I'd tweak the mana a well as it is far from optimal.
Why Ghostly Prison in the maindeck ?
It is pretty bad against non-tokens/swarm aggro decks.
Ghostly Prison is in the mainboard more as a meta call for the decks I usually see the most, though I suppose it could be swapped out for something a bit better against more of the field. As for Indomitable Creativity, the triple red in the cost may be a slight problem, but it would do wonders for the combo. As far as mana goes, I'm not entirely sure how to build a 4 color mana base without either using rainbow lands or making the mana base cost twice as much as the rest of the deck. Thanks for the suggestions though, I will definitely be experimenting with Indomitable Creativity.
This is a bit of a twist on polymorph tokens that I've been thinking about lately. The main combo is to cast Polymorph on a token and end up with a Platinum Emperion. Of course, this combo is old news to most (and usually polymorphs into something like Emrakul, the Aeons Torn instead), but the reason I'm using emperion for this is to also have access to Madcap Experiment, for a total of what is essentially 8 copies of a 4-mana Platinum Emperion.
This is the list I've been experimenting with. Condemn is mostly in here for budget reasons, though there is a trick with it to cast it on our own emperion in reponse to another removal spell, and then polymorph/madcap it back up on the next turn. Even so, if you have Path to Exile, it would probably work better in that slot. In addition, I don't have a sideboard planned for it yet because I want to get the maindeck to an optimal state first.
As for the manabase, I intentionally didn't include Mana Confluence because it becomes useless when Platinum Emperion is in play. Holdout Settlement and Survivor's Encampment are both in the deck because we generate enough tokens to reliably activate them while still keeping up blockers.
I've tried to keep it as budget-friendly as possible while still retaining a decent amount of power. If you have any suggestions, feel free to comment below.
If you do end up running this deck though, I would advise going up to 4 copies of Geth's Verdict to deal with bogles.
Alternatively, I know that restore balance has a good track record against soul sisters and is known for being the bane of bogles, though I would advise using something different against infect.
thoughts?
it would be kinda cool to cycle cards late game then start hard casting those same dudes. however the game will be pretty much over by then assuming they can survive a couple of post living end combat phases...
The main problem with it is that it permanently wipes out any cyclers you may have left if you need to use living end more than once (as opposed to sending them back to the graveyard for another living end activation later). Considering that all it basically does is allow us to hardcast our cyclers from the graveyard, it more or less does what living end should be doing already (minus the possibility of boardwiping the opponent), but a lot slower and less efficiently. I could potentially see it helping against control or giving us a chance at winning against a chalice of the void on 0, but those are the only uses I can think of for it.
2 Spellskite seems to be standard these days, though some players opt to have 1 mainboard and others choose to use both sideboard. I'd also recommend moving your Etched Champions to the sideboard and getting 1-2 more Master of Etherium mainboard, seeing as eldrazi is gaining popularity and champion is laughably bad against it. As for the Galvanic Blasts, I would move one of your sideboarded ones to the mainboard (probably moving a Spellskite to the sideboard to replace it). After that, I've found the removal and damage Galvanic Blast adds to be more effective than the extra cards off Thoughtcast most of the time, so I'd cut two of those for two more mainboard blasts. I notice you're running 18 lands, but you only need 17-16 with a full set each of Mox Opal and Springleaf Drum. Out of the cards you have in your considerations list, as I said before, I'd recommend Steel Overseer, Inkmoth Nexus, and Glimmervoid in that order, but only get 3 Glimmervoid, because you need at least 1 basic to fetch from effects like Path to Exile. I would highly recommend considering Dispatch in place of Dismember, but most of the time Galvanic Blast is all the removal you'll need. I'm rather curious about why you have a 1-of Memnite in your sideboard as well, though I'm not sure what you should replace it with.
What if you don't have the Ensoul Artifact? Most 2 cards together are really good.
Actually I did try Vault Skirge but alongside the Strix. I just don't think Ensoul gets there. Getting 2 for 1-ed is atrocious.
If getting 2-for-1'ed is what you're scared of, then don't play ensoul in the first place. Obviously that's a bit difficult for a deck based around ensoul, so the next best thing I'd say is playing things like Darksteel Relic with abilities that make them hard to remove.
I would start with either Mox Opal or Arcbound Ravager, as arcbound ravager allows for all kinds of combat tricks, and mox opal can lead to things like turn 1 cranial plating. Continuing, I would get Steel Overseer next, as he has great synergy with ravager and has a history of ending games with just 1 activation. I would recommend picking up Master of Etherium or Hangarback Walker after that, as hangarback has synergy with ravager and master of etherium will help you a lot in the mirror match. After that, the rest of them are pretty interchangable, but I would get Inkmoth Nexus before Glimmervoid, and get those two last. On a side note, I've found City of Brass to be an excellent replacement for Glimmervoid if you're on a budget. One last thing, remember to leave at least one basic land just because Path to Exile is a thing in most decks that run white.
Ghostly Prison is in the mainboard more as a meta call for the decks I usually see the most, though I suppose it could be swapped out for something a bit better against more of the field. As for Indomitable Creativity, the triple red in the cost may be a slight problem, but it would do wonders for the combo. As far as mana goes, I'm not entirely sure how to build a 4 color mana base without either using rainbow lands or making the mana base cost twice as much as the rest of the deck. Thanks for the suggestions though, I will definitely be experimenting with Indomitable Creativity.
4 Ghostly Prison
4 Condemn
Combo
2 Platinum Emperion
4 Polymorph
4 Madcap Experiment
4 Midnight Haunting
4 Lingering Souls
4 Raise the Alarm
Pump
2 Honor of the Pure
4 Intangible Virtue
4 City of Brass
4 Aether Hub
4 Holdout Settlement
4 Survivors' Encampment
8 Plains
This is the list I've been experimenting with. Condemn is mostly in here for budget reasons, though there is a trick with it to cast it on our own emperion in reponse to another removal spell, and then polymorph/madcap it back up on the next turn. Even so, if you have Path to Exile, it would probably work better in that slot. In addition, I don't have a sideboard planned for it yet because I want to get the maindeck to an optimal state first.
As for the manabase, I intentionally didn't include Mana Confluence because it becomes useless when Platinum Emperion is in play. Holdout Settlement and Survivor's Encampment are both in the deck because we generate enough tokens to reliably activate them while still keeping up blockers.
I've tried to keep it as budget-friendly as possible while still retaining a decent amount of power. If you have any suggestions, feel free to comment below.
https://www.youtube.com/watch?v=KqaohfNdCAA
If you do end up running this deck though, I would advise going up to 4 copies of Geth's Verdict to deal with bogles.
Alternatively, I know that restore balance has a good track record against soul sisters and is known for being the bane of bogles, though I would advise using something different against infect.
http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/221760-restore-balance
The main problem with it is that it permanently wipes out any cyclers you may have left if you need to use living end more than once (as opposed to sending them back to the graveyard for another living end activation later). Considering that all it basically does is allow us to hardcast our cyclers from the graveyard, it more or less does what living end should be doing already (minus the possibility of boardwiping the opponent), but a lot slower and less efficiently. I could potentially see it helping against control or giving us a chance at winning against a chalice of the void on 0, but those are the only uses I can think of for it.
If getting 2-for-1'ed is what you're scared of, then don't play ensoul in the first place. Obviously that's a bit difficult for a deck based around ensoul, so the next best thing I'd say is playing things like Darksteel Relic with abilities that make them hard to remove.
Actually, with the average Goyf being 4/5, a 5/5 skirge would be able to kill it and live.
Hope this helps!