Ah yes, so if the opponent has their copies of RR, it's no good.
I do believe that, if the opponent doesn't have copies of RR, then we can't go infinite. Let's say we have some copies of RR and some creatures of various types. If we have some RR's set to "when X dies make X", either they will never trigger, or they will trigger and die, so at some point they will never trigger again. So, we can fast-forward to a point where we can ignore all such RR's. Now, say a creature type dies, and makes a creature type that already has creatures. Then the number of creature types that have creatures goes down by one. On the other hand, if a creature type X dies, and makes a creature type Y that currently doesn't have any creatures, then the RR that triggers that will die. So creature type X will die, and for each type Y that gets replenished, at least one RR will die, so the sum of the number of creature types that have creatures and the number of RR's will go down by at least one. So, we can have only a finite number of creature deaths in this process.
So, at least this alleviates the problem of putting the RR onto the battlefield after the haste token is created. I don't remember which ideas we rejected because of this - I guess copy effects? So that could be a possibility.
What about Requiem Angel, does that go infinite with one on our side and many on the opponent's side?
Yeah it looks like bounce is not safe as long as we don't need to sacrifice our Necromancer. And going into a computation with a necromancer and a creature is bad. One necromancer can be vanilla and DC on "Zombies are Humans". The opponent can make Wizards to keep our Necromancer alive. And we can continue to make a Zombie Human token as normal until we decide to halt and hide the trigger under arcbond.
Hmm, actually it is ok if we need the extra creature alive in the end, so Necromancer + 1 haste token is safe.
Rotlung Reanimators are worse because they trigger from both players, so we don't even have that safety net.
Edit: Requium angel seems safe though as our 1 copy always makes a token it can't trigger from?
So, looking at the possible benefits of being able to have multiple RR's (if the opponent doesn't have any), copy effects are the obvious thing to look at. Unfortunately, it seems like just about every copy effect can be used to copy Sek'Kuar, Deathkeeper, and sacrifice one or the other, to get a hasted token. The only ones that don't are Spark Double and Helm of the Host, that I know of. But Spark Double can copy nothing and die, creating a hasted token, and of course Helm of the Host creates a hasted token on its own. So, I don't know how to make any hay with copy effects.
Edit: Another card that doesn't have that initial infinite is Cemetery Puca. But, Cemetery Puca can copy an opponent's RR when it dies.
The other issue with having multiple necromancers/RRs/whatever with a haste creature and one other creature is that, even without a computational infinite, you can repeatedly kill a creature to get 2 more back, creating infinite creatures, as long as they can generate enough resources for more combat steps. Perhaps this would be ok in a deck where the only way to get value out of creatures is Mana Echoes.
With only a single necromancer, as previously discussed this process is limited by the toughness of the creatures involved, fortunately including the haste token which cannot be bounced or flickered, so it doesn't limit those things. Though bounce is bad for other reasons. However, because of this then the value of killing a creature can't allow the Dowsing Dagger to be copied, which I believe is a constraint broken by most current decks. Perhaps the dagger can be cut in decks where we can generate a lot of our own creatures, so we can donate them instead. Though that limits our options for making the Floodchaser safe.
The same issue would also exist with token doublers or death trigger doublers if we had a repeatable way to get those, so ideas involving Reef Worm probably can't ever work unfortunately.
What about switching to Requiem Angel? That way we can be allowed to have one, and any other creatures, as whatever the Angel makes can't trigger itself. With us having two, I think we still run into problems. But if we have 2 then we don't have a haste token and can't do damage.
Hmmm.... if we use [x]Xathrid Necromancer[/c]s, then we can set it to "when X dies, make an X", and we can use Dowsing Dagger to make more of the second creature type of the Necromancers. (and of the hasted token)
If we use Rotlung Reanimators, then we can set it to "when X dies, make a Y", with plenty of Y, and we can use Dowsing Dagger to make more X and Y, I suppose.
So they both don't work for different reasons. What we want is a Rotlung Reanimator that only triggers on our creatures.
Have you looked at Requiem Angel? Anything interesting with that?
Assuming the existence of a creature layer, you can kill a creature for something like life + another creature, and that life can be turned into blue mana, so the dagger can be copied with Echo Storm to keep stuff alive.
Requiem Angel has the same issue since creature types can be changed inbetween iterations of this loop.
Looking for alternatives to Dowsing Dagger's blue mana potential, I scanned the other transform lands. Path of Mettle and Hadana's Climb seem like good options - they have the ability to affect creatures, but only our creatures. Path of Mettle will kill an attacker, which I guess will be bad if we have at least two of them. Hadana's Climb though will just boost the toughness of one of our creatures. That won't stop opponent's creatures of the same type from dying, so I think it is okay? So maybe Hadana's Climb is the way to go.
For giving the opponent a lot of creatures, the latest decks all have creature generation, so I guess we can just donate some.
Path of Mettle can start a computation with damage without the haste token which is bad as that can be done while we have necromancers. Hadana's Climb triggers at the start of every combat, without requiring us to attack, so is able to flip before we get the haste token and thus get it early.
Hmm, alrighty then. Do you have any idea how to handle the blue mana? Maybe we will just need to give up on Floodchaser and its two layers. *sigh*
Edit: Okay, I don't currently see a way to handle the Floodchaser problem, so for now we will move on without it. Of course, if someone has an idea for how to get it back, we can revisit it.
So, the The Chain Veil versions just lose 2 layers straight out. The Kiora ending deck at least can salvage a layer with Red Mana Battery, so that version is back in the lead.
We actually lose a bit slotwise compared to the Floodchaser version, but we still have plenty of slots.
We could do better by moving Kiora earlier. Some ways to do it: transition from Kiora into green mana or paying life (or possibly black mana, though I haven't quite worked that out yet). Or, transition from creatures into paying life (that is, pay life to create creatures).
Uh oh, found a pretty big issue. The same reason that Dowsing Dagger was an issue (a single necromancer allowing a creature to be killed repeatedly) actually means anything pumping the toughness of creatures (with the resources obtained by killing a creature) is bad - and this includes by making copies of Coat of Arms. Which of course is a pretty fundamental part of the TWM engine.
So this actually means there can't be a creature layer at all, which is pretty annoying.
I guess a Rotlung Reanimator can be set to "when X dies, make a Y", so it can stay alive while an X dies. It then makes an Y, be we can AE that back to an X I guess.
Okay, let's go through a specific scenario.
We have a Rotlung Reanimator, of types Ape and Baboon. We have a hasted token of type Baboon, and say 5 other creatures of type Baboon, say of base 2/2. We have a creature of type Ape, of base 2/2. The Rotlung Reanimator is set to create a Baboon when an Ape dies. We have one Coat of Arms in play.
The RR is a 9/9.
The other Baboons are 8/8.
The Ape is 3/3.
The haste token is an 9/7.
Oh, and let's say the Ape and the RR have Arcbonds on them.
We attack with the token, and run into a Caltrops. So we start dishing out damage. After the first Arcbond, everything takes 1 damage. After the second, everything but the Ape has taken 2 damage, while the Ape has 1. Then, the Ape and RR have 2 damage, and the rest have 3. Then Ape has 2, RR has 3, rest have 4. Then Ape and RR have 3, rest have 5. The Ape dies, creating a Baboon. We AE a Baboon into an Ape again, and create another Coat of Arms. So:
The RR is at 16 toughness, with 3 damage.
The Ape is at 4, with no damage.
The haste token is at 13, with 5 damage.
The rest are at 14, with 5 damage.
We attack again, and the Ape dies with 4 damage; the RR takes another 4, and the others another 7. We can create some more Coat of Arms, and AE a Baboon into an Ape. The haste token is at 1 toughness - damage compared to 4 for the Ape before adding more Coat of Arms, but each additional Coat of Arms adds 6 to the toughness of the haste token, and only 1 to the toughness of the Ape. So we can make the haste token more than twice as high as the Ape token, allowing it to survive one more round.
Okay, it looks like this goes infinite. I was just wondering whether the increasing toughness of the Ape would cause a problem, but as long as we have enough Baboons, we can increase the Coat of Arms so that the Baboons have more toughness - damage left than the Ape. So rip.
Oh whoops, the The Chain Veil deck has proliferation below the Floodchaser layer. If we take proliferation out, that deck would probably lose to the second deck on card slots.
Edit: Now that we can no longer have a creature layer in this version, I was contemplating the idea of going back to Shadowborn Apostle, where we at least have the possibility of something like Liege of the Hollows. Hmmm, but we would have to be able to retrieve Deepwood Elder, without being able to retrieve Liege of the Hollows, which might be tough. I guess Deepwood Elder being CMC 2 might make that easier. Driver of the Dead can get it, but that's another creature that we have to retrieve. Claim // Fame has the problem that Fame can give haste.
Edit: Oh, Driver of the Dead can just retrieve it when it dies to the sacrifice. So maybe that is just what we need.
Found a potential alternative to Sek'kuar: Rayami, First of the Fallen. In order to get haste, it has to see a Bonded Fetch die. The only way to kill that can be Mogg Infestation, which would also kill the necromancer (edit: or all opponent necromancers if the BF is donated). In order for Rayami to survive, it can see an indestructible creature die first, in a way that can't be used to kill the bonded fetch early - for example, a legendary indestructible creature + a clone effect (that doesn't copy opponent's creatures) or second copy; or a sacrifice effect that's limited by colour.
An advantage would be that creatures are allowed to die early as long as this won't kill the bonded fetch; for example Floodchaser is safe without worrying about access to blue.
Primeval's Glorious Rebirth couldn't be used since you could kill Rayami + Bonded Fetch, get some necromancers on both sides, then get back Rayami. Rowan Kenrith also wouldn't work since it could deal damage to start a computation while we still have a necromancer.
Thought I found an issue with Rayami which isn't actually an issue: Pull Fron Eternity could at instant speed take away its indestructible, killing it and interfering with a computation; but that's ok since there would then be no way to damage the opponent.
Could Roar of Challenge be used now? The original reason for taking away Roar of Challenge was that we could give Xathrid Necromancer and the haste token indestructible, so that we could repeatedly sacrifice creatures for profit. But, we don't profit off of creature death anymore, so it looks like it is okay.
Edit: Oh no, we could give Xathrid Necromancer indestructible to protect it from Mogg Infestation, which is bad.
Looks good. Only issue I see is that Boggart Birth Rite can't be cast without a legal target. Fix is to put in any goblin or changeling that we don't mind being able to get back. Or actually Sanitarium Skeleton uses fewer card slots.
Additionally, we need enchantment removal/recycling for the setup - Dawn to Dusk works now that killing some creatures is fine and only needs one card slot. And in fact, with that we can cut Flame Rift since we can play the Leyline of Punishment, use an attack for just one arcbond trigger to damage both players, then take away the leyline when it's no longer needed. Rayami's power can be kept small thanks to indestructibility so we don't have to worry about dealing too much damage.
Potential idea for a creature layer: We aren't allowed to profit from arbitrary creature deaths as discussed above, but we could sacrifice creatures for value that specifically comes from the sac effect.
But it has to be sorcery speed, and it must be limited somehow to not allow Bonded Fetch to be sacced. The only card I could find satisfying those constraints was Natural Order.
However, that effect doesn't seem super useful; as if something is in the library then it could just be drawn and played instead. So I thought about requiring that card draw be in a higher layer; however the Bonded Fetch can loot through the deck being untapped by Seize the Day. Doing so doesn't increase handsize, so maybe natural order could be put below anything that increases handsize in order for its effect to be useful - i.e. getting things out of the graveyard. But that would put it below whatever has to fuel Deepwood Elder, putting it below green which it needs.
If we solve the issue of making its effect relevant (maybe if it provided more layers than would be lost by cutting deepwood elder?) then the next question is what to do with its effect; my thought is to tutor out some green creature with a relevant ETB, then put it back in the library with Hunting Drake. But because we're below getting anything back from the graveyard, that includes Dawn to Dusk so we're below white, so we don't have access to flicker effects to flicker the drake. So a potential way to reuse it could be Silver Drake + Panharmonicon.
Okay, first I'll talk about my idea, then try to see how it can interact with yours.
So the idea I had was to replace Seize the Day with something like Relentless Assault. Relentless Assault would only untap our attacking Rayami, so creature untap is still available as a resource.
This would apparently gain a layer, except that we don't have a planeswalker layer in there anymore. We only have Great Furnace and Unstable Frontier left as lands, so the natural place to put Kiora would be right after Unstable Frontier; then, we would have to somehow recycle Kiora with life. Cavern Harpy doesn't work, since it can return Xathrid Necromancer to our hand. (Maybe replace Xathrid Necromancer with Requiem Angel? But Dralnu's Crusade can make everything black.) Using a life-gaining planeswalker at the end won't actually add a layer.
Still, this sequence looks like it saves cards over having a planeswalker, so there's that at least.
Okay, relating this to your new idea, there are some pluses: Since Relentless Assault won't untap Bonded Fetch, we can't keep drawing cards with it. Also, green isn't below white anymore - although in the sequence I have above, we don't want something like Settle Beyond Reality, since that would reset the Tundra Kavu. (But maybe we wouldn't be using Tundra Kavu with your idea.)
Nice work with Rayami, I had encountered some problem when trying to use death-mask duplicant in a similar way, but the timing didn't work out. Soulflayer was closer to working but this looks like it actually works.
So our setup is: (with all our enchantments in play)
Give them some plants/goblins (at least 6)
Mirrorweave to Dralnu's Crusade
Dawn to Dusk to reset our enchantments (optimally do this first and respond with mirrorweave)
Give them (much) more than 10^^^10 creatures
Mirrorweave to Necromancers for the UTM in TWM
Play Rayami, First of the Fallen, Bonded Fetch, and both Zetalpa, Primal Dawn, one dies due to legend rule (Mirror Gallery is not in play yet)
Mogg Infestation ourselves as the only way to kill Bonded Fetch and give Rayami haste
Give them plants to encode input for UTM to evaluate BB(x)
Artificial evolution to set all the types up for the UTM Arcbond Rayami and the halting creature type Chameleon BlurCaltrops
Attack
TWM halts after BB(x) iterations.
This all seems to not have an opportunity for us to have a hasted attacker and a Necromancer at the same time.
Then we start getting into the layers:
We make BB(x) mana with Mana Echoes, and turn it into storm with Mystic speculation Which also casts Artificial evolution to set up the next computation: BB(BB(x))
We get BB(x) combats with Relentless Assault, getting us to BB_2(x)
and so on
Yeah this should be solid.
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I do believe that, if the opponent doesn't have copies of RR, then we can't go infinite. Let's say we have some copies of RR and some creatures of various types. If we have some RR's set to "when X dies make X", either they will never trigger, or they will trigger and die, so at some point they will never trigger again. So, we can fast-forward to a point where we can ignore all such RR's. Now, say a creature type dies, and makes a creature type that already has creatures. Then the number of creature types that have creatures goes down by one. On the other hand, if a creature type X dies, and makes a creature type Y that currently doesn't have any creatures, then the RR that triggers that will die. So creature type X will die, and for each type Y that gets replenished, at least one RR will die, so the sum of the number of creature types that have creatures and the number of RR's will go down by at least one. So, we can have only a finite number of creature deaths in this process.
So, at least this alleviates the problem of putting the RR onto the battlefield after the haste token is created. I don't remember which ideas we rejected because of this - I guess copy effects? So that could be a possibility.
What about Requiem Angel, does that go infinite with one on our side and many on the opponent's side?
Hmm, actually it is ok if we need the extra creature alive in the end, so Necromancer + 1 haste token is safe.
Rotlung Reanimators are worse because they trigger from both players, so we don't even have that safety net.
Edit:
Requium angel seems safe though as our 1 copy always makes a token it can't trigger from?
Edit: Another card that doesn't have that initial infinite is Cemetery Puca. But, Cemetery Puca can copy an opponent's RR when it dies.
With only a single necromancer, as previously discussed this process is limited by the toughness of the creatures involved, fortunately including the haste token which cannot be bounced or flickered, so it doesn't limit those things. Though bounce is bad for other reasons. However, because of this then the value of killing a creature can't allow the Dowsing Dagger to be copied, which I believe is a constraint broken by most current decks. Perhaps the dagger can be cut in decks where we can generate a lot of our own creatures, so we can donate them instead. Though that limits our options for making the Floodchaser safe.
The same issue would also exist with token doublers or death trigger doublers if we had a repeatable way to get those, so ideas involving Reef Worm probably can't ever work unfortunately.
Also, why can't we allow Dowsing Dagger to be copied?
Copying the dowsing dagger creates more creatures, keeping the relevant creatures alive in the one necromancer situation.
If we use Rotlung Reanimators, then we can set it to "when X dies, make a Y", with plenty of Y, and we can use Dowsing Dagger to make more X and Y, I suppose.
So they both don't work for different reasons. What we want is a Rotlung Reanimator that only triggers on our creatures.
Have you looked at Requiem Angel? Anything interesting with that?
Requiem Angel has the same issue since creature types can be changed inbetween iterations of this loop.
For giving the opponent a lot of creatures, the latest decks all have creature generation, so I guess we can just donate some.
Edit: Okay, I don't currently see a way to handle the Floodchaser problem, so for now we will move on without it. Of course, if someone has an idea for how to get it back, we can revisit it.
So, the The Chain Veil versions just lose 2 layers straight out. The Kiora ending deck at least can salvage a layer with Red Mana Battery, so that version is back in the lead.
2 Eureka
3 Omniscience
4 Thousand-Year Storm
5 Spellweaver Volute
6 Pull from Eternity
7 Recoup
8 Coat of Arms
9 Xathrid Necromancer
10 Arcbond
11 Artificial Evolution
12 Mirrorweave
13 Harmless Offering
14 Dralnu's Crusade
15 Starfield of Nyx
16 Caltrops
17 Forebear's Blade
18 Chameleon Blur
19 Upwelling
20 Orb of Dreams
22 Sek'Kuar, Deathkeeper
23 Mystic Speculation
24 Fuel for the Cause
25 Mana Echoes
26 Seize the Day
27 Red Mana Battery
28 Great Furnace
29 Amulet of Vigor
30 Rings of Brighthearth
31 Echo Storm
32 Svyelunite Temple
33 Splendid Reclamation
34 Caged Sun
35 Deepwood Elder
36 Thousand-Year Elixir
38 Nexus of Fate
39 Moan of the Unhallowed
40 Nurturing Peatland
41 Angelheart Vial
42 Flame Rift
43 Healing Hands
44 Unstable Frontier
45 Soratami Mirror Guard
46 Leyline of Punishment
4 Kiora, the Crashing Wave
1 Oath of Teferi
We actually lose a bit slotwise compared to the Floodchaser version, but we still have plenty of slots.
We could do better by moving Kiora earlier. Some ways to do it: transition from Kiora into green mana or paying life (or possibly black mana, though I haven't quite worked that out yet). Or, transition from creatures into paying life (that is, pay life to create creatures).
So this actually means there can't be a creature layer at all, which is pretty annoying.
Let's go through this carefully. How would making more Coat of Arms go infinite with a single Rotlung Reanimator or Xathrid Necromancer?
I guess a Rotlung Reanimator can be set to "when X dies, make a Y", so it can stay alive while an X dies. It then makes an Y, be we can AE that back to an X I guess.
Okay, let's go through a specific scenario.
We have a Rotlung Reanimator, of types Ape and Baboon. We have a hasted token of type Baboon, and say 5 other creatures of type Baboon, say of base 2/2. We have a creature of type Ape, of base 2/2. The Rotlung Reanimator is set to create a Baboon when an Ape dies. We have one Coat of Arms in play.
The RR is a 9/9.
The other Baboons are 8/8.
The Ape is 3/3.
The haste token is an 9/7.
Oh, and let's say the Ape and the RR have Arcbonds on them.
We attack with the token, and run into a Caltrops. So we start dishing out damage. After the first Arcbond, everything takes 1 damage. After the second, everything but the Ape has taken 2 damage, while the Ape has 1. Then, the Ape and RR have 2 damage, and the rest have 3. Then Ape has 2, RR has 3, rest have 4. Then Ape and RR have 3, rest have 5. The Ape dies, creating a Baboon. We AE a Baboon into an Ape again, and create another Coat of Arms. So:
The RR is at 16 toughness, with 3 damage.
The Ape is at 4, with no damage.
The haste token is at 13, with 5 damage.
The rest are at 14, with 5 damage.
We attack again, and the Ape dies with 4 damage; the RR takes another 4, and the others another 7. We can create some more Coat of Arms, and AE a Baboon into an Ape. The haste token is at 1 toughness - damage compared to 4 for the Ape before adding more Coat of Arms, but each additional Coat of Arms adds 6 to the toughness of the haste token, and only 1 to the toughness of the Ape. So we can make the haste token more than twice as high as the Ape token, allowing it to survive one more round.
Okay, it looks like this goes infinite. I was just wondering whether the increasing toughness of the Ape would cause a problem, but as long as we have enough Baboons, we can increase the Coat of Arms so that the Baboons have more toughness - damage left than the Ape. So rip.
Edit: Okay, we can go with:
2 Eureka
3 Omniscience
4 Thousand-Year Storm
5 Spellweaver Volute
6 Pull from Eternity
7 Recoup
8 Coat of Arms
9 Xathrid Necromancer
10 Arcbond
11 Artificial Evolution
12 Mirrorweave
13 Dowsing Dagger
14 Dralnu's Crusade
15 Starfield of Nyx
16 Caltrops
17 Forebear's Blade
18 Chameleon Blur
19 Upwelling
20 Orb of Dreams
22 Sek'Kuar, Deathkeeper
23 Mystic Speculation
24 Fuel for the Cause
25 Mana Echoes
26 Seize the Day
27 Red Mana Battery
28 Great Furnace
29 Amulet of Vigor
30 Rings of Brighthearth
31 Echo Storm
32 Izzet Boilerworks
33 Kiora, the Crashing Wave
34 Sarkhan the Masterless
35 Settle Beyond Reality
36 Ruins of Trokair
37 Splendid Reclamation
38 Deepwood Elder
39 Thousand-Year Elixir
40 Boggart Birth Rite
41 Spell Burst
43 Victorious Destruction
44 Angelheart Vial
45 Flame Rift
46 Alhammarret's Archive
47 Mirror Gallery
48 Oona's Grace
49 Spiritual Focus
50 Coercion
51 Possessed Portal
52 Leyline of Punishment
4 Centaur Peacemaker
4 Skystreamer
Edit: Now that Dowsing Dagger is back, we can try to put in Floodchaser again:
2 Eureka
3 Omniscience
4 Thousand-Year Storm
5 Spellweaver Volute
6 Pull from Eternity
7 Recoup
8 Coat of Arms
9 Xathrid Necromancer
10 Arcbond
11 Artificial Evolution
12 Mirrorweave
13 Dowsing Dagger
14 Dralnu's Crusade
15 Starfield of Nyx
16 Caltrops
17 Forebear's Blade
18 Chameleon Blur
19 Upwelling
21 Sek'Kuar, Deathkeeper
22 Mystic Speculation
23 Mana Echoes
24 Seize the Day
25 Great Furnace
26 Amulet of Vigor
27 Rings of Brighthearth
28 Echo Storm
29 Floodchaser
30 Blessings of Nature
31 Deepwood Elder
32 Thousand-Year Elixir
33 Boggart Birth Rite
34 Spell Burst
35 Golgari Rot Farm
36 Kiora, the Crashing Wave
37 Sarkhan the Masterless
38 Settle Beyond Reality
40 Victorious Destruction
41 Angelheart Vial
42 Flame Rift
43 Alhammarret's Archive
44 Mirror Gallery
45 Oona's Grace
46 Spiritual Focus
47 Coercion
48 Possessed Portal
49 Leyline of Punishment
4 Centaur Peacemaker
4 Skystreamer
3 Soul Scourge
Edit: I guess it's better with The Chain Veil:
2 Eureka
3 Omniscience
4 Thousand-Year Storm
5 Spellweaver Volute
6 Pull from Eternity
7 Recoup
8 Coat of Arms
9 Xathrid Necromancer
10 Arcbond
11 Artificial Evolution
12 Mirrorweave
13 Dowsing Dagger
14 Dralnu's Crusade
15 Starfield of Nyx
16 Caltrops
17 Forebear's Blade
18 Chameleon Blur
19 Upwelling
22 Sek'Kuar, Deathkeeper
23 Mystic Speculation
24 Fuel for the Cause
25 Mana Echoes
26 Seize the Day
27 Mercadian Bazaar
28 Amulet of Vigor
29 Dwarven Miner
30 Petrified Field
31 Kiora, the Crashing Wave
32 Rings of Brighthearth
33 The Chain Veil
34 Echo Storm
35 Floodchaser
36 Caged Sun
37 Gird for Battle
38 Plains
39 Acid Rain
41 Thousand-Year Elixir
42 Boggart Birth Rite
43 Spell Burst
44 Nurturing Peatland
45 Angelheart Vial
46 Flame Rift
47 Oona's Grace
48 Spiritual Focus
49 Coercion
50 Alhammarret's Archive
51 Mirror Gallery
52 Harmless Offering
53 Possessed Portal
54 Leyline of Punishment
4 Centaur Peacemaker
2 Skystreamer
Edit: Now that we can no longer have a creature layer in this version, I was contemplating the idea of going back to Shadowborn Apostle, where we at least have the possibility of something like Liege of the Hollows. Hmmm, but we would have to be able to retrieve Deepwood Elder, without being able to retrieve Liege of the Hollows, which might be tough. I guess Deepwood Elder being CMC 2 might make that easier. Driver of the Dead can get it, but that's another creature that we have to retrieve. Claim // Fame has the problem that Fame can give haste.
Edit: Oh, Driver of the Dead can just retrieve it when it dies to the sacrifice. So maybe that is just what we need.
An advantage would be that creatures are allowed to die early as long as this won't kill the bonded fetch; for example Floodchaser is safe without worrying about access to blue.
Thought I found an issue with Rayami which isn't actually an issue: Pull Fron Eternity could at instant speed take away its indestructible, killing it and interfering with a computation; but that's ok since there would then be no way to damage the opponent.
Edit: Oh no, we could give Xathrid Necromancer indestructible to protect it from Mogg Infestation, which is bad.
Edit: Okay, preliminary deck:
2 Eureka
3 Omniscience
4 Thousand-Year Storm
5 Spellweaver Volute
6 Pull from Eternity
7 Recoup
8 Coat of Arms
9 Xathrid Necromancer
10 Arcbond
11 Artificial Evolution
12 Mirrorweave
13 Dowsing Dagger
14 Dralnu's Crusade
15 Starfield of Nyx
16 Caltrops
17 Chameleon Blur
18 Upwelling
20 Bonded Fetch
21 Zetalpa, Primal Dawn
22 Zetalpa, Primal Dawn
23 Mogg Infestation
24 Mystic Speculation
25 Mana Echoes
26 Seize the Day
27 Great Furnace
28 Amulet of Vigor
29 Rings of Brighthearth
30 Echo Storm
31 Floodchaser
32 Blessings of Nature
33 Deepwood Elder
34 Thousand-Year Elixir
35 Boggart Birth Rite
36 Spell Burst
38 Kiora, the Crashing Wave
39 Sarkhan the Masterless
40 Settle Beyond Reality
41 Unstable Frontier
42 Victorious Destruction
43 Angelheart Vial
44 Flame Rift
45 Alhammarret's Archive
46 Mirror Gallery
47 Oona's Grace
48 Spiritual Focus
49 Coercion
50 Possessed Portal
51 Leyline of Punishment
4 Centaur Peacemaker
4 Skystreamer
1 Soul Scourge
There may be other opportunities now that Sek'Kuar is gone.
Edit: For the PGR infinite, how do we give Rayami haste, after getting it back?
Edit: Oh, I looked at the wording again - it can be any creature with a blood counter on it, it doesn't need to be connected to Rayami.
Additionally, we need enchantment removal/recycling for the setup - Dawn to Dusk works now that killing some creatures is fine and only needs one card slot. And in fact, with that we can cut Flame Rift since we can play the Leyline of Punishment, use an attack for just one arcbond trigger to damage both players, then take away the leyline when it's no longer needed. Rayami's power can be kept small thanks to indestructibility so we don't have to worry about dealing too much damage.
I think I can add another layer, by using Jinxed Choker and Dismantle to put a lot of counters on Red Mana Battery.
But it has to be sorcery speed, and it must be limited somehow to not allow Bonded Fetch to be sacced. The only card I could find satisfying those constraints was Natural Order.
However, that effect doesn't seem super useful; as if something is in the library then it could just be drawn and played instead. So I thought about requiring that card draw be in a higher layer; however the Bonded Fetch can loot through the deck being untapped by Seize the Day. Doing so doesn't increase handsize, so maybe natural order could be put below anything that increases handsize in order for its effect to be useful - i.e. getting things out of the graveyard. But that would put it below whatever has to fuel Deepwood Elder, putting it below green which it needs.
If we solve the issue of making its effect relevant (maybe if it provided more layers than would be lost by cutting deepwood elder?) then the next question is what to do with its effect; my thought is to tutor out some green creature with a relevant ETB, then put it back in the library with Hunting Drake. But because we're below getting anything back from the graveyard, that includes Dawn to Dusk so we're below white, so we don't have access to flicker effects to flicker the drake. So a potential way to reuse it could be Silver Drake + Panharmonicon.
So the idea I had was to replace Seize the Day with something like Relentless Assault. Relentless Assault would only untap our attacking Rayami, so creature untap is still available as a resource.
So, we could do something like:
Floodchaser
Gird for Battle
Tundra Kavu
Thousand-Year Elixir
Moblize
Deepwood Elder
Sanitarium Skeleton
Unstable Frontier
This would apparently gain a layer, except that we don't have a planeswalker layer in there anymore. We only have Great Furnace and Unstable Frontier left as lands, so the natural place to put Kiora would be right after Unstable Frontier; then, we would have to somehow recycle Kiora with life. Cavern Harpy doesn't work, since it can return Xathrid Necromancer to our hand. (Maybe replace Xathrid Necromancer with Requiem Angel? But Dralnu's Crusade can make everything black.) Using a life-gaining planeswalker at the end won't actually add a layer.
Still, this sequence looks like it saves cards over having a planeswalker, so there's that at least.
Okay, relating this to your new idea, there are some pluses: Since Relentless Assault won't untap Bonded Fetch, we can't keep drawing cards with it. Also, green isn't below white anymore - although in the sequence I have above, we don't want something like Settle Beyond Reality, since that would reset the Tundra Kavu. (But maybe we wouldn't be using Tundra Kavu with your idea.)
Edit: Okay, so we can perhaps do:
2 Eureka
3 Omniscience
4 Thousand-Year Storm
5 Spellweaver Volute
6 Pull from Eternity
7 Recoup
8 Coat of Arms
9 Xathrid Necromancer
10 Arcbond
11 Artificial Evolution
12 Mirrorweave
13 Dowsing Dagger
14 Dralnu's Crusade
15 Starfield of Nyx
16 Caltrops
17 Chameleon Blur
18 Upwelling
19 Rayami, First of the Fallen
20 Bonded Fetch
21 Zetalpa, Primal Dawn
22 Zetalpa, Primal Dawn
23 Mogg Infestation
25 Mana Echoes
26 Relentless Assault
27 Red Mana Battery
28 Ventifact Bottle
29 Dismantle
30 Great Furnace
31 Rings of Brighthearth
32 Echo Storm
33 Floodchaser
34 Gird for Battle
35 Tundra Kavu
36 Thousand-Year Elixir
37 Mobilize
38 Deepwood Elder
39 Sanitarium Skeleton
40 Unstable Frontier
41 Soratami Mirror-Guard
42 Kiora, the Crashing Wave
43 Sarkhan the Masterless
44 Hunting Drake
45 Silver Drake
46 Panharmonicon
47 Yawgmoth's Bargain
49 Leyline of Punishment
50 Dawn to Dusk
51 Alhammarret's Archive
52 Mirror Gallery
53 Temple Bell
54 Spiritual Focus
55 Coercion
56 Possessed Portal
4 Centaur Peacemaker
I'll keep looking at how we can get creature sacrifice into the mix.
Edit: Whoops, I didn't notice that Thousand-Year Elixir let you untap creatures. Yikes.
So our setup is: (with all our enchantments in play)
Give them some plants/goblins (at least 6)
Mirrorweave to Dralnu's Crusade
Dawn to Dusk to reset our enchantments (optimally do this first and respond with mirrorweave)
Give them (much) more than 10^^^10 creatures
Mirrorweave to Necromancers for the UTM in TWM
Play Rayami, First of the Fallen, Bonded Fetch, and both Zetalpa, Primal Dawn, one dies due to legend rule (Mirror Gallery is not in play yet)
Mogg Infestation ourselves as the only way to kill Bonded Fetch and give Rayami haste
Give them plants to encode input for UTM to evaluate BB(x)
Artificial evolution to set all the types up for the UTM
Arcbond Rayami and the halting creature type
Chameleon Blur Caltrops
Attack
TWM halts after BB(x) iterations.
This all seems to not have an opportunity for us to have a hasted attacker and a Necromancer at the same time.
Then we start getting into the layers:
We make BB(x) mana with Mana Echoes, and turn it into storm with Mystic speculation Which also casts Artificial evolution to set up the next computation: BB(BB(x))
We get BB(x) combats with Relentless Assault, getting us to BB_2(x)
and so on
Yeah this should be solid.