The Hierophants act as a second Cryptolith Rite, which helps power out bigger X spells and also gets the deck ready for Paradox Engine and its synergies. With wanting to race faster, I cut Mizzium Mortars. I'm less interested in Wrathing and more interested in just shooting the player with a big fireball.
I realized Howl of the Horde has caused me problems which I needed to jump through hoops to get its optimum effect and that wasn't working out with me. I put in Nostalgic Dreams which will let me aggressively discard knowing I can fetch those cards later.
Sylvan Offering can definitely make more bodies but it is much more demanding with my mana, Saproling Symbiosis can make lots of bodies without a mana investment and do it on an end step to surprise opponents with bodies on my turn.
With the deck moving towards a variety of tap effects, it made sense to add in Paradox Engine. Pyromancer's Goggles have been feeling a little lacklustre lately and got axed for a similarly costed artifact. The problem with Goggles is that I don't have the luxury of paying 5 for a 1 mana addition, even if it forks a red spell. Futhermore, I've been pushing the deck more towards Green than Red, so there have been less opportunities for the Goggles to shine.
Siege-Gang is good because of the bodies that come with him, very rarely would I actually pay to Shock with Goblins. With that in mind, Krenko makes so much more sense. With a Paradox Engine, I can keep growing my Goblins. With Cryptolith Rite and Citanul Hierophants, more bodies provide mana. With Purphoros, God of the Forge and Impact Tremors, it makes sense to have a repeatable way to making bodies. With Saproling Symbiosis, my deck wants lots of bodies and by going wide, I can take advantage of Goblin Bombardment and Vicious Shadows.
I asked myself "How does my deck lose?" and answer was that it didn't go off fast enough. With that in mind, the next few changes are going to be relatively radical. It will be important to get a lot of mana out and quickly, so that I could cast Wort for value.
With the desire to race faster, I don't need a Wrath even though I do enjoy Ezuri's Predation. Instead, I have Mina and Denn to push as many land drops as possible so that Wort gets into play as fast as possible. Their multicolored status will also help with Conspring my spells.
Harvest Season has a lot of potential, but there have been too many times when I didn't have Creatures in play nor could I get them into play and cast Harvest Season. With that high variance, I've put in Explore to get more lands into play quickly but also cantrip which is great for Conspire shenanigans.
I don't want my Creatures to die, nor do I really setup a way to wrath the board and so Vicious Shadows gets axed. Dictate of Karametra slots in and is great because I can Flash it in the turn before I go off. Its performance today has made me think that I should be adding more mana doublers.
Reiterate with any mana making spell can make me go Infinite, nothing makes a table scoop faster than Infinite Mana and thus Reiterate replaces Reverberate as something strictly superior.
I realized I rarely wish to sacrifice my tokens, especially with the removal of Vicious Shadows, and so I cut Goblin Bombardment for Kyren Negotiations. Negotiations doesn't care if my Creatures have Haste or not, I can tap them for damage and kill players that way. Negotiations also can't be hijacked like a big X spell can with an opposing Wild Ricochet or the like. Lastly, it is another way to kill the table with a Paradox Engine.
With the idea of going faster, I cut Dragon Broodmother because I don't want the game to go on that long and she rarely accrues that much value. With the amount of bodies I put out now, and my desire for more, Second Harvest returns.
The lands get cut because they can't be tutored up with land fetch cards and so they weren't worth the room, as I want as many basics as possible for tutoring or Early Harvest.
Manamorphose just filters mana and helps with draws. Banefire gets the axe as I got tired of having my spells bounce back in my face, the direction now is to kill with Impact Tremors, Purphoros, God of the Forge and/or Kyren Negotiations. Even with being unpreventable, uncounterable, my meta found ways to kill me.
Kodama's Reach may get a land to hand, but I prefer Far Wanderings ability to put three into play with Threshold. Considering how many Loot effects I run, it's pretty easy to hit Threshold.
Burn at the Stake is a way to deal X to the face but without spending my whole mana. This means I can keep making attempts if I fail instead of be spent by using up all of my mana. Omnath is too costly with this more lean build, especially since I was removing ways of sacrificing his Elementals.
Mob Justice is another burn that replaces Comet Storm for the same reasons as Burn at the Stake. The great thing about Mob Justice is that if someone steals it, it counts their Creatures; not mine. So if I have 30 critters out and they got 5, I'm only going to 5 from backfire.
Heartbeat is a way to speed up the deck, so I cut Bramblecrush's use as removal in the hopes of going faster than my opponents.
Smuggler's Copter and Throne are sort of a combined package. With the changes I've put forth, I do not have time to use Copter to filter for cards I want. Faithless is put in its place, as well as Slate which is just a little more expensive than Collective Unconscious. As I am no longer looking to piece meal damage my opponents, I have no use for Throne and it gets the axe.
Massive Raid is an Instant, so I can sneak in some shots, which I felt like I couldn't do with Burn at the Stake. Stake has a much higher ceiling than Raid; however, I have found that concentrating on a card's floor leads to much more consistency than its floor. Instant Speed is an added bonus, as there have been times where my big finishers got countered due to open mana. With Raid, I can catch people by surprise.
I like Explosive Vegetation but it is slow for this deck. I need to cast a 4 drop and wait a turn to untap. Instead, Mana Flare can immediately increase my mana output. And if I play either on curve, Flare comes out earlier which goes directly into casting Wort on Turn 4 vs Explosive Vegetation leading to a Turn 5 Wort.
Search can be dropped on Turn 1 and if I do cast it, the lands come into play untapped. Conspired makes the spell "cost 1" and thins my deck. I could always Conspire the Suspend if that somehow happens. Battle Hymn is solid but requires too much setup for me to reliably use.
Vineyard is quite the accelerant, leading to more T3 Worts. Skyshroud Claim, in comparison, looks slow.
Nissa is a great draw engine if the game goes on a little while; unfortunately, the deck doesn't want that anymore. She gets cut for the burst of draw of Reforge the Soul.
I'm moving more and more away form pay X to deal X so Fall of the Titans gets axed. Instead, I rather rip through my deck to find cards and then get them back if I need to. Recollect rejoins the deck.
What's weird is just a few updates ago Krenko was put in for speed up the list and now, he's too slow and durdley. Clan Defiance is another 'finisher' that the deck can no longer support to finish, so it gets axed. I have been using it as spot removal every now and then but really, this is now a combo deck. My spot removal should be race faster. Far Wanderings was the least efficient three mana ramp Sorcery, while it had the biggest payoff it required the most hoops jumped through.
I've added fast mana to make the deck go faster. Magus goes in as another T1 accelerant, while it is more vulnerable to spot removal unlike its namesake Eladamri's Vineyard, it also Conspires once Wort comes down. Overall, I value it equally as the OG Vineyard. Sol Ring has been clamouring for a ban since forever, so of course it goes in. Holistic is just to help me find pieces I need, it's more recursion so that I can rip through my deck faster and not be punished for what I need to pitch. It's quite interesting which cards became fodder and others become good depending on which stage I am at.
For my final change, I swapped out Massive Raid for Pirate's Pillage. It is in effect a front-loaded Tormenting Voices, so it still costs "2" and if it is Conspired, it is free and draws 4.
It is my final change because I realized I didn't enjoy playing Wort. I'm not a fan of sitting there waiting for my opponent to say whether they got the kill or not, so when I realized that is what this deck does, I decided to dissemble it.
1 Citanul Hierophants
1 Nostalgic Dreams
1 Saproling Symbiosis
1 Mizzium Mortars
1 Howl of the Horde
1 Sylvan Offering
I realized Howl of the Horde has caused me problems which I needed to jump through hoops to get its optimum effect and that wasn't working out with me. I put in Nostalgic Dreams which will let me aggressively discard knowing I can fetch those cards later.
Sylvan Offering can definitely make more bodies but it is much more demanding with my mana, Saproling Symbiosis can make lots of bodies without a mana investment and do it on an end step to surprise opponents with bodies on my turn.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1 Krenko, Mob Boss
1 Paradox Engine
1 Siege-Gang Commander
1 Pyromancer's Goggles
Siege-Gang is good because of the bodies that come with him, very rarely would I actually pay to Shock with Goblins. With that in mind, Krenko makes so much more sense. With a Paradox Engine, I can keep growing my Goblins. With Cryptolith Rite and Citanul Hierophants, more bodies provide mana. With Purphoros, God of the Forge and Impact Tremors, it makes sense to have a repeatable way to making bodies. With Saproling Symbiosis, my deck wants lots of bodies and by going wide, I can take advantage of Goblin Bombardment and Vicious Shadows.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1 Mina and Denn, Wildborn
1 Explore
1 Dictate of Karametra
1 Ezuri's Predation
1 Harvest Season
1 Vicious Shadows
Harvest Season has a lot of potential, but there have been too many times when I didn't have Creatures in play nor could I get them into play and cast Harvest Season. With that high variance, I've put in Explore to get more lands into play quickly but also cantrip which is great for Conspire shenanigans.
I don't want my Creatures to die, nor do I really setup a way to wrath the board and so Vicious Shadows gets axed. Dictate of Karametra slots in and is great because I can Flash it in the turn before I go off. Its performance today has made me think that I should be adding more mana doublers.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1 Reiterate
1 Kyren Negotiations
1 Second Harvest
1 Forest
1 Mountain
1 Reverberate
1 Goblin Bombardment
1 Dragon Broodmother
1 Karplusan Forest
1 Rootbound Crag
I realized I rarely wish to sacrifice my tokens, especially with the removal of Vicious Shadows, and so I cut Goblin Bombardment for Kyren Negotiations. Negotiations doesn't care if my Creatures have Haste or not, I can tap them for damage and kill players that way. Negotiations also can't be hijacked like a big X spell can with an opposing Wild Ricochet or the like. Lastly, it is another way to kill the table with a Paradox Engine.
With the idea of going faster, I cut Dragon Broodmother because I don't want the game to go on that long and she rarely accrues that much value. With the amount of bodies I put out now, and my desire for more, Second Harvest returns.
The lands get cut because they can't be tutored up with land fetch cards and so they weren't worth the room, as I want as many basics as possible for tutoring or Early Harvest.
My next batch of increasing my speed is:
1 Manamorphose
1 Far Wanderings
1 Burn at the Stake
1 Mob Justice
1 Heartbeat of Spring
1 Slate of Ancestry
1 Faithless Looting
1 Banefire
1 Kodama's Reach
1 Omnath, Locus of Rage
1 Comet Storm
1 Bramblecrush
1 Smuggler's Copter
1 Throne of the God-Pharaoh
Kodama's Reach may get a land to hand, but I prefer Far Wanderings ability to put three into play with Threshold. Considering how many Loot effects I run, it's pretty easy to hit Threshold.
Burn at the Stake is a way to deal X to the face but without spending my whole mana. This means I can keep making attempts if I fail instead of be spent by using up all of my mana. Omnath is too costly with this more lean build, especially since I was removing ways of sacrificing his Elementals.
Mob Justice is another burn that replaces Comet Storm for the same reasons as Burn at the Stake. The great thing about Mob Justice is that if someone steals it, it counts their Creatures; not mine. So if I have 30 critters out and they got 5, I'm only going to 5 from backfire.
Heartbeat is a way to speed up the deck, so I cut Bramblecrush's use as removal in the hopes of going faster than my opponents.
Smuggler's Copter and Throne are sort of a combined package. With the changes I've put forth, I do not have time to use Copter to filter for cards I want. Faithless is put in its place, as well as Slate which is just a little more expensive than Collective Unconscious. As I am no longer looking to piece meal damage my opponents, I have no use for Throne and it gets the axe.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1 Massive Raid
1 Mana Flare
1 Burn at the Stake
1 Explosive Vegetation
I like Explosive Vegetation but it is slow for this deck. I need to cast a 4 drop and wait a turn to untap. Instead, Mana Flare can immediately increase my mana output. And if I play either on curve, Flare comes out earlier which goes directly into casting Wort on Turn 4 vs Explosive Vegetation leading to a Turn 5 Wort.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1 Search for Tomorrow
1 Eladamri's Vineyard
1 Reforge the Soul
1 Recollect
1 Battle Hymn
1 Skyshroud Claim
1 Nissa, Vital Force
1 Fall of the Titans
Vineyard is quite the accelerant, leading to more T3 Worts. Skyshroud Claim, in comparison, looks slow.
Nissa is a great draw engine if the game goes on a little while; unfortunately, the deck doesn't want that anymore. She gets cut for the burst of draw of Reforge the Soul.
I'm moving more and more away form pay X to deal X so Fall of the Titans gets axed. Instead, I rather rip through my deck to find cards and then get them back if I need to. Recollect rejoins the deck.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1 Magus of the Vineyard
1 Sol Ring
1 Holistic Wisdom
1 Krenko, Mob Boss
1 Clan Defiance
1 Far Wanderings
I've added fast mana to make the deck go faster. Magus goes in as another T1 accelerant, while it is more vulnerable to spot removal unlike its namesake Eladamri's Vineyard, it also Conspires once Wort comes down. Overall, I value it equally as the OG Vineyard. Sol Ring has been clamouring for a ban since forever, so of course it goes in. Holistic is just to help me find pieces I need, it's more recursion so that I can rip through my deck faster and not be punished for what I need to pitch. It's quite interesting which cards became fodder and others become good depending on which stage I am at.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
It is my final change because I realized I didn't enjoy playing Wort. I'm not a fan of sitting there waiting for my opponent to say whether they got the kill or not, so when I realized that is what this deck does, I decided to dissemble it.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Would you mind leaving your final optimized decklist behind?
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs