I've seen some lists regarding the Heartless Summoning/Myr Retriever combo. I wonder if it could be worthwhile to develop this idea into a combo elves type card. With Beck // Call acting as a slightly worse Glimpse of Nature and the effect of Heartless Summoning on the casting costs of colorless creatures, I think there could be room for a fairly competitive deck. Unfortunately, I don't have a history as a great deck builder. These are the preliminary cards I'm thinking of.
COMBO:
Heartless Summoning - This has got to be a 4 of, you need it in play to go off. Use it to drop any creature in the deck for free.
Beck // Call - Another 4 of. Much like Glimpse of Nature in Legacy or old Extended Elves, this card is a huge enabler. The turn you play it, if a Heartless Summoning is in play, you can go off.
Creatures: (Each one will cost nothing and die instantly once Heartless Summoning is in play.
Myr Retriever - This one is a bit obvious, once you have two of them, you can loop the storm count infinitely, which also draws you unlimited cards after Beck // Call
Runed Servitor - I like this during the combo, because it draws you a card for free, and a second if you've played Beck.
Perilous Myr - Seems like a good idea, kind of like playing out a Murderous Redcap. Spot removal for pesks, or a little damage if you're going with Grapeshot
Myr Moonvessel - This could be good on the combo turn, it allows you to float some colorless mana, always nice.
Myr Sire - This also seems good on the combo turn, Beck // Call says when a creature enters the battlefield, not casting creature spells. So you draw one for the Sire, then when it dies, you get another draw for the 1/1, which also dies immediately.
Spellskite - Will not die instantly, but is free. Seems like a great card if you think you need any protection when going off. Could be good main, or definitely a sideboard option.
Shred Memory & Dimir Infiltrator - As cards, I don't like them, but if you have enough space after all of this for more transmuters, they also get you a combo piece.
WIN CON:
Bitter Ordeal - I like this simply because every creature in the deck dies, with the Myr Retriever it could be nice, and you're already playing black. I don't like the math, because if you've already played Beck, you might actually deck yourself before you are capable or getting a high enough Gravestorm count to win. If you wait for another turn once you have a few Retrievers, it could be great when you aren't forced to draw. But that might require you to Time Warp or some other costly spell to get another turn. Not sure we have the mana or the room.
Grapeshot - A more obvious kill condition, but we're already running three colors, and even splashing that fourth could make for a shaky mana base. Iron Myr probably isn't a good way to activate it, since it doesn't have haste, and it doesn't stick around with Heartless out.
Academy Ruins - Once again, I'm not a great deck builder. There probably isn't room for something like this. But if there is, it jumps out at me as possibly useful.
Alchemist's Refuge - If you're worried about the combo being broken up, I suppose this could be useful. Not extremely sure.
Mutavault, Blinkmoth Nexus, Inkmoth Nexus - Probably bad in the deck, but on the combo turn you could transform one and get a card draw, but lose a land. Figure there are no bad ideas in brainstorming.
So, once again, I'm not great at deck building, just idea hunting. I think there might be a deck in here somewhere. If anyone is interested in building something around this (a greater mind than mine, I'm sure). I'd love to know where you took the decklist and what kind of results you're having. It seems too shaky for a really competitive modern metagame, but I could be wrong about that. Could be decent for casual tabletop. Might build one myself, but it would be grossly suboptimal.
Sounds really cool. I like how easy it seems to draw your whole deck. One thing to take into consideration is that there is no real chance to deck yourself with beck as you mentioned, it's a may draw card effect.
edit: Oh I also wanted to add that pact of negation is always sweet in these kind of combo decks where you win by drawing your whole deck.
@vorlagh, I've been playing around with a combo similar to this. The trouble is that to "go off" we need 1 Heartless Summoning in play, 1 Myr Retriever in hand or play, another Retriever in graveyard or hand, and another combo piece to actually make use of the creature ETB/creature die/artifact ETB/storm count.
I played a version with Grim Haruspex and Laboratory Maniac (because I liked being able to cast it for U). It was okay, but fragile. I played a version with Bridge from Below which allows us to make 10,000 1/1's, but they have summoning sickness, so I judged that as too weak given all the required setup. I played with Gifts Ungiven to tutor up some combination of Unburial Rites, Myr Retriever, Heartless Summoning, Grim Haruspex/Bridge from Below, and Sun Titan (to ensure that I could get Heartless Summoning into play). That was okay, but often simply tutoring for other Unburial Rites packages would win the game also (without taking up 8+ deck slots).
My current plan -- though I'm close to giving up, since it seems like this combo requires too much setup -- is to add utility artifacts (Engineered Explosives, Spellskite, Expedition Map (only with Tron lands or other utility lands, which I haven't tested yet), Chalice of the Void, etc) to get value off of random Myr Retrievers so they aren't dead draws outside of the combo, big creatures (Sun Titan, Elesh Norn, Iona, Wurmcoil Engine, Steel Hellkite, Solemn Simulacrum -- which, admittedly, isn't big, but generates a ton of value for cheap, and has synergy with large creatures, Heartless Summoning, and Myr Retriever) to make use of Heartless Summoning's ramp outside of the combo, and probably Trinket Mage (synergy with Sun Titan and the utility artifacts) + Altar of the Brood.
The main issue with this plan is how much setup is required. Twin is a two-card combo that instantly wins. We're a 4/5-card combo that either requires more mana or is more fragile than the twin combo.
I'll update this if I ever think the combo is worth running, but a list I want to run would look something like this:
If not that, I would cut the gifts, rites, Elesh Norn, and Iona for tron lands, 4x Expedition Map and 3x Platinum Angel or something, maybe also subbing out the Sun Titans for some Eldrazi.
Edit 2: I also tested with a Zur the Enchanter (to tutor for Heartless Summoning, utility enchantments, or powerful auras to drop onto geist) + Geist of Saint Traft shell, which was horrendous.
Edit 3: (final edit...) I have toyed with the idea of a more artifact-centric deck and Thopter Foundry, somehow, but it doesn't feel like it would do anything. Also, 4x Mishra's Bauble might fit into any list with 4x Myr Retriever. I've clearly been thinking about this deck a lot.....
I've seen some lists regarding the Heartless Summoning/Myr Retriever combo. I wonder if it could be worthwhile to develop this idea into a combo elves type card. With Beck // Call acting as a slightly worse Glimpse of Nature and the effect of Heartless Summoning on the casting costs of colorless creatures, I think there could be room for a fairly competitive deck. Unfortunately, I don't have a history as a great deck builder. These are the preliminary cards I'm thinking of.
COMBO:
Heartless Summoning - This has got to be a 4 of, you need it in play to go off. Use it to drop any creature in the deck for free.
Beck // Call - Another 4 of. Much like Glimpse of Nature in Legacy or old Extended Elves, this card is a huge enabler. The turn you play it, if a Heartless Summoning is in play, you can go off.
Creatures: (Each one will cost nothing and die instantly once Heartless Summoning is in play.
Copper Myr - Green mana fixing.
Leaden Myr - Black mana fixing
Silver Myr - Blue mana fixing.
Myr Retriever - This one is a bit obvious, once you have two of them, you can loop the storm count infinitely, which also draws you unlimited cards after Beck // Call
Runed Servitor - I like this during the combo, because it draws you a card for free, and a second if you've played Beck.
Perilous Myr - Seems like a good idea, kind of like playing out a Murderous Redcap. Spot removal for pesks, or a little damage if you're going with Grapeshot
Myr Moonvessel - This could be good on the combo turn, it allows you to float some colorless mana, always nice.
Myr Sire - This also seems good on the combo turn, Beck // Call says when a creature enters the battlefield, not casting creature spells. So you draw one for the Sire, then when it dies, you get another draw for the 1/1, which also dies immediately.
Spellskite - Will not die instantly, but is free. Seems like a great card if you think you need any protection when going off. Could be good main, or definitely a sideboard option.
DIGGING:
Serum Visions & Sleight of Hand - It is a partially blue combo deck, why not?
Muddle the Mixture - Transmutes for Heartless Summoning, Beck // Call, or Myr Retriever. Also a counter spell, seems good enough.
Shred Memory & Dimir Infiltrator - As cards, I don't like them, but if you have enough space after all of this for more transmuters, they also get you a combo piece.
WIN CON:
Bitter Ordeal - I like this simply because every creature in the deck dies, with the Myr Retriever it could be nice, and you're already playing black. I don't like the math, because if you've already played Beck, you might actually deck yourself before you are capable or getting a high enough Gravestorm count to win. If you wait for another turn once you have a few Retrievers, it could be great when you aren't forced to draw. But that might require you to Time Warp or some other costly spell to get another turn. Not sure we have the mana or the room.
Grapeshot - A more obvious kill condition, but we're already running three colors, and even splashing that fourth could make for a shaky mana base. Iron Myr probably isn't a good way to activate it, since it doesn't have haste, and it doesn't stick around with Heartless out.
LANDS:
Watery Grave, Breeding Pool, Overgrown Tomb - Seems obvious to have some number, possibly 4 of each.
Opulent Palace - Is it too slow for Modern? Probably, I'm no expert.
Swamp, Island, Forest - Maybe something to protect from Path to Exile or Ghost Quarter.
Misty Rainforest, Verdant Catacombs, Polluted Delta - Three color deck, you'll probably end up fetching for something. Also, thinning the deck is very necessary.
Academy Ruins - Once again, I'm not a great deck builder. There probably isn't room for something like this. But if there is, it jumps out at me as possibly useful.
Alchemist's Refuge - If you're worried about the combo being broken up, I suppose this could be useful. Not extremely sure.
Mutavault, Blinkmoth Nexus, Inkmoth Nexus - Probably bad in the deck, but on the combo turn you could transform one and get a card draw, but lose a land. Figure there are no bad ideas in brainstorming.
Cavern of Souls - Name creature type "Myr"?
City of Brass, Tendo Ice Bridge, Gemstone Mine - You don't need colored mana that many times, these could be good.
Darksteel Citadel - It's Indestructible.
Desert - If you're against aggro, maybe.
Novijen, Heart of Progress - In case you decide that beatdown is the plan.
Svogthos, the Restless Tomb - Also for a shift to beatdown.
Shelldock Isle - It's likely that at some point you'll have fewer than 20 cards in your library.
Radiant Fountain - Is the lifegain necessary?
So, once again, I'm not great at deck building, just idea hunting. I think there might be a deck in here somewhere. If anyone is interested in building something around this (a greater mind than mine, I'm sure). I'd love to know where you took the decklist and what kind of results you're having. It seems too shaky for a really competitive modern metagame, but I could be wrong about that. Could be decent for casual tabletop. Might build one myself, but it would be grossly suboptimal.
I hope this catches a bit of conversation.
edit: Oh I also wanted to add that pact of negation is always sweet in these kind of combo decks where you win by drawing your whole deck.
Altar kills anyone not running Eldrazi.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
I played a version with Grim Haruspex and Laboratory Maniac (because I liked being able to cast it for U). It was okay, but fragile. I played a version with Bridge from Below which allows us to make 10,000 1/1's, but they have summoning sickness, so I judged that as too weak given all the required setup. I played with Gifts Ungiven to tutor up some combination of Unburial Rites, Myr Retriever, Heartless Summoning, Grim Haruspex/Bridge from Below, and Sun Titan (to ensure that I could get Heartless Summoning into play). That was okay, but often simply tutoring for other Unburial Rites packages would win the game also (without taking up 8+ deck slots).
My current plan -- though I'm close to giving up, since it seems like this combo requires too much setup -- is to add utility artifacts (Engineered Explosives, Spellskite, Expedition Map (only with Tron lands or other utility lands, which I haven't tested yet), Chalice of the Void, etc) to get value off of random Myr Retrievers so they aren't dead draws outside of the combo, big creatures (Sun Titan, Elesh Norn, Iona, Wurmcoil Engine, Steel Hellkite, Solemn Simulacrum -- which, admittedly, isn't big, but generates a ton of value for cheap, and has synergy with large creatures, Heartless Summoning, and Myr Retriever) to make use of Heartless Summoning's ramp outside of the combo, and probably Trinket Mage (synergy with Sun Titan and the utility artifacts) + Altar of the Brood.
The main issue with this plan is how much setup is required. Twin is a two-card combo that instantly wins. We're a 4/5-card combo that either requires more mana or is more fragile than the twin combo.
I'll update this if I ever think the combo is worth running, but a list I want to run would look something like this:
4 Myr Retriever
4 Heartless Summoning
4 Trinket Mage
1 Altar of the Brood
1 Chalice of the Void
1 Engineered Explosives
2 Sun Titan
1 Wurmcoil Engine
1 Steel Hellkite
3 Solemn Simulacrum
2 Thirst for Knowledge
3 Path to Exile
2 Unburial Rites
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria
3 Gifts Ungiven
If not that, I would cut the gifts, rites, Elesh Norn, and Iona for tron lands, 4x Expedition Map and 3x Platinum Angel or something, maybe also subbing out the Sun Titans for some Eldrazi.
Edit: One large problem with both of these "synergistic" lists that I've come up with is that they eschew the best cards in an Esper shell, which are Cryptic Command, Esper Charm, Thoughtseize/Inquisition of Kozilek, Gitaxian Probe, Snapcaster Mage (plus Serum Visions, Path to Exile, Remand, Mana Leak, etc), Monastery Mentor, Lingering Souls, Dark Confidant (unplayable with so many expensive threats), Tasigur, the Golden Fang, etc... And I don't know if the synergies I'm adding are better than the synergies inherent with these excluded cards, nor do I believe the combo is worth their exclusion. But test I shall...
Edit 2: I also tested with a Zur the Enchanter (to tutor for Heartless Summoning, utility enchantments, or powerful auras to drop onto geist) + Geist of Saint Traft shell, which was horrendous.
Edit 3: (final edit...) I have toyed with the idea of a more artifact-centric deck and Thopter Foundry, somehow, but it doesn't feel like it would do anything. Also, 4x Mishra's Bauble might fit into any list with 4x Myr Retriever. I've clearly been thinking about this deck a lot.....