I also noticed you have all the transmute cards except Brainspoil on the list. Maybe it doesn't fetch enough, but it does get chimney imp. Plus in a punch It is a removal spell.
Death Bomb isn't horrible and it sacs a guy. Blister Beetle is ok for slow removal (not as good as fume spitter)
Have you tried cards like Blood Pet or Myr Moonvessel as mana sources?
Anyway, pestilence demon is just a bigger version of the wumpus.
rain of filth and bubbling muck will generate extra mana for a turn if you have urborg out or need to sac lands for the kill. Probably not exactly what you're looking for though. With all your mana production though why no exsanguinate or consume spirit?
I like the ability to cast and use wumpus right way to wipe the board. The Pestilence Demon is good though.
Exsanguinate is in the deck. I must not of had an updated list when I typed this in. Not sure what I took out for it. I use to have all the drain life things but now I only run Ezsanquinate and Profane Command. A lot of times games do not last long enough for the black x spells to be relivant. With the two in the deck i can always tutor them up.
I'll keep rain of filth and bubbling muck in mind.
I need to look through New Phyrexia and figure out what to add to the deck.
The deck is fun to play and people underestimate how much damage the landfall can pull off. One time in a 3 Player Game it went like this.
Turn 1: Urborg, Tomb of Yawgmoth, Sol ring, Walking Atlas
Turn 2: Mirage Fetchland, Walking Atlas a Swamp, Phyrexian Arena, Wayfarer's Bauble
Turn 3: Cabal Coffers, Walking Atlas a Onslaught Fetchland, Ob Nixilis, Tainted Aether (unfortunately didn't do anything really)
Turn 4: Onslaught Fetchland, Walking Atlas Panarama, do 6 to Player 1, tap coffers for 7 play Rings of Brighthearth (last card in hand) rings the 2 Onslaught Fetchlands, 12 Damage to Player 1, Rings the Mirage Fetchland, 6 damage to Player 1, Rings the Wayfarer's Bauble, 6 damage to Player 1, Activate panorama, 3 damage to Player 1. Swing at Player 2 with Ob Nixilis with 33 +1/+1 counters for almost straight up 40 leathal (over kill for General Damage) to kill him. Player 1 is around 5 life and dies horribly the next turn to a panorama.
I'm trying out Forgemaster. When I've gold fished the deck it looks like it will be pretty good. It gives me a sac outlet for things when I don't have one, lets me tutor up combos, and provides a decent sac outlet for the Spine of Ish Sah. I need to try it out more but the game or 2 I played with it in the deck i didn;t get it out. I'm not all that worried that it doesn't come back with Shirei. I already have some creatures that don't use Shirei.
Decimator Web is ok. Usually I usually try to poison a few people and kill the rest with regular damage and the Decimator Web (AKA Noob Cannon) gets a poison counter on someone so I can proliferate then to death. The worst/most dangerous part about it is that it mills cards. I wish it didn't do that. It is fun to kill people with Poison from a Noob Cannon.
I built this a while ago and have had a fair amount of time to test it out. The deck works pretty slick and has plenty of tutors and transmute cards to get you almost anything you need. I recently added Storm Cauldron and it has been pretty good. Then not long after I stumbled upon Tainted Aether and it has been really good and when combined with Storm Cauldron it is pretty annoying. I can pretty much win with Ob Nixilis with both out unless someone has a lucky answer. Tainted Aether is really good against token decks and often people will try and play around it for some reason. I have also really liked the interaction between Walking Atlas and Ghost Town.
If you play the deck don’t forget the best things to have out are Urborg to make your fetchlands tap for mana and you can save them up, crucible of worlds, and Rings of Brighthearth. Don’t forget that Rings can copy transmute. Ob Nixilis can pile on the damage and wound reflection can end games pretty quickly. I have found myself tutoring for Walking Atlas a lot as well. I have killed people numerous times out of no where with General Damage via Ob Nixilis (the +1/+1 counters pile up fast).
I took out Tainted Strike but I had an epic play with it that involved ending an almost 3 hour game no one could win. Everyone was close to 100 life except me, I was at 9, so I played Thrashing Wumpus, tainted striked it and activated it 10 times to end the game. No one complained surprisingly.
- Hatred - Never used it and it was a dead card a lot
- Blade of the Bloodchief - cute and fun but not entirely useful. Killed 1 person with it Shirie and Shizo, Death's Storehouse
- Meekstone - The card was pretty good. It was just not something I specifically was looking for very often. I never tutored for it. Ocassionally it prevented a lot of attack damage.
- Flensermite - I deemed it the weakest card in the deck even though it is very much on theme with what the deck wants to do. Sorry little gremlin.
+ Lux Cannon - More removal and works with coretapper and proliferate
+ Genesis Chamber - makes guys. Had it in my other version and it was pretty good (rarely it turns into a liability and will get you blown out)
+ Kuldotha Forge Master - eats guys and tutors
+ Everflowing Chalice - works with coretapper and proliferate
Here is my Arcum Dagsson deck. I don't play this deck much anymore because nobody likes to play against it. It is my "Oh you think that is 'fun' lets have some 'fun' deck." "Fun" obviously being people who think fast combo or being a super griefer is fun. The deck is built for speed and the I choose not to include counterspells for more consistant game play.
I made a Myr Token that looks like Tiny Tim from "A Christmas Carol" because who doesn't like to die to a cute loveable slightly disabled young robot scamp.
All Foil of Course
15 : and in memory of Tolarian Academy this:
Basic Overview:
Every game palys out differently. I always think of Arcum like a puzzle the needs to be solved: I got these cards and I need to get to here how do i do that? The play for every game is contingent on what is in your hand, what is on the board, and what other people are doing, and how many people are playing. In a 1v1 game Myr Incubator is a pretty solid win con if you feel safe to do it. Not as much in big multiplayer games. Rings of Brighthearth is good with Arcum but you need two dudes to sac to rings him. Thornbite staff is really good with Arcum but you need to have the right accelerants and dudes to pull it off. Minamo, School at Water's Edge is good but not easy to get.
Last 3 games:
Turn 1: Island, Sol Ring, Thornbite Staff
Turn 2: Mishra's Factory, Arcum
Turn 3: Island, equip.
- End of Player before me's turn activate Factory sac (untap Arcum) > Myr Turbine make myr sac (untap Arcum) > Sculpting Steel Turbine make a myr sac (untap Arcum) > (not really concerned about my opponents...) Rings of Brighthearth.
Turn 4: make a myr sac (untap Arcum) > Basalt Monolith > Infinite mana > make a myr sac (untap Arcum) > Myr Matrix > Make Infinte Myr > sac a myr (untap Arcum) > Akroma's Memorial > Death to all by 2/2 Akroma's
Game 3: Turn 4ish kind of win
I remember it was Turn 3 Arcum off of a Mana Guy and 3 lands, Turn 4 Man land, animate, Mycosynth Lattice, then play March of Machines with the artifact dude still in play to start grabbing things to win faster should everyone not scoop.
Didn't really have to bust out any disruption, and that maybe would add a turn or two.
Usualy Win Conditions:
I like making infite myr more than Disk/Forge/Lattice combo. Although I have done my fair share of that. I don't have a way to tutor March of the Machines so i have to just naturally darw it.
Other Popular Win Cons:
- Infinite Mana play lots of stuff or Kill using Artisan Golem. Thought about adding Magma Mine but that only kills one person.
- Naturally jest ramp and aggro people out with fatties little help from Arcum.
- Myr Incubator (dangerous)
ultimately I would like to try out Krark-Clan Ironworks and Infernal Tribute if the Spine works out well. Just trying out the Spine and the Elixer. Lux Cannon might be pretty good and I already mentioned Everflowing Chalice. Just not enough room. I always want to be able to play Nether Traitor and Reassembling Skeleton like in my other Shirei deck but there just isn't the room.
Things that could potentially go: Workhorse - it is so good though Hatred - I've had the deck this way for a while and have never used it (it is better I suppose in the deck than the already cut Phyresis and Tainted Strike). Blade of the Bloodchief - cool but not all that effective
sorry man, i guess i just missed your little tutor section at the bottom.
i still think coretapper is a must. easily a house with the right cards. mana tends to be a problem for him and things like everflowing chalice go really well with your proliferate and coretapper. my brother and i ran into the same problems building his version.
100 cards isnt enough for all the fun stuff you want to put in there.
I think I am going to try coretapper and Thousand-Year Elixer. I am probably going to add Spine of Ish Sah. I think the spine will need to be suplimented with Phyrexia's Core and maybe put Krark-Clan Ironworks back in the deck giving me 3 sac outlets for it (4 if I can get Infernal Tribute back in the deck). I want to add Everflowing Chalice just room is tight.
i have no doubt that spectre is going to be a bomb in this deck. allthough my brother and i have had some heated discussions on how bad torpor orb is going to hurt shirei.
there are only a few cards I fear that I sun into on a regular basis. A Relic of Progenitus when I can't get the player to just RFG all graveyards and they will just sit there making me remove 1 every turn and Mimic Vat because that card hoses Shirei. I've had to make some pretty creative plays to work around it when it has been out since a player can just run every creature you sac through the vat making it not recognized as a creature that was put into the graveyard from play this turn thus nullifying Shirei's ability.
I don't see Torpor Orb too much a problem. It won't be too horrible.
I ran Attrition in my other build but it seemed to sit around a lot and do nothing. I preferred Infernal Tribute's effect over it. Phyrexian Reclamation is pretty ok. I thought about it but have never really had a problem getting creatures back. I do suppose it helps you play a creature multiple times a turn.
an off the wall suggestion here, my brother swears by it in his deck.....extractor demon i have seen him mill out multiple opponents with it. its pretty good. you might oant to take a look through the forum for other lists. one of the mods, viper i think, has a couple of shirei lists. both are fantastic. good luck with your build!
to many Eldrazi in my play group to try and mill people. I hate milling people because I find most of the time that it helps them more than hurts them. That is the 1 mode on Decimator Web that really makes me not want to play it. I can see how it is good though. In my other Shirei Deck Thoughtpicker Witch and Pawn of Ulamog combo well together to RFG a card from people's decks for each creature you have in play every players turn.
I've been actually thinking about adding Night Dealings as well, although it doesn't have much synergy with Infect guys.
Speaking of poison I like the looks of Suq'Ata Assassin but he doesn't have much synergy with my "alternative give you poison plan" (mortarpod and Thornbite staff) not that it is a problem. I already need to add Whispering Specter from New Phyrexia. That card is going to be a house. Hex Parasite is another possible include.
genesis chamber is bonkers in a shirei deck. my brother plays shirei and this is a total house
great fodder for clamp and you can produce an overwhelming horde of myr tokens in short order. seeing the charge counters on scepter and coils this really a no brainer addition to make that infinite turn go off. lux cannon seems good here as well with the proliferate and coretapper. that being said there are also a few changes i would make as well. with the draw power of some of your creatures the slate is really unneccisary. also null profusion is terrible get rid of it. drawback can kill you. never make your opponents job easier. where are all your tutors? diabolic, demonic, vampiric, beseech the queen? search always streamlines a deck. and playing black its mandatory. and with all the tap creatures you have a thousand-year elixir wouldnt be a bad idea as it gives powerhouse weenies like royal assasin, sorceress queen, coretapper,.......effective haste on every turn.
I only have a about 5 dudes that could use thousand-year elixer I could see it being ok...with the guys I have I don't see it being that important but maybe. I'll think about it.
I have had the Scepter in the deck for a long time and I have never pulled it off. I think I have only played it 1 time. Dross Scorpion/Throne of Geth gets there a lot but with no scepter.
Had a 3 really fun games with the deck last week. Won 2 of them ( with regular damage) and almost the 3rd (stupid last opponent topdecking when I had him at 8 poison and dead next turn). I had a pretty good synergy going for a while using Mindless Automaton's "1: pitch a card add a +1/+1 counter". I had a fist full of land due to Pilgrim's Eye bouncing in and out of play and I had been drawing land so I started filter 2 lands for a card. I was drawing up to 4 cards each players off the Automaton and a Scarcrone and still drawing mostly land. Even started pitching artifacts and getting them back in hand by sacrificing Junk Diver and Myr Retriever. Eventually I got a Lightning Coils out sealed the victory rather quickly with 8 3/1 hasters and my guys and then 14 the next turn and my guys.
One game I got out a quick Triskelion along with Shirei and that provided a lot of damage and little creature kill (every players turn 2 damage to whatever, 1 to Triskelion). Then followed it up with a Soldevi Adnate to give me an extra 7 mana on my turn turn on top of my quick start.
I'm a big fan of Soldevi Adnate in Shirei and it is common. I run it in both of my Shirei Decks.
None of these may be good ideas but:
They aren't horribly good but you can pile up a bunch of life lose with Bile Urchin, and Death Cultist.
Merrow Bonegnawer isn't horrible to add if you need more graveyard hate.
Blood Seeker is also conditionally good.
Tainted Well cantrips and screws a problem land.
I also noticed you have all the transmute cards except Brainspoil on the list. Maybe it doesn't fetch enough, but it does get chimney imp. Plus in a punch It is a removal spell.
Death Bomb isn't horrible and it sacs a guy. Blister Beetle is ok for slow removal (not as good as fume spitter)
Have you tried cards like Blood Pet or Myr Moonvessel as mana sources?
Explorer's Scope for ramping? Leonin Bola for tapping?
aslo a bit of a stretch but Wail of the Nim any good?
I didn't say I won...I just ended the never ending game. If I could have proliferated one time I would have won.
I like the ability to cast and use wumpus right way to wipe the board. The Pestilence Demon is good though.
Exsanguinate is in the deck. I must not of had an updated list when I typed this in. Not sure what I took out for it. I use to have all the drain life things but now I only run Ezsanquinate and Profane Command. A lot of times games do not last long enough for the black x spells to be relivant. With the two in the deck i can always tutor them up.
I'll keep rain of filth and bubbling muck in mind.
I need to look through New Phyrexia and figure out what to add to the deck.
The deck is fun to play and people underestimate how much damage the landfall can pull off. One time in a 3 Player Game it went like this.
Turn 1: Urborg, Tomb of Yawgmoth, Sol ring, Walking Atlas
Turn 2: Mirage Fetchland, Walking Atlas a Swamp, Phyrexian Arena, Wayfarer's Bauble
Turn 3: Cabal Coffers, Walking Atlas a Onslaught Fetchland, Ob Nixilis, Tainted Aether (unfortunately didn't do anything really)
Turn 4: Onslaught Fetchland, Walking Atlas Panarama, do 6 to Player 1, tap coffers for 7 play Rings of Brighthearth (last card in hand) rings the 2 Onslaught Fetchlands, 12 Damage to Player 1, Rings the Mirage Fetchland, 6 damage to Player 1, Rings the Wayfarer's Bauble, 6 damage to Player 1, Activate panorama, 3 damage to Player 1. Swing at Player 2 with Ob Nixilis with 33 +1/+1 counters for almost straight up 40 leathal (over kill for General Damage) to kill him. Player 1 is around 5 life and dies horribly the next turn to a panorama.
pretty much god hand.
I didn't say I won...I just ended the never ending game. If I could have proliferated one time I would have won.
Decimator Web is ok. Usually I usually try to poison a few people and kill the rest with regular damage and the Decimator Web (AKA Noob Cannon) gets a poison counter on someone so I can proliferate then to death. The worst/most dangerous part about it is that it mills cards. I wish it didn't do that. It is fun to kill people with Poison from a Noob Cannon.
If you play the deck don’t forget the best things to have out are Urborg to make your fetchlands tap for mana and you can save them up, crucible of worlds, and Rings of Brighthearth. Don’t forget that Rings can copy transmute. Ob Nixilis can pile on the damage and wound reflection can end games pretty quickly. I have found myself tutoring for Walking Atlas a lot as well. I have killed people numerous times out of no where with General Damage via Ob Nixilis (the +1/+1 counters pile up fast).
1 Drana, Kalastria Bloodchief
1 Geth, Lord of the Vault
1 Graveborn Muse
1 Maga, Traitor to Mortals
1 Magus of the Coffers
1 Massacre Wurm
1 Nightmare
1 Nirkana Revenant
1 Reiver Demon
1 Solemn Simulacrum
1 Thrashing Wumpus
1 Walking Atlas
1 Dimir House Guard
1 Netherborn Phalanx
Spells (18)
1 Ambition's Cost
1 Ancient Craving
1 Promise of Power
1 Beseech the Queen
1 Demonic Collusion
1 Demonic Tutor
1 Diabolic Tutor
1 Vampiric Tutor
1 Shred Memory
1 Brainspoil
1 Dimir Machinations
1 Damnation
1 Decree of Pain
1 Dregs of Sorrow
1 Mutilate
1 Profane Command
1 Exsanguinate
Enchantments (3)
1 Phyrexian Arena
1 Tainted Aether
1 Wound Reflection
20 Artifacts
1 Armillary Sphere
1 Caged Sun
1 Crucible of Worlds
1 Expedition Map
1 Gauntlet of Power
1 Khalni Gem
1 Sol Ring
1 Wayfarer's Bauble
1 Rings of Brighthearth
1 Seer's Sundial
1 Storm Cauldron
1 Darksteel Plate
1 Explorer's Scope
1 Loxodon Warhammer
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Vengeance
1 Trailblazer's Boots
1 Whispersilk Cloak
1 Liliana Vess
1 Sorin Markov
Lands (42)
19 Swamp
1 Bad River
1 Bloodstained Mire
1 Esper Panorama
1 Ghost Quarter
1 Grixis Panorama
1 Jund Panorama
1 Marsh Flats
1 Polluted Delta
1 Rocky Tar Pit
1 Terminal Moraine
1 Terramorphic Expanse
1 Thawing Glaciers
1 Verdant Catacombs
1 Bojuka Bog
1 Cabal Coffers
1 Deserted Temple
1 Gargoyle Castle
1 Ghost Town
1 Petrified Field
1 Shizo, Death's Storehouse
1 Terrain Generator
1 Urborg, Tomb of Yawgmoth
I took out Tainted Strike but I had an epic play with it that involved ending an almost 3 hour game no one could win. Everyone was close to 100 life except me, I was at 9, so I played Thrashing Wumpus, tainted striked it and activated it 10 times to end the game. No one complained surprisingly.
Creatures (most of which will never be tapped due to Shirei being out):
Coretapper
Kuldotha Forge Master (Seems super good with this)
Plague Myr
Scarecrone
Other Artifacts:
The non-creature artifacts and the Kuldotha Forgemaster really make me want to add the card. With a Kuldotha Forgemaster out you can just get it and then go crazy (ie Coretapper/Magistrate's Scepter ). More Proliferating, more mana, extra untaps from Thousand-Year Elixir, extra taps with the Lux Cannon, multiple Decimator Web activations, scroll racking away crappy lands your hand fills up with when you have Pilgrim's Eye out. It all seems pretty good. I think it hoses Helm of Possession.
Any thoughts on this?
- Angelic Renewal
- Twilight Shepherd
- Syphon Mind
+ Elesh Norn, Grand Cenobite
+ Sheoldred, Whispering One
+ Momentous Fall
Let's see how these Praetors do.
- Blade of the Bloodchief - cute and fun but not entirely useful. Killed 1 person with it Shirie and Shizo, Death's Storehouse
- Meekstone - The card was pretty good. It was just not something I specifically was looking for very often. I never tutored for it. Ocassionally it prevented a lot of attack damage.
- Flensermite - I deemed it the weakest card in the deck even though it is very much on theme with what the deck wants to do. Sorry little gremlin.
+ Lux Cannon - More removal and works with coretapper and proliferate
+ Genesis Chamber - makes guys. Had it in my other version and it was pretty good (rarely it turns into a liability and will get you blown out)
+ Kuldotha Forge Master - eats guys and tutors
+ Everflowing Chalice - works with coretapper and proliferate
I made a Myr Token that looks like Tiny Tim from "A Christmas Carol" because who doesn't like to die to a cute loveable slightly disabled young robot scamp.
1 Copper Gnomes
1 Epochrasite
1 Golem Artisan
1 Junk Diver
1 Karn, Silver Golem
1 Kuldotha Forgemaster
1 Manakin
1 Master Transmuter
1 Millikin
1 Myr Battlesphere
1 Myr Retriever
1 Ornithopter
1 Phyrexian Revoker
1 Pilgrim's Eye
1 Plague Myr
1 Precursor Golem
1 Scarecrone
1 Shimmer Myr
1 Silver Myr
1 Solemn Simulacrum
1 Steel Hellkite
1 Sundering Titan
1 Trinket Mage
1 Walking Atlas
Spells (3)
1 Fabricate
1 Reshape
1 Transmute Artifact
Enchantment (1)
1 Artificer's Intuition
Mana Artifacts
1 Basalt Monolith
1 Everflowing Chalice
1 Gilded Lotus
1 Grim Monolith
1 Mana Vault
1 Mind Stone
1 Sol Ring
1 Thran Dynamo
Utility Artifacts
1 Akroma's Memorial
1 Citanul Flute
1 Clock of Omens
1 Darksteel Forge
1 Genesis Chamber
1 Lightning Greaves
1 Mycosynth Lattice
1 Myr Incubator
1 Myr Matrix
1 Myr Turbine
1 Nuisance Engine
1 Rings of Brighthearth
1 Scroll Rack
1 Sculpting Steel
1 Sensei's Divining Top
1 Thousand-Year Elixir
1 Thornbite Staff
1 Voltaic Key
Artifact Disruption
1 Brittle Effigy
1 Defense Grid
1 Contagion Engine
1 Ensnaring Bridge
1 Helm of Possession
1 Mindslaver
1 Nevinyrral's Disk
1 Pithing Needle
1 Ratchet Bomb
1 Spine of Ish Sah
1 Tangle Wire
1 Winter Orb
1 Tezzeret the Seeker
Lands (32)
16 Island
1 Blinkmoth Nexus
1 Dread Statuary
1 Inkmoth Nexus
1 Mishra's Factory
1 Stalking Stones
1 Academy Ruins
1 Ancient Tomb
1 Crystal Vein
1 Darksteel Citedal
1 Urza's Factory
1 Halimar Depths
1 Minamo, School at Water's Edge
1 Saprazzan Skerry
1 Seat of the Synod
1 Svyelunite Temple
1 Tolaria West
Basics Lands to use for this deck:
All Foil of Course
15 : and in memory of Tolarian Academy this:
Basic Overview:
Last 3 games:
Turn 1: Island, Sol Ring, Thornbite Staff
Turn 2: Mishra's Factory, Arcum
Turn 3: Island, equip.
- End of Player before me's turn activate Factory sac (untap Arcum) > Myr Turbine make myr sac (untap Arcum) > Sculpting Steel Turbine make a myr sac (untap Arcum) > (not really concerned about my opponents...) Rings of Brighthearth.
Turn 4: make a myr sac (untap Arcum) > Basalt Monolith > Infinite mana > make a myr sac (untap Arcum) > Myr Matrix > Make Infinte Myr > sac a myr (untap Arcum) > Akroma's Memorial > Death to all by 2/2 Akroma's
Turn 1: Island
Turn 2: Island, Manakin
Turn 3: Island, Arcum
Turn 4: Inkmoth nexus, play Copper Gnomes and Epochrasite.
- End of Player before me's turn animate Inkmoth nexus sac > Rings of Brighthearth
Turn 5: Dread Stauary (not relevant),
- End of Player before me's turn Activate Arcum Rings it sac Epochrasite and Manakin (float a mana >Myr Matrix/Basalt Monolith, make infite myr
Turn 6: Get Akroma's Memorial and make more infinte myr for good measure and win.
Game 3: Turn 4ish kind of win
I remember it was Turn 3 Arcum off of a Mana Guy and 3 lands, Turn 4 Man land, animate, Mycosynth Lattice, then play March of Machines with the artifact dude still in play to start grabbing things to win faster should everyone not scoop.
Didn't really have to bust out any disruption, and that maybe would add a turn or two.
Usualy Win Conditions:
Other Popular Win Cons:
- Infinite Mana play lots of stuff or Kill using Artisan Golem. Thought about adding Magma Mine but that only kills one person.
- Naturally jest ramp and aggro people out with fatties little help from Arcum.
- Myr Incubator (dangerous)
- Null profussion
- Walking Atlas
- Slate of Ancestry
- Stuffy Doll
- Swamp
+ Whispering Specter
+ Phyrexia's Core
+ Coretapper
+ Thousand-Year Elixer
+ Spine of Ish Sah
ultimately I would like to try out Krark-Clan Ironworks and Infernal Tribute if the Spine works out well. Just trying out the Spine and the Elixer. Lux Cannon might be pretty good and I already mentioned Everflowing Chalice. Just not enough room. I always want to be able to play Nether Traitor and Reassembling Skeleton like in my other Shirei deck but there just isn't the room.
Things that could potentially go:
Workhorse - it is so good though
Hatred - I've had the deck this way for a while and have never used it (it is better I suppose in the deck than the already cut Phyresis and Tainted Strike).
Blade of the Bloodchief - cool but not all that effective
I think I am going to try coretapper and Thousand-Year Elixer. I am probably going to add Spine of Ish Sah. I think the spine will need to be suplimented with Phyrexia's Core and maybe put Krark-Clan Ironworks back in the deck giving me 3 sac outlets for it (4 if I can get Infernal Tribute back in the deck). I want to add Everflowing Chalice just room is tight.
there are only a few cards I fear that I sun into on a regular basis. A Relic of Progenitus when I can't get the player to just RFG all graveyards and they will just sit there making me remove 1 every turn and Mimic Vat because that card hoses Shirei. I've had to make some pretty creative plays to work around it when it has been out since a player can just run every creature you sac through the vat making it not recognized as a creature that was put into the graveyard from play this turn thus nullifying Shirei's ability.
I don't see Torpor Orb too much a problem. It won't be too horrible.
I ran Attrition in my other build but it seemed to sit around a lot and do nothing. I preferred Infernal Tribute's effect over it. Phyrexian Reclamation is pretty ok. I thought about it but have never really had a problem getting creatures back. I do suppose it helps you play a creature multiple times a turn.
to many Eldrazi in my play group to try and mill people. I hate milling people because I find most of the time that it helps them more than hurts them. That is the 1 mode on Decimator Web that really makes me not want to play it. I can see how it is good though. In my other Shirei Deck Thoughtpicker Witch and Pawn of Ulamog combo well together to RFG a card from people's decks for each creature you have in play every players turn.
I've been actually thinking about adding Night Dealings as well, although it doesn't have much synergy with Infect guys.
Speaking of poison I like the looks of Suq'Ata Assassin but he doesn't have much synergy with my "alternative give you poison plan" (mortarpod and Thornbite staff) not that it is a problem. I already need to add Whispering Specter from New Phyrexia. That card is going to be a house. Hex Parasite is another possible include.
I run tutors...look at the list:
Beseech the Queen, Demonic Collusion, Demonic Tutor, Diabolic Intent, Diabolic Tutor, Vampiric Tutor, Liliana Vess, and Expedition Map.
I only have a about 5 dudes that could use thousand-year elixer I could see it being ok...with the guys I have I don't see it being that important but maybe. I'll think about it.
I've ran Genesis Chamber before in my non poison version of Shirei. It was ok. Core Tapper seems ok.
I have had the Scepter in the deck for a long time and I have never pulled it off. I think I have only played it 1 time. Dross Scorpion/Throne of Geth gets there a lot but with no scepter.
One game I got out a quick Triskelion along with Shirei and that provided a lot of damage and little creature kill (every players turn 2 damage to whatever, 1 to Triskelion). Then followed it up with a Soldevi Adnate to give me an extra 7 mana on my turn turn on top of my quick start.