Watching a video about the worst mythics ever, I stumbeled upon the card Hellcarver Demon. Yes, it seems bad, and it is, but I think it might be breakable.
All we need is enough extra combat step cards and maybe a way to make the demon unblockable until eot. Which pushes us into red.
Sorceries and creatures like Combat Celebrant actually work with him. Gatherer says:
You cast nonland cards from exile as part of the resolution of Hellcarver Demon’s ability. You may cast those cards in any order. Timing restrictions based on the card’s type (such as creature or sorcery) are ignored.
Savage Beating is great because we can probably pay the entwine cost and get two triggers for the next demon attack
Seize the Day seems like a good option. The drawback of untapping only one creature doesn't even matter in the deck because there's only one survivor of the sac trigger anyway, so the flashback is pure upside in case we hit 3 lands
Fury of the Horde might be okay. The very high cost might no matter because we either want to combo off in which case we discard anyway or we cast it for free
Aurelia, the Warleader seems ideal because it has haste and evasion already stapled on and could close out the game more quickly. But you'd actually already have to have another extra combat effect.
Combat Celebrant is awkward because we would need haste enablers to make it work.
The bad part is, we need to hit one of those effects for every loop until all opponents are dead, which might take some time. A little Hypergeometric calculations say:
If we have about 10 extra combat step effects we have a chance of 68,3% of not fizzling the current loop and a 25,9% chance of setting up additional loops.
If we have about 12 extra combat step effects we have a chance of 75,9% of not fizzling the current loop and a 34,4% chance of setting up additional loops.
If we have about 16 extra combat step effects we have a chance of 85,9% of not fizzling the current loop and a 51,2% chance of setting up additional loops.
12 seems fine, so with 20 lands and 4 demons 36 cards are already used which leaves 24 more cards to use on other effects.
Flying doesn't seem enough, so we pack additional unblockable effects in form of Key to the City.
To avoid fizzling, we probably need some cards that shuffle our graveyard back. Eldrazi would be great but Elixir of Immortality might work as well. Gravepurge would have been nice if we could make it all creatures, but Combat Celebrant is just too awkward.
Maybe a singleton Bearer of the Heavens in case we do fizzle and want everybody to hate us in a game that will be unnecessarily prolonged.
Neheb, the Eternal could be an alternate win condition. With additional post-combat main phases he makes stupid amounts of mana. I don't know of any cards that can abuse lot's of red mana but also be cast without casting costs, and possibly generate card advantage.
Within the limits you already calculated you should really try to make a viable deck that works without the demon.
Otherwise you'll have a lot of losses on your hand before it goes off in a game.
I tend to overcompensate in this regard, though. My wizard deck recently won on Chandra's Ignition and Kozilek, the Great Distortion whom I had added for late game card draw. And my 5-color superfriends deck won on the supporting cast of two Sliver Queens and her motley crew of ability granting minions...
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In magic there's Harry Dresden, Fizban, Sethra Lavode, Dorotea Senjak and me...
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Ah, yes, I stumbled on this thread late but yes, I have made the Hellcarver EDH deck!
And yes, it is super fun and actually wins sometimes.
The trick - apart from extra combat phases of course - is to include plenty of non-land mana sources, manipulate the top of the library, and level your opponents down with Pox effects...
All we need is enough extra combat step cards and maybe a way to make the demon unblockable until eot. Which pushes us into red.
Sorceries and creatures like Combat Celebrant actually work with him. Gatherer says:
The bad part is, we need to hit one of those effects for every loop until all opponents are dead, which might take some time. A little Hypergeometric calculations say:
12 seems fine, so with 20 lands and 4 demons 36 cards are already used which leaves 24 more cards to use on other effects.
Flying doesn't seem enough, so we pack additional unblockable effects in form of Key to the City.
To avoid fizzling, we probably need some cards that shuffle our graveyard back. Eldrazi would be great but Elixir of Immortality might work as well. Gravepurge would have been nice if we could make it all creatures, but Combat Celebrant is just too awkward.
Maybe a singleton Bearer of the Heavens in case we do fizzle and want everybody to hate us in a game that will be unnecessarily prolonged.
Neheb, the Eternal could be an alternate win condition. With additional post-combat main phases he makes stupid amounts of mana. I don't know of any cards that can abuse lot's of red mana but also be cast without casting costs, and possibly generate card advantage.
To round out the deck we want fast mana like Dark Ritual and Seething Song. Possibly Talisman of Indulgence for fixing.
Would you run slow-blink effects to save some stuff?
How about effects that trigger on sacrifice or dying?
Mass reanimation and haste? (Ogre Battledriver maybe)
That way you get profit not only from the good effect of the demon but also from it's drawbacks.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
No. We won't have anything in our hand if this ever resolves from the Hellcarver trigger.
Yeah, haste would be nice. We want to get the combo going as quickly as possible. Ogre Battledriver seems good for that purpose.
Repay in Kind could be worth adding if we actually want to win in large playgroups. But for now I am designing the deck around 4 total players.
Maybe Glaring Spotlight could be decent.
Rogue's Passage should probably be in the land base, even though casting triple black and double red is already a heavy burden.
Otherwise you'll have a lot of losses on your hand before it goes off in a game.
I tend to overcompensate in this regard, though. My wizard deck recently won on Chandra's Ignition and Kozilek, the Great Distortion whom I had added for late game card draw. And my 5-color superfriends deck won on the supporting cast of two Sliver Queens and her motley crew of ability granting minions...
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Since decks that rely too hard on a single, fragile card aren't that much fun, this deck will probably never be build.
Teferi's Protection, Burst of Speed, Hellcarver Demon.
(Or something smart with Teferi's Realm and extra upkeeps?)
In short, you could build a fun deck and run the demon as a trick in stead of the core.
Anyway, if you don't wanna, you don't wanna. But I think there are ways...
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
And yes, it is super fun and actually wins sometimes.
The trick - apart from extra combat phases of course - is to include plenty of non-land mana sources, manipulate the top of the library, and level your opponents down with Pox effects...
https://tappedout.net/mtg-decks/damn-it-all-to-hell-1/?cb=1560697847
Maybe expand your scope to include cards that say *extra turn* instead of just combat. There's plenty of them...