Untaidake may only apply to 2-3 cards, but one of those cards has to be cast every game. I have stopped casting zada at any time other than the turn I'm trying to combo on, so its a great help. (If I cast her before then, she gets targeted). As for rocks, I need a minimum of 6 mana to combo. Its awfully difficult to hit that without them.
Updates! I need to cut three cards though. Still needs mox diamond, fetches, scroll rack, and mana crypt. I'm planning on adding great furnace and mox opal for testing too.
Just got back from playing two games against a Sliver Queen combo deck and a Hana prison deck. The first of the two games I won on turn 4 which is honestly faster than I thought this deck could go. The line of play was,
Opening hand after mulligans was Mountain, Accelerate, Rite of Flame, Chrome Mox, Lotus Bloom, Krenko, Beetleback Chief. I drew three lands in the first four turns. I don't remember what the other draw was.
t1: mountain, suspend lotus bloom
t2: mountain, rite of flame, chrome mox imprinting Beetleback Chief, Krenko, Mob Boss
t3: mountain, Zada, Tap krenko for two tokens.
t4: mountain, Goblin Rally, Crack bloom, Tap Krenko, Accelerate drawing into skirk prospector, Unnatural speed splicing desperate ritual, heat shimmer, titan's strength, swing.
My friends have this habit of hitting zada with swords after I'm already going off. I figure this will get harder after they get more used to the deck.
Both moxen will probably be mulligained away from opening hands and be dead draws on anything other than the combo turn. You need a 10+ card hand before they really become decent.
When I cast zada is usually determined by having a 3 mana ramp (lotus bloom, gilded lotus, grim monolith or mana vault) or not. If I don't I'll ramp to 6 (without using rituals), generate 4-6 tokens minimum,and then on the pre-combo turn cast zada and a cantrip, comboing off the following turn. If I have a 3 mana ramp I'll often go up to 8 mana at which point I can cast zada and the ramp and hopefully draw into mana, comboing that turn if I do. I'm going to add mox diamond and chrome mox to my build. They should improve the combo turn. Obviously the numbers of tokens/mana rage widly, but those are the two major lines of play.
I didn't understand how you were getting high numbers with path. I guess you're splicing a targeting effect onto it, but even so I'd rather not have to draw into a two card combo to have it not be a bad Rouse the Mob. I've cut virtually all of the pump spells that don't give trample or haste with exceptions for ones that are free, or fulfill other things the deck needs. Haze of Rage is still in as a way to repeatedly trigger slide/pyromancer in a pinch, and it can easily hit +8/+0 or higher. I'm still trying to work in better ramp, or mana that can be played mid combo. I'd like to get to a point where I can fairly safely keep two land hands.
Added skullclamp as a way to smooth out some of the draws, but its pretty bad in the deck. Haze of Rage is performing well as is Fatal Frenzy which I'm running over some of the other +power effects because it gives trample. I cut some land for some more mana rocks and rituals including pyretic ritual, rite of flame and lotus petal. Also added thought vessel, Dwarven stronghold, and the red depletion counter land. I also put lotus bloom in, but I think it telegraphs the combo turn too much so I'm probably going to cut it.
Mana gyser is a great idea even if the mana is a tad high. Can you explain why path of anger's flame is better than any of the effects that target zada? I'm cutting back on arcane heavily as I was getting sick of dead draws on those cards when I don't have desparate ritual in hand.
Notable additions:
1 Zada, Hedron Grinder
Land
18 Mountain
1 Dwarven Ruins
1 Jund Panorama
1 Darksteel Citadel
1 Evolving Wilds
1 City of Traitors
1 Terramorphic Expanse
1 Reliquary Tower
1 Kher Keep
1 Ancient Tomb
1 Untaidake, the Cloud Keeper
1 Sandstone Needle
1 Grixis Panorama
1 Cavern of Souls
Creatures
1 Priest of Urabrask
1 Dragon Fodder
1 Empty the Warrens
1 Young Pyromancer
1 Pia and Kiran Nalaar
1 Krenko's Command
1 Beetleback Chief
1 Molten Birth
1 Krenko, Mob Boss
1 Tempt with Vengeance
1 Guttersnipe
1 Siege-Gang Commander
1 Hordeling Outburst
1 Mogg Alarm
1 Mogg War Marshal
1 Goblin Ringleader
1 Heat Shimmer
1 Twinflame
Mana
1 Helm of Awakening
1 Brightstone Ritual
1 Thought Vessel
1 Skirk Prospector
1 Rite of Flame
1 Battle Hymn
1 Iron Myr
1 Chrome Mox
1 Lotus Petal
1 Seething Song
1 Inner Fire
1 Plague Myr
1 Sol Ring
1 Pyretic Ritual
1 Mind Stone
1 Fractured Powerstone
1 Grinning Ignus
1 Unstable Obelisk
1 Fire Diamond
1 Mana Geyser
1 Treasonous Ogre
1 Seer's Lantern
1 Desperate Ritual
1 Lotus Bloom
1 Infernal Plunge
1 Coldsteel Heart
1 Ruby Medallion
1 Grim Monolith
1 Mana Vault
1 Accelerate
1 Chaotic Strike
1 Stun
1 Boiling Blood
1 Expedite
1 Crimson Wisps
1 Panic
1 Magus of the Wheel
1 Skullclamp
1 Wheel of Fortune
1 Tormenting Voice
Flashback
1 Past in Flames
1 Recoup
Tutors
1 Goblin Recruiter
1 Goblin Matron
1 Gamble
Pump
1 Reckless Charge
1 Blazing Shoal
1 Brute Strength
1 Fists of the Anvil
1 Titan's Strength
1 Balduvian Rage
1 Haze of Rage
1 Rouse the Mob
Other
1 Strionic Resonator
Opening hand after mulligans was Mountain, Accelerate, Rite of Flame, Chrome Mox, Lotus Bloom, Krenko, Beetleback Chief. I drew three lands in the first four turns. I don't remember what the other draw was.
t1: mountain, suspend lotus bloom
t2: mountain, rite of flame, chrome mox imprinting Beetleback Chief, Krenko, Mob Boss
t3: mountain, Zada, Tap krenko for two tokens.
t4: mountain, Goblin Rally, Crack bloom, Tap Krenko, Accelerate drawing into skirk prospector, Unnatural speed splicing desperate ritual, heat shimmer, titan's strength, swing.
My friends have this habit of hitting zada with swords after I'm already going off. I figure this will get harder after they get more used to the deck.
Mana gyser is a great idea even if the mana is a tad high. Can you explain why path of anger's flame is better than any of the effects that target zada? I'm cutting back on arcane heavily as I was getting sick of dead draws on those cards when I don't have desparate ritual in hand.
I haven't tested mizzix's mastery, but I'm considering including a graveyard shuffle effect instead and then just replaying everything normally.