Again, why do we need a removal suite/answers and interaction when we can just win. I was thinking we can strip the fat and just run straight combo main deck and worry about answers in the sideboard. Delver can't just straight out kill you in three turns unless it god draws triple flipped delver by turn three. GR aggro and wolf run only has beast within and galvanic blast as instant speed reaction on your combo turn. If you need to play around mana leak simply ramp multiple sad robots and get yourself out of mana leak range. UB zombies has tragic slip, but again, if you get hit with removal, you can draw seven in response with a griselbrand I the yard with an ooze in play. Here's an updated list with a sideboard, the sb curse is great against delver, since u can ramp into a turn three curse.
I decided to drop sots and add more sift effects, adding probe also allows you to play around a well placed leak or removal spell. The solemn simulacrums are there for the infinite loop. My approach to the deck is not ramping into bombs, but rather abusing heartless summoning as the main combo piece in infinite loops.
All good points brought up in that post. The difference with this build is the addition of necrotic ooze for more consistency. There are multiple ways to perform infinite loops. The deck is completely reliant on heartless summoning to work, but so is pyro ascension in modern. If you get the pieces of the combo together and your opponent has no instant speed interaction on your combo turn, you simply win. You also have the option to go into the late game by simply playing a ramped Griselbrand. My build is not a heartless ramp deck, it is pure combo, with the ability to go off on turn three, something pretty much any combo deck is seeking to do. If there are any other ways of simply winning on turn three or four with any other deck, let me know.
So, explanations, a couple ways to go infinite;
Turn 1: blackcleave cliffs, loot, discard lich and Griselbrand
Turn 2: black mana source, play heartless summoning
Turn 3: play priest, necrotic ooze, 3 mana floating go infinite on priests, kill with devil's play or if your disrupted mid combo with a vapor snag or removal spell, draw 7 in response and play some sad robots or sots or a second heartless and do it all over again next turn. Also, if you play 2 summonings, you can play infinite sad robots with either a lich or ooze in play with a priest in the yard.
The list is very rough and the sideboard is unfinished, but that's the overall plan. Been trying to get combo to work in standard for awhile now and what's great about the concept is if you get disrupted you can always go off the next turn. Haven't tested yet but I feel like this may be a direction to move. Forgive me if it's already been suggested.
What do you guys think about lone revenant as an alternative finisher? Can't be zealous conscripted and seems like a great 5 drop after a DOJ. Also, i've been thinking about the card interaction between the revenant, Gideon and homicidal seclusion. This list may seem a bit Janky, but I'm beginning to feel like it may be better to play more spot removal, sweepers and threats rather than subbing cards such as these with more board impact for lingering souls, which essentially serve as a turn three and four stall.
I'm glad someone finally broke down the statistical benefits of desperate ravings. It's really quite simple, the more you play with that card the more you realize why it's so integral. You simply get so much value out of that card it's ridiculous. To the naysayers, just test the card out before you write it off an you'll find every time you draw a think twice in situation where you are behind, you wish it was a ravings.
exactly, did you see the sideboard, it's pretty much a suboptimal version of rw humans, in the board. It's not normal frites per se, it just looks to overload the field with a ton of humans after unburial ritesing an angel. I didn't say it was good, it's gimmicky, but it'll be pretty fun to run during fnm.
I know how desperate ravings seem in theory, but in practice, they've never done me wrong. In every matchup the pure card advantage far outweighs the random discard. Most of the time, u raving eot with 5-6 cards in hand, when your opponent rolls random with 8 cards, he almost always pulls a land. Test it and you'll see, ravings is so good. You never cast it with less than four cards in hand. Also, your finishers are a bit fragile, in my list each creature has immediate board impact, that's what you want, Olivia and frost Titan don't have the same impact as inferno or grave titan.
I thought I'd put some of our ideas into a list. Need some feedback on the sideboard, I know some of the spells raw mana intensive, but planeswwalkers
are so good in so ma y match ups. The Gideons serve as pseudo day of judgements in tempo mirrors. Tamiyo and Jace are in for control and surgical is for solar flare, frites etc.
Lauphiette, again you've got some great ideas. If the new gameplan is to go hyper aggressive, should we up the mutagenic growths to 2 and switch the mental missteps to gut shots? I also think you should keep 2 mana leaks in, there are many non creature spells worth keeping them in for.I also don't like invisible stalkers, they're best in the pike build, but even then, it's so much to set him up as lethal, the leigionaires but immediate pressure on your opponent. Also, what do you think of the esper token build with anthems? Seems more resistant to mass removal. I've also been really liking the interaction between snappy and peel from reality, it's never fun bouncing a Titan, but if we can't counter them, then it could be the best alternative, since we're only looking to buy extra turns anyway.
I was thinking, 2 zealous conscripts in the board and 2 cavern of souls for 2 evolving wilds may be correct and losing 1 Tamiyo for an inferno titan. I feel like not having to get into a counter war over a titan will be extremely beneficial for this deck and the zealous conscripts are going to be a huge sideboard card for most decks in the future. It's such a versatile card, good against planeswalkers, opposing titans, etc. I'd look at the addition of cavern of souls as essentially as 2 extra spells. They're not good for mana fixing and they'll only be able to help cast 5 of the 60 cards in the deck, but those 5 cards are nearly game-ending when they resolve and it frees up space in the board for less negates. I have a feeling caverns are going to find themselves in a lot more decks than humans, ramp and zombies.
I was thinking of dropping the talismans for 1 batter skull, I really like the interaction between it and the tokens from lingering souls and Sorin, as well as Gideon's ultimate. Not sure how important the talismans are as they are in solar flare or grixis control builds. Batterskull is also resistant to vapor snag, which is good.
good points. I still think she's better in solar flare. Anyway, just wondering, are there any gigadrowse effects in standard? to side in against control mirrors?
4 necrotic ooze
4 priest of urabrask
3 solemn simulacrum
2 Griselbrand
4 heartless summoning
4 faithless looting
4 gitaxian probe
3 forbidden alchemy
3 devil's play
4 mountain
4 blackcleave cliffs
4 darkslick shores
4 dragonskull summit
2 drowned catacomb
1 island
3 phyrexian metamorph
3 inferno titan
3 ancient grudge
2 zealous conscripts
2 nihil spell bomb
2 curse of death's hold
I decided to drop sots and add more sift effects, adding probe also allows you to play around a well placed leak or removal spell. The solemn simulacrums are there for the infinite loop. My approach to the deck is not ramping into bombs, but rather abusing heartless summoning as the main combo piece in infinite loops.
4 necrotic ooze
4 priest of urabrask
3 solemn simulacrum
3 Griselbrand
4 heartless summoning
4 faithless looting
4 sphere of the suns
3 forbidden alchemy
3 devil's play
4 mountain
4 blackcleave cliffs
4 darkslick shores
3 cavern of souls
3 dragonskull summit
1 island
4 phyrexian metamorph
3 inferno titan
3 ancient grudge
2 zealous conscripts
2 nihil spell bomb
So, explanations, a couple ways to go infinite;
Turn 1: blackcleave cliffs, loot, discard lich and Griselbrand
Turn 2: black mana source, play heartless summoning
Turn 3: play priest, necrotic ooze, 3 mana floating go infinite on priests, kill with devil's play or if your disrupted mid combo with a vapor snag or removal spell, draw 7 in response and play some sad robots or sots or a second heartless and do it all over again next turn. Also, if you play 2 summonings, you can play infinite sad robots with either a lich or ooze in play with a priest in the yard.
The list is very rough and the sideboard is unfinished, but that's the overall plan. Been trying to get combo to work in standard for awhile now and what's great about the concept is if you get disrupted you can always go off the next turn. Haven't tested yet but I feel like this may be a direction to move. Forgive me if it's already been suggested.
Revenant Control
2 Gideon Jura
2 Tamiyo, the moon sage
4 think twice
3 terminus
3 ponder
2 negate
3 day of judgement
2 nihil spell bomb
2 doom blade
1 go for the throat
1 homicidal seclusion
1 oblivion ring
1 ratchet bomb
1 tragic slip
1 curse of death's hold
1 timely reinforcements
4 seachrome coast
4 glacial fortress
4 plains
3 darkslick shores
2 drowned catacomb
2 islands
1 evolving wild
1 swamp
1 curse of death's hold
1 Karn Liberated
1 revoke existence
1 timely reinforcements
1 ratchet bomb
2 negate
2 phantasmal image
2 celestial purge
2 divine offering
2 oblivion ring
4 lightning mauler
4 kessig malcontents
4 hero of blade hold
4 angel's of glory rise
3 geist honored monk
4 unburial rites
4 faithless looting
4 dangerous wager
1 reforge the soul
4 isolated chapel
4 cavern of souls
4 cliff top retreat
11 plains
4 honor of the pure
3 mirran crusader
3 silver blade
3 Thalia
2 zealous conscripts
4 delver of secrets
4 geist of saint traft
4 porcelain legionnaire
4 ponder
4 vapor snag
4 gitaxian probe
3 spectral flight
3 mana leak
3 gut shot
2 mutagenic growth
4 seachrome coast
4 glacial fortress
3 moorland haunt
1 plains
2 surgical extraction
2 celestial purge
2 negate
2 Gideon Jura
2 oblivion ring
1 divine offering
1 revoke existence
1 Jace, memory adept
1 mental misstep
1 Tamiyo, the moon sage
I thought I'd put some of our ideas into a list. Need some feedback on the sideboard, I know some of the spells raw mana intensive, but planeswwalkers
are so good in so ma y match ups. The Gideons serve as pseudo day of judgements in tempo mirrors. Tamiyo and Jace are in for control and surgical is for solar flare, frites etc.
agreed.