back to the corner or are dead too often. I dropped Beseech for Infernal Tutor + Draw and I gets some insane turns out of it. Remand, imo, slows down more threats and gives me draw too. Lastly, SSG was just not worth running for me just for the very rare chance of a turn 2 win.
My big issue still remains that this combo is too disruptable. I have enough tutor and draw to make the combo reliable, but if they cast an extirpate on a Myr in the yard then I am SOL if I don't have a counter in my hand. Sure, a hard counter might be a decent SB choice for this, but it is not really perfect. Really, any of the MANY grave disruption spells reams the deck because this is not an instant speed combo. So unless I want to SB in Teferi, Mage of Zhalfir (LOL), then this combo is just too slow (as much as I like the deck).
Lastly, I really think you ought to look at Spellskite in your 75 somewhere. It really has helped me quite a bit.
Pact of Negation has won me about half of my games. That card is incredible in this deck. I don't see how it backs me into a corner, and rarely is it dead.
Here is my updated decklist. I'm not worried about Extirpate, because people don't play it. Surgical Extraction is a thing, but thats what 4 dispel in the sideboard are for.
I agree about SSG, but not sure what Spellskite would be useful for.
Bridge From Below has serve as an awesome alternative win condition, but I find I often struggle to get it into the graveyard. The sideboard might look like a mess, but contains two semi-copies of our engine in Corpse Cur/Krark-Clan Ironworks in case of extraction effects, and all of the one-of hate cards can be fetched with Fabricate.
Bridge From Below has serve as an awesome alternative win condition, but I find I often struggle to get it into the graveyard. The sideboard might look like a mess, but contains two semi-copies of our engine in Corpse Cur/Krark-Clan Ironworks in case of extraction effects, and all of the one-of hate cards can be fetched with Fabricate.
You seem to be running an excessive amount of tutors, but then I rely mostly on draw myself. Seems like you could at least drop 4 tutors (some mix) and in their place you might really like Mulldrifter. Genuine CA is so rare in Modern that I feel like I am getting away with someone when I pay U for it.
I have been playing around with some slots, and decide to add Muddle back in for some more test runs.
I was actually just thinking about this combo because it occured to me that Heartless Summoning will be able to discount the cc of Theros G-ds regardless of whether they are actually creatures when they are in play. Though we do not tend to have all that many permanents in play, let alone of any one color, so the only way they would be helpful is if their static enchantment ability helps.
Thassa: for U to cast we can Scry 1 every upkeep.
Purphoros: for 1R we can burn for each creature that comes in to play, but I do that already with Falkenrath Noble.
Erebos has not yet been spoiled, so who knows with him. I think that Thassa has the most potential so far. Probably proxy up a few and add them in place of 1x Izzet Charm and 1x Faithless Looting.
The other thing to look out for are the Bestow cards. I know that their base casting cost will be discounted, but I think Bestow will be an alternate casting cost so I don't think Heartless will discount it. We will have to see what the actual rules tell us.
You seem to be running an excessive amount of tutors, but then I rely mostly on draw myself. Seems like you could at least drop 4 tutors (some mix) and in their place you might really like Mulldrifter. Genuine CA is so rare in Modern that I feel like I am getting away with someone when I pay U for it.
I was actually just thinking about this combo because it occured to me that Heartless Summoning will be able to discount the cc of Theros G-ds regardless of whether they are actually creatures when they are in play. Though we do not tend to have all that many permanents in play, let alone of any one color, so the only way they would be helpful is if their static enchantment ability helps.
I was actually thinking of cutting some tutors, but I'm just not sure how to split them. Fabricate lets you grab the Myrs (REtriever and Shimmer) and Ironworks, but nothing else. Infernal Tutor is the cheapest, but only grabs the second Myr (or second Heartless for Corpse Cur). Beseech grabs anything, but the cost drawback is not insubstantial... I dunno.
As far as the gods...
Purphoros seems much better than Falkenrath Noble because enchantments are much harder to interact with, and Purphoros is indestructible to boot. I don't think Erase effects are that common in sideboards. Plus if absolutely needed, you could tune your deck and actually have go into creature mode, given his stats are not too shabby. He seems like an excellent back win-condition to Grapeshot, if you run red.
I have similar feelings on Thassa, but as useful as scrying every turn is, it doesn't actually interact with the combo in any way. That being said, she's already so cheap that it seems wrong not to try.
Super early infinity with the right stuff (i.e. powerful cards), but otherwise a fairly low cmc infinite mana combination. Help me build a deck around it! Black and red cards with x are abundant! If you have any thoughts or decks, report back please
Merged with Heartless Summoning Combo deck thread
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If you want to go with infinite mana, you could include two separate engines I suppose (This along with the Heartless Summoning unless you simply want to create storm which would be just these two cards).
You need a way to convert at least one of the colorless mana into red - each bounce and cast cycle would cost RR with Heartless Summoning out, where as you're generating 2R. Manaforge Cinder will do it a few times, but I don't know of anything else that could endless filter mana.
You might want to check out the established Heartless Combo thread. Most of it is pretty old, but a few of us have continued to evolve decks that use similar strategies- just skip to the last few pages. Mine is pretty different from yours, but there should be some ideas you can gleen from some of the other decks.
I have been playing around with some slots, and decide to add Muddle back in for some more test runs.
I was actually just thinking about this combo because it occured to me that Heartless Summoning will be able to discount the cc of Theros G-ds regardless of whether they are actually creatures when they are in play. Though we do not tend to have all that many permanents in play, let alone of any one color, so the only way they would be helpful is if their static enchantment ability helps.
So Erebos was spoiled, and while a bad Greed with lifegain hate isn't awful, he doesn't come close to Purphoros as far as this deck is concerned.
In regards to your list, I have to ask: typically, how easily/fast do you assemble the combo? I find I spend way too much time looking for pieces before going off, by which point the opponent typically has answers, has picked my hand apart, or is about to/has already gone off.
A red or green splash would speed things up substantially with cards like SSGs and Faithless Looting or dorks and an unmentionable. However, I feel like a tricolor manabase also screws me half time as well, so I'm unsure where to go.
In regards to your list, I have to ask: typically, how easily/fast do you assemble the combo? I find I spend way too much time looking for pieces before going off, by which point the opponent typically has answers, has picked my hand apart, or is about to/has already gone off.
A red or green splash would speed things up substantially with cards like SSGs and Faithless Looting or dorks and an unmentionable. However, I feel like a tricolor manabase also screws me half time as well, so I'm unsure where to go.
My combo can be really fast at times, and it can take more time at times. That is why I have 11 potential counters, and spellskite to hold off the worst of it. I have 8 potential Looters, 4 CA draw cards, and 4 Remand, in addition to 6 tutors. I found that SSG was not enough value for me 99% of the time.
3 color mana bases, especially allied shards, are often more tricky than people think they will be in Modern, but they are also more reliable than you might think. If you have the right shocks and you manage to draw a fetch in the first 2-3 turns, you should be golden. The best first turn play for me, despite the life loss, is Scalding Tarn -> for Steam Vents (untapped), and Faithless Looting. Blackcleave Cliffs sets up nicely too, but that looting turn one can really spice up that hand and set me up for more card draw.
The caveat of course is that this is a rogue deck, and has some clear weaknesses. You are not going to see it placing on Pro-tour, but surprise, luck, and smart play could get you a 4-0 in a daily or a FNM. I love playing this deck, but I just want to be realistic about it's potential.
Another interesting card with Heartless Summoning from Theros:
Reaper of the Wild
Creature — Gorgon Rare
Whenever another creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{B}: Reaper of the Wild gains deathtouch until end of turn.
1{G}: Reaper of the Wild gains hexproof until end of turn.
4/5
She stays potent with HS in play, and with a sac combo can dig for a win condition all she wants. She is also a decent beater with some mana investment.
That is really interesting and tempting, but the added G would really be hard on my deck. Might be worth trying with a different build.
Another interesting card with Heartless Summoning from Theros:
Reaper of the Wild
Creature — Gorgon Rare
Whenever another creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{B}: Reaper of the Wild gains deathtouch until end of turn.
1{G}: Reaper of the Wild gains hexproof until end of turn.
4/5
She stays potent with HS in play, and with a sac combo can dig for a win condition all she wants. She is also a decent beater with some mana investment.
That is really interesting and tempting, but the added G would really be hard on my deck. Might be worth trying with a different build.
I'm not sure how beneficial she really is though. I mean, sure, if you can fire off the Heartless Retrieval engine, she'll set you up for whatever you want (provided you can draw cards after scrying), but I don't know that it's not just better to have a tutor that works independently anyway. I guess I'm just wondering if she isn't win-more, especially given that a 3/4 deathtouch isn't that impressive.
My combo can be really fast at times, and it can take more time at times. That is why I have 11 potential counters, and spellskite to hold off the worst of it. I have 8 potential Looters, 4 CA draw cards, and 4 Remand, in addition to 6 tutors. I found that SSG was not enough value for me 99% of the time.
3 color mana bases, especially allied shards, are often more tricky than people think they will be in Modern, but they are also more reliable than you might think. If you have the right shocks and you manage to draw a fetch in the first 2-3 turns, you should be golden. The best first turn play for me, despite the life loss, is Scalding Tarn -> for Steam Vents (untapped), and Faithless Looting. Blackcleave Cliffs sets up nicely too, but that looting turn one can really spice up that hand and set me up for more card draw.
The caveat of course is that this is a rogue deck, and has some clear weaknesses. You are not going to see it placing on Pro-tour, but surprise, luck, and smart play could get you a 4-0 in a daily or a FNM. I love playing this deck, but I just want to be realistic about it's potential.
what are some of the weaknesses of the deck/decks posted?
what are some of the weaknesses of the deck/decks posted?
The primary one is that if if Myr Retriever is exiled with Surgical Extraction there is very little chance of winning (at least in my version). I have tried to find a redundant creature that serves the same purpose (meaning free to cast and can create an infinite chain of creature casts), which would make this deck very competitive, but have found nothing.
All the other aspects could be minimized if it were not for that. There are several sources of damage triggered by infinite creatures being cast, and I already have a lot of redundancy in that area. Speed and defendability are not hard to manage.
I'm not sure how beneficial she really is though. I mean, sure, if you can fire off the Heartless Retrieval engine, she'll set you up for whatever you want (provided you can draw cards after scrying), but I don't know that it's not just better to have a tutor that works independently anyway. I guess I'm just wondering if she isn't win-more, especially given that a 3/4 deathtouch isn't that impressive.
The primary one is that if if Myr Retriever is exiled with Surgical Extraction there is very little chance of winning (at least in my version). I have tried to find a redundant creature that serves the same purpose (meaning free to cast and can create an infinite chain of creature casts), which would make this deck very competitive, but have found nothing.
All the other aspects could be minimized if it were not for that. There are several sources of damage triggered by infinite creatures being cast, and I already have a lot of redundancy in that area. Speed and defendability are not hard to manage.
If it were at all easy to get two Heartless Summonings in play, Corpse Cur would also work, but at that point, you're relying on a 5 card combo where two pairs of pieces are the same, and it starts to get too convoluted.
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There are mainly aggro decks in my meta so I chose Bottle Gnomes and Fog over other things.
Like you my main concern is graveyard hate. Esp. Surgical Extraction and Ravenous Trap because any deck can run them. I added the duresses and defense grids against them and counters. However, the idea of dropping heartless summoning with Simian Spirit guide also seems logical especially if on the go.
The reason why I added green was not only to play Fog but also to have access toFresh Meat which is a card with "Gravestorm for creatures" in essence. Also it is here because of the surprise combo factor with shimmer myr. If you have 5 open on their turn you can run both and combo out on their turn to attack with your infinite army of 2/2 beasts on your turn. This is good again if the opponent has a rogue hexproof or shroud effect active.
I think playing manamorphose over chromatic star would also be better but I can't use them now as I don't have them. Also I'm thinking of Plunge into darkness and Spoils of the vault as cheap, instant speed combo-piece finders. What are your ideas of/experience with them?
Any idea is welcome.
4 Forest
4 Swamp
3 Mountain
4 Verdant Catacombs
1 Pendelhaven
1 Buried Ruin
2 Stomping Ground
2 Overgrown Tomb
1 Jund Panorama
// Creatures - 13
1 Falkenrath Noble
4 Myr Retriever
4 Bottle Gnomes
4 Elvish Visionary
1 Fresh Meat
4 Fecundity
1 Bitter Ordeal
4 Heartless Summoning
2 Krark-Clan Ironworks
4 Faithless Looting
1 Grapeshot
4 Chromatic Star
1 Conflagrate
3 Fog
1 Falkenrath Noble
1 Fresh Meat
4 Defense Grid
4 Duress
1 Fog
4 Shimmer Myr
Cult of the Succubi Eating Kitten and Brotherhood of Hamsters - Zombie One/Hulking One - Brotherhood of Hamsters disapproves of Damage on the Stack amputation, the corruption of Mythics,
and the "Major changes to Extended" in July 2010. You aborted our cards., but we approve of the Modern format. Even if it doesn't ha ve Carrion Feeder or Caller of the Claw in it.Dex: http://deckbox.org/users/Egementium_instructoid
4 Heartless Summoning
4 Myr Retriever
3 Falkenrath Noble
2 Grapeshot
1 Bitter Ordeal
Utility:
4 Remand
4 Mulldrifter
4 Faithless Looting
2 Spellskite
4 Izzet Charm
3 Infernal Tutor
2 Golgari Thug
4 Island
7 Swamp
1 Mountain
4 Scalding Tarn
2 Sulfur Falls
2 Blackcleave Cliffs
2 Dragonskull Summit
1 Reflecting Pool
The lands need work, they are the result of what is left over from my other Modern decks. If I get this really tuned it will get a little more love.
Essentially the deck wants to get Heartless Summoning in play, then wants to play Myr Retriever with either another in hand or one in the graveyard. This makes for infinite creature plays and you can win with any number of cards in the deck. With the inclusion of Infernal Tutor and all the draw my consistency has gone up dramatically.
My big problem, and the reason I revived this thread, is that I am screwed if my Retrievers get exiled via Extirpate or one of it's cousins. I have been scouring for another combo I could include without radically changing the deck, but so far none has come to me.
A smaller problem, and one I think we can work around or find an answer to easily enough, is that a Leyline of Sanctity stops all of the current Wincons.
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A really good draw has gotten me a turn 2 Kill.
4 Heartless Summoning
4 Myr Retriever
Kills: 7
4 Selhoff Occultist
3 Grapeshot
4 Faithless Looting
4 Serum Visions
4 Muddle the Mixture
3 Infernal Tutor
4 Simian Spirit Guide
2 Beseech the Queen
3 Pact of Negation
The turn 2 kill would go something like this:
Turn 1: Faithless Looting/Serum Visions to setup the hand
Turn 2: Remove SSG, Drop Heartless Summoning, Selhoff Oculist, and The 2 Myr Combo
Infernal Tutor is a great way to get that elusive second Myr.
Muddle duels as a tutor and counter Backup
Beseech can also grab any card you need for the combo.
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My big issue still remains that this combo is too disruptable. I have enough tutor and draw to make the combo reliable, but if they cast an extirpate on a Myr in the yard then I am SOL if I don't have a counter in my hand. Sure, a hard counter might be a decent SB choice for this, but it is not really perfect. Really, any of the MANY grave disruption spells reams the deck because this is not an instant speed combo. So unless I want to SB in Teferi, Mage of Zhalfir (LOL), then this combo is just too slow (as much as I like the deck).
Lastly, I really think you ought to look at Spellskite in your 75 somewhere. It really has helped me quite a bit.
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Pact of Negation has won me about half of my games. That card is incredible in this deck. I don't see how it backs me into a corner, and rarely is it dead.
Here is my updated decklist. I'm not worried about Extirpate, because people don't play it. Surgical Extraction is a thing, but thats what 4 dispel in the sideboard are for.
I agree about SSG, but not sure what Spellskite would be useful for.
4 Heartless Summoning
4 Myr Retriever
Kills: 6
3 Selhoff Occultist
3 Grapeshot
Tutor/Draw/Filte/Acceleration: 19
4 Gitaxian Probe
4 Faithless Looting
4 Serum Visions
4 Muddle the Mixture
4 Sleight of Hand
3 Infernal Tutor
3 Pact of Negation
1 Pact of Negation
4 Dispel
3 Duress
2 Pyroclasm
4 Echoing Truth
1 Bitter Ordeal
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4x Darkslick Shores
3x Drowned Catacomb
2x Island
4x Swamp
2x Vivid Creek
3x Vivid Marsh
4x Watery Grave
Enchantment (6)
2x Bridge from Below
4x Heartless Summoning
Creature (5)
4x Myr Retriever
1x Shimmer Myr
3x Dimir Charm
2x Dispel
4x Muddle the Mixture
4x Thirst for Knowledge
2x Dismember
Sorcery (12)
2x Beseech the Queen
4x Bitter Ordeal
3x Fabricate
3x Infernal Tutor
1x Chalice of the Void
2x Corpse Cur
2x Krark-Clan Ironworks
3x Echoing Truth
3x Fresh Meat
1x Grafdigger's Cage
2x Harvester of Souls
1x Pithing Needle
Bridge From Below has serve as an awesome alternative win condition, but I find I often struggle to get it into the graveyard. The sideboard might look like a mess, but contains two semi-copies of our engine in Corpse Cur/Krark-Clan Ironworks in case of extraction effects, and all of the one-of hate cards can be fetched with Fabricate.
4 Heartless Summoning
4 Myr Retriever
3 Falkenrath Noble
2 Grapeshot
1 Bitter Ordeal
Utility:
4 Remand
4 Mulldrifter
4 Faithless Looting
2 Spellskite
4 Izzet Charm
3 Infernal Tutor
3 Muddle the Mixture
4 Island
5 Swamp
1 Mountain
4 Scalding Tarn
2 Blackcleave Cliffs
1 Blood Crypt
3 Steam Vents
1 Watery Grave
3 Pithing Needle
3 Shattering Spree
3 Infest
4 Extirpate
2 Ratchet Bomb
I have been playing around with some slots, and decide to add Muddle back in for some more test runs.
I was actually just thinking about this combo because it occured to me that Heartless Summoning will be able to discount the cc of Theros G-ds regardless of whether they are actually creatures when they are in play. Though we do not tend to have all that many permanents in play, let alone of any one color, so the only way they would be helpful is if their static enchantment ability helps.
Thassa: for U to cast we can Scry 1 every upkeep.
Purphoros: for 1R we can burn for each creature that comes in to play, but I do that already with Falkenrath Noble.
Erebos has not yet been spoiled, so who knows with him. I think that Thassa has the most potential so far. Probably proxy up a few and add them in place of 1x Izzet Charm and 1x Faithless Looting.
The other thing to look out for are the Bestow cards. I know that their base casting cost will be discounted, but I think Bestow will be an alternate casting cost so I don't think Heartless will discount it. We will have to see what the actual rules tell us.
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I was actually thinking of cutting some tutors, but I'm just not sure how to split them. Fabricate lets you grab the Myrs (REtriever and Shimmer) and Ironworks, but nothing else. Infernal Tutor is the cheapest, but only grabs the second Myr (or second Heartless for Corpse Cur). Beseech grabs anything, but the cost drawback is not insubstantial... I dunno.
As far as the gods...
I have similar feelings on Thassa, but as useful as scrying every turn is, it doesn't actually interact with the combo in any way. That being said, she's already so cheap that it seems wrong not to try.
Super early infinity with the right stuff (i.e. powerful cards), but otherwise a fairly low cmc infinite mana combination. Help me build a deck around it! Black and red cards with x are abundant! If you have any thoughts or decks, report back please
Merged with Heartless Summoning Combo deck thread
-ktkenshinx-
Cloudstone Curio + Burning-Tree Emissary
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
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If your deck splashes green for Fecundity/Fresh Meat, Commune with the Gods seems like the perfect dig card as it fetches the combo as well as fecundity.
A red or green splash would speed things up substantially with cards like SSGs and Faithless Looting or dorks and an unmentionable. However, I feel like a tricolor manabase also screws me half time as well, so I'm unsure where to go.
3 color mana bases, especially allied shards, are often more tricky than people think they will be in Modern, but they are also more reliable than you might think. If you have the right shocks and you manage to draw a fetch in the first 2-3 turns, you should be golden. The best first turn play for me, despite the life loss, is Scalding Tarn -> for Steam Vents (untapped), and Faithless Looting. Blackcleave Cliffs sets up nicely too, but that looting turn one can really spice up that hand and set me up for more card draw.
The caveat of course is that this is a rogue deck, and has some clear weaknesses. You are not going to see it placing on Pro-tour, but surprise, luck, and smart play could get you a 4-0 in a daily or a FNM. I love playing this deck, but I just want to be realistic about it's potential.
Reprint Opt for Modern!!
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Reaper of the Wild
Creature — Gorgon Rare
Whenever another creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
{B}: Reaper of the Wild gains deathtouch until end of turn.
1{G}: Reaper of the Wild gains hexproof until end of turn.
4/5
She stays potent with HS in play, and with a sac combo can dig for a win condition all she wants. She is also a decent beater with some mana investment.
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I'm not sure how beneficial she really is though. I mean, sure, if you can fire off the Heartless Retrieval engine, she'll set you up for whatever you want (provided you can draw cards after scrying), but I don't know that it's not just better to have a tutor that works independently anyway. I guess I'm just wondering if she isn't win-more, especially given that a 3/4 deathtouch isn't that impressive.
What about going a combo route with creatures like Priest of Urabrask or Coal Stoaker with the draw engine of Beck?
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Merged with official Heartless Summoning Combo thread. Don't forget to use the search function
-ktkenshinx-
I direct you to the established thread where you will find a lot of ideas on what to do with the card, and you are welcome to present ideas.
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what are some of the weaknesses of the deck/decks posted?
All the other aspects could be minimized if it were not for that. There are several sources of damage triggered by infinite creatures being cast, and I already have a lot of redundancy in that area. Speed and defendability are not hard to manage.
You're probably right.
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If it were at all easy to get two Heartless Summonings in play, Corpse Cur would also work, but at that point, you're relying on a 5 card combo where two pairs of pieces are the same, and it starts to get too convoluted.