After a few months of throwing cards in a pile and battling them with friends, I've finally hit a point where I'm comfortable sharing the list for my Type 4 Communal Stack. The list is constantly undergoing edits and changes, so any advice, comments, or suggestions are welcome.
Not sure what Type 4 is, or if it's for you? Wizards posted an article here that does a great job showcasing both the format's rules and it's crazy insanity.
Standard Rules Infinite Mana
You are considered to have infinite mana of all colors and types (including snow) at all times. One of thiamin draws of this format is that you can play those cards that are considered unplayable anywhere else, from the jankiest of Fallen Empire commons, to overcosted Standard mythics.
One Spell Per Turn
Each player can only cast one spell per turn. This limits some of the explosiveness of having infinite mana, but also makes a playable format. In fact, the trick of playing Type 4 is finding when to use your spell for turn and finding ways to exploit the rule. Plays that do not require casting a spell - such as playing a land, cycling a card, or using activated abilities - are highly prized.
House Rules No Errata
Some stacks will allow spells that are cast with alternate costs - such as morphs, overloaded spells, etc - as exceptions to the 'one spell per turn' rule. In an effort to keep the stack friendly for folks new to the format, no such rules apply here. You cast a spell, you cast a spell.
Communal Stack
All players draw from the same library, the entire stack. If cards would be put on the bottom or shuffled in, remove them from the game. All other zones - graveyard, hands, etc. - are considered separate.
Hand Size
Players start with 5 cards in their hand, and max hand size is 7 cards.
Handling Infinity
If two spells are infinitely used to top or stop one another, the defender wins and the instigator loses.
Big props to the random gentleman who first introduced me to Type 4 back in 2007, when I was first getting serious about Magic. The itch for crazy plays and even crazier situations was never really satisfied in any other format.
Both Tev's and Kirblinx's stacks have provided a huge inspiration for this stack and my philosophy in building, as well as catching me up on the past ten years of Type 4 goodies. While Tev's stack has unfortunately not been updated in several years, Kirblinx continues to update his CubeTutor information.
A few weeks into version one of the stack, and we already have a large change. I've been aggressively trading for the cheaper format staples and topped it off with a quick card order. In all, there are 47 card changes and quite a bit of explaining to do. This should be the last of the large changes, as the frequency of effects - wraths, counters, threats, etc. - feels right. At some point I may go up to 450 cards (or even more, depending on how many people get into this format), but I'm happy with 400 at the moment. Now, on to the explanations.
There is no worse feeling than having a counterspell that cannot deal with the threat of the moment. A more narrow counter need to have a hearty upside, and though I like counters that replace themselves, the incoming additions are superior. Countersquall is a bit of a cheat, as its effect is relatively minor for its limitation. Still, removal is for creatures and counters are for spells, so it's got a small pass there, even as I keep an eye on its failure rate.
Many of the replacements are upgrades - better manticores (though the original still eludes me), better card draw, more protection - and some I am quite interested to test out. Akroma, Angel of Fury is a sneaky one-hit-KO that may prove too powerful. Infinite power is the turning point for many stacks, which throws the aggro-contol-combo dynamic into overdrive, though a single creature may just up the stakes rather than destroy them while also enhancing the morph mini game. Price of Knowledge expands the suite of control oriented enchantments that will kill the table if left unchecked, and I'm hoping to expand on the build-around permanents. Not combos as such, but game changers - things like Mirari or Where Ancients Tread. If you have suggestions for more, let me know.
Some of the removed cards may return. Beast Within will probably come back to replace an underperforming removal spell, as a 3/3 toke is inconsequential. Demonlord Belzenlok is a pet card of sorts, and such an event to cast - players don't know whether to counter it, and the sweat that develops as plays draw more and more and lose more and more is exciting, though it usually ends between after 2 to 4 cards. I've seen Aven Fateshaper in multiple stacks as a fun and slightly combo-riffic effect, though it durdles too much for me. It may return if my group enjoys drafting more than a communal stack, but the combo with Magus of the Future has come up several times to people's dismay. Insurrection has been in and out since the inception of the stack as being potentially too powerful. As I acquire more powerful cards, it will likely return.
I still need to finish the philosophy portion of the first post, as I am interested in managing the aggro-control-combo side of the stack effectively. Though that might be more important for a drafted stack, I feel as if a communal stack can also provide each experience depending on how you want to play and your opening hand. Similarly, I am still finessing the power level line with powerful, non-infinite effects and leveraging their answers. Any advice is always welcome.
Phew, what a fun spoiler season! Core Set 20 is in full swing, but I'm a set behind. Modern Horizons was quite a gift for modern and traditional cube, but for Type 4, is was slim pickings. Turns out under-costed and efficient cards aren't what we care about in limited infinity land. Still, on with the discussion - I'm ignoring those cards that are too weak and too strong (Fireballs etc.), and focusing on those that are more interesting:
Astral Drift - This is more specific to my interests, but cycling is an interesting feature when playing with a shared library. Instant speed, uncounterable draw that doesn't use your spell for the turn is nifty, especially when paired with niche effects. I had a suite of about 40 cycling cards when I first started the stack, which was slowly sided out as I acquired more cards. A card that can reward that draw is interested, but ultimately too narrow for drafting, and untenable in communal stack.
Splicer's Skill/Everdream - What an interesting and deceptively powerful design! Everdream was the first spell that caught my eye in the spoiler, as adding a(n additional) cantrip to every single instant and sorcery you play is damned powerful. The comparison to Whispers of the Muse is obvious, though this might be even better (and together, they seem absolutely insane). Slicer's Skill didn't set off my alarm in the same way, but making a continual stream of 3/3 tokens seems like a substantial enough threat. I love the spells matter archetype in draft, and these are synergistic payoff cards that you can cast as a last resort.
Archmage's Charm - I've been waiting for a hard counter with cycling for years, and while this isn't quite that, it comes close. Having the mixture of either a counter or a divination is a fantastically flexible combination, and something that deserves a space in a stack. No, the last ability isn't playable.
Echo of Eons/Rain of Revelation - You can tell a lot about a type 4 stack just by looking at its card draw. Recently, the other stacks I follow have been reevaluating the power of their card draw suite, a process that I'm also considering and plan on posting about soon. Limiting the number of total number of cards drawn to 3 or 4 without drawback seems to settle as the standard, which makes these two cards fall on either side of the spectrum. Rain of Revelation is fine, but fine is what many stacks are looking for. Draw two with slight selection isn't amazing (think Thoughtflare), but perfectly serviceable for larger stacks. Echo of Eons is far on the other side, living with the wheels in the strongest of stacks. Draw sevens are wary for me, allowing your opponents to get first crack at their new hands with a symmetrical effect. The flashback is super powerful, too much so for my stack I believe, but if you support wheels (and five minute shuffling sessions) this is a huge pick up.
Spell Snuff - Hard counters with upside are always in consideration, though a sometimes Dismiss is likely not good enough. Strictly better cancel for what it's worth.
Endling - The cycle of X-lings are all sweet, and this new edition is no exception. Where Endling fails is in it's ability to protect itself. Undying is sweet, but a one-time protection of a medium-small body is subpar compared to the flicker and shroud of Aetherling/Morphling and the indestructibility on Thornling.
Mind Rake - What a cool card! This set is like Time Spiral revisited, and I adored Time Spiral. A pseudo-Delirium Skeins with a targeted mode is interesting, though it's main draw is its cost, something that doesn't mater here. Ultimately too underpowered.
Aria of Flame - Is this good? It may be too slow, especially as it is 'target opponent' as opposed to 'each opponent'. If Baneful Omen and company are too strong for your control deck finishers, this may be a solid solution.
Urza's Rage - Reprint, but a reminder that I still don't have this in my stack. A staple burn spell.
Force of Vigor - The 'force of..' function of the spell doesn't matter much without stack errata, but having a functional spell that can remove one and/or two enchantments and/or artifacts is valuable. I believe the only other spell that can do so is Sylvan Reclamation, though some stacks may want two copies.
Hexdrinker - Mini-Progenitus! Hexdrinker's largest form is arguable good for the stack, it's medium form underpowered, and natural state unplayable. The leveling up mechanic makes it weaker, but more interesting in play. Creatures that require a resolved ability to be good - Nicol Bolas, the Ravager, for example - make for interesting turn interactions, though I'm not sure if Hexdrinker is strong enough. If I open one, I'll try it.
Fallen Shinobi - A card that would shine with stack errata, Fallen Shinobi may still be playable as a way of resetting an ETB creature, getting in some damage, and expanding your hand temporarily. Ultimately, it may be too many hoops to jump through for a minor ability.
Kaya's Guile - I live for these kind of cards - four minor abilities, but taken together at instant speed which may make it playable. It's close to a filler card, but each ability can shine in it's own way, with the Innocent Blood and Bojuka Bog effects being the strongest. If I can find space or another filler card, this is coming in. Play the cards you want to see in the world.
Lesser Masticore - Weirdly enough, Lesser Masticore looks better than OG Masticore. Trading slightly worse protection and a worse body for a one time card investment, you get the same creature killing benefits, which may be a net positive. They are close enough to be interchangeable even if I prefer the new version, and you can do worse than these for a creature based sweeper.
I haven't been able to look through the entire M20 spoiler, though there seem to be few goodies. I'm sure some gems are sneaking around, but I haven't seen anything immediately.
Until then, some small updates are here in the form of Modern Horizon cards! I was able to get my hands on both the 'Splice into...' spells, which I am eager to test out. Everdream should be amazing, though Splicer's Skill may prove more conditional. The others are either givens, or tests. I'm unsure if Dragon Hatchling is too much, but he seems fragile enough to be balanced, if strong.
Hopefully I can get a play of the stack in soon to see some of these in action!
Not sure what Type 4 is, or if it's for you? Wizards posted an article here that does a great job showcasing both the format's rules and it's crazy insanity.
Infinite Mana
You are considered to have infinite mana of all colors and types (including snow) at all times. One of thiamin draws of this format is that you can play those cards that are considered unplayable anywhere else, from the jankiest of Fallen Empire commons, to overcosted Standard mythics.
One Spell Per Turn
Each player can only cast one spell per turn. This limits some of the explosiveness of having infinite mana, but also makes a playable format. In fact, the trick of playing Type 4 is finding when to use your spell for turn and finding ways to exploit the rule. Plays that do not require casting a spell - such as playing a land, cycling a card, or using activated abilities - are highly prized.
House Rules
No Errata
Some stacks will allow spells that are cast with alternate costs - such as morphs, overloaded spells, etc - as exceptions to the 'one spell per turn' rule. In an effort to keep the stack friendly for folks new to the format, no such rules apply here. You cast a spell, you cast a spell.
Communal Stack
All players draw from the same library, the entire stack. If cards would be put on the bottom or shuffled in, remove them from the game. All other zones - graveyard, hands, etc. - are considered separate.
Hand Size
Players start with 5 cards in their hand, and max hand size is 7 cards.
Handling Infinity
If two spells are infinitely used to top or stop one another, the defender wins and the instigator loses.
1 Aethersnatch
1 Absorb
1 Archmage's Charm
1 Assert Authority
1 Commit // Memory
1 Confirm Suspicions
1 Contradict
1 Controvert
1 Counterflux
1 Countersquall
1 Cryptic Command
1 Decree of Silence
1 Desertion
1 Disallow
1 Discombobulate
1 Dismal Failure
1 Dismiss
1 Dissipate
1 Dissolve
1 Double Negative
1 Draining Whelk
1 Ertai, Wizard Adept
1 Essence Backlash
1 Faerie Trickery
1 Failed Inspection
1 Fall of the Gavel
1 Fervent Denial
1 Forbid
1 Frilled Mystic
1 Glen Elendra Archmage
1 Hinder
1 Insidious Will
1 Ionize
1 Kheru Spellsnatcher
1 Lapse of Certainty
1 Last Word
1 Lost in the Mist
1 Memory Lapse
1 Mystic Genesis
1 Mystic Snake
1 Nimble Obstructionist
1 Ojutai's Command
1 Overwhelming Denial
1 Overwhelming Intellect
1 Punish Ignorance
1 Silumgar's Command
1 Sinister Sabotage
1 Soul Manipulations
1 Spell Jack
1 Spell Crumple
1 Spite // Malice
1 Stratus Dancer
1 Summary Dismissal
1 Time Stop
1 Trickbind
1 Undermine
1 Void Shatter
1 Voidmage Apprentice
1 Voidmage Prodigy
1 Annihilate
1 Blighted Fen
1 Crackling Doom
1 Cruel Ultimatum
1 Dark Intimations
1 Dragonlord Atarka
1 Duplicant
1 Luminate Primordial
1 Noxious Gearhulk
1 Overseer of the Damned
1 Phthisis
1 Phyrexian Ingester
1 Resounding Silence
1 Second Thoughts
1 Spin into Myth
1 Sudden Death
1 Supplant Form
1 The Eldest Reborn
Repeated Creature Removal - 14
1 Consumptive Goo
1 Dark Impostor
1 Deepfire Elemental
1 Fevered Convulsions
1 Flowstone Overseer
1 Harbinger of the Hunt
1 Lesser Masticore
1 Mage-Ring Responder
1 Olivia Voldaren
1 Plaguebearer
1 Profane Procession
1 Scourge of Kher Ridges
1 Smokespew Invoker
1 The Scorpion God
Non-Creature Spot Removal - 27
1 Angel of Despair
1 Anguished Unmaking
1 Ashen Rider
1 Banishing Stroke
1 Banishment Decree
1 Blessed Light
1 Crush Contraband
1 Dismantling Blow
1 Dream Eater
1 Forsake the Worldly
1 Fractured Identity
1 Krosan Grip
1 Mortify
1 Necrotic Sliver
1 Nicol Bolas, Planeswalker
1 Putrefy
1 Resounding Wave
1 Scour from Existence
1 Terastodon
1 Totally Lost
1 Tyrant of Discord
1 Utter End
1 Unexpectedly Absent
1 Venser, Shaper Savant
1 Windgrace's Judgement
1 Woodfall Primus
1 World Breaker
1 Akroma's Vengeance
1 All Is Dust
1 Angel of the Dire Hour
1 Ashari, the Sky Asunder
1 Austere Command
1 Bane of the Living
1 Bearer of the Heavens
1 Capital Punishment
1 Curse of the Swine
1 Cyclonic Rift
1 Decree of Pain
1 Fated Retribution
1 Flowstone Slide
1 Fumigate
1 Hallowed Burial
1 Hour of Revelation
1 Hythonia the Cruel
1 In Garruk's Wake
1 Jiwari, the Earth Aflame
1 Jokulhaups
1 Kalemne's Captain
1 Kaya's Wrath
1 Magister of Worth
1 Merciless Eviction
1 Obliterate
1 Oblivion Stone
1 Pernicious Deed
1 Planar Cleansing
1 Rout
1 Silence the Believers
1 Starstorm
1 Street Spasm
1 Terminus
1 Ugin, the Spirit Dragon
1 Wakening Sun's Avatar
1 Ancient Stone Idol
1 Atarka, World Render
1 Autochthon Wurm
1 Chromanticore
1 Colossus of Akros
1 Darksteel Colossus
1 Deceiver of Form
1 Desolation Twin
1 Elder Deep-Fiend
1 Figure of Destiny
1 Fleetfeather Cockatrice
1 Gisela, Blade of Goldnight
1 Hydra Omnivore
1 Impervious Greatwurm
1 Inkwell Leviathan
1 It That Betrays
1 Kalonian Behemoth
1 Krosan Cloudscraper
1 Lorthos, the Tidemaker
1 Plated Slagwurn
1 Scuttling Doom Engine
1 Shipbreaker Kraken
1 Sigarda, Host of Herons
1 Skarrg Goliath
1 Sphinx of Jwar Isle
1 Sphinx of the Final Word
1 Sphinx of the Steel Wind
1 Stonehoof Chieftain
1 Stormtide Leviathan
1 Surrak Dragonclaw
1 Transcendent Master
1 Utvara Hellkite
1 Void Winnower
1 Zetalpa, Primal Dawn
1 Army of the Damned
1 Crush of Wurms
1 Grave Titan
1 Josu Vess, Lich Knight
1 Splicer's Skill
Haste & Enablers - 16
1 Akroma, Angel of Wrath
1 Darigaaz Reincarnated
1 Decimator of the Provinces
1 Elemental Appeal
1 Emissary of Grudges
1 Gaea's Revenge
1 Hypersonic Dragon
1 Resounding Roar
1 Rhythm of the Wild
1 Samut, Voice of Dissent
1 Slayer's Stringhold
1 Temur Ascendancy
1 Thornling
1 Thraximundar
1 Warstorm Surge
1 Zurgo Helmsmasher
One-Hit KOs - 4
1 Akroma, Angel of Fury
1 Dark Depths
1 Dragon Hatchling
1 Phage the Untouchable
Burn - 22
1 Aladdin's Ring
1 Backlash
1 Baneful Omen
1 Bloodfire Colossus
1 Bogardan Hellkite
1 Bosh, Iron Golem
1 Fight with Fire
1 Grab the Reins
1 Inescapable Blaze
1 Inferno
1 Magmatic Force
1 Parallectric Feedback
1 Price of Knowledge
1 Prophetic Bolt
1 Refuse // Cooporate
1 Resounding Thunder
1 Riddle of Lightning
1 Ruric Thar, the Unbowed
1 Searing Wind
1 Siege-Gang Commander
1 Sorin's Vengeance
1 Stormbreath Dragon
1 Aeon Chronicler
1 Ancient Excavation
1 Arcanis the Omnipotent
1 Baleful Force
1 Beck // Call
1 Blighted Cataract
1 Bringer of the Blue Dawn
1 Chemister's Insight
1 Combustible Gearhulk
1 Commence the Endgame
1 Consecrated Sphinx
1 Deepfathom Skulker
1 Desolate Lighthouse
1 Dig Through Time
1 Endbringer
1 Etched Monstrosity
1 Etched Oracle
1 Everdream
1 Fact or Fiction
1 Fortune's Favor
1 Geier Reach Sanitarium
1 Heartwarming Redemption
1 Illusory Ambusher
1 Jace's Ingenuity
1 Jin-Gitaxias, Core Augur
1 Mind's Eye
1 Mulldrifter
1 Mystic Confluence
1 Nezahal, Primal Tide
1 Niv-Mizzet, Parun
1 Notion Thief
1 Opportunity
1 Precognitive Perception
1 Promise of Power
1 Prying Eyes
1 Sphinx of Lost Truths
1 Sphinx of Uthuun
1 Steam Augury
1 Thoughtflare
1 Throne of the High City
1 Tidings
1 Tower of Fortunes
1 Twisted Justice
1 Urza's Blueprints
1 Whispers of the Muse
Discard - 7
1 Ana Battlemage
1 Ghost-Lit Stalker
1 Hypnox
1 Myojin of Night's Reach
1 Resounding Scream
1 Silent Specter
1 Sire of Insanity
Charms - 8
1 Bant Charm (+Removal, Counter)
1 Crosis's Charm (+Removal)
1 Dromar's Charm (+Counter)
1 Esper Charm (+Draw, Discard)
1 Kolaghan's Command (+Graveyard, Removal)
1 Rakdos Charm (+Graveyard, Removal)
1 Sultai Charm (+Removal, Draw)
1 Treva's Charm (+Removal, Draw)
1 Body Double
1 Clever Impersonator
1 Dack's Duplicate
1 Dimir Doppelganger
1 Mirage Mirror
Copy/Steal/Redirect - 22
1 Blatant Thievery
1 Chromeshell Crab
1 Clocknapper
1 Dominate
1 Dominus of Fealty
1 Dualcaster Mage
1 Emrakul, the Promised End
1 Expropriate
1 Keiga, the Tide Star
1 Kiki-Jiki, Mirror Breaker
1 Mass Manipulation
1 Memnarch
1 Mirror March
1 Mirrorpool
1 Perplexing Chimera
1 Reverberate
1 Rite of Replication
1 Slave of Bolas
1 Swerve
1 Wild Ricochet
1 Willbender
1 Word of Seizing
Flash Enablers/Time Cheat - 14
1 Alchemist's Refuge
1 Cloudthresher
1 Leyline of Anticipation
1 Lurking Predators
1 Mayael the Anima
1 Metathran Aerostat
1 Mind's Dilation
1 Prophet of Kruphix
1 Quicksilver Amulet
1 Raff Capashen, Ship's Mage
1 Restoration Angel
1 Root Elemental
1 Teferi, Mage of Zhalfir
1 Vedalken Orrery
Graveyard - 20
1 Angel of Serenity
1 Artisan of Kozilek
1 Betrayal of Flesh
1 Chainer, Dementia Master
1 Creakwood Ghoul
1 Debtors' Knell
1 Eternal Witness
1 Fated Return
1 Garna, the Bloodflame
1 Gravewaker
1 Grim Harvest
1 Mimic Vat
1 Miraculous Recovery
1 Moldgraf Monstrosity
1 Nim Deathmantle
1 Regenesis
1 Rise of the Dark Realms
1 Scavenging Ooze
1 Sedris, the Traitor King
1 Sepulchral Primordial
1 Angel of Grace
1 Archangel Avacyn
1 Avacyn, Angel of Hope
1 Azorius Guildmage
1 Blazing Archon
1 Boseiju, Who Shelters All
1 Crowd Favorites
1 Deathless Angel
1 Kytheon's Irregulars
1 Maze of Ith
1 Mystifying Maze
1 New Prahv Guildmage
1 Nullstone Gargoyle
1 Soul of New Phyrexia
1 Teferi's Protection
Lifegain/Prevention - 25
1 Avacyn, Guardian Angel
1 Beacon of Immortality
1 Captain's Maneuver
1 Celestial Force
1 Channel Harm
1 Combat Medic
1 Comeuppance
1 Deflecting Palm
1 Divine Deflection
1 Dragonlord Dromoka
1 Empyrial Archangel
1 Firemane Angel
1 Glarecaster
1 Granny's Payback
1 Heroes Remembered
1 Kokusho, the Evening Star
1 Kor Haven
1 Pelakka Wurm
1 Prahv, Spires of Order
1 Razia, Boros Archangel
1 Selfless Squire
1 Shield of the Ages
1 Sunscorch Regent
1 Tower of Eons
1 Vengeful Archon
Combo/Misc - 5
1 Deadeye Navigator
1 Mindslaver
1 Necrotic Ooze
1 Sudden Spoiling
1 Thicket Elemental
Both Tev's and Kirblinx's stacks have provided a huge inspiration for this stack and my philosophy in building, as well as catching me up on the past ten years of Type 4 goodies. While Tev's stack has unfortunately not been updated in several years, Kirblinx continues to update his CubeTutor information.
Wrecking Ball > Lapse of Certainty
Wretched Confluence > Splicer's Skill
Forbidden Alchemy > Everdream
Anguished Unmaking > Archmage's Charm
Silvos, Rogue Elemental > Dragon Hatchling
Nissa's Revelation > Slave of Bolas
Breya, Etherium Shaper > Lesser Masticore
Scatter to the Winds > Draining Whelk
Lay Bare > Voidmage Prodigy
Devious Cover-Up > Dismal Failure
Bone to Ash > Punish Ignorance
Scatter Arc > Countersquall
Exclude > Undermine
Disdainful Stroke > Void Shatter
Ethersworn Adjudicator > Plaguebearer
Tidespout Tyrant > Harbinger of the Hunt
Thousand Winds > Hythonia the Cruel
Beast Within > Kalemne's Captain
Butcher of Malakir > Jiwari, the Earth Aflame
Capsize > Arashi, the Sky Asunder
Overwhelming Splendor > Capital Punishment
Custodi Lich > Cruel Ultimatum
Soulscour > Bearer of the Heavens
Gaze of Granite > Sudden Death
Angrath's Marauders > Fight with Fire
Baneslayer Angel > Magmatic Force
Lyra Dawnbringer > Colossus of Akros
Anya, Merciless Angel > Akroma, Angel of Fury
Ethereal Absolution > Price of Knowledge
Vitu-Ghazi, the City-Tree > Crush of Wurms
Charnelhoard Wurm > Throne of the High City
Demonlord Belzenlok > Baleful Force
Shorecrasher Elemental > Tower of Fortunes
Aven Fateshaper > Aeon Chronicler
Skeletal Scrying > Promise of Power
Magus of the Future > Beck // Call
Viscera Dragger > Etched Oracle
Careful Consideration > Heartwarming Redemption
Oketra's Attendant > Sphinx of Lost Truths
Heroic Intervention > Ghost-Lit Stalker
Honored Hydra > Root Elemental
Spiritmonger > Cloudthresher
Cauldron Dance > Restoration Angel
Ethereal Ambush > Miraculous Recovery
Puppeteer Clique > Gravewaker
Den Protector > Grim Harvest
Reviving Vapors > Beacon of Immortality
Insurrection > Granny's Payback
Haazda Shield Mate > Combat Medic
Thalia, Heretic Cathar > Avacyn, Guardian Angel
Consecrate // Consume > Vengeful Archon
Teysa, Envoy of Ghosts > Empyrial Archangel
Seeds of Renewal > Blazing Archon
Linvala, the Preserver > Sunscorch Regent
Scatter to the Winds > Draining Whelk
Lay Bare > Voidmage Prodigy
Devious Cover-Up > Dismal Failure
Bone to Ash > Punish Ignorance
Scatter Arc > Countersquall
Exclude > Undermine
Disdainful Stroke > Void Shatter
Ethersworn Adjudicator > Plaguebearer
Tidespout Tyrant > Harbinger of the Hunt
Thousand Winds > Hythonia the Cruel
Beast Within > Kalemne's Captain
Butcher of Malakir > Jiwari, the Earth Aflame
Capsize > Arashi, the Sky Asunder
Overwhelming Splendor > Capital Punishment
Custodi Lich > Cruel Ultimatum
Soulscour > Bearer of the Heavens
Gaze of Granite > Sudden Death
Angrath's Marauders > Fight with Fire
Baneslayer Angel > Magmatic Force
Lyra Dawnbringer > Colossus of Akros
Anya, Merciless Angel > Akroma, Angel of Fury
Ethereal Absolution > Price of Knowledge
Vitu-Ghazi, the City-Tree > Crush of Wurms
Charnelhoard Wurm > Throne of the High City
Demonlord Belzenlok > Baleful Force
Shorecrasher Elemental > Tower of Fortunes
Aven Fateshaper > Aeon Chronicler
Skeletal Scrying > Promise of Power
Magus of the Future > Beck // Call
Viscera Dragger > Etched Oracle
Careful Consideration > Heartwarming Redemption
Oketra's Attendant > Sphinx of Lost Truths
Heroic Intervention > Ghost-Lit Stalker
Honored Hydra > Root Elemental
Spiritmonger > Cloudthresher
Cauldron Dance > Restoration Angel
Ethereal Ambush > Miraculous Recovery
Puppeteer Clique > Gravewaker
Den Protector > Grim Harvest
Reviving Vapors > Beacon of Immortality
Insurrection > Granny's Payback
Haazda Shield Mate > Combat Medic
Thalia, Heretic Cathar > Avacyn, Guardian Angel
Consecrate // Consume > Vengeful Archon
Teysa, Envoy of Ghosts > Empyrial Archangel
Seeds of Renewal > Blazing Archon
Linvala, the Preserver > Sunscorch Regent
There is no worse feeling than having a counterspell that cannot deal with the threat of the moment. A more narrow counter need to have a hearty upside, and though I like counters that replace themselves, the incoming additions are superior. Countersquall is a bit of a cheat, as its effect is relatively minor for its limitation. Still, removal is for creatures and counters are for spells, so it's got a small pass there, even as I keep an eye on its failure rate.
Many of the replacements are upgrades - better manticores (though the original still eludes me), better card draw, more protection - and some I am quite interested to test out. Akroma, Angel of Fury is a sneaky one-hit-KO that may prove too powerful. Infinite power is the turning point for many stacks, which throws the aggro-contol-combo dynamic into overdrive, though a single creature may just up the stakes rather than destroy them while also enhancing the morph mini game. Price of Knowledge expands the suite of control oriented enchantments that will kill the table if left unchecked, and I'm hoping to expand on the build-around permanents. Not combos as such, but game changers - things like Mirari or Where Ancients Tread. If you have suggestions for more, let me know.
Some of the removed cards may return. Beast Within will probably come back to replace an underperforming removal spell, as a 3/3 toke is inconsequential. Demonlord Belzenlok is a pet card of sorts, and such an event to cast - players don't know whether to counter it, and the sweat that develops as plays draw more and more and lose more and more is exciting, though it usually ends between after 2 to 4 cards. I've seen Aven Fateshaper in multiple stacks as a fun and slightly combo-riffic effect, though it durdles too much for me. It may return if my group enjoys drafting more than a communal stack, but the combo with Magus of the Future has come up several times to people's dismay. Insurrection has been in and out since the inception of the stack as being potentially too powerful. As I acquire more powerful cards, it will likely return.
I still need to finish the philosophy portion of the first post, as I am interested in managing the aggro-control-combo side of the stack effectively. Though that might be more important for a drafted stack, I feel as if a communal stack can also provide each experience depending on how you want to play and your opening hand. Similarly, I am still finessing the power level line with powerful, non-infinite effects and leveraging their answers. Any advice is always welcome.
Splicer's Skill/Everdream - What an interesting and deceptively powerful design! Everdream was the first spell that caught my eye in the spoiler, as adding a(n additional) cantrip to every single instant and sorcery you play is damned powerful. The comparison to Whispers of the Muse is obvious, though this might be even better (and together, they seem absolutely insane). Slicer's Skill didn't set off my alarm in the same way, but making a continual stream of 3/3 tokens seems like a substantial enough threat. I love the spells matter archetype in draft, and these are synergistic payoff cards that you can cast as a last resort.
Winds of Abandon - I generally avoid purposeless shuffles - Path to Exile, etc - and Winds of Abandon is the mother of all of them. Sadly, it's shunted by its sorcery speed.
Archmage's Charm - I've been waiting for a hard counter with cycling for years, and while this isn't quite that, it comes close. Having the mixture of either a counter or a divination is a fantastically flexible combination, and something that deserves a space in a stack. No, the last ability isn't playable.
Echo of Eons/Rain of Revelation - You can tell a lot about a type 4 stack just by looking at its card draw. Recently, the other stacks I follow have been reevaluating the power of their card draw suite, a process that I'm also considering and plan on posting about soon. Limiting the number of total number of cards drawn to 3 or 4 without drawback seems to settle as the standard, which makes these two cards fall on either side of the spectrum. Rain of Revelation is fine, but fine is what many stacks are looking for. Draw two with slight selection isn't amazing (think Thoughtflare), but perfectly serviceable for larger stacks. Echo of Eons is far on the other side, living with the wheels in the strongest of stacks. Draw sevens are wary for me, allowing your opponents to get first crack at their new hands with a symmetrical effect. The flashback is super powerful, too much so for my stack I believe, but if you support wheels (and five minute shuffling sessions) this is a huge pick up.
Spell Snuff - Hard counters with upside are always in consideration, though a sometimes Dismiss is likely not good enough. Strictly better cancel for what it's worth.
Endling - The cycle of X-lings are all sweet, and this new edition is no exception. Where Endling fails is in it's ability to protect itself. Undying is sweet, but a one-time protection of a medium-small body is subpar compared to the flicker and shroud of Aetherling/Morphling and the indestructibility on Thornling.
Mind Rake - What a cool card! This set is like Time Spiral revisited, and I adored Time Spiral. A pseudo-Delirium Skeins with a targeted mode is interesting, though it's main draw is its cost, something that doesn't mater here. Ultimately too underpowered.
Aria of Flame - Is this good? It may be too slow, especially as it is 'target opponent' as opposed to 'each opponent'. If Baneful Omen and company are too strong for your control deck finishers, this may be a solid solution.
Urza's Rage - Reprint, but a reminder that I still don't have this in my stack. A staple burn spell.
Throes of Chaos - No, this isn't good, but what a design!
Force of Vigor - The 'force of..' function of the spell doesn't matter much without stack errata, but having a functional spell that can remove one and/or two enchantments and/or artifacts is valuable. I believe the only other spell that can do so is Sylvan Reclamation, though some stacks may want two copies.
Hexdrinker - Mini-Progenitus! Hexdrinker's largest form is arguable good for the stack, it's medium form underpowered, and natural state unplayable. The leveling up mechanic makes it weaker, but more interesting in play. Creatures that require a resolved ability to be good - Nicol Bolas, the Ravager, for example - make for interesting turn interactions, though I'm not sure if Hexdrinker is strong enough. If I open one, I'll try it.
Fallen Shinobi - A card that would shine with stack errata, Fallen Shinobi may still be playable as a way of resetting an ETB creature, getting in some damage, and expanding your hand temporarily. Ultimately, it may be too many hoops to jump through for a minor ability.
Kaya's Guile - I live for these kind of cards - four minor abilities, but taken together at instant speed which may make it playable. It's close to a filler card, but each ability can shine in it's own way, with the Innocent Blood and Bojuka Bog effects being the strongest. If I can find space or another filler card, this is coming in. Play the cards you want to see in the world.
Lightning Skelemental - Another card with several hoops and drawbacks, Lightning Skelemental is closer to a conditional, mega-Blightning than a creature. A hard hitting burn spell that packs a real punch.
Lesser Masticore - Weirdly enough, Lesser Masticore looks better than OG Masticore. Trading slightly worse protection and a worse body for a one time card investment, you get the same creature killing benefits, which may be a net positive. They are close enough to be interchangeable even if I prefer the new version, and you can do worse than these for a creature based sweeper.
Until then, some small updates are here in the form of Modern Horizon cards! I was able to get my hands on both the 'Splice into...' spells, which I am eager to test out. Everdream should be amazing, though Splicer's Skill may prove more conditional. The others are either givens, or tests. I'm unsure if Dragon Hatchling is too much, but he seems fragile enough to be balanced, if strong.
Hopefully I can get a play of the stack in soon to see some of these in action!