I agree with what everyone else said.
Avaricious Dragon is pretty cool, but doesn't add a lot to this deck. You have UB in your color identity, you have much better creature-based draw available. A small, less risky guy like Sygg or even something like Vulturous Aven/Marchesa's Infiltrator (because flavor) would have much more synergy with the rest of the deck.
Meddler doesn't seem to add much, besides not doing much with Marchesa. I wouldn't play him over a counterspell.
Liliana is pretty cool. I'd playtest her. Lilies have an excellent history of being commander-playable.
One question: do you usually play multiplayer or duel commander? The strategy for building a good aggro deck depends a little on that.
Anyway, Zurgo is more of a voltron guy (which is a kind of aggro, I suppose) and Yisan is a toolbox guy. Do you want a deck that pops up creatures really fast and swings them repeatedly at your opponent? If so, I have two decks . Maelstrom Wanderer is my current aggro deck. Maelstrom is an excellent aggro guy because he is sort of hard to be dealt with effectively and he gives everyone haste (haste is extremely important here, you don't want your creatures blown up by a wrath before they get to swing). The deck is basically ramp, draw and 4-6CMC creatures.
My other aggro deck is Marchesa, the Black Rose, which evolved from Lyzolda. It follows a different path because it focuses on small creatures (1-3 CMC) and combining Marchesa's dethrone/pseudo-undying with life-paying effects like Treasonous Ogre and Unspeakable Symbol. Once again, even if this deck's curve is low enough to allow less ramp, giving stuff haste and drawing cards is the backbone of the deck.
I like them both very much. I opt for Redcap over Kavu in my build because it runs a lot of +1/+1 counter themes. Also remember that he can deal 3 damage outright with a sac outlet, or more if you also have an Unspeakable Symbol.
Here are a couple other cards I run: Oona's Blackguard - even if you don't run many rogues, that discard effect is sick. Nim Deathmantle - because I run Ashnod's Altar instead of Phyrexian, and that plus an undying/persist creature...
Finally, a possible exclusion: Clutch of the Undercity. Are you running this just for the transmute? I think that, between Fleshwrither and Dimir House Guard, you have a fair number of ways to tutor 4CMC cards, especially now that tucking isn't a thing anymore. Either a more efficient piece of bounce (like Cyclonic Rift) or a creature-based one (Man-o'-War, Aether Adept, Stingscourger) might work better with the rest of your deck. It could also be the slot for the Archaeomancer you mentioned a few posts above.
It could be changed from a replacement effect to a special action. Something like "At any time a player has priority, he or she may take his or her commander from whatever zone it's in and return it to the command zone. If it's taken from a library, that player shuffles his or her library."
That covers all the bases and lets commanders with die triggers like the Kamigawa dragons actually work right outside of shenanigans.
That would actually kill a lot of fun interactions with stuff like Confusion in the Ranks and other steal effects, not to mention enabling stuff which would have required a sac outlet (for example, countering a Phthisis/Flesh Allergy/Hideous End/Cryptic Command without secondary effects, reverting an Ixidron-flipped commander, recasting a Maelstrom Wanderer, etc). Just to summarize, you can't have a way for your commander to magically go "poof" from the battlefield (or the stack, in a couple of examples).
Anyway, this is missing the point. They didn't kill tucking because they want to slowly erradicate all ways to lock down a commander, they did so because tucking felt unfair to many players in colors which can't easily tutor a creature back, and because they want the players to rely less on tutors in general.
I don't get why they would remedy only this one thing. Commanders can still be locked down by auras.
Maybe, but I don't see how a rules change would prevent that. Besides, it's fairly easy to deal with an aura in any color, even if you can't remove enchantments, just sac and replay the commander. Tucking, on the other hand, requires either a tutor or a plea to whatever is your go-to supernatural being.
No murderous redcap? He is super cute with Marchesa and combos with Mikaeus. The only problem is he's a little small (both in body and effect) for 4 mana, but I run him in my Marchesa, which is somewhat more aggro than yours, and he does very well there.
And while one could compare it to Garruk's Packleader, I wouldn't since Packleader never was playable anyways. THIS is though fo sho.
I run Packleader in my Marath, there aren't that many draw effects triggered by tokens. Not sure how it will compare to it, it's going to take some playtesting to decide, but attaching a 4/4 for 2 more mana isn't that bad a deal in a deck which already ramps like there's no tomorrow.
Both Jace and Sphinx's Tutelage are going to at least be given a fair shot in Lazav. Feels good to have cards I'm interested in again.
Tutelage seems good in my Lazav as well, with all the Windfall/Whispering Madness effects going on. It's actually an efficient mill card, but I guess people just don't play mill decks seriously.
I mention this because I've seen it in practice a bunch - Maelstrom wanderer cascades into cyclonic rift for one permanent, and as good as having Maelstrom on the board is there're a ton of occasions you'd rather hit Evacuation
Just a note here, if you cascade into evac it will resolve before Wanderer, so you get to swing with him on an empty board. Yeah, I'd say it's a really nice thing to cascade into.
Using Evacuation as a hook to talk about bounce in general, though... How do you guys feel about it as a tempo/control engine? Cyclonic Rift has certainly shown (me, at least) how good it can be. I have a lot of bounce cards both in my Thada Adel deck, which relies heavily on tempo, and in my Melek deck which also runs Teferi's Puzzle Box and Possibility Storm. Plus, inefficient as it may be, bounce + counter is still one of blue's only ways of getting rid of resolved permanents.
Please someone answer this, it bugs me to no end that a lot of people dismiss bounce as "bad card advantage" or "do you really want to reset your opponents' ETB triggers?".
^^^ What he said, if you want to build a non-threatening deck, it's not enough to play with Emmara Tandris then combo
That being said, I like commanders which aren't a threat right away but get you value over time because there's not always a right answer for them in a board full of bigger threats. My Lyzolda worked kinda like this. You could buid something like a Lavinia of the Tenth or Ruhan of the Fomori pillowfort.
This is EDH, where everuthing is do-able
The most fun I've had with fight involved Contested Cliffs. That card + a beast package (Gruul Ragebeast, Spearbreaker Behemoth, Rampaging Baloths, etc) might be exactly what you're looking for. As for the color combination, I like RGW better because you can run Marath, Uril or the other commander 2014 guy as your commander (because of Cliffs). Green alone can probably supplant your deathtouch needs with Bow of Nylea (paired with a little timing) and its own 'touchers.
Maelstrom Wanderer, because accelerating mana then dumping a lot of value on the battlefield is a strategy mostly anyone can relate to. The deck itself isn't expensive, just a lot of ramp, some wide-range removal and whatever 6 or 7-mana fatties you want to showcase.
In a 1vs1 game, Mimeoplasm vs. Maelstrom Wanderer: dropped a T2 Zur's Weirding, no one drew any more cards (not consistently, anyways), slowly built up with Life from the Loam and Worm Harvest, killed opponent solely by swarming him with 1/1 worms.
WR Fiend Hunter+Sun Titan+Goblin Bombardment=Infinite Damage
WR Barren Glory + Oblivion Ring + Apocalypse= You win
WR Volcano Hellion + Stonehewer Giant (fetching any equipment with lifelink, probably Basilisk Collar) is infinite life. It also works with anything that gives lifelink at instant speed.
WR Karmic Guide+Reveillark+sac outlet + Avalanche Riders / Goblin Gardener / Goblin Settler = Destroy any number of target lands.
WR Volcano Hellion + Stonehewer Giant + Basilisk Collar/Loxodon Warhammer = infinite life
WR Kiki-Jiki, Mirror Breaker + Restoration Angel = Infinite hasty creatures
WR Gisela, Blade of Goldnight + Manabarbs = tap your lands for free while your opponnents tap lands for 2 damage
WR Sunforger+Final Fortune+Angel's Grace/platinum angel+Reito Lantern/Junktroller / Mistveil Plains
WR Warstorm Surge + Darien, King of Kjeldor+soul warden/suture priest = infinite tokens
WR Aurelia, the warleader + Sun Titan + Angelic Renewal + sac outlet = infinite attack steps.
WR Aurelia, the warleader + Sun Titan + oblivion ring/ Journey to Nowhere + sac outlet for enchants/permanents = Infinite attacks
WR Aurelia, the warleader + Adarkar Valkyrie + Sac outlet = infinite attacks
WR Angel of Glory's Rise + Fiend Hunter + sac outlet + Phyrexian Altar / Warstorm Surge = infinite exiles/infinite damage
WR Boros Reckoner+any way to become indestructable+burn spell/block/blocked + Mindslaver and Reprecusions=infinite damage
WR Boros Reckoner+any way to give life link+any way to become indestructable+burn spell/block/blocked=infinite life
WR Kiki-Jiki, Mirror Breaker+Village Bell-Ringer=infinite creatures
WR Splinter Twin+Midnight Guard/Sunstrike Legionnaire= infinite creatures
WR Sunstrike Legionnaire/Midnight Guard and Elemental Mastery
W Karmic Guide + Reveillark + a sac outlet = infinite sacrifices and ETB's for any creature wiht power less than 2
W Rest in Peace/(Or Leyline of the Void) + Helm of Obedience (1,:symtap:: Exile target library)
W Sun Titan + Angelic Renewal + sac outlet = infinite sacrifices
W Sun Titan + Gift of Immortality + sac outlet = infinite sacrifices
W Enduring Renewal + Sac Outlet + Ornithopter = infinite sacrifices
W Outrider en-Kor (or any Kor creature) + Task Force + Worthy Cause/Animal Boneyard/Miren, the Moaning Well= = infinite life. 2/3 of the combo is tutorable by Lin-Sivvi, Defiant Hero
W Stormfront Riders + Cryptic Gateway + One Soldier = Infinite 1/1 Soldiers (Tapped)
W Crib Swap + Angel of Flight Alabaster = recurring removal
W Adarkar Valkyrie + Thornbite Staff + another creature/sac outlet = Infinite sacrifices
W auriok salvager + lion's eye diamond = Infinite Mana, get back any artifact cmc <1 infinite times
W Opalescence + Parallax Wave 2 paths to follow:
1) Target opposing creatures with Parallax Tide, and in response, target itself (it's a creature due to opalescence). It exiles itself, triggers its leaves play ability to return itself to the battlefield, and then exiles each targeted creature, permanently. You can now permanently Final Judgment the opposing boards, and hit all of their enchantments too
2) Target your own dudes. Let the abilities resolve, then target itself. It flickers, bringing back your dudes with it. This lets you infinitely re-use any ETB ability.
W Reveillark/saffi eriksdotter + Karmic Guide + Leonin Relic-Warder + Mana Stone (i.e. Darksteel ingot) + sac outlet (for relic-warder and reveillark) = Infinite Mana. You just keep tapping the stone and then exiling it/returning it untapped.
W Reveillark + Karmic Guide+triskelion + sac outlet= infinite damage
W Mycosynth Lattice +Stony Silence = Lockdown of all activated abilities, even mana abilities.
W Well of Lost Dreams + Words of Worship = repeatable 6 Tidings triggered by either life gain or card draw. Pay 1, skip your next draw, gain 5 life, pay 5, draw 5 cards. Rinse repeat
W Stuffy Doll + Guilty Conscience = kill an opponent
W Sun Titan+Fiend Hunter+ Sac Outlet of choice = infinite sacs
W Nim deathmantle + composite golem + mycosynth lattice + martyr's Bond = gg destroys everything on each opponents field. (Since everything is now an artifact they are forced to sacrifice their lands!)
R Isochron Scepter imprinting Final Fortune, and ending each turn with Sundial of the Infinite.
R Sword of Feast and Famine + Aggravated Assault + Any equipped Creature = As long as you can connect with CB dmg, infinite Combat Phases.
R hellkite charger + Sword of Feast and Famine = same as above
R Sneak Attack + Godo, Bandit Warlord who tutor's Grafted Exoskeleton (combo costs 2R with SA on the battlefield, and opponent can't block.)
R Lightning Crafter + Kiki-jiki, mirror breaker + sacrifice outlet= infinite damage (see next combo for an example)
R goblin matron FTW: => search Goblin Recruiter, cast it, Goblin ringleader on top followed by Kiki-Jiki, Mirror Breaker, Lightning Crafter and Skirk Prospector=> cast your combos for infinite mana and damages.
R Kiki-jiki, Mirror Breaker + Thornbite Staff + Sac outlet = Infinite sacrifices
+ Emrakul's Hatcher = infinite mana and hasty creatures (instead of sac outlet)
+ Triskelion = Infinite Damage etc etc. (instead of sac outlet)
R Rakka Mar + Thornbite Staff + Phyrexian Altar leads to an infinite sac engine.
R Umbral Mantle + Mana Echoes + Elemental Mastery (on a creature with power >2) = Infinite tokens, creature power >3 = Infinite tokens and mana
R Volcano Hellion + Basilisk Collar/Loxodon Warhammer + Brass Squire = Infinite life.
R Kiki-Jiki, Mirror Breaker + Zealous Conscripts = Infinite hasty creatures
R Mana Geyser + Reiterate Infinite mana.
R Hateflayer + Elemental MasteryPhyrexian Altar or Thermopod = Infinite damage. Infinite tokens also, but who cares?
R Goblin Sharpshooter + Elemental Mastery + sac outlet = Infinite sac outlet and mana. If you pump the sharpshooter, there's infinite tokens too.
R Seige of towers + Aggravated Assault = Infinite mana. Also, infinite attacks.
R Worldgorger Dragon + Changeling Berserker + Kiki-Jiki, mirror breaker = Infinite blinks. Infinite mana.
R Koth of the hammer + Cloudstone Curio + Chandra Nalaar or Chandra, the firebrand + 9 mountains = infinite damage (thru Chandra)/mana (thru Koth)
R Krenko, mob boss + sword of the paruns /umbra mantle + ashnod's altar + any other goblin in play = infinite mana and infinite creatures
R Krenko, mob boss + sword of the paruns /umbra mantle + skirk prospector /phyrexian altar + goblin sharpshooter + 2 other goblins in play = infinite mana, creatures, and sharpshooter damage
R Krenko, mob boss + thornbite staff + any sacrifice outlet + any other goblin in play = infinite creatures and infinite sacrifices
R Krenko, mob boss + sword of the paruns /umbra mantle + mana echoes+ any other goblin in play = infinite goblins and mana
R Mana Echoes + Myr Matrix. = Infinite mana and tokens. With 0 myr in play it takes 13 mana to get started.
R Volcano hellion + stuffy doll = kill an opponent with less life than you
R Inner Fire + Reiterate + 7RRR and at least 8 cards in hand (including reiterate and inner fire) = infinite red mana.
R Goblin Sharpshooter + Splinter Twin + any 1 Toughness creature in play = Infinite Damage
R Goblin Sharpshooter+ Kiki-Jiki, Mirror Breaker + Thornbite Staff = Infinite Damage
R Goblin Warrens/ + Mana Echoes + Gemstone Array = Infinite Goblin Tokens
R Shield of Kaldra + Sword of Kaldra + Helm of Kaldra + Ashnod's Altar + Pandemonium + Mirror Gallery= Infinite Mana + infinite damage + infinite legends named Kaldra (Once all the equipment are in play, activate the helm's ability, and proceed by sacrificing the Kaldra token to the Altar. The altar makes two colourless mana which you can use to activate the Helm's ability again)
R zealous conscripts+splinter twin+illusionist's bracers = infinite conscripts and all permanents.
Avaricious Dragon is pretty cool, but doesn't add a lot to this deck. You have UB in your color identity, you have much better creature-based draw available. A small, less risky guy like Sygg or even something like Vulturous Aven/Marchesa's Infiltrator (because flavor) would have much more synergy with the rest of the deck.
Meddler doesn't seem to add much, besides not doing much with Marchesa. I wouldn't play him over a counterspell.
Liliana is pretty cool. I'd playtest her. Lilies have an excellent history of being commander-playable.
Anyway, Zurgo is more of a voltron guy (which is a kind of aggro, I suppose) and Yisan is a toolbox guy. Do you want a deck that pops up creatures really fast and swings them repeatedly at your opponent? If so, I have two decks .
Maelstrom Wanderer is my current aggro deck. Maelstrom is an excellent aggro guy because he is sort of hard to be dealt with effectively and he gives everyone haste (haste is extremely important here, you don't want your creatures blown up by a wrath before they get to swing). The deck is basically ramp, draw and 4-6CMC creatures.
My other aggro deck is Marchesa, the Black Rose, which evolved from Lyzolda. It follows a different path because it focuses on small creatures (1-3 CMC) and combining Marchesa's dethrone/pseudo-undying with life-paying effects like Treasonous Ogre and Unspeakable Symbol. Once again, even if this deck's curve is low enough to allow less ramp, giving stuff haste and drawing cards is the backbone of the deck.
Here are a couple other cards I run:
Oona's Blackguard - even if you don't run many rogues, that discard effect is sick.
Nim Deathmantle - because I run Ashnod's Altar instead of Phyrexian, and that plus an undying/persist creature...
Finally, a possible exclusion: Clutch of the Undercity. Are you running this just for the transmute? I think that, between Fleshwrither and Dimir House Guard, you have a fair number of ways to tutor 4CMC cards, especially now that tucking isn't a thing anymore. Either a more efficient piece of bounce (like Cyclonic Rift) or a creature-based one (Man-o'-War, Aether Adept, Stingscourger) might work better with the rest of your deck. It could also be the slot for the Archaeomancer you mentioned a few posts above.
That would actually kill a lot of fun interactions with stuff like Confusion in the Ranks and other steal effects, not to mention enabling stuff which would have required a sac outlet (for example, countering a Phthisis/Flesh Allergy/Hideous End/Cryptic Command without secondary effects, reverting an Ixidron-flipped commander, recasting a Maelstrom Wanderer, etc). Just to summarize, you can't have a way for your commander to magically go "poof" from the battlefield (or the stack, in a couple of examples).
Anyway, this is missing the point. They didn't kill tucking because they want to slowly erradicate all ways to lock down a commander, they did so because tucking felt unfair to many players in colors which can't easily tutor a creature back, and because they want the players to rely less on tutors in general.
Maybe, but I don't see how a rules change would prevent that. Besides, it's fairly easy to deal with an aura in any color, even if you can't remove enchantments, just sac and replay the commander. Tucking, on the other hand, requires either a tutor or a plea to whatever is your go-to supernatural being.
I run Packleader in my Marath, there aren't that many draw effects triggered by tokens. Not sure how it will compare to it, it's going to take some playtesting to decide, but attaching a 4/4 for 2 more mana isn't that bad a deal in a deck which already ramps like there's no tomorrow.
Tutelage seems good in my Lazav as well, with all the Windfall/Whispering Madness effects going on. It's actually an efficient mill card, but I guess people just don't play mill decks seriously.
Chandra's parents are neat. They are like Siege-Gang Commander meets Tibor and Lumia meets Daretti.
Just a note here, if you cascade into evac it will resolve before Wanderer, so you get to swing with him on an empty board. Yeah, I'd say it's a really nice thing to cascade into.
Using Evacuation as a hook to talk about bounce in general, though... How do you guys feel about it as a tempo/control engine? Cyclonic Rift has certainly shown (me, at least) how good it can be. I have a lot of bounce cards both in my Thada Adel deck, which relies heavily on tempo, and in my Melek deck which also runs Teferi's Puzzle Box and Possibility Storm. Plus, inefficient as it may be, bounce + counter is still one of blue's only ways of getting rid of resolved permanents.
Please someone answer this, it bugs me to no end that a lot of people dismiss bounce as "bad card advantage" or "do you really want to reset your opponents' ETB triggers?".
That being said, I like commanders which aren't a threat right away but get you value over time because there's not always a right answer for them in a board full of bigger threats. My Lyzolda worked kinda like this. You could buid something like a Lavinia of the Tenth or Ruhan of the Fomori pillowfort.
The most fun I've had with fight involved Contested Cliffs. That card + a beast package (Gruul Ragebeast, Spearbreaker Behemoth, Rampaging Baloths, etc) might be exactly what you're looking for. As for the color combination, I like RGW better because you can run Marath, Uril or the other commander 2014 guy as your commander (because of Cliffs). Green alone can probably supplant your deathtouch needs with Bow of Nylea (paired with a little timing) and its own 'touchers.
WR Barren Glory + Oblivion Ring + Apocalypse= You win
WR Volcano Hellion + Stonehewer Giant (fetching any equipment with lifelink, probably Basilisk Collar) is infinite life. It also works with anything that gives lifelink at instant speed.
WR Karmic Guide+Reveillark+sac outlet + Avalanche Riders / Goblin Gardener / Goblin Settler = Destroy any number of target lands.
WR Volcano Hellion + Stonehewer Giant + Basilisk Collar/Loxodon Warhammer = infinite life
WR Kiki-Jiki, Mirror Breaker + Restoration Angel = Infinite hasty creatures
WR Gisela, Blade of Goldnight + Manabarbs = tap your lands for free while your opponnents tap lands for 2 damage
WR Sunforger+Final Fortune+Angel's Grace/platinum angel+Reito Lantern/Junktroller / Mistveil Plains
WR Warstorm Surge + Darien, King of Kjeldor+soul warden/suture priest = infinite tokens
WR Aurelia, the warleader + Sun Titan + Angelic Renewal + sac outlet = infinite attack steps.
WR Aurelia, the warleader + Sun Titan + oblivion ring/ Journey to Nowhere + sac outlet for enchants/permanents = Infinite attacks
WR Aurelia, the warleader + Adarkar Valkyrie + Sac outlet = infinite attacks
WR Angel of Glory's Rise + Fiend Hunter + sac outlet + Phyrexian Altar / Warstorm Surge = infinite exiles/infinite damage
WR Boros Reckoner+any way to become indestructable+burn spell/block/blocked + Mindslaver and Reprecusions=infinite damage
WR Boros Reckoner+any way to give life link+any way to become indestructable+burn spell/block/blocked=infinite life
WR Kiki-Jiki, Mirror Breaker+Village Bell-Ringer=infinite creatures
WR Splinter Twin+Midnight Guard/Sunstrike Legionnaire= infinite creatures
WR Sunstrike Legionnaire/Midnight Guard and Elemental Mastery
W Rest in Peace/(Or Leyline of the Void) + Helm of Obedience (1,:symtap:: Exile target library)
W Sun Titan + Angelic Renewal + sac outlet = infinite sacrifices
W Sun Titan + Gift of Immortality + sac outlet = infinite sacrifices
W Enduring Renewal + Sac Outlet + Ornithopter = infinite sacrifices
W Outrider en-Kor (or any Kor creature) + Task Force + Worthy Cause/Animal Boneyard/Miren, the Moaning Well= = infinite life. 2/3 of the combo is tutorable by Lin-Sivvi, Defiant Hero
W Stormfront Riders + Cryptic Gateway + One Soldier = Infinite 1/1 Soldiers (Tapped)
W Crib Swap + Angel of Flight Alabaster = recurring removal
W Adarkar Valkyrie + Thornbite Staff + another creature/sac outlet = Infinite sacrifices
W auriok salvager + lion's eye diamond = Infinite Mana, get back any artifact cmc <1 infinite times
W Opalescence + Parallax Wave 2 paths to follow:
1) Target opposing creatures with Parallax Tide, and in response, target itself (it's a creature due to opalescence). It exiles itself, triggers its leaves play ability to return itself to the battlefield, and then exiles each targeted creature, permanently. You can now permanently Final Judgment the opposing boards, and hit all of their enchantments too
2) Target your own dudes. Let the abilities resolve, then target itself. It flickers, bringing back your dudes with it. This lets you infinitely re-use any ETB ability.
W Reveillark/saffi eriksdotter + Karmic Guide + Leonin Relic-Warder + Mana Stone (i.e. Darksteel ingot) + sac outlet (for relic-warder and reveillark) = Infinite Mana. You just keep tapping the stone and then exiling it/returning it untapped.
W Reveillark + Karmic Guide+triskelion + sac outlet= infinite damage
W Mycosynth Lattice +Stony Silence = Lockdown of all activated abilities, even mana abilities.
W Well of Lost Dreams + Words of Worship = repeatable 6 Tidings triggered by either life gain or card draw. Pay 1, skip your next draw, gain 5 life, pay 5, draw 5 cards. Rinse repeat
W Stuffy Doll + Guilty Conscience = kill an opponent
W Sun Titan+Fiend Hunter+ Sac Outlet of choice = infinite sacs
W Nim deathmantle + composite golem + mycosynth lattice + martyr's Bond = gg destroys everything on each opponents field. (Since everything is now an artifact they are forced to sacrifice their lands!)
R Sword of Feast and Famine + Aggravated Assault + Any equipped Creature = As long as you can connect with CB dmg, infinite Combat Phases.
R hellkite charger + Sword of Feast and Famine = same as above
R Sneak Attack + Godo, Bandit Warlord who tutor's Grafted Exoskeleton (combo costs 2R with SA on the battlefield, and opponent can't block.)
R Lightning Crafter + Kiki-jiki, mirror breaker + sacrifice outlet= infinite damage (see next combo for an example)
R goblin matron FTW: => search Goblin Recruiter, cast it, Goblin ringleader on top followed by Kiki-Jiki, Mirror Breaker, Lightning Crafter and Skirk Prospector=> cast your combos for infinite mana and damages.
R Kiki-jiki, Mirror Breaker + Thornbite Staff + Sac outlet = Infinite sacrifices
+ Emrakul's Hatcher = infinite mana and hasty creatures (instead of sac outlet)
+ Triskelion = Infinite Damage etc etc. (instead of sac outlet)
R Rakka Mar + Thornbite Staff + Phyrexian Altar leads to an infinite sac engine.
R Umbral Mantle + Mana Echoes + Elemental Mastery (on a creature with power >2) = Infinite tokens, creature power >3 = Infinite tokens and mana
R Volcano Hellion + Basilisk Collar/Loxodon Warhammer + Brass Squire = Infinite life.
R Kiki-Jiki, Mirror Breaker + Zealous Conscripts = Infinite hasty creatures
R Mana Geyser + Reiterate Infinite mana.
R Hateflayer + Elemental MasteryPhyrexian Altar or Thermopod = Infinite damage. Infinite tokens also, but who cares?
R Goblin Sharpshooter + Elemental Mastery + sac outlet = Infinite sac outlet and mana. If you pump the sharpshooter, there's infinite tokens too.
R Seige of towers + Aggravated Assault = Infinite mana. Also, infinite attacks.
R Worldgorger Dragon + Changeling Berserker + Kiki-Jiki, mirror breaker = Infinite blinks. Infinite mana.
R Koth of the hammer + Cloudstone Curio + Chandra Nalaar or Chandra, the firebrand + 9 mountains = infinite damage (thru Chandra)/mana (thru Koth)
R Krenko, mob boss + sword of the paruns /umbra mantle + ashnod's altar + any other goblin in play = infinite mana and infinite creatures
R Krenko, mob boss + sword of the paruns /umbra mantle + skirk prospector /phyrexian altar + goblin sharpshooter + 2 other goblins in play = infinite mana, creatures, and sharpshooter damage
R Krenko, mob boss + thornbite staff + any sacrifice outlet + any other goblin in play = infinite creatures and infinite sacrifices
R Krenko, mob boss + sword of the paruns /umbra mantle + mana echoes+ any other goblin in play = infinite goblins and mana
R Mana Echoes + Myr Matrix. = Infinite mana and tokens. With 0 myr in play it takes 13 mana to get started.
R Volcano hellion + stuffy doll = kill an opponent with less life than you
R Inner Fire + Reiterate + 7RRR and at least 8 cards in hand (including reiterate and inner fire) = infinite red mana.
R Goblin Sharpshooter + Splinter Twin + any 1 Toughness creature in play = Infinite Damage
R Goblin Sharpshooter+ Kiki-Jiki, Mirror Breaker + Thornbite Staff = Infinite Damage
R Goblin Warrens/ + Mana Echoes + Gemstone Array = Infinite Goblin Tokens
R Shield of Kaldra + Sword of Kaldra + Helm of Kaldra + Ashnod's Altar + Pandemonium + Mirror Gallery= Infinite Mana + infinite damage + infinite legends named Kaldra (Once all the equipment are in play, activate the helm's ability, and proceed by sacrificing the Kaldra token to the Altar. The altar makes two colourless mana which you can use to activate the Helm's ability again)
R zealous conscripts+splinter twin+illusionist's bracers = infinite conscripts and all permanents.
You may have to cut back the "all the infinite combos" thing because honestly there's a lot of them, even if, like, half involve Kiki in some way. Personally, I think Tajic just screams "tokens", so Beetleback Chief/Knight-Captain of Eos/Siege-Gang Commander/Captain of the Guard + Ashnod's Altar and Nim Deathmantle work in my mind.
Given Tajic is your general, the rest of the deck will probably include stuff like Blasphemous Act, *** and DoJ and tutors Enlightened/Idyllic.