with surrak, you don't actually want to jam him full of creatures. You want only a few high impact creatures that contribute to infinite combos and tons of control/removal to protect them. Some of the more functional combos in these colours are:
keep your creature count to a minimum and run every 2 cmc or less counterspell with voidslime, counterflux and dissipate being the exceptions, then mass removal like cyclonic rift and vandalblast and the useful targetted removal like cryptic command, beast within, pongify, rapid hybridization. You want around 36 land and ~14 ramp spells. Then add some good tutors and you're set. You can also add the good swords if you want a voltron backup plan, although I don't like doing this in non white because you can't tutor for them nearly as easy
if you had all 3 on the board and you cast a creature with power 4 or greater you'd draw 2 cards. you can do this on any player's turn as long as prophet is out. as you can see, prophet is a super powerful card
can you list some combos that can't be interacted with?
cast an entwined tooth and nail using Boseiju and tutor for triskelion and mikaeus the unhallowed
mike and trike can be answered with any form of instant grave hate. With undying on the stack, exile trike from their gy. Yes it's potent but every deck should have some form of grave hate to deal with this stuff. Also, boseiju should be target number 1 if it ever hits the board because it will win games.
apocalypse hydra seems like kind of a meh way to spend your mana. The more you use its ability, the fewer counters kresh gets if it dies. Also it doesn't trample. Lifeblood hydra seems like a much better creature to dump your mana into, especially if you're running a few decent sac outlets which you probably should in this deck
my general rule of thumb is that a card should be good on its own first or provide pretty crazy advantage otherwise. Ascetism is great but isn't a sac outlet, not sure if you meant something else. Perilous Forays is a good card but better suited to token generation, which you can do with this deck, so it depends on your decklist. Devouring swarm isn't too good though.
Greater Good, Phyrexian Tower and High Market are good sac outlets in this deck. Natural Order, Momentous Fall and Diabolic Intent are some other sac cards that are great in this deck.
apocalypse hydra seems like kind of a meh way to spend your mana. The more you use its ability, the fewer counters kresh gets if it dies. Also it doesn't trample. Lifeblood hydra seems like a much better creature to dump your mana into, especially if you're running a few decent sac outlets which you probably should in this deck
well rofellos is banned so that'd be a good one to cut. In case you weren't aware, the banlist on the wizards site is out of date. Mono green elfball is pretty solid, so what does red bring to this deck? It brings strong walkers and extra attack cards. Seize the Day, Savage Beating, World at War, Sarkhan Vol would be good here. Dragonrage is something to consider. I'd also add some bombs and ways to tutor them. Regal Force to refill your hand, Ruric Thar, the Unbowed to hose control, Bane of Progress to get rid of annoying artifacts/enchantments. Yeva Nature's Herald lets you use radha's mana during combat to flash a creature in. There are definitely more red/green bombs out there, the mono green ones are just the ones I'm most familiar with running mono green elfball in edh. Then add Natural Order, Survival of the Fittest, Tooth and Nail, Chord of Calling and the like to tutor them up
They both die. Chief of the scale dies from anger and as a result, Hordechief loses the extra point of defense and succumbs to the 3 damage already dealt by anger of the gods
A Jund list like this 4-0d a daily last week, I'd post the list if I wasn't on my phone. Frank lepore also ran it through a daily on tcgplayer. Looks fun
some decks like certain builds of derevi or GAAIV are designed to force people to scoop, scooping is sometimes the smarter choice
kiki-jiki, mirror breaker and zealous conscripts for infinite 3/3 haste creatures
kiki-jiki, mirror breaker and eternal witness and time warp for infinite turns
palinchron and vorinclex, voice of hunger for infinite mana. use infinite mana to blue sun's zenith or stroke of genius someone to death.
deadeye navigator and palinchron for infinite mana. then add eternal witness for infinite recursion or zealous conscripts for infinite steals. basically add whatever ETB effect you want and get infinite of it
for problem artifacts, molder slug and reclamation sage are handy as is creeping corrosion
keep your creature count to a minimum and run every 2 cmc or less counterspell with voidslime, counterflux and dissipate being the exceptions, then mass removal like cyclonic rift and vandalblast and the useful targetted removal like cryptic command, beast within, pongify, rapid hybridization. You want around 36 land and ~14 ramp spells. Then add some good tutors and you're set. You can also add the good swords if you want a voltron backup plan, although I don't like doing this in non white because you can't tutor for them nearly as easy
mike and trike can be answered with any form of instant grave hate. With undying on the stack, exile trike from their gy. Yes it's potent but every deck should have some form of grave hate to deal with this stuff. Also, boseiju should be target number 1 if it ever hits the board because it will win games.
my general rule of thumb is that a card should be good on its own first or provide pretty crazy advantage otherwise. Ascetism is great but isn't a sac outlet, not sure if you meant something else. Perilous Forays is a good card but better suited to token generation, which you can do with this deck, so it depends on your decklist. Devouring swarm isn't too good though.
Greater Good, Phyrexian Tower and High Market are good sac outlets in this deck. Natural Order, Momentous Fall and Diabolic Intent are some other sac cards that are great in this deck.
this one is legit, if you get phyrexian devourer and necrotic ooze and nobody has an answer you'll kill one of your opponents
cap is a good one too, especially if you have GY recursion. Completely shuts off a lot of combo decks if they can't interact with it