I really think that Enter the Infinite + Omniscience is just too cute. Yeah, it pretty much wins the game on the spot, but in all the testing I've done of the lists posted here (my own, Gabriel's lists, and TWoo's list), I find that it's too unreliable to get the combo going without a high density of extra attacks and red cards to pitch to Fury of the Horde in the event that the first Narset trigger whiffs.
The other thing I've found is that even if you hit Enter the Infinite or Omniscience with Narset, it can still be a whiff if the other isn't available immediately. Trying to recur Omniscience from the yard after Enter the Infinite doesn't work because you'll deck yourself with Faithless Looting when you try to discard Emrakul. Omniscience is a blank if you don't have any extra attacks or Enter the Infinite in hand. In all of these cases, I'd rather have extra attacks to keep the combo going instead. Yes, you miss out on some cool infinite turns/infinite life/infinite damage stuff, but it's more reliable. I want to be able to reliably cast every remaining noncreature spell in my library incrementally with Narset rather than unreliably go totally nuts and cast them all at once with Omniscience. I'm still running the exact numbers on this one so that I can back up my claims with evidence.
If you're worried about Angel's Grace, damage prevention, infinite life, or pesky permanents like Phyrexian Unlife, there's the Research // Development + Duneblast + Biorhythm combo to set their life total to zero and Emrakul gets rid of permanents. I guess we still die to Sigarda, Host of Herons and some other permanent, but I've never seen any deck that plays both. If you're facing down Platinum Angel or Platinum Emperion, you're dead anyway because Narset can't attack into that. (I guess that's one situation where Griselbrand is better (except he still dies to Platinum Emperion))
The other thing I've found is that even if you hit Enter the Infinite or Omniscience with Narset, it can still be a whiff if the other isn't available immediately.
1. Cast Enter the Infinite, drawing your deck and putting Omniscience back on top
2. Exile two red cards to cast Fury of the Horde, letting you attack with Narset again
3. Use Narset's trigger to exile Omniscience from the top of your library and cast it
4. Cast Emrakul, the Aeons Torn and Griselbrand from your hand
5. Cast a second Enter the Infinite from your hand in order to put a card back into your library (so you don't deck out on your extra turn from Emrakul)
6. Move to your extra turn and win the game
My friend playtested this deck with me one night, so we discovered a couple of neat interactions.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
Why research/development instead of glittering wish? Do you want both duneblast and biorhythm? I guess I'm not quite catching on. Let me think for a second....
Wish puts the card in hand, so you'd have to pay...if it's in the deck you can draw into it with Narset and not pay...alright I think I see. So the plan would be to research for both biorhythm and duneblast, narset in both, then use them to set opponent to zero.
Don't mind me, just thinking out loud.
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1. Cast Enter the Infinite, drawing your deck and putting Omniscience back on top
2. Exile two red cards to cast Fury of the Horde, letting you attack with Narset again
3. Use Narset's trigger to exile Omniscience from the top of your library and cast it
4. Cast Emrakul, the Aeons Torn and Griselbrand from your hand
5. Cast a second Enter the Infinite from your hand in order to put a card back into your library (so you don't deck out on your extra turn from Emrakul)
6. Move to your extra turn and win the game
Ahh, you're right. That definitely makes it better, but it doesn't totally fix the problem. If you're running only a few (like 2) copies of Omniscience, it's totally possible to have both in your graveyard/exile when you hit Enter the Infinite. You also need an extra copy of both Enter the Infinite and Fury of the Horde in your hand/library to make this work (which is pretty likely, I'll admit).
The list that I've been mucking about recently drops down to 1 copy of Enter the Infinite in the main and 1 Omniscience in the side. You can hit Enter the Infinite with Narset, put Research // Development back, and proceed to win with the copy of Omniscience in your sideboard. This has the advantage of keeping the infinite turns/infinite life combo available while not significantly reducing the extra turns/red card density. You don't really need to worry about decking yourself on Emrakul, the Aeons Torn extra turns because you can always just sacrifice him to Plunge into Darkness to flip your graveyard.
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So the plan would be to research for both biorhythm and duneblast, narset in both, then use them to set opponent to zero.
Yeah, that's what's going on. If you really want to get crazy, you can put OmniscienceandHive Mind along with those in your board for a ton of fun ways to ruin someone's day. (Hive Mind also makes your extra attacks worth double, as mentioned by Gabriel, but that's almost never relevant)
Ahh, you're right. That definitely makes it better, but it doesn't totally fix the problem. If you're running only a few (like 2) copies of Omniscience, it's totally possible to have both in your graveyard/exile when you hit Enter the Infinite. You also need an extra copy of both Enter the Infinite and Fury of the Horde in your hand/library to make this work (which is pretty likely, I'll admit).
The list that I've been mucking about recently drops down to 1 copy of Enter the Infinite in the main and 1 Omniscience in the side. You can hit Enter the Infinite with Narset, put Research // Development back, and proceed to win with the copy of Omniscience in your sideboard. This has the advantage of keeping the infinite turns/infinite life combo available while not significantly reducing the extra turns/red card density. You don't really need to worry about decking yourself on Emrakul, the Aeons Torn extra turns because you can always just sacrifice him to Plunge into Darkness to flip your graveyard.
Yeah, that comes up quite often, actually. I once ran into the problem of only having a single Enter the Infinite left that hadn't been exiled by Serum Powder, so I had to get creative.
What I did was:
1. Cast Enter the Infinite, putting Emrakul back on top
2. Cast Spoils of the Vault off Narset, naming not-Emrakul
3. Played my land for the turn and used it to cast Pull from Eternity, putting Emrakul in my graveyard and shuffling it back into my library
4. Using a combination of Narset, Simian Spirit Guides and Faithless Lootings, I filled my graveyard with the exact cards I needed to win and shuffled them back with Emrakul again
5. Eventually, after casting Omniscience off Narset, I pitched Griselbrand with Faithless Looting, brought it back with Goryo's Vengeance, and took three extra attacks to win.
A lot of the lines are complex and differ from game to game.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
Hey all, just to clarify, I am Gabriel Pancerzewski, my name on facebook was Gabriel John at the time, and my handle is Eubaba. My boys up at Mana-Fyx and I made the rough concept for the deck around the pool before Khans was released. We had a bad version of it in testing with "Narset" written in Sharpie on the backs of basics.
Pull from Eternity/Exile engine probably came from an old friend of mine named Micah in DFW who wanted to use it to power out Nicol Bolas. This was back during Ravnica/Time Spiral standard, but we were talking about modern (I don't know what year that was). That deck never took off, but I guess it stuck in my head.
Anyway, I wouldn't have posted any of this except it was about a half page worth of argument a minute ago.
I've not been working on the deck anymore. I've put months into it. At this point, it's in the hands of Mr. Woo and the community. The only thing I have to say is this:
there is a balance between making the combo happen and making Narset kill completely. If you're not getting her into play, you need to devote more cards to that. If she hits and pulls up nothing, devote more cards to that. I don't feel like I've found the balance yet. I want to say that Plunge into Darkness could be a part of it, but it's probably too expensive. We were running it as a one of so that we could sacrifice Emrakul to loop Emrakul for infinite turns and infinite life. It also lets us set up the combo as a controlled Spoils. It's just probably too expensive. Somebody test it and tell me what you think. I'm on the fence.
What I did was:
1. Cast Enter the Infinite, putting Emrakul back on top
2. Cast Spoils of the Vault off Narset, naming not-Emrakul
3. Played my land for the turn and used it to cast Pull from Eternity, putting Emrakul in my graveyard and shuffling it back into my library
4. Using a combination of Narset, Simian Spirit Guides and Faithless Lootings, I filled my graveyard with the exact cards I needed to win and shuffled them back with Emrakul again
5. Eventually, after casting Omniscience off Narset, I pitched Griselbrand with Faithless Looting, brought it back with Goryo's Vengeance, and took three extra attacks to win.
A lot of the lines are complex and differ from game to game.
Tricky! I suppose at that point you've usually got enough extra turns exiled with Narset to not worry about whiffing.
That happens, but it doesn't usually mean a whiff. The version that I'm running can reliably flip the entire library with Narset. I don't have to worry about hitting some specific wincon because Narset typically gets there on her own. If she can't, you can always tag-team Emrakul with Pull From Eternity + Goryo's Vengeance. The only thing that is unbeatable for me without Research // Development is infinite life. Also, even if you exile Enter the Infinite and your opponent has infinite life (but you still have Research // Development), Duneblast + Biorhythm makes short work of them (this still works even if the infinite life combo is on the table because they lose when state-based effects are checked after Biorhythm resolves)
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Hey all, just to clarify, I am Gabriel Pancerzewski. I've not been working on the deck anymore. I've put months into it.
there is a balance between making the combo happen and making Narset kill completely. If you're not getting her into play, you need to devote more cards to that. If she hits and pulls up nothing, devote more cards to that. I don't feel like I've found the balance yet. I want to say that Plunge into Darkness could be a part of it, but it's probably too expensive. We were running it as a one of so that we could sacrifice Emrakul to loop Emrakul for infinite turns and infinite life. It also lets us set up the combo as a controlled Spoils. It's just probably too expensive. Somebody test it and tell me what you think. I'm on the fence.
Thanks for coming up with the idea! I really want to do some modeling of this deck that doesn't involve Monte Carlo simulation :/ I think that cutting down to below 16 extra attacks if too few because whiffing becomes a real problem, but I can't prove it.
Having a fifth copy of Spoils is pretty useful IMO. The fact that it enables infinite turns/infinite life is just icing on the cake. I wouldn't run 2 copies because, as you say, it's too expensive.
So I'm playing the version without omniscience and enter the infinite and so far, pretty sick. With 16 spells that start a fresh attack phase it's tough to fizzle. There's nothing so dramatic going as omniscience, but pretty effective. Just a handful of games so far, but all kills in turn 3 or less. I did manage to fizzle once and kill myself with a spoils, but that's the gamble. Very fun, opponents are at first amazed, then bummed out.
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Thanks for coming up with the idea! I really want to do some modeling of this deck that doesn't involve Monte Carlo simulation :/
Me too. I just don't know a way to make a Goryo's Vengeance deck play interactively. If we could somehow find enough "hits" that also function as castable control spells, that would be one way to set up the combo without ignoring the other side of the board. It's just hard to find cards that are independantly good cards and also back-breaking hits off of Narset.
Cards with alternative costs could be useful here as set up for the combo, but they're still not hits. Sunscour, Commandeer, Snapback, Lightning Axe, and Treasure Cruise all come to mind, but I feel like Narset would become useless with a package like that. Keep in mind, most of these cards can exile or discard Narset to set the combo up, but once Narset hits, she just sucks. With all the time I've spent on gatherer over this deck, I can pretty safely say that there are no Relentless Assault effects that have control modes or draw modes. Also, there are no draw spells that turn themselves into independant combo engines with Narset that are castable without her. Treasure Cruise requires another combo in play for it to get you through your whole deck, etc.
The key to making the deck interactive is in what selection you use for your "hits" package. You can't have a control/midrange deck half-full of Relentless Assaults and removal doesn't keep Narset going.
One thing we used to run in an early version was Thoughtseize, allowing us to discard Narset or remove a counterspell. That quickly came out, but it may be a starting point. Removal that sets up the combo could replace parts of the engine, making the deck more resiliant, if a bit slower.
I could see a curve like:
t1: Spoils for Narset
t2: Discard Narset to Lightning Axe that, exile Simian Spirit Guide, Goryo's Vengeance
or:
t1: Spoils for Narset
t2: Thoughtseize myself, exile simian, Goryo's for the kill
Maybe even:
t1: Land, Mox Opal, Mishra's Bauble, Necrogen Spellbomb, exile Simian, combo off
It's possible that we could put it into a madness engine that plays efficient red and black dudes off of discard effects, using Relentless Assaults to get extra attack steps with our normal Madness deck. We get to run cute stuff like Delerium Skeins, Gravecrawler, and Vengevine. If we get to four mana or two red cards, we just attack twice with graveyard dudes, and if we get Goryo's we go off.
Anyway, I'd just like to see other iterations of the deck do some work. The core of the deck is Narset + attack steps. Please work on this. I'd love to see the deck somehow able to sport removal or dudes and still stay explosive, even if the early kill becomes less common.
Just had my first turn one kill. Opening hand of Narset, goryo's, 3x SSG, city of brass, faithless looting.
Play City
Exile SSG
Loot - discard narset and something drawn
exile SSG, tap city for black, Goryo's
Off to the races.
So far I'm about 50/50 on wins against a wide range of decks. Anything with blue I side in Boseiju. The games I've had problems have either been not finding parts or getting land blown up/bounced. Once crafty scapeshift player kept cyptic command bouncing my boseiju and I could never get online.
The key is recognizing what you need to get going in your opening hand, and mulling aggressively to get close. The more I play, the better I get at knowing what hands to keep, and the better the win rate is getting. Without omniscience/enter the infinite there's a lot less variance when narset swings.
No wins through biorhythm yet, though I always cast research when it comes up. Very fun, and you don't have to ever worry about going to time. You either win, get beaten, or kill yourself with spoils.
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Once you're drawn your deck, there's a variety of ways to win. For example, Lightning Storm is sufficient (as seen in Ad Nauseam decks); we'd be more likely to play Borborygmos though, I think. However, since you want to play Omniscience, and you already have other ways to cheat him into play, I think that Emrakul is a fine way to end the game.
i made the deck the way you are stating, how the f*** does this deck ever win, I have never drawn a hand that resembles anything close to what you are stating I have played 10 matches. I played against someone with this deck earlier and could not belivee how amazing it was. is there an updated list that acutally wins?
You can't really expect these builds to work Bullwark. They are almost 2 years old. The format is dominated by completely different decks now. Huge shift in the meta basically. You'd almost have to start from scratch to be competitive with this pile.
I started off playing the Pull from Eternity version and liked it, while explosive, the deck just didn't click for me, yeah I turn two'd a lot of games, but finding Narset/Vengeance seemed a bit harder than it needed to be, so I went with a spell and land base closer to Grishoalbrand and this is what I am currently testing in the main.
4 Brilliant Ultimatum
1 Emrakul, the Aeons Torn
4 Enter the Infinite
4 Faithless Looting
4 Fury of the Horde
5 Swamp
4 Temple of Malice
4 Goryo's Vengeance
4 Narset, Enlightened Master
4 Omniscience
2 Cathartic Reunion
3 Relentless Assault
2 Blackcleave Cliffs
4 Simian Spirit Guide
3 Lightning Axe
2 Mountain
2 Blood Crypt
4 Bloodstained Mire
2 Mana Confluence
4 Gemstone Caverns
4 City of Brass
4 Gemstone Mine
Creatures
4 Simian Spirit Guide
4 Narset, Enlightened Master
1 Griselbrand
1 Emrakul, the Aeons Torn
4 Spoils of the Vault
1 Plunge Into Darkness
4 Serum Powder
4 Faithless Looting
4 Pull from Eternity
4 Goryo's Vengeance
4 Enter The Infinite
2 Omniscience
4 Relentless Assault
4 Fury of the Horde
1 Waves of Aggression
The other thing I've found is that even if you hit Enter the Infinite or Omniscience with Narset, it can still be a whiff if the other isn't available immediately. Trying to recur Omniscience from the yard after Enter the Infinite doesn't work because you'll deck yourself with Faithless Looting when you try to discard Emrakul. Omniscience is a blank if you don't have any extra attacks or Enter the Infinite in hand. In all of these cases, I'd rather have extra attacks to keep the combo going instead. Yes, you miss out on some cool infinite turns/infinite life/infinite damage stuff, but it's more reliable. I want to be able to reliably cast every remaining noncreature spell in my library incrementally with Narset rather than unreliably go totally nuts and cast them all at once with Omniscience. I'm still running the exact numbers on this one so that I can back up my claims with evidence.
If you're worried about Angel's Grace, damage prevention, infinite life, or pesky permanents like Phyrexian Unlife, there's the Research // Development + Duneblast + Biorhythm combo to set their life total to zero and Emrakul gets rid of permanents. I guess we still die to Sigarda, Host of Herons and some other permanent, but I've never seen any deck that plays both. If you're facing down Platinum Angel or Platinum Emperion, you're dead anyway because Narset can't attack into that. (I guess that's one situation where Griselbrand is better (except he still dies to Platinum Emperion))
I dunno about Omniscience, but you can win immediately upon flipping Enter the Infinite. Here's what you do.
1. Cast Enter the Infinite, drawing your deck and putting Omniscience back on top
2. Exile two red cards to cast Fury of the Horde, letting you attack with Narset again
3. Use Narset's trigger to exile Omniscience from the top of your library and cast it
4. Cast Emrakul, the Aeons Torn and Griselbrand from your hand
5. Cast a second Enter the Infinite from your hand in order to put a card back into your library (so you don't deck out on your extra turn from Emrakul)
6. Move to your extra turn and win the game
My friend playtested this deck with me one night, so we discovered a couple of neat interactions.
Wish puts the card in hand, so you'd have to pay...if it's in the deck you can draw into it with Narset and not pay...alright I think I see. So the plan would be to research for both biorhythm and duneblast, narset in both, then use them to set opponent to zero.
Don't mind me, just thinking out loud.
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Ahh, you're right. That definitely makes it better, but it doesn't totally fix the problem. If you're running only a few (like 2) copies of Omniscience, it's totally possible to have both in your graveyard/exile when you hit Enter the Infinite. You also need an extra copy of both Enter the Infinite and Fury of the Horde in your hand/library to make this work (which is pretty likely, I'll admit).
The list that I've been mucking about recently drops down to 1 copy of Enter the Infinite in the main and 1 Omniscience in the side. You can hit Enter the Infinite with Narset, put Research // Development back, and proceed to win with the copy of Omniscience in your sideboard. This has the advantage of keeping the infinite turns/infinite life combo available while not significantly reducing the extra turns/red card density. You don't really need to worry about decking yourself on Emrakul, the Aeons Torn extra turns because you can always just sacrifice him to Plunge into Darkness to flip your graveyard.
Yeah, that's what's going on. If you really want to get crazy, you can put Omniscience and Hive Mind along with those in your board for a ton of fun ways to ruin someone's day. (Hive Mind also makes your extra attacks worth double, as mentioned by Gabriel, but that's almost never relevant)
Yeah, that comes up quite often, actually. I once ran into the problem of only having a single Enter the Infinite left that hadn't been exiled by Serum Powder, so I had to get creative.
What I did was:
1. Cast Enter the Infinite, putting Emrakul back on top
2. Cast Spoils of the Vault off Narset, naming not-Emrakul
3. Played my land for the turn and used it to cast Pull from Eternity, putting Emrakul in my graveyard and shuffling it back into my library
4. Using a combination of Narset, Simian Spirit Guides and Faithless Lootings, I filled my graveyard with the exact cards I needed to win and shuffled them back with Emrakul again
5. Eventually, after casting Omniscience off Narset, I pitched Griselbrand with Faithless Looting, brought it back with Goryo's Vengeance, and took three extra attacks to win.
A lot of the lines are complex and differ from game to game.
Ooh, that seems interesting. Does it ever whiff by exiling Research // Development or Enter the Infinite via Serum Powder or Spoils of the Vault?
Pull from Eternity/Exile engine probably came from an old friend of mine named Micah in DFW who wanted to use it to power out Nicol Bolas. This was back during Ravnica/Time Spiral standard, but we were talking about modern (I don't know what year that was). That deck never took off, but I guess it stuck in my head.
Anyway, I wouldn't have posted any of this except it was about a half page worth of argument a minute ago.
I've not been working on the deck anymore. I've put months into it. At this point, it's in the hands of Mr. Woo and the community. The only thing I have to say is this:
there is a balance between making the combo happen and making Narset kill completely. If you're not getting her into play, you need to devote more cards to that. If she hits and pulls up nothing, devote more cards to that. I don't feel like I've found the balance yet. I want to say that Plunge into Darkness could be a part of it, but it's probably too expensive. We were running it as a one of so that we could sacrifice Emrakul to loop Emrakul for infinite turns and infinite life. It also lets us set up the combo as a controlled Spoils. It's just probably too expensive. Somebody test it and tell me what you think. I'm on the fence.
Tricky! I suppose at that point you've usually got enough extra turns exiled with Narset to not worry about whiffing.
That happens, but it doesn't usually mean a whiff. The version that I'm running can reliably flip the entire library with Narset. I don't have to worry about hitting some specific wincon because Narset typically gets there on her own. If she can't, you can always tag-team Emrakul with Pull From Eternity + Goryo's Vengeance. The only thing that is unbeatable for me without Research // Development is infinite life. Also, even if you exile Enter the Infinite and your opponent has infinite life (but you still have Research // Development), Duneblast + Biorhythm makes short work of them (this still works even if the infinite life combo is on the table because they lose when state-based effects are checked after Biorhythm resolves)
Thanks for coming up with the idea! I really want to do some modeling of this deck that doesn't involve Monte Carlo simulation :/ I think that cutting down to below 16 extra attacks if too few because whiffing becomes a real problem, but I can't prove it.
Having a fifth copy of Spoils is pretty useful IMO. The fact that it enables infinite turns/infinite life is just icing on the cake. I wouldn't run 2 copies because, as you say, it's too expensive.
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Me too. I just don't know a way to make a Goryo's Vengeance deck play interactively. If we could somehow find enough "hits" that also function as castable control spells, that would be one way to set up the combo without ignoring the other side of the board. It's just hard to find cards that are independantly good cards and also back-breaking hits off of Narset.
Cards with alternative costs could be useful here as set up for the combo, but they're still not hits. Sunscour, Commandeer, Snapback, Lightning Axe, and Treasure Cruise all come to mind, but I feel like Narset would become useless with a package like that. Keep in mind, most of these cards can exile or discard Narset to set the combo up, but once Narset hits, she just sucks. With all the time I've spent on gatherer over this deck, I can pretty safely say that there are no Relentless Assault effects that have control modes or draw modes. Also, there are no draw spells that turn themselves into independant combo engines with Narset that are castable without her. Treasure Cruise requires another combo in play for it to get you through your whole deck, etc.
The key to making the deck interactive is in what selection you use for your "hits" package. You can't have a control/midrange deck half-full of Relentless Assaults and removal doesn't keep Narset going.
One thing we used to run in an early version was Thoughtseize, allowing us to discard Narset or remove a counterspell. That quickly came out, but it may be a starting point. Removal that sets up the combo could replace parts of the engine, making the deck more resiliant, if a bit slower.
I could see a curve like:
t1: Spoils for Narset
t2: Discard Narset to Lightning Axe that, exile Simian Spirit Guide, Goryo's Vengeance
or:
t1: Spoils for Narset
t2: Thoughtseize myself, exile simian, Goryo's for the kill
Maybe even:
t1: Land, Mox Opal, Mishra's Bauble, Necrogen Spellbomb, exile Simian, combo off
It's possible that we could put it into a madness engine that plays efficient red and black dudes off of discard effects, using Relentless Assaults to get extra attack steps with our normal Madness deck. We get to run cute stuff like Delerium Skeins, Gravecrawler, and Vengevine. If we get to four mana or two red cards, we just attack twice with graveyard dudes, and if we get Goryo's we go off.
Anyway, I'd just like to see other iterations of the deck do some work. The core of the deck is Narset + attack steps. Please work on this. I'd love to see the deck somehow able to sport removal or dudes and still stay explosive, even if the early kill becomes less common.
Play City
Exile SSG
Loot - discard narset and something drawn
exile SSG, tap city for black, Goryo's
Off to the races.
So far I'm about 50/50 on wins against a wide range of decks. Anything with blue I side in Boseiju. The games I've had problems have either been not finding parts or getting land blown up/bounced. Once crafty scapeshift player kept cyptic command bouncing my boseiju and I could never get online.
The key is recognizing what you need to get going in your opening hand, and mulling aggressively to get close. The more I play, the better I get at knowing what hands to keep, and the better the win rate is getting. Without omniscience/enter the infinite there's a lot less variance when narset swings.
No wins through biorhythm yet, though I always cast research when it comes up. Very fun, and you don't have to ever worry about going to time. You either win, get beaten, or kill yourself with spoils.
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Sometimes I Narset-ed Time Stretch and Worst Fears.
I won with Biorhythm.
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http://www.mtggoldfish.com/archetype/modern-narset-combo#online
Also, no love for burning inquiry?
Cheers.
SST.
4 Brilliant Ultimatum
1 Emrakul, the Aeons Torn
4 Enter the Infinite
4 Faithless Looting
4 Fury of the Horde
5 Swamp
4 Temple of Malice
4 Goryo's Vengeance
4 Narset, Enlightened Master
4 Omniscience
2 Cathartic Reunion
3 Relentless Assault
2 Blackcleave Cliffs
4 Simian Spirit Guide
3 Lightning Axe
2 Mountain
2 Blood Crypt
4 Bloodstained Mire
this article has the best build i've seen