We could think about moving away from Omniscience, but right now it is getting us those first couple of layers into Ionize. Also, we need to be able to cast Thousand-Year Storm, so that would moot red mana as well.
Edit: I think we can replace Teysa Karlov and Bolt Bend by Gideon Blackblade, which can give a Sun-Crowned Hunters lifelink and indestructibility, and we can have all the copies of Banefire target that one Sun-Crowned Hunters. That will allow another Mountain to come back in.
Whoops, that's some bad math. Thanks for the correction!
I think that we can improve by adding Teferi, Hero of Dominaria. Activating it's +1 ability will allow us to untap two lands, but it is delayed until the end step. So we activate its +1 ability a whole bunch of times, then use all those untaps during the end step to further our combo. Since Teferi is the major contributor here, the Wilderness Reclamations are no longer the best to add since they won't help us activate Teferi more times. So just replace them with Mountains. New Horizons is now a wash since it would only help for Emergence Zone.
Hmm, I would think that we must be able to reshuffle after gaining a bunch of life using Dreadhorde Butcher. I suppose we don't want to cast a Wrath Nova since that will destroy our Butcher targets, but we can still cast Gaea's Blessing and counter it with Ionize, and shuffle Quasiduplicate into the library that way.
We get 21 Mountain taps, and then each Wilderness Reclamation will untap the 21 Mountains and the two Hinterland Harbors, so we get 21 + 23*4 = 113 taps in total, for about 3 -> 3 -> 115 -> 6 final damage.
Hmm, a donated Chainer's Torment would allow us to start the damage chain for each proliferate, so that would be worth 3 -> 3 -> X -> 3 per proliferate. So we would just need a layer or two above that. A way to convert red or black mana into proliferate triggers would complete the combo, but I don't see a way to do that yet.
I believe I have an answer - We can deal damage to Sun-Crowned Hunters with Banefire, which we can give lifelink (say with Teysa Karlov), and then it can deal lots of damage to a random planeswalker, augmented greatly with lots of Angrath's Marauders.
That gets us another layer, and also doesn't require anything at sorcery speed. So we can get 3 -> 3 -> 7 -> 7 on turn 4, and on turn 3 we should be able to get 3 -> 3 -> X -> 6 with X > 100 using a bunch of Mountains and four Wilderness Reclamations.
Hmm, we should make sure whether or not Citywatch Sphinx is actually necessary; I'll think it over.
Okay, so now that our new combo seems to work, how many layers do we get? Unfortunately, the fact that we are using sorcery speed to stay finite is troublesome for further layers. In particular, we won't be able to make use of having many copies of Banefire on the stack, so that layer is now gone. Wilderness Reclamation also cannot be kept on the stack, nor can Tenth District Veteran. So it hurts us quite a bit actually.
We can create a bunch of Truefire Captains with lifelink, then we cast a Banefire to start the chain. Each Truefire Captain can deal lots of damage and therefore gain us a lot of life thanks to Angrath's Marauders, then we get a layer for all the Truefire Captains with lifelink. So this is equal to what we thought we had with Banefire and Firesong and Sunspeaker; it would have been nice to be able to go back to that, since it requires fewer cards and doesn't kill off anything later on. But as you say, it goes infinite with Ionize.
So each casting of Warlord's Favor takes X to 3 -> 3 -> X. Each casting of Gaea's Blessing takes X to 3 -> 3 -> X -> 2. Each time we gain life by dealing damage with Truefire Captain takes X to 3 -> 3 -> X -> 3. Each time we start the damage chain using Banefire takes X to 3 -> 3 -> X -> 4. Each time we tap a Mountain to gain a lot of red mana takes X to 3 -> 3 -> X -> 5. So in the turn 3 version, we get around 3 -> 3 -> X+2 -> 6 where X is the number of Mountains we can put into play.
For the turn 4 version, we can use Tenth District Veteran to untap a bunch of tapped lands, but we can't do the same with Wilderness Reclamation, since we can't play lands in the end step. So we get around 3 -> 3 -> X -> 6, where X is however many Tenth District Veterans we can attack with; this will be at least 3 -> 3 -> 214 -> 5, since we can generate 212 red mana via Smothering Tithe and Unmoored Ego.
Edit: Oh shoot, it doesn't look like the combo quite works out. We can create a lot of Truefire Captains with lifelink, but in order to make that worth a layer, we need to fully resolve the combo between when one Truefire Captain resolves and the next one does - which means running the stage combo, including resolving Wrath Novas. And as soon as we resolve a Wrath Nova, all our Truefire Captains will be destroyed. We can avoid using the stage combo, but that means that we don't get the full improvement in the number of Angrath's Marauders between one Truefire Captain and the next, so the difference is minimal. So it's like the multiplicative effect, it's just worth one layer.
Now, we could put a lot of proliferate triggers on the stack, and cast Banefire with the triggers still on the stack. But then the timing doesn't work out. The Banefire will directly trigger the first Truefire Captain, and each one will directly trigger the next, and there's no way to get to the proliferate triggers below without letting the damage chain peter out, so that we need another Banefire. So I don't see how to get that second layer.
In that case, our damage on turn 3 is actually 3 -> 3 -> X+2 -> 5, same as with Huatli. And the Huatli version requires fewer cards, so that X can be higher. So right now it looks like the Huatli deck is still the best. That's rather disappointing, after all the new ideas.
Is there some way to get more than one layer out of Banefire, or some other X card? Or even just getting one layer, but not requiring something at sorcery speed would improve the deck. It seems there ought to be something that we can do with damage.
Okay, let's see if I can remember how this works. So we have WPPW on the stack. We resolve a Wrath Nova and destroy all our creatures, reshuffling our library as a consequence. We need to bring back Precognition Field after a Purity Nova, so we cast Finale of Devastation to bring Tragic Poet along with Gravedigger and some other creatures onto the battlefield, and maybe cast Quasiduplicate for some extra Tragic Poet copies. Gravedigger triggers and brings Excavation Elephant back to our hand. We resolve a Purity Nova; this destroys our lockets, and also our enchantments. We sacrifice some Tragic Poets to bring the enchantments back, and cast Excavation Elephant with kicker on order to bring back our three lockets, and I suppose Millstone. We tap the lockets for three white mana, and tap Millstone to reshuffle the deck. We resolve the next Purity Nova, destoying all our artifacts and enchantments again. We sacrifice some Poets again to get back our enchantments.
So, let's see if we can get by without using a Wrath Nova. We have our creatures on the battlefield now (except for possibly Tragic Poet), so we can't bring Excavation Elephant to our hand yet. We just reshuffled, so we can cast a Purity Nova. Hmm, but we can't reshuffle, Excavation Elephant is on the battlefield and Millstone is in the graveyard. So this doesn't work.
How about if we resolve Wrath Nova? Then our creatures will be destroyed, and we can use Finale of Devastation to get our creatures back. Gravedigger comes into play, and we can bring back Excavation Elephant and bring back our lockets and Millstone. So we get our mana back, and after we cast a Purity Nova, we can tap the Millstone to reshuffle, and we can get back our Cleansing Nova to cast it as a Wrath Nova. So it looks like this works, and doesn't go infinite!
Also, if we have Millstone, do we still need Citywatch Sphinx? We wouldn't reshuffle after resolving just a Wrath Nova, so we wouldn't get that top layer of casting our instants/sorceries after a Wrath Nova, but we don't really need that top layer. We would still be able to reshuffle after resolving both a Wrath Nova and a Purity Nova, so it should be okay.
Yeah, I was expecting at least someone else to join in on this new thread, since we are starting from scratch again. Hopefully Stakfish joins back up one of these days, since I know he was interested in making a deck for the new Standard.
Yes, but bringing back Emergence Zone doesn't cause us to proliferate during TMoD's resolution, it just puts proliferate triggers on the stack. Then TMoD finishes resolving, and goes to the graveyard. We can then respond with a Tragic Poet to bring TMoD back to the battlefield, we can sacrifice the Emergence Zone to put it back into the graveyard, and then we can resolve the proliferate triggers to bring TMoD back to step 3. So that does look like a loop, during which we get reshuffles so that we can keep casting Giant Growth on something for instance.
Hmm, I think The Mending of Dominaria goes infinite with proliferate after all. We can't easily bring Emergence Zone to our hand, but the third step of TMoD brings our lands back from the graveyard, so we can just sacrifice Emergence Zone and then bring it back using TMoD's third step. I don't know how to fix it. Karn's Bastion doesn't look like it goes infinite, since it remains on the battlefield, but for the same reason it doesn't look like it's enough.
Hmm, I think The Mending of Dominaria seems pretty important to our stage not going infinite. It's useful because we only need one Cleansing Nova, since when we need to cast a Purity Nova followed by a Wrath Nova, we can bring back The Mending of Dominaria after the Purity Nova to reshuffle the library. But, if we do so with Excavation Elephant on the battlefield, we lose an opportunity to bring it back to our hand, and use it to bring back one round of Lockets. So that makes us need to resolve a Wrath Nova after resolving two Purity Novas in a row, I think. That's actually pretty crucial. I think to replace it, we need to find something else that can both reshuffle and bring back a creature, which might be hard. (unless we find some other method for making us resolve a wrath nova after two purity novas)
But, does The Mending of Dominaria really go infinite with Wayward Swordtooth and Evolution Sage? To play a land, we first need to put it in our hand, so as long as we don't have a way to get Emergence Zone in our hand other than drawing it, reshuffling isn't going to go infinite, I don't think. So that should make Dreadhorde Butcher or Truefire Captain work. I guess Dreadhorde Butcher is a little more efficient, since we won't need Gideon's Sacrifice.
I don't see how the Dreadhorde Butcher plus Gideon Blackblade, even without the infinite, gets us an extension; we can get life for both the Dreadhorde Butcher and the Banefire that destroys it, but both are at the same level, so there's minimal improvement. But, Teysa Karlov does get us an improvement, since having many of them allows Dreadhorde Butcher to trigger many times when it dies, and we can increase the damage/lifegain each time by increasing the number of Angrath's Marauders. We add two more cards with Dreadhorde Butcher and Teysa Karolve, but we can remove Firesong and Sunspeaker, so we add one more card overall. So the turn 3 version goes up to 3 -> 3 -> 25 -> 7, and then turn 4 version goes up to 3 -> 3 -> 7 -> 8. Very nice! Unless there's another layer that I'm missing?
With Dreadhorde Butcher, we could use Finale of Eternity instead of Banefire, if we switch over to Boros Lockets. But I'm not seeing an advantage in doing so. Finale of Eternity can't target planeswalkers, but Dreadhorde Butcher can so we can't use planeswalkers anyway.
Hmm, Lazav is an interesting card. What was the possible extension using Lazav that you had in mind?
I found another layer improvement: Angrath's Marauders. Each Banefire hits for a fixed X amount of damage. But if we put Y Angrath's Marauders onto the battlefield using Quasiduplicate, then a Banefire copy will deliver X * 2^Y damage to an unsuspecting creature, and we can increase Y between every copy of Banefire. So that adds another layer, taking us to 3 -> 3 -> 7 -> 7.
But, you made a good point about having to delay until turn 4. If we add Angrath's Marauders to the deck without Sylvan Awakening, that should take us to 3 -> 3 -> 26 -> 6. So we can either do 3 -> 3 -> 26 -> 6 damage on turn 3, or 3 -> 3 -> 7 -> 7 damage on turn 4.
Hmm, the trouble with sacrificing artifacts seems to be that any layer or layers we create with them have to be below the Cleansing Nova stage, which is a really minimal improvement. All the power comes from adding layers *above* the highest stage.
Karn, the Great Creator is interesting, although each usage creates one stage, so it takes X to 3 -> 3 -> X rather than 3 -> 3 -> X -> 3 with Huatli, the Sun's Heart. So we have to figure out how to add at least two more layers on top in addition to the mana layer that we already had on top of Huatli. And the trouble is, it's harder to add layers on top of things that we can only use at sorcery speed. For example, we couldn't use the Thousand-Year Storm copies from instants and sorceries higher up the chain because we need to have them waiting on the stack when we activate Karn. We can certainly think about it, but it seems hard to beat the current deck with it.
Edit: Ooh, instead of using Huatli, the Sun's Heart to gain life, and destroy it with Banefire, we can just have Firesong and Sunspeaker give Banefire lifelink, and cast it to deal damage to our own creatures. So that brings back our mass untappers, and we should be able to get to 3 -> 3 -> X -> 6.
Edit: So, at first I was considering using Jace, Ingenious Mind-Mage and other planeswalker untappers, but then I realized that Banefire could target them to be recycled. I looked for an alternative to Banefire that could target creatures but not planeswalkers, but no such luck. So we really only have Wilderness Reclamation and Tenth District Veteran as our mass untappers. It's too bad, we could have done a lot with recycling Jace and Spark Double copies with loyalty shenanigans.
Edit: Okay, I realize why I didn't use this sequence before; the Possessed creatures are four CMC, so we can destroy them with Engineered Explosives to make token copies. It would still be really nice to be able to remove Mimic Vat from the Soul Foundry deck, but I still don't know how to get copies of enchantments otherwise.
Anyway, it's back to our six-stage ending sequence.
If we have to go without Emergency Powers, we can use Llanowar Scout to put lands into play.
We could think about moving away from Omniscience, but right now it is getting us those first couple of layers into Ionize. Also, we need to be able to cast Thousand-Year Storm, so that would moot red mana as well.
Edit: All of our Sun-Crowned Hunters will be killed by Cleansing Nova, so we have a targeting problem for Banefire. Adding Bolt Bend should fix the problem.
Edit: I think we can replace Teysa Karlov and Bolt Bend by Gideon Blackblade, which can give a Sun-Crowned Hunters lifelink and indestructibility, and we can have all the copies of Banefire target that one Sun-Crowned Hunters. That will allow another Mountain to come back in.
I think that we can improve by adding Teferi, Hero of Dominaria. Activating it's +1 ability will allow us to untap two lands, but it is delayed until the end step. So we activate its +1 ability a whole bunch of times, then use all those untaps during the end step to further our combo. Since Teferi is the major contributor here, the Wilderness Reclamations are no longer the best to add since they won't help us activate Teferi more times. So just replace them with Mountains. New Horizons is now a wash since it would only help for Emergence Zone.
2 Llanowar Elves
3 Highland Lake
4 Marwyn, the Nurturer
5 Highland Lake
6 Giant Growth
7 Gift of Growth
8 Omniscience
9 Emergency Powers
10 Thousand-Year Storm
11 Precognitive Field
12 Gaea's Blessing
14 Emergence Zone
15 Orzhov Locket
16 Orzhov Locket
17 Orzhov Locket
18 Cleansing Nova
19 Disdainful Stroke
20 Excavation Elephant
21 Diligent Excavator
22 Naban, Dean of Iteration
23 Arcane Adaptation
24 Spark Double
26 Tragic Poet
27 Samut, Tyrant Smasher
28 Warlord's Fury
29 Ionize
30 Grow from the Ashes
31 Banefire
32 Sun-Crowned Hunters
33 Teysa Karlov
34 Nikya of the Old Ways
35 Quasiduplicate
36 Teferi, Hero of Dominaria
We should be able to generate about 3 -> 3 -> 26 -> 6 before the end step, so final damage should be about 3 -> 3 -> ( 3-> 3 -> 26 -> 6) -> 6.
Hmm, I would think that we must be able to reshuffle after gaining a bunch of life using Dreadhorde Butcher. I suppose we don't want to cast a Wrath Nova since that will destroy our Butcher targets, but we can still cast Gaea's Blessing and counter it with Ionize, and shuffle Quasiduplicate into the library that way.
Edit: So, updating the deck list:
2 Llanowar Elves
3 Highland Lake
4 Marwyn, the Nurturer
5 Highland Lake
6 Giant Growth
7 Gift of Growth
8 Omniscience
9 Emergency Powers
10 Thousand-Year Storm
11 Precognitive Field
12 Gaea's Blessing
13 Gyre Engineer
14 Emergence Zone
16 Orzhov Locket
17 Orzhov Locket
18 Cleansing Nova
19 Disdainful Stroke
20 Excavation Elephant
21 Diligent Excavator
22 Naban, Dean of Iteration
23 Arcane Adaptation
24 Spark Double
25 Adventurous Impulse
26 Tragic Poet
27 Samut, Tyrant Smasher
29 Ionize
30 Grow from the Ashes
31 Banefire
32 Sun-Crowned Hunters
33 Teysa Karlov
34 Nikya of the Old Ways
35 Quasiduplicate
36 Wilderness Reclamation
37 Wilderness Reclamation
38 Wilderness Reclamation
39 Wilderness Reclamation
21 Mountain
We can use Samut, Tyrant Smasher to be the damage victim for Sun-Crowned Hunters, so we need to go back to Adventurous Impulse.
We get 21 Mountain taps, and then each Wilderness Reclamation will untap the 21 Mountains and the two Hinterland Harbors, so we get 21 + 23*4 = 113 taps in total, for about 3 -> 3 -> 115 -> 6 final damage.
I believe I have an answer - We can deal damage to Sun-Crowned Hunters with Banefire, which we can give lifelink (say with Teysa Karlov), and then it can deal lots of damage to a random planeswalker, augmented greatly with lots of Angrath's Marauders.
That gets us another layer, and also doesn't require anything at sorcery speed. So we can get 3 -> 3 -> 7 -> 7 on turn 4, and on turn 3 we should be able to get 3 -> 3 -> X -> 6 with X > 100 using a bunch of Mountains and four Wilderness Reclamations.
Okay, so now that our new combo seems to work, how many layers do we get? Unfortunately, the fact that we are using sorcery speed to stay finite is troublesome for further layers. In particular, we won't be able to make use of having many copies of Banefire on the stack, so that layer is now gone. Wilderness Reclamation also cannot be kept on the stack, nor can Tenth District Veteran. So it hurts us quite a bit actually.
We can create a bunch of Truefire Captains with lifelink, then we cast a Banefire to start the chain. Each Truefire Captain can deal lots of damage and therefore gain us a lot of life thanks to Angrath's Marauders, then we get a layer for all the Truefire Captains with lifelink. So this is equal to what we thought we had with Banefire and Firesong and Sunspeaker; it would have been nice to be able to go back to that, since it requires fewer cards and doesn't kill off anything later on. But as you say, it goes infinite with Ionize.
So each casting of Warlord's Favor takes X to 3 -> 3 -> X. Each casting of Gaea's Blessing takes X to 3 -> 3 -> X -> 2. Each time we gain life by dealing damage with Truefire Captain takes X to 3 -> 3 -> X -> 3. Each time we start the damage chain using Banefire takes X to 3 -> 3 -> X -> 4. Each time we tap a Mountain to gain a lot of red mana takes X to 3 -> 3 -> X -> 5. So in the turn 3 version, we get around 3 -> 3 -> X+2 -> 6 where X is the number of Mountains we can put into play.
For the turn 4 version, we can use Tenth District Veteran to untap a bunch of tapped lands, but we can't do the same with Wilderness Reclamation, since we can't play lands in the end step. So we get around 3 -> 3 -> X -> 6, where X is however many Tenth District Veterans we can attack with; this will be at least 3 -> 3 -> 214 -> 5, since we can generate 212 red mana via Smothering Tithe and Unmoored Ego.
Edit: Oh shoot, it doesn't look like the combo quite works out. We can create a lot of Truefire Captains with lifelink, but in order to make that worth a layer, we need to fully resolve the combo between when one Truefire Captain resolves and the next one does - which means running the stage combo, including resolving Wrath Novas. And as soon as we resolve a Wrath Nova, all our Truefire Captains will be destroyed. We can avoid using the stage combo, but that means that we don't get the full improvement in the number of Angrath's Marauders between one Truefire Captain and the next, so the difference is minimal. So it's like the multiplicative effect, it's just worth one layer.
Now, we could put a lot of proliferate triggers on the stack, and cast Banefire with the triggers still on the stack. But then the timing doesn't work out. The Banefire will directly trigger the first Truefire Captain, and each one will directly trigger the next, and there's no way to get to the proliferate triggers below without letting the damage chain peter out, so that we need another Banefire. So I don't see how to get that second layer.
In that case, our damage on turn 3 is actually 3 -> 3 -> X+2 -> 5, same as with Huatli. And the Huatli version requires fewer cards, so that X can be higher. So right now it looks like the Huatli deck is still the best. That's rather disappointing, after all the new ideas.
Is there some way to get more than one layer out of Banefire, or some other X card? Or even just getting one layer, but not requiring something at sorcery speed would improve the deck. It seems there ought to be something that we can do with damage.
So, let's see if we can get by without using a Wrath Nova. We have our creatures on the battlefield now (except for possibly Tragic Poet), so we can't bring Excavation Elephant to our hand yet. We just reshuffled, so we can cast a Purity Nova. Hmm, but we can't reshuffle, Excavation Elephant is on the battlefield and Millstone is in the graveyard. So this doesn't work.
How about if we resolve Wrath Nova? Then our creatures will be destroyed, and we can use Finale of Devastation to get our creatures back. Gravedigger comes into play, and we can bring back Excavation Elephant and bring back our lockets and Millstone. So we get our mana back, and after we cast a Purity Nova, we can tap the Millstone to reshuffle, and we can get back our Cleansing Nova to cast it as a Wrath Nova. So it looks like this works, and doesn't go infinite!
Ideas for possible card cuts: What if we replaced Finale of Devastation and Gravedigger with Adventurous Impulse? This would just cut out the middleman, so to speak.
Also, if we have Millstone, do we still need Citywatch Sphinx? We wouldn't reshuffle after resolving just a Wrath Nova, so we wouldn't get that top layer of casting our instants/sorceries after a Wrath Nova, but we don't really need that top layer. We would still be able to reshuffle after resolving both a Wrath Nova and a Purity Nova, so it should be okay.
Yeah, I was expecting at least someone else to join in on this new thread, since we are starting from scratch again. Hopefully Stakfish joins back up one of these days, since I know he was interested in making a deck for the new Standard.
Hmm, I think The Mending of Dominaria seems pretty important to our stage not going infinite. It's useful because we only need one Cleansing Nova, since when we need to cast a Purity Nova followed by a Wrath Nova, we can bring back The Mending of Dominaria after the Purity Nova to reshuffle the library. But, if we do so with Excavation Elephant on the battlefield, we lose an opportunity to bring it back to our hand, and use it to bring back one round of Lockets. So that makes us need to resolve a Wrath Nova after resolving two Purity Novas in a row, I think. That's actually pretty crucial. I think to replace it, we need to find something else that can both reshuffle and bring back a creature, which might be hard. (unless we find some other method for making us resolve a wrath nova after two purity novas)
But, does The Mending of Dominaria really go infinite with Wayward Swordtooth and Evolution Sage? To play a land, we first need to put it in our hand, so as long as we don't have a way to get Emergence Zone in our hand other than drawing it, reshuffling isn't going to go infinite, I don't think. So that should make Dreadhorde Butcher or Truefire Captain work. I guess Dreadhorde Butcher is a little more efficient, since we won't need Gideon's Sacrifice.
I don't see how the Dreadhorde Butcher plus Gideon Blackblade, even without the infinite, gets us an extension; we can get life for both the Dreadhorde Butcher and the Banefire that destroys it, but both are at the same level, so there's minimal improvement. But, Teysa Karlov does get us an improvement, since having many of them allows Dreadhorde Butcher to trigger many times when it dies, and we can increase the damage/lifegain each time by increasing the number of Angrath's Marauders. We add two more cards with Dreadhorde Butcher and Teysa Karolve, but we can remove Firesong and Sunspeaker, so we add one more card overall. So the turn 3 version goes up to 3 -> 3 -> 25 -> 7, and then turn 4 version goes up to 3 -> 3 -> 7 -> 8. Very nice! Unless there's another layer that I'm missing?
With Dreadhorde Butcher, we could use Finale of Eternity instead of Banefire, if we switch over to Boros Lockets. But I'm not seeing an advantage in doing so. Finale of Eternity can't target planeswalkers, but Dreadhorde Butcher can so we can't use planeswalkers anyway.
I found another layer improvement: Angrath's Marauders. Each Banefire hits for a fixed X amount of damage. But if we put Y Angrath's Marauders onto the battlefield using Quasiduplicate, then a Banefire copy will deliver X * 2^Y damage to an unsuspecting creature, and we can increase Y between every copy of Banefire. So that adds another layer, taking us to 3 -> 3 -> 7 -> 7.
But, you made a good point about having to delay until turn 4. If we add Angrath's Marauders to the deck without Sylvan Awakening, that should take us to 3 -> 3 -> 26 -> 6. So we can either do 3 -> 3 -> 26 -> 6 damage on turn 3, or 3 -> 3 -> 7 -> 7 damage on turn 4.
Karn, the Great Creator is interesting, although each usage creates one stage, so it takes X to 3 -> 3 -> X rather than 3 -> 3 -> X -> 3 with Huatli, the Sun's Heart. So we have to figure out how to add at least two more layers on top in addition to the mana layer that we already had on top of Huatli. And the trouble is, it's harder to add layers on top of things that we can only use at sorcery speed. For example, we couldn't use the Thousand-Year Storm copies from instants and sorceries higher up the chain because we need to have them waiting on the stack when we activate Karn. We can certainly think about it, but it seems hard to beat the current deck with it.
Edit: Ooh, instead of using Huatli, the Sun's Heart to gain life, and destroy it with Banefire, we can just have Firesong and Sunspeaker give Banefire lifelink, and cast it to deal damage to our own creatures. So that brings back our mass untappers, and we should be able to get to 3 -> 3 -> X -> 6.
Edit: So, at first I was considering using Jace, Ingenious Mind-Mage and other planeswalker untappers, but then I realized that Banefire could target them to be recycled. I looked for an alternative to Banefire that could target creatures but not planeswalkers, but no such luck. So we really only have Wilderness Reclamation and Tenth District Veteran as our mass untappers. It's too bad, we could have done a lot with recycling Jace and Spark Double copies with loyalty shenanigans.
So it looks like we have:
2 Llanowar Elves
3 Island
4 Marwyn, the Nurturer
5 Island
6 Giant Growth
7 Gift of Growth
8 Omniscience
9 Emergency Powers
10 Thousand-Year Storm
11 Precognitive Field
12 Citywatch Sphinx
13 Gaea's Blessing
14 Gyre Engineer
15 Emergence Zone
16 Orzhov Locket
17 Orzhov Locket
18 Orzhov Locket
19 Cleansing Nova
20 Disdainful Stroke
21 Excavation Elephant
22 The Mending Of Dominaria
24 Arcane Adaptation
25 Spark Double
26 Adventurous Impulse
27 Tragic Poet
28 Garna, the Bloodflame
29 Warlord's Fury
30 Ionize
31 Banefire
32 Firesong and Sunspeaker
33 Quasiduplicate
34 Nikya of the Old Ways
35 Boros Guildgate
36 Sylvan Awakening
37 Llanowar Scout
38 Wilderness Reclamation
39 Wilderness Reclamation
40 Wilderness Reclamation
41 Wilderness Reclamation
43 Grand Warlord Radha
44 Smothering Tithe
45 Smothering Tithe
46 Smothering Tithe
47 Smothering Tithe
48 Unmoored Ego
49 Huatli, the Sun's Heart
50 Ajani, Wise Counselor
51 Spark Double
52 Spark Double
53 Spark Double
54 Oath of Teferi
55 Revival // Revenge
which should get us around 3 -> 3 -> 7 -> 6.
2 Psychic Battle
3 Cowardice
4 Brudiclad, Telchor Engineer
5 Bloodbond March
6 Broken Ambitions
7 Soul Foundry
8 Omniscience
9 Vedalken Orrery
10 Pull from Eternity
11 Izzet Guildmage
12 Karn, Silver Golem
13 Canal Dredger
14 Mimic Vat
15 Ray of Revelation
16 Skull of Orm
17 Mana Crypt
18 Obelisk of Bant
19 Metallurgeon
20 Battle Cry
21 Rebuild
22 Goblin Dark-Dwellers
23 Boggart Mob
24 Godtoucher
25 Wirewood Herald
26 Engineered Explosives
27 Salvaging Station
29 Acorn Harvest
30 Into Thin Air
31 Brace for Impact
32 Thousand-Year Storm
33 Child of Alara
34 Iname As One
35 Apothecary Geist
36 Goryo's Vengeance
37 Spellweaver Helix
38 Worldfire
39 Spider Spawning
40 Spider Spawning
41 Spider Spawning
42 Molderhulk
43 Divine Congregation
44 Wormfang Behemoth
45 Bayou
46 Eureka
47 Mox Emerald
49 Frightshroud Courier
50 Sisters of the Flame
51 Goblin Kites
52 Possessed Barbarian
53 Wilderness Hypnotist
54 Streambed Aquitects
55 Old Man of the Sea
56 Possessed Aven
57 Xathrid Gorgon
58 Tribal Unity
59 Consecrated Sphinx
60 Words of Wisdom
This should get us to about F_{w^4 + w7 + 4}(50) or so.
Edit: We can do a similar change to the Razorfin Abolisher deck:
2 Psychic Battle
3 Cowardice
4 Horobi, Death’s Wail
5 Bloodbond March
6 Chalice of the Void
7 Mimic Vat
8 Omniscience
9 Vedalken Orrery
10 Mirror of Fate
11 Karn, Silver Golem
12 Perpetual Timepiece
13 Allay
14 Skull of Orm
15 Mirrorworks
16 Mana Crypt
17 Obelisk of Bant
18 Metallurgeon
19 Battle Cry
20 Rebuild
21 Goblin Dark-Dwellers
22 Boggart Mob
23 Razorfin Abolisher
24 Bramblewood Paragon
25 Jade Bearer
26 Verdant Succession
27 Engineered Explosives
28 Salvaging Station
30 Acorn Harvest
31 Into Thin Air
32 Brace for Impact
33 Child of Alara
34 Apothecary Geist
35 Iname As One
36 Spellweaver Helix
37 Worldfire
38 Spider Spawning
39 Spider Spawning
40 Panharmonicon
41 Molderhulk
42 Divine Congregation
43 Wormfang Behemoth
44 Bayou
45 Eureka
46 Mox Emerald
47 Polluted Dead
48 Frightshroud Courier
50 Goblin Kites
51 Possessed Barbarian
52 Wilderness Hypnotist
53 Streambed Aquitects
54 Old Man of the Sea
55 Possessed Aven
56 Xathrid Gorgon
57 Tribal Unity
58 Thousand-Year Storm
59 Consecrated Sphinx
60 Words of Wisdom
Edit: Okay, I realize why I didn't use this sequence before; the Possessed creatures are four CMC, so we can destroy them with Engineered Explosives to make token copies. It would still be really nice to be able to remove Mimic Vat from the Soul Foundry deck, but I still don't know how to get copies of enchantments otherwise.
Anyway, it's back to our six-stage ending sequence.