(Forgive the crappy Banner, not very good at graphic design lol)
The Centerpiece
Enduring Renewal:Part B of our combo (Winding around to Part A shortly) The card that makes the deck win, you're able to get any creatures that die from the battlefield back into our hands at no cost. Endless One and Hangarback Walker are its' best friends
Card "Draw" and Utility
Commune With Nature: So this card is really strong because you are able to dig really deep to find a missing combo piece, and having 8 of each effect in the deck makes it hard to miss Commune With the Gods: Basically the same exact thing as above except at the added mana cost for the ability to snag enchantments. In other words, perfect for this strategy. Collected Company: Again, the redundancy of this effect is incredibly important for the deck, although this card can actually put the creatures on the BATTLEFIELD instead of in the hand. Perfect for grabbing the missing piece to the puzzle for this deck. Idyllic Tutor: Another way to actually grab Enduring Renewal, so 1 or 2 is usually a good idea. Reviving Melody: Nice card for the board that helps you greatly versus other Thoughtseize or Duress effects. Getting back enchantments is huge on this but not big enough to be in the main Riftsweeper: Damn you, Surgical Extraction! Gives us the ability to pull something that may have been exiled back into our library, which should be surprisingly easy to get to with our "Commune" and tutor effects in the deck. Horizon Canopy: Counts as a dual land and a card draw effect, so I think this is really important to have. Haunted Fengraf: When one of your creatures gets countered, this gives you the opportunity to get them back at a low cost. Very effective to get your free creatures back when you need to go off. Mikokoro, Center of the Sea: Just another way to have a constant source of draw. This will let you filter through your deck possibly at 7 cards a turn with your draw and a "Commune" spell. Tolaria West: If you decide to add blue for whatever reason, it's ability to grab Part 3 of the combo is paramount Ghost Quarter: Pretty good way to get Tron off of your case while you search for the pieces
Disruption
Thoughtseize: Pretty much the only discard spell you should be running in the MB at least, it catches anything that you might not be able to deal with Game 1 Duress: Great combo hate against other decks, can also get rid of countermagic from the opponent. Despise: Most likely shouldn't be run unless you're in a creature or superfriend dominated meta Appetite For Brains: If Tron, Midrange, or Recursion tactics are heavy, play this bad boy Destructive Revelry: Great Versus Blood Moon, and many combo decks. Only needing a forest + any other land lets you still do work and have an answer to Hurkyl's Recall: Basically, it's a "Buy me a turn or 2" card against Affinity. 99% of the time all you need is one more turn, so it's perfect here. Creeping Corrosion: A sweeper versus artifacts, wild cantor gets you there faster
The Creatures
Blood Artist: Part A of the creature package. Drains whenever a creature dies, this is the effect that kills your opponent. Zulaport Cutthroat: Again, Part A of our combo. A minorly weaker effect since it only hits our creatures deaths (won't come up in this deck often at all) with an added power. Endless One: Part C of our combo, you get to play this for 0 over and over again because Enduring Renewal says we can. This is how you machine gun your opponents to death Hangarback Walker Yet again, Part C of our combo. Very little if any difference in these two cards for the deck, however this can be played as a blocker that makes a backup chumper in certain situations. Wild Cantor: The 3rd Part C of the combo, it's able to ramp you into a faster Enduring Renewal while also giving you more targets for your spells and added redundancy
I think you have too many tutors and not enough action. Killing your opponent T4 isn't particularly good. I think you should aim to do other stuff too while you assemble the combo. For instance you're not getting full value for your enchantment. It does other stuff than enabling the combo, like disrupting your opponent with Fulminator Mage and friends. Furthermore CoCo isn't the greatest in the current list either. It only has 16 targets and 8 of them goes straight to the bin, which is pretty bad if you don't have Renewal out. This is another reason to run more dudes and also to run Wild Cantor over Endless One.
Think you have too much dig, not enough stuff. Like ^ said, other combo decks are doing stuff while building their combos. And all-in combos are faster than this, which can only go off as early as turn 4. Bloom can go off turn 1, by comparison.
This was incredibly amateur of me, but there actually is room for 4 more cards. What should they be? Disruption? 4 more creatures in the form of Wild Cantor or Voice of Resurgence?
i think another path could be to cut blood artist and cutthroat for another ETB effect like purphoros... you could get a more solid combo and avoid playing cards that are useless outside the combo
promising idea anyway
Not sure how to feel about that, as the plan is to have one of the cards on the battlefield for when you cast your Enduring Renewal, you're then able to go off that turn.
That was an incredibly amateur mistake because you were in a rush to post a list before someone else did... Let me guess, you wandered through the infinite combo thread yesterday and suddenly had the original idea to make a deck about Renewall+Hangarback/Endless One? lol...
Since you... beat me to the punch I guess I'll share what I had in mind for this combo. Just be aware this is going to be a long tough road to refine as Enduring Renewall does cost 2WW and you need 2 other cards to combo off and the whole combo is easily disruptable. And you are playing a 3 card combo where neither piece will do anything for themselves in a format with much faster combos. I also didn't a primer list because I didn't find anything better than Enduring Renewall to power the engine.
The first thing you need to do is lower costs for the combo while also protecting it. Its not bad the 2 combo creatures you are using cost 2 mana, but its bad that they are creatures as its so easy to disrupt. Altar of the Brood is an artifact and costs 1. Impact Tremors is an enchantment and costs 1R. Not being a creature helps protect the combo in a format packed with removal. However, I'm more interested in Molten Nursery as the second wincon with Altar of the Brood, simply because if you make the deck WGR you can play Ancient Stirrings, which then could be able to get any piece of the combo except for Enduring Renewall while also being able to get lands to ramp up into Renewall or other artifacts you end up playing for protection/Disruption.
Faithless digs for pieces & lands while filtering unneeded extra copies.
Wild Cantor can be played turn 1 and used to power out Renewall.
That is a good core to start up testing, just needs a disruption package good enough to stall into playing Renewall. I guess you could try playing Altar & Blood Artist just to remove R and play on B for some discard as disruption, but Artist cannot be grabbed by Stirrings. Collected Company and the other cards you were contemplating are useless if you do not get Renewall on the field first, while Stirrings gets cards into your hand.
Good luck developing this, it would be sweet if it could be done.
That was an incredibly amateur mistake because you were in a rush to post a list before someone else did... Let me guess, you wandered through the infinite combo thread yesterday and suddenly had the original idea to make a deck about Renewall+Hangarback/Endless One? lol...
Since you... beat me to the punch I guess I'll share what I had in mind for this combo. Just be aware this is going to be a long tough road to refine as Enduring Renewall does cost 2WW and you need 2 other cards to combo off and the whole combo is easily disruptable. And you are playing a 3 card combo where neither piece will do anything for themselves in a format with much faster combos. I also didn't a primer list because I didn't find anything better than Enduring Renewall to power the engine.
The first thing you need to do is lower costs for the combo while also protecting it. Its not bad the 2 combo creatures you are using cost 2 mana, but its bad that they are creatures as its so easy to disrupt. Altar of the Brood is an artifact and costs 1. Impact Tremors is an enchantment and costs 1R. Not being a creature helps protect the combo in a format packed with removal. However, I'm more interested in Molten Nursery as the second wincon with Altar of the Brood, simply because if you make the deck WGR you can play Ancient Stirrings, which then could be able to get any piece of the combo except for Enduring Renewall while also being able to get lands to ramp up into Renewall or other artifacts you end up playing for protection/Disruption.
Faithless digs for pieces & lands while filtering unneeded extra copies.
Wild Cantor can be played turn 1 and used to power out Renewall.
That is a good core to start up testing, just needs a disruption package good enough to stall into playing Renewall. I guess you could try playing Altar & Blood Artist just to remove R and play on B for some discard as disruption, but Artist cannot be grabbed by Stirrings. Collected Company and the other cards you were contemplating are useless if you do not get Renewall on the field first, while Stirrings gets cards into your hand.
Good luck developing this, it would be sweet if it could be done.
Nope not quite, someone in the Heartless Summoning thread mentioned Enduring Renewal and made me think about it. Didn't really care about someone beating me to it, as nobody has even really brought it up. Just a simple error on my part.
As for the card base, that may eventually be the way to go, but I think collected company is too good to overlook at just hitting your combo pieces and slamming them down.
Ancient Stirrings would definitely be a card to look at with Molten Nursery and Altar, but cards like Kholagan's Command are so popular in the main board right now that it could just as easily be removed, and even more difficult to get back without 8 spells that can fetch it. Having said that, I think a list that played those is completely viable in their own right, and I'll test them as well.
I do think I'm onto something here though, same with my Aristocrats build that I also have a primer for. Thanks for your thoughts though man! They def help
I'll definitely keep an eye on this idea and help along the way. I enjoy working on new ideas rather than tuning established decks. Specially when those ideas look like an off the wall joke at first.
The problem with Collected Company is that you can't play it until Renewall is on the field, Stirrings you can play it any time while molding your hand for the combo while it has other uses like getting you lands or colorless answers to disrupt other decks.
@Zerodawn, added a list to the first post that is a rough take on the version you mentioned, but Impact Tremors could easily become Altar of the Brood come testing time! It's definitely gonna be fun to test these bad boys out this weekend
Nooooo I was holding off on posting this and you beat me to it! I'll post my list after this weekend if I get time.
As of right now I'd suggest lowering your number of tutors/digging cards and instead have some better beaters/wincons in the deck. My list involves dredgers like Tasigur and Gurmag Angler as well as some self mill (think esper delve) but you also get to play the best card ever... Postmortem Lunge.
As of right now I'd suggest lowering your number of tutors/digging cards and instead have some better beaters/wincons in the deck. My list involves dredgers like Tasigur and Gurmag Angler as well as some self mill (think esper delve) but you also get to play the best card ever... Postmortem Lunge.
Happy brewing and I'll start contributing soon!
postmortem Lunge is definitely something I didn't even think about, and sounds really good! I'll have to test to see how the creature density feels, but you may be right on that as well
Also Rally the Ancestors is a WW win as well. Basically you want cards that can stall the game, or beat down (think of Splinter Twin..) and then as soon as you drop Enduring Renewal you just win. That's how I was looking at the deck.
So as for the card choices, let's start: Molten Nursery: Another Blood Artist/Zulaport Cutthroat effect, and it can be fetched with Commune With the Gods or Idyllic Tutor. Having a 9th card with this ability in the deck helps consistency Athreos, God of Passage: Effectively a worse Enduring Renewal at all times, he does come down on turn 3 and in some rare instances, become a creature beater. Being able to drain 3 or 4 depending on having a cutthroat or artist out by slamming 0 cost creatures, he can also help end games rather quickly. Is also fetchable with Commune With Nature AND Commune With the Gods, so he's surprisingly easy to get. Soul's Attendant: Helps you get incremental life gain through playing the game, and also can give you an "infinite life" combo with Enduring Renewal and a 0-mana dude.
I'm not sold on Athreos though. It seems counter productive with Renewal. I understand that it works as a pseudo Renewal that can be fetched with CoCo but it doesn't look like the deck can win with that in play alone, so the 3 dmg doesn't look like it does much (he can just take it and then you're out of gas most likely, or he kills your drain dudes and give you back an Endless One). I think I'd run some amount of Satyr Wayfinders in there to feed Witness + Rally (and then bump the Witness count up to 3 or 4 this way you can find Renewal by CoCo into Wayfinder + Witness). I'd also consider Bridge from Below all though that would probably need a discard outlet of some sort, so probably not worth it.
One of the main reasons I only want to play 1 Athreos to he honest. He does serve a purpose though. Remember the X costed creatures CAN come down as actual bodies, so against certain decks you can actually thwart their attacks with a clogged board, or if you have them pretty low already, they have to let you get your guys back. With 8 spells that dig for a creature, it's highly unlikely that you'll ever be without a creature play, through my testing. I do agree that he isn't optimal, however I think he does serve a pretty nice purpose
So far I've used Altar of the Brood as my wincon. If you draw your deck and have 1 mana you can then repeat the loop. Fecundity is a may ability. If the loop was with Wild Cantor you'll win right there as you can use the Cantor mana to cast Altar then loop with one of the X creatures you drew.
Liliana Vess and Garruk Relentless could be cards that act as tutors for missing pieces while also being able to present themselves as a threat. Could be worth a try?
I'll start testing Mirrorweave. Target one of our 0/0 creatures and wipe the opponents creatures for 4 CMC. Gets around regeneration and indestructible too.
Tested this list quite a bit against a few decks, and against some random people tonight who had no idea what is was or wanted to do. It performed very well. While Enduring Renewal is great and one of the better cards to land, it's hard to land it in modern because of the disruptions. Athreos is indestructible and doesn't go away. With a Blood Artist effect in play, the opponent can't choose to "not let you have it" more than 4 times. Rally the Ancestors is the best support cards, it either draws a bunch of cards for WW or 1WW, or it forces them to take 4+4 over and over, or just kills them because of Athreos.
Tested this list quite a bit against a few decks, and against some random people tonight who had no idea what is was or wanted to do. It performed very well. While Enduring Renewal is great and one of the better cards to land, it's hard to land it in modern because of the disruptions. Athreos is indestructible and doesn't go away. With a Blood Artist effect in play, the opponent can't choose to "not let you have it" more than 4 times. Rally the Ancestors is the best support cards, it either draws a bunch of cards for WW or 1WW, or it forces them to take 4+4 over and over, or just kills them because of Athreos.
Hey Zac. I don't see any disruption there, how are we dealing with combo? Don't think we can outrace Twin, Grishoalbrand, Amulet Bloom and others.
I threw together this list just now, but couldn't test it, seems my Cockatrice needs an update and the internet where I'm at right now is crap slow. Thoughts?
I was tempted to throw in Ensnaring Bridge since we're trying to combo for direct damage and Soul's tokens are 1/1 flyers. But I don't think we can get the hand low enough fast enough.
I'll start testing Mirrorweave. Target one of our 0/0 creatures and wipe the opponents creatures for 4 CMC. Gets around regeneration and indestructible too.
I don't think that works. 0/0 creatures goes directly to the grave because of a state based effect. You can't respond to that.
No. What he means is like, playing Endless One for 1, its a 1/1, targets it with Mirrorweave and the opponent's creatures become 0/0. Mirrorweave would be a one sided Wrath.
(Forgive the crappy Banner, not very good at graphic design lol)
The Centerpiece
Card "Draw" and Utility
Commune With the Gods: Basically the same exact thing as above except at the added mana cost for the ability to snag enchantments. In other words, perfect for this strategy.
Collected Company: Again, the redundancy of this effect is incredibly important for the deck, although this card can actually put the creatures on the BATTLEFIELD instead of in the hand. Perfect for grabbing the missing piece to the puzzle for this deck.
Idyllic Tutor: Another way to actually grab Enduring Renewal, so 1 or 2 is usually a good idea.
Reviving Melody: Nice card for the board that helps you greatly versus other Thoughtseize or Duress effects. Getting back enchantments is huge on this but not big enough to be in the main
Riftsweeper: Damn you, Surgical Extraction! Gives us the ability to pull something that may have been exiled back into our library, which should be surprisingly easy to get to with our "Commune" and tutor effects in the deck.
Horizon Canopy: Counts as a dual land and a card draw effect, so I think this is really important to have.
Haunted Fengraf: When one of your creatures gets countered, this gives you the opportunity to get them back at a low cost. Very effective to get your free creatures back when you need to go off.
Mikokoro, Center of the Sea: Just another way to have a constant source of draw. This will let you filter through your deck possibly at 7 cards a turn with your draw and a "Commune" spell.
Tolaria West: If you decide to add blue for whatever reason, it's ability to grab Part 3 of the combo is paramount
Ghost Quarter: Pretty good way to get Tron off of your case while you search for the pieces
Disruption
Duress: Great combo hate against other decks, can also get rid of countermagic from the opponent.
Despise: Most likely shouldn't be run unless you're in a creature or superfriend dominated meta
Appetite For Brains: If Tron, Midrange, or Recursion tactics are heavy, play this bad boy
Destructive Revelry: Great Versus Blood Moon, and many combo decks. Only needing a forest + any other land lets you still do work and have an answer to
Hurkyl's Recall: Basically, it's a "Buy me a turn or 2" card against Affinity. 99% of the time all you need is one more turn, so it's perfect here.
Creeping Corrosion: A sweeper versus artifacts, wild cantor gets you there faster
The Creatures
Zulaport Cutthroat: Again, Part A of our combo. A minorly weaker effect since it only hits our creatures deaths (won't come up in this deck often at all) with an added power.
Endless One: Part C of our combo, you get to play this for 0 over and over again because Enduring Renewal says we can. This is how you machine gun your opponents to death
Hangarback Walker Yet again, Part C of our combo. Very little if any difference in these two cards for the deck, however this can be played as a blocker that makes a backup chumper in certain situations.
Wild Cantor: The 3rd Part C of the combo, it's able to ramp you into a faster Enduring Renewal while also giving you more targets for your spells and added redundancy
Alternative Package
Ancient Stirrings: Going this route, this is basically a Commune with Nature for any card in the deck, sans Enduring Renewal
Molten Nursery: This is Part A of our combo in enchantment form. Ancient Stirrings can find this card as well!
Impact Tremors: comes down faster than Molten Nursery, but at the cost of not being able to be found with Ancient Stirrings. Part A of the combo
Altar of the Brood: Another card that may be found by Ancient stirrings, acting as an alternative to the Part A damage plan of the combo. 1 CMC is really nice
The Lists
4 Enduring renewal
Creatures
4 Blood Artist
4 Zulaport Cutthroat
4 Endless One
4 Hangarback Walker
4 Wild Cantor
Sorceries
4 Commune With the Gods
4 Commune with Nature
3 Thoughtseize
1 Idyllic Tutor
Instants
4 Collected Company
4 Horizon Canopy
2 Temple Garden
2 Godless Shrine
1 Overgrown Tomb
2 Windswept Heath
1 Marsh Flats
1 Verdant Catacombs
2 Plains
1 Swamp
1 Forest
2 Mikokoro, Center of the Sea
1 Haunted Fengraf
1 Thoughtseize
2 Duress
2 Ghost Quarter
2 Creeping Corrosion
4 Reviving Melody
2 Riftsweeper
2 Destructive Revelry
4 Enduring renewal
4 Molten Nursery
4 Impact Tremors
Creatures
4 Endless One
4 Hangarback Walker
4 Wild Cantor
Sorceries
4 Commune With the Gods
4 Commune with Nature
4 Ancient Stirrings
3 Thoughtseize
1 Idyllic Tutor
Lands
4 Horizon Canopy
2 Temple Garden
2 Godless Shrine
1 Stomping Ground
1 Overgrown Tomb
2 Windswept Heath
1 Marsh Flats
1 Verdant Catacombs
2 Plains
1 Swamp
1 Forest
1 Mikokoro, Center of the Sea
1 Haunted Fengraf
1 Thoughtseize
2 Duress
2 Ghost Quarter
2 Creeping Corrosion
4 Reviving Melody
2 Riftsweeper
2 Destructive Revelry
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
Not sure how to feel about that, as the plan is to have one of the cards on the battlefield for when you cast your Enduring Renewal, you're then able to go off that turn.
The best play you can do is most likely:
T1 cast Wild Cantor
T2 cast Blood Artist/Zulaport Cutthroat
T3 Sac Wild Cantor for a white mana, cast Enduring Renewal, cast Endless One/Hangarback Walker to win
Going off turn 4 gives you the ability to have disruption or dig available to you as well, which makes the deck really hard to stop
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
Since you... beat me to the punch I guess I'll share what I had in mind for this combo. Just be aware this is going to be a long tough road to refine as Enduring Renewall does cost 2WW and you need 2 other cards to combo off and the whole combo is easily disruptable. And you are playing a 3 card combo where neither piece will do anything for themselves in a format with much faster combos. I also didn't a primer list because I didn't find anything better than Enduring Renewall to power the engine.
The first thing you need to do is lower costs for the combo while also protecting it. Its not bad the 2 combo creatures you are using cost 2 mana, but its bad that they are creatures as its so easy to disrupt. Altar of the Brood is an artifact and costs 1. Impact Tremors is an enchantment and costs 1R. Not being a creature helps protect the combo in a format packed with removal. However, I'm more interested in Molten Nursery as the second wincon with Altar of the Brood, simply because if you make the deck WGR you can play Ancient Stirrings, which then could be able to get any piece of the combo except for Enduring Renewall while also being able to get lands to ramp up into Renewall or other artifacts you end up playing for protection/Disruption.
4 Altar of the Brood
4 Molten Nursery
2 Hangarback Walker
2 Endless One
4 Faithless Lootings
Faithless digs for pieces & lands while filtering unneeded extra copies.
Wild Cantor can be played turn 1 and used to power out Renewall.
That is a good core to start up testing, just needs a disruption package good enough to stall into playing Renewall. I guess you could try playing Altar & Blood Artist just to remove R and play on B for some discard as disruption, but Artist cannot be grabbed by Stirrings. Collected Company and the other cards you were contemplating are useless if you do not get Renewall on the field first, while Stirrings gets cards into your hand.
Good luck developing this, it would be sweet if it could be done.
"When you get your opponent down to 0 sanity, you win the game!"
Nope not quite, someone in the Heartless Summoning thread mentioned Enduring Renewal and made me think about it. Didn't really care about someone beating me to it, as nobody has even really brought it up. Just a simple error on my part.
As for the card base, that may eventually be the way to go, but I think collected company is too good to overlook at just hitting your combo pieces and slamming them down.
Ancient Stirrings would definitely be a card to look at with Molten Nursery and Altar, but cards like Kholagan's Command are so popular in the main board right now that it could just as easily be removed, and even more difficult to get back without 8 spells that can fetch it. Having said that, I think a list that played those is completely viable in their own right, and I'll test them as well.
I do think I'm onto something here though, same with my Aristocrats build that I also have a primer for. Thanks for your thoughts though man! They def help
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
I'll definitely keep an eye on this idea and help along the way. I enjoy working on new ideas rather than tuning established decks. Specially when those ideas look like an off the wall joke at first.
The problem with Collected Company is that you can't play it until Renewall is on the field, Stirrings you can play it any time while molding your hand for the combo while it has other uses like getting you lands or colorless answers to disrupt other decks.
"When you get your opponent down to 0 sanity, you win the game!"
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
As of right now I'd suggest lowering your number of tutors/digging cards and instead have some better beaters/wincons in the deck. My list involves dredgers like Tasigur and Gurmag Angler as well as some self mill (think esper delve) but you also get to play the best card ever... Postmortem Lunge.
Happy brewing and I'll start contributing soon!
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
postmortem Lunge is definitely something I didn't even think about, and sounds really good! I'll have to test to see how the creature density feels, but you may be right on that as well
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
4 Enduring renewal
1 Molten Nursery
Creatures
4 Blood Artist
4 Zulaport Cutthroat
4 Endless One
4 Hangarback Walker
4 Wild Cantor
1 Athreos, God of Passage
2 Soul's Attendant
Sorceries
4 Commune With the Gods
4 Commune with Nature
3 Thoughtseize
1 Idyllic Tutor
4 Horizon Canopy
2 Temple Garden
2 Godless Shrine
1 Overgrown Tomb
2 Windswept Heath
1 Marsh Flats
1 Verdant Catacombs
2 Plains
1 Swamp
1 Forest
2 Mikokoro, Center of the Sea
1 Haunted Fengraf
1 Thoughtseize
2 Duress
2 Ghost Quarter
2 Creeping Corrosion
4 Reviving Melody
2 Riftsweeper
2 Destructive Revelry
Sorry for double posting, but here is a newer version that I have created, cutting 4 Collected Company for 1 Athreos, God of Passage, 1 Molten Nursery, and 2 Soul's Attendant. As previously mentioned by you guys, there was already enough dig and not enough action.
So as for the card choices, let's start:
Molten Nursery: Another Blood Artist/Zulaport Cutthroat effect, and it can be fetched with Commune With the Gods or Idyllic Tutor. Having a 9th card with this ability in the deck helps consistency
Athreos, God of Passage: Effectively a worse Enduring Renewal at all times, he does come down on turn 3 and in some rare instances, become a creature beater. Being able to drain 3 or 4 depending on having a cutthroat or artist out by slamming 0 cost creatures, he can also help end games rather quickly. Is also fetchable with Commune With Nature AND Commune With the Gods, so he's surprisingly easy to get.
Soul's Attendant: Helps you get incremental life gain through playing the game, and also can give you an "infinite life" combo with Enduring Renewal and a 0-mana dude.
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
4 Endless One
4 Hangarback Walker
4 Blood Artist
4 Zulaport Cutthroat
4 Athreos, God of Passage
2 Eternal Witness
4 Rally the Ancestors
4 Enduring Renewal
I like this as well.
I'm not sold on Athreos though. It seems counter productive with Renewal. I understand that it works as a pseudo Renewal that can be fetched with CoCo but it doesn't look like the deck can win with that in play alone, so the 3 dmg doesn't look like it does much (he can just take it and then you're out of gas most likely, or he kills your drain dudes and give you back an Endless One). I think I'd run some amount of Satyr Wayfinders in there to feed Witness + Rally (and then bump the Witness count up to 3 or 4 this way you can find Renewal by CoCo into Wayfinder + Witness). I'd also consider Bridge from Below all though that would probably need a discard outlet of some sort, so probably not worth it.
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
I've been testing with Voice of Resurgence, Hornet Nest, Kitchen Finks that give more creatures to pair with Fecundity. In initial testing I like it. Fecundity + Enduring Renewal + our free creatures allows us to draw our deck.
So far I've used Altar of the Brood as my wincon. If you draw your deck and have 1 mana you can then repeat the loop. Fecundity is a may ability. If the loop was with Wild Cantor you'll win right there as you can use the Cantor mana to cast Altar
then loop with one of the X creatures you drew.My list is very rough right now:
4 Wild Cantor
3 Endless One
2 Hangarback Walker
2 Voice of Resurgence
2 Hornet Nest
3 Wall of Omens
2 Kitchen Finks
4 Enduring Renewal
4 Fecundity
4 Utopia Sprawl
Spells 8
2 Rally the Ancestors
4 Path to Exile
2 Commune with the Gods
2 Altar of the Brood
Lands 20
4 Temple Garden
4 Windswept Heath
4 Horizon Canopy
6 Forest
2 Plains
I am looking at other wincons to put in the side. Bitter Ordeal, Laboratory Maniac, Grapeshot come to mind.
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
I'll start testing Mirrorweave. Target one of our 0/0 creatures and wipe the opponents creatures for 4 CMC. Gets around regeneration and indestructible too.
4 Endless One
4 Hangarback Walker
4 Blood Artist
4 Zulaport Cutthroat
4 Athreos, God of Passage
1 Eternal Witness
1 Grim Haruspex
4 Fecundity
3 Collected Company
2 Enduring Renewal
4 Marsh Flats
2 Windswept Heath
2 Verdant Catacombs
4 Horizon Canopy
2 Temple Garden
1 Godless Shrine
1 Overgrown Tomb
1 Isolated Chapel
1 Fetid Heath
1 Plains
1 Swamp
1 Forest
Sideboard creatures I'm looking at:
1 Thalia, Guardian of Thraben
1 Gaddock Teeg
1 Grand Abolisher
1 Suture Priest
1 Tidehollow Sculler
1 Kataki, War's Wage
Hey Zac. I don't see any disruption there, how are we dealing with combo? Don't think we can outrace Twin, Grishoalbrand, Amulet Bloom and others.
I threw together this list just now, but couldn't test it, seems my Cockatrice needs an update and the internet where I'm at right now is crap slow. Thoughts?
4 Zulaport Cutthroat
4 Endless One
4 Hangarback Walker
4 Viscera Seer
3 Grim Haruspex
4 Thoughtseize
2 Inquisition of Kozilek
2 Mirrorweave
3 Rally the Ancestors
2 Enduring Renewal
3 Plains
4 Godless Shrine
4 Marsh Flats
4 Caves of Koilos
3 Swamp
I was tempted to throw in Ensnaring Bridge since we're trying to combo for direct damage and Soul's tokens are 1/1 flyers. But I don't think we can get the hand low enough fast enough.
"When you get your opponent down to 0 sanity, you win the game!"
I don't think that works. 0/0 creatures goes directly to the grave because of a state based effect. You can't respond to that.
"When you get your opponent down to 0 sanity, you win the game!"