Have you thought about running Soul Conduit? In my games mass removal happens so often that I get 4 chances at soul sisters before I have to reanimate them and soul conduit is a decent rattlesnake card that makes having a low life total scary.
I also run resolute archangel since I'm almost NEVER above 40 in darien.
EDIT: Also think about running urborg tomb of yawgmoth/karma. It's a quick way to widdle down life totals.
It's an odd hybrid of EDH and pauper where a rare is chosen as the "commander", color identity isn't an issue and you can only have up to four uncommons.
It looks to be an interesting format where even more unused petcards can get some love.
I have two main ideas for my noble which are two cards I really couldn't use in my edh decks due to color identity or they just didn't fit the theme.
I would like to nominate c couple of cards for the position of "best of blue's creatures"
While I know m13 just came out, archeomancer is strictly better than mnemonic wall. It fits the common wizard subtheme seen in a lot of blue decks, is cheaper than mnemonic wall (albeit less splashier) and is tutorable via vedalken aethermage.
An oldy-but-goody is sakashima the imposter. I'd be hard pressed to find a deck that this fits bad in. It's not JUST a clone, it's a legendary clone with end-of-turn bounce. It can give anyone's commander without blowing it up, allowing you to use the opponent's utility. I've even used sakashima to get ahead landwise in games by copying solemn simulacrum, bouncing sakashima, and repeating it.
Sakashima's Student is also a new card that deserves mention. Casting it normally has the same CMC as clone, although less splashy than clone. The strength in sakashima's student comes from ninjutsu. For the cost of a phantasmal image you can create a sturdy clone, tapped and attacking while bouncing a creature to your hand.
I find that using yu-gi-oh "tins" make for good edh deckboxes. I'm not sure what they are exactly as an equivalent to magic (i.e. fat pack, intro deck) but at my college yu-gi-oh is pretty hot among the younger people who play card games and my younger brother plays it as well so the supply of these tins isn't short. Rather than having them thrown out I'll take them and have a wonderful EDH deckbox that fits: 100 cards, sleeved with dragonpro sleeves, one of them being in a top loader, 4 spindown dice, 1d20,1d10,2d6 and 2d4. All of this in one of the most durable pieces of tin I've never had to buy before. I'm not an artist nor am I into yugioh so I just wrapped the tin in colored duct tape with the corresponding colors of the deck.
In my experience R/W both have a lot of good options for shutting down ghave+sharrum, the problem is they tend to be bad at shutting down ghave+sharrum when run together, even with another with another color good at shutting them down like Green or Black. It usually comes down to how you build and run your deck. (i.e. putting in into the corestranglehold and return to dust into a boros edh deck may help, but it won't stop sharumm's massive amount of counterspells or ghaves infinites)
You're running Jund. The best way to stop a sharrum or ghave player in Jund is to kill them before they combo off, however that isn't always possible. If you're not above infinites I suggest them, especially against sharrum + ghave. The nim deathmantle + ashnod's altar is relatively old tech which against a ghave player I'm sure you've seen. Since you have red + black think about running Kiki-Jiki, Mirror Breaker + necrotic ooze. You get a ton of oozes with the ability to copy activated abilities and a ridiculous kresh. You also have the benefit of having Melira, Sylvok Outcast with murderous redcap which ghave lacks allowing you a quicker kill.
If that isn't your style or you enjoy the view on your moral pedestal some really basic answers are:
TL;DR - You're going to have problems against those decks playing jund. They love the gy just as much as they love the field and both decks have favorably better board control options than jund. Jund also lacks the good exile/tuck options needed to keep things from hitting the gy. Ghave will be easier to manage since there are key problem cards such as ashnod's altar, reveillark, juniper order ranger and living death. Sharrum will be a problem because every card is a problem in a combo sharrum deck, if something isn't countering something, it's either giving them another turn, drawing or cloning an artifact. The easiest problem cards to spot are the ones that trigger death loops with sharrum, stuff like sculpting steel or phyrexian metamorph.
While I personally haven't tested omniscience I can definitely see the ability to abuse it. However we shouldn't get ban happy due to the potential of a card without it seeing a good amount of time in the format.
Yes, they can cast stuff for free,but:
1)Stuff to cast-If they cast omniscience and it resolves, take a look at their hand. How many cards do they have in it? What cards do you have? What about your other opponents? What does the board look like? How many of their lands are tapped vs. their opponents? Since cards like mind spring are unaffected by omniscience (X is always 0) and you can't transmute a card like muddle the mixture for it anyway (transmute is an activated ability ergo not affected by omniscience) players will have to rely on older keep-drawing infinities already in the game. Although normal tutors will be the new enablers for omniscience.
2)their spells are still open for disruption - they can cast stuff for free, but it can still be countered.
3)Their permanents are still open for disruption - This is where good ol' krosan grip comes into play nicely, especially if the opponent is tapped out for playing omniscience.
5) Stop what is in their hand/draw enablers - A tip on the rules: Any cost that is X is equal to 0. Omniscience only works on things in their hand so flashback and friends don't get the benefit. Anything on the field doesn't get the benefit. In order to benefit the most from it, they would need a full hand or something that gives them that. Deny them that.
6) EDH Logic - Its a four person game, with the potential to bring 5 colors and different playstyles and a ton of archtypes to the table. Work with the other players at the board. If omniscience resolves and you all lose to it, discuss what went wrong. Ask why players made their moves why they thought it was a right decision. Help others understand threat assessment, blue has a really tricky way of sneaking up on new players since a cryptic command is not near as intimidating on the surface as a primaeval titan or an austere command.
There are other wincons with this other than suspend. Hell if someone has blue counter the damn thing. But if you're looking to save your ass after someone tries to worldfire the board or abuse worldfire yourself here are some of my ideas.
Mostly in W/U/B. If you're not going to counter worldfire, you're going to have to attempt to live post-worldfire and blink/permanents that have huge effects after leaving play will make an opponent rethink his worldfire strategy.
I like the idea, it's not like this hasn't been done before with varying success, i.e. kamigawa block flip legendary cards. However coming from an EDH perspective, this card is ridiculous in the right situation, due to the wording "At the beginning of each end step, you may transform Thag'zul. if you do, put X loyalty counters on it where X is the total damage dealt to opponents this turn."
Just to find the easiest ways to break him off the top of my head, I would run him in an izzet deck. Any cunning sparkmage effect + mind over matter at the end of my opponents turn, flash in Thag'zul via leyline, EOT he transforms with infinite loyalty counters. If you wanna be really douche you could run add black and remove some counters with hex parasite and still have enough to use his -x to overwhelm the opponents.
Imo, make him at 5cmc, the combat damage that he alone does gives him loyalty counters. That way you're encompassing red's sort of I-do-things-for-me mentality, trample haste and 1R: Firebreathing and have him change at the end of combat so he could use his -3 to kill stragglers or create mana denial.
I added a lot of stuff, the top part is my addition, the middle part explains some stuff that may or may not be tribal to some people and the bottom part is a slight rant on card options that I chose not to put in the deck for whatever reason, mostly due to me not feeling it's not 'tribal' enough. I generally don't make tribal decks, however this is my first attempt at something like it.
Edit: Some of these things aren't as tribal as you think, however I do enjoy having the use of some utility creatures/enchantments.
I'll first go over some of the utility creatures/enchantmet and why they are important.
goblin bombardment A quick, 2 drop, turn 1 possible 1st line of defense against losing olivia. If you have stolen something of someone's and they want it back, tell them 'no u'.
Bazaar Trader: If you're going to be stealing creatures with olivia, he's your last, but least expected line of defense when she leaves the field. When Olivia leaves the field, you can 'trade' the creature that would be going back to your opponent, to yourself on the stack.
Nether Traitor: He's a second Bloodghast that works well with skullclamp. Pair that off with gravepact/butcher of malikir/blade of the bloodchief and you have a one way suicidal field wipe.
Dimir House Guard: Sac outlets will be your second line of defense against loosing olivia and dimir house guard is one of the better ones, with no activation fee, fear, and regen there is no reason to not play this fool. Unless of course you want to transmute him for the several things in Olivia decks that have 4CMC. Grave Pact, Stranglehold, Damnnation, barter in blood, lord of lineage, even Olivia has 4CMC making condemn a useless effort.
Bloodgift demon A 5/4 flying phryexian arena that is copyable, and interacts with so many other things in this deck? Yeah sure, the same goes for rune-scarred demon.
Now, I'll point out two interesting combos/interactions, I tried to stay away from infinites the best I could and instead make solid choices that everyone would enjoy.
1)Springjack pasture + Springjack Pasture + Gravepact/Butcher of Malikir + Blade of the bloodchief(optional) = Create a goat(s) using springjack pasture, when you sac them to springjack pasture you creature mana, when you sac creatures butcher/gravepact make other people sac, then bloodchief buffs anything it's equipped to.
Finally time for suggestions/interactions that aren't friendly, were a bit 'too utility without feeling like it was a vampiric, though thats up to judgement and better safe then sorry', felt like it was kind of an 'auto-include/unspoken rule that you have these in there' or didn't make my cuts because I felt that they weren't 'tribal' enough. However if you see these and you want to add them, it only takes a few tweaks
1)Goblin Sharpshooter - with deathtouch this thing pretty much denies the entire board.
2)Bitterblossom - I love these guys, just having 1/1 fliers gives so much synergy
8)Animate dead, buried alive, reanimate, entomb, turn 1/2 put your recursion creatures in your GY or use animate dead effects to bring back your opponents creatures after killing them/forcing them to be sacrificed.
9)Misc. Ramp/draw/denial - I left out a good amount of artifact rocks for a reason, some of them are a bit pricey(Chrome Mox starting around $10). The lower cost ones have a good amount of penalty for using them caution when you use them and can set you back a turn or two if you're not ready to deal with the consequences. The good and cheap colorless ones that aren't listed (when I posted this, and in no particular order) are: Thran dynamo, Grim Monolith, Mana Vault, worn powerstone, dreamstone hedron and technically ashnod's altar. The good ones for color include: Darksteel ignot, Coalition Relic, coldsteel heart, gilded lotus, rakdos signet, veinfire borderpost(arguable although it allows for landfall triggers with bloodghast) and chrome mox. If you have the money go ahead and get mox opal and mox diamond. If you need that extra draw/ramp consider wheel of fortune or it's suspended brother wheel of fate. There are options in black such as ambition's cost and sign in blood, however I think the deck has enough draw on it's own. If you're looking for a massive draw bomb try decree of pain You'll have more than enough mana to hard cast it or cycle it to kill off more than enough tokens/weenies. Speaking of tokens, if you need to kill tokens/bomb something steel hellkite is your cup of tea.
TL;DR - Your mana base should be suited to your deck. My first deck is mana heavy deck has tons of green and a reliance on basic lands so I give it that, my next doesn't have a lot of draw but loves hampering people, so I gave it artifacts to boost it's mana and a lot of red. My last deck is straight up no fun allowed with a heavy focus on land destruction and counters, it contains very few basic lands, no bounce lands and more artifact mana than actual land mana. Tailor your deck to your needs.
There are some really interesting "CIPT unless" lands that are very specific for your deck. Murmuring Bosk type lands are amazing in tribal style EDH decks. I can't see me playing Doran, The Siege Tower without Murmuring Bosk. Also I personally love filter lands such as cascade bluffs, they work incredibly well in opposed tricolor decks as opposed to allied tricolor.
Also allied tricolor decks have the additional bonus of running any two of the border posts such as firewild borderpost.
Lands:
4-5 of each basic land (for earthcraft)
Each combo of karoos
Urabog + Coffers
Each filter for g/w/b
w/b vivids
allied duals from m10,scars and zendikar
g/b enemy from inn
phyrexian tower
Artifacts:
Sol Ring (for one mana gets out more than 75% of spells one turn faster and increases draw even with green)
For olivia voldarin:
LANDS:
B/R karoo
b/r pain
b/r manland
b/r allied m10/zen/scars
urbog +coffers
b/r filter
One of each b/r cycling
boujka bog
Phyrexian tower
jund panorama
4-5 each basic
Artifacts:
Sol Ring
Darksteel Ignot
Coalition Relic
Mana Vault
Gilded Lotus
Numot Lands:
Darksteel Citadel
One of each filter
One of each pain
2-3 basics
2-3 fetches
one of each shocks
Glacial Fortress
scars allied
Artifacts:
Manavault
Sol Ring
Darksteel Ignot
Coalition Relic
W/B Borderpost
Gilded Lotus
Enchantment:
Braid of Fire
I'll reiterate, there are much better ones for the same price. If you're worried about sharing the goods, replace your imprinted basic lands with snow covered basic lands when using extraplanar lens.
Also, after a certain point, you don't need mana doublers in a deck, you need cards that do things. Being able to exsanguinate everyone for 40 is awesome, but it does nothing if you can't imp's mischief that counterspell someone has. Your 80/80 trample omnath may be impressive, but without anything else it falls short to a condemn.
Yes, this is all theory, but make use of that card slot, you don't need that much mana.
I also run resolute archangel since I'm almost NEVER above 40 in darien.
EDIT: Also think about running urborg tomb of yawgmoth/karma. It's a quick way to widdle down life totals.
http://tappedout.net/mtg-decks/introducing-noble-the-format-1/
It's an odd hybrid of EDH and pauper where a rare is chosen as the "commander", color identity isn't an issue and you can only have up to four uncommons.
It looks to be an interesting format where even more unused petcards can get some love.
I have two main ideas for my noble which are two cards I really couldn't use in my edh decks due to color identity or they just didn't fit the theme.
Maelstrom Archangel and Lullmage mentor. The third one I'm still having thoughts about what to put in it but it's going to be heartwood storyteller.
Maelstrom Archangel I plan to play as an aggro deck while lullmage mentor I'm planning to build as a midrange control beatdown tribal merfolk. As for heartwood storyteller I'm not sure where to go on it.
I'll come back with potential decklists after digging through what I have but card suggestions for the decks are greatly appreciated.
While I know m13 just came out, archeomancer is strictly better than mnemonic wall. It fits the common wizard subtheme seen in a lot of blue decks, is cheaper than mnemonic wall (albeit less splashier) and is tutorable via vedalken aethermage.
An oldy-but-goody is sakashima the imposter. I'd be hard pressed to find a deck that this fits bad in. It's not JUST a clone, it's a legendary clone with end-of-turn bounce. It can give anyone's commander without blowing it up, allowing you to use the opponent's utility. I've even used sakashima to get ahead landwise in games by copying solemn simulacrum, bouncing sakashima, and repeating it.
Sakashima's Student is also a new card that deserves mention. Casting it normally has the same CMC as clone, although less splashy than clone. The strength in sakashima's student comes from ninjutsu. For the cost of a phantasmal image you can create a sturdy clone, tapped and attacking while bouncing a creature to your hand.
Pic of what one looks like:
http://images.wikia.com/yugioh/images/7/74/CT06-PromoEN-Ver2.jpg
You're running Jund. The best way to stop a sharrum or ghave player in Jund is to kill them before they combo off, however that isn't always possible. If you're not above infinites I suggest them, especially against sharrum + ghave. The nim deathmantle + ashnod's altar is relatively old tech which against a ghave player I'm sure you've seen. Since you have red + black think about running Kiki-Jiki, Mirror Breaker + necrotic ooze. You get a ton of oozes with the ability to copy activated abilities and a ridiculous kresh. You also have the benefit of having Melira, Sylvok Outcast with murderous redcap which ghave lacks allowing you a quicker kill.
If that isn't your style or you enjoy the view on your moral pedestal some really basic answers are:
1) Prevent the problem before it happens: sadistic sacrament, praetor's grasp, ashes to ashes
2) Negate the problem's usefulness: Phyrexian Negator Pithing Needle, torpor orb
3) Stop the problem right away: Krosan Grip
4) Stop the ramp: Magus of the moon, blood moon, shattering spree, shattering pulse, ruination, stranglehold, steel hellkite
5) Take their spells: Wild Richochet, Reverberate, Reiterate, Fork, etc.
6) Find your answers faster: Any black tutor/Green sun's zenith/genesis wave, Brutalizer Exarch + kiki-jiki mirror breaker or splinter twin. If you're feeling really douche you could play stranglehold then Maralen of the Mornsong.
7-Deck themed gy hate: Puppeteer Clique, grave pact, butcher of malakir, springjack pasture
8-Spot Based mana denial: Take out their lands like cabal coffers/academy ruins/phyrexian tower/gaea's cradle/volrath's stronghold with strip mine, tectonic edge, ghost quarter. Destroy mana doublers/crucible as well.
TL;DR - You're going to have problems against those decks playing jund. They love the gy just as much as they love the field and both decks have favorably better board control options than jund. Jund also lacks the good exile/tuck options needed to keep things from hitting the gy. Ghave will be easier to manage since there are key problem cards such as ashnod's altar, reveillark, juniper order ranger and living death. Sharrum will be a problem because every card is a problem in a combo sharrum deck, if something isn't countering something, it's either giving them another turn, drawing or cloning an artifact. The easiest problem cards to spot are the ones that trigger death loops with sharrum, stuff like sculpting steel or phyrexian metamorph.
Yes, they can cast stuff for free,but:
1)Stuff to cast-If they cast omniscience and it resolves, take a look at their hand. How many cards do they have in it? What cards do you have? What about your other opponents? What does the board look like? How many of their lands are tapped vs. their opponents? Since cards like mind spring are unaffected by omniscience (X is always 0) and you can't transmute a card like muddle the mixture for it anyway (transmute is an activated ability ergo not affected by omniscience) players will have to rely on older keep-drawing infinities already in the game. Although normal tutors will be the new enablers for omniscience.
2)their spells are still open for disruption - they can cast stuff for free, but it can still be countered.
3)Their permanents are still open for disruption - This is where good ol' krosan grip comes into play nicely, especially if the opponent is tapped out for playing omniscience.
4)An ounce of prevention is worth more than a pound of cure - Unless the omniscience player is running u/g, and can hardcast it off of 10 basic lands, odds are they are "cheating" the mana in through doublers like extraplanar lens, gauntlet of power, caged sun or a cabal coffer like effect such as gaea's cradle or serra's sanctum. Identify these problems and destroy them. Standard is ripe with artifact hate and non-basic land destruction such as ghost quarters. Further back and cheaper we have tectonic edge and strip mine. Red has a ton of ways to get rid of non-basic lands besides magus of the moon/blood moon[/CARD such as ruination.
5) Stop what is in their hand/draw enablers - A tip on the rules: Any cost that is X is equal to 0. Omniscience only works on things in their hand so flashback and friends don't get the benefit. Anything on the field doesn't get the benefit. In order to benefit the most from it, they would need a full hand or something that gives them that. Deny them that.
6) EDH Logic - Its a four person game, with the potential to bring 5 colors and different playstyles and a ton of archtypes to the table. Work with the other players at the board. If omniscience resolves and you all lose to it, discuss what went wrong. Ask why players made their moves why they thought it was a right decision. Help others understand threat assessment, blue has a really tricky way of sneaking up on new players since a cryptic command is not near as intimidating on the surface as a primaeval titan or an austere command.
basalt monolith since basalt monolith + rings of brighthearth = infinite colorless mana which will work wonderfully with nin/blue sun's zenith/prosperity
minamo, school at water's edge = attack with nin then untap her allowing you to use her ability, or use it on niv-mizzet, the firemind to allow yourself to draw twice.
Venser, the Sojourner
Nephalia Smuggler
Misthollow Griffin
Vanish into Memory
Mistmeadow Witch
Sudden Disappearance
Galepowder Mage
Wormfang Drake
Flickerwisp
Parralax Wave
Parralax Tide
Glimmerpost Stag
Clockspinning
Jhoira's Timebug
Planar Guide
Mostly in W/U/B. If you're not going to counter worldfire, you're going to have to attempt to live post-worldfire and blink/permanents that have huge effects after leaving play will make an opponent rethink his worldfire strategy.
Just to find the easiest ways to break him off the top of my head, I would run him in an izzet deck. Any cunning sparkmage effect + mind over matter at the end of my opponents turn, flash in Thag'zul via leyline, EOT he transforms with infinite loyalty counters. If you wanna be really douche you could run add black and remove some counters with hex parasite and still have enough to use his -x to overwhelm the opponents.
Imo, make him at 5cmc, the combat damage that he alone does gives him loyalty counters. That way you're encompassing red's sort of I-do-things-for-me mentality, trample haste and 1R: Firebreathing and have him change at the end of combat so he could use his -3 to kill stragglers or create mana denial.
1 Olivia Voldaren
Artifacts
1 Sol Ring
1 Rings of Brightearth
1 Heartstone
1 Blade of the Bloodchief
1 Basilisk Collar
1 Lightning Greaves
1 Talisman of Indulgence
1 Skull clamp
1 Gorgon Flail
1 Sensei's Divining Top
1 Relic of Progenitus
Creatures
1 Mephidross Vampire
1 Captivating Vampire
1 Bazaar Trader
1 Lord of Lineage
1 Butcher of Malakir
1 Skeletal Vampire
1 Nether Traitor
1 Bloodghast
1 Kiki-jiki mirror breaker
1 Dimir house guard
1 Blood Gift Demon
1 Viscera Seer
1 Malakir BloodWitch
1 Vampire Hexmage
1 Vampire Nighthawk
1 Vein Drinker
1 Rune-scarred Demon
1 Braid of Fire
1 Phyrexian Arena
1 Grave Pact
1 Stranglehold
1 Goblin Bombardment
Instants
1 Terminate
1 Vampiric Tutor
1 Urge to feed
1 Chaos Warp
1 Shred Memory
1 Suffer the Past
1 Urge to Feed
Sorceries
1 Beseech the Queen
1 Demonic Tutor
1 barter in blood
1 Dimir Machinations
Lands
1 Phyrexian Tower
1 High Market
1 Blood Crypts
1 Command Tower
1 Lavaclaw reaches
1 Dragonskull Summit
1 Rakdos Carnarium
1 Shadow Blood Ridge
1 Sulfrous Springs
1 Volrath's Stronghold
1 Uraborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Boseju, who shelters all
1 Reflecting Pool
1 Springjack Pasture
1 Bojuka Bog
1 Ancient Tomb
1 Temple of the False God
1 Kher Keep
I added a lot, saving room to edit.
Edit: Some of these things aren't as tribal as you think, however I do enjoy having the use of some utility creatures/enchantments.
I'll first go over some of the utility creatures/enchantmet and why they are important.
goblin bombardment A quick, 2 drop, turn 1 possible 1st line of defense against losing olivia. If you have stolen something of someone's and they want it back, tell them 'no u'.
Bazaar Trader: If you're going to be stealing creatures with olivia, he's your last, but least expected line of defense when she leaves the field. When Olivia leaves the field, you can 'trade' the creature that would be going back to your opponent, to yourself on the stack.
Kiki-jiki, mirror breaker: Without going into the amount of infinites this little guy can do in R/B, he can be a solid, but non-broken utility creature. Whether it's creating a new Malikir Bloodwitch to work as a free table-wide bomb, using it to copy rune-scarred demon, or even giving you that extra draw with an extra blood-gift demon. He's an invaluable asset.
Nether Traitor: He's a second Bloodghast that works well with skullclamp. Pair that off with gravepact/butcher of malikir/blade of the bloodchief and you have a one way suicidal field wipe.
Dimir House Guard: Sac outlets will be your second line of defense against loosing olivia and dimir house guard is one of the better ones, with no activation fee, fear, and regen there is no reason to not play this fool. Unless of course you want to transmute him for the several things in Olivia decks that have 4CMC. Grave Pact, Stranglehold, Damnnation, barter in blood, lord of lineage, even Olivia has 4CMC making condemn a useless effort.
Bloodgift demon A 5/4 flying phryexian arena that is copyable, and interacts with so many other things in this deck? Yeah sure, the same goes for rune-scarred demon.
Now, I'll point out two interesting combos/interactions, I tried to stay away from infinites the best I could and instead make solid choices that everyone would enjoy.
1)Springjack pasture + Springjack Pasture + Gravepact/Butcher of Malikir + Blade of the bloodchief(optional) = Create a goat(s) using springjack pasture, when you sac them to springjack pasture you creature mana, when you sac creatures butcher/gravepact make other people sac, then bloodchief buffs anything it's equipped to.
2)Mephidross Vampire + Almost anything. Mephidross makes anything you control a vampire, and gives it a really neat ability.It speeds up Captivating Vampire's stealing ability and makes lord of lineage flip quicker. Especially if you want to add cards like bitterblossom or if you're using Springjack Pastures/Kher Keep
Finally time for suggestions/interactions that aren't friendly, were a bit 'too utility without feeling like it was a vampiric, though thats up to judgement and better safe then sorry', felt like it was kind of an 'auto-include/unspoken rule that you have these in there' or didn't make my cuts because I felt that they weren't 'tribal' enough. However if you see these and you want to add them, it only takes a few tweaks
1)Goblin Sharpshooter - with deathtouch this thing pretty much denies the entire board.
2)Bitterblossom - I love these guys, just having 1/1 fliers gives so much synergy
3)Maralen of the Mornsong (absolutely stupid with stranglehold)
4)Braids, cabal minion + smokestack +crucible of worlds - Make other people sac their lands/creatures/artifacts while you have 3 bloodghast effects, bitterblossom and crucible of worlds.
5) Godo, bandit warlord and equipment package, including batterskull
6)Squee, goblin nabob Another target for olivia's wrath/skullclamp and recurrable on your upkeep without any cost, more reliable than bloodghast/nether traitor but not as flavorful.
7)Torrent of souls
8)Animate dead, buried alive, reanimate, entomb, turn 1/2 put your recursion creatures in your GY or use animate dead effects to bring back your opponents creatures after killing them/forcing them to be sacrificed.
9)Misc. Ramp/draw/denial - I left out a good amount of artifact rocks for a reason, some of them are a bit pricey(Chrome Mox starting around $10). The lower cost ones have a good amount of penalty for using them caution when you use them and can set you back a turn or two if you're not ready to deal with the consequences. The good and cheap colorless ones that aren't listed (when I posted this, and in no particular order) are: Thran dynamo, Grim Monolith, Mana Vault, worn powerstone, dreamstone hedron and technically ashnod's altar. The good ones for color include: Darksteel ignot, Coalition Relic, coldsteel heart, gilded lotus, rakdos signet, veinfire borderpost(arguable although it allows for landfall triggers with bloodghast) and chrome mox. If you have the money go ahead and get mox opal and mox diamond. If you need that extra draw/ramp consider wheel of fortune or it's suspended brother wheel of fate. There are options in black such as ambition's cost and sign in blood, however I think the deck has enough draw on it's own. If you're looking for a massive draw bomb try decree of pain You'll have more than enough mana to hard cast it or cycle it to kill off more than enough tokens/weenies. Speaking of tokens, if you need to kill tokens/bomb something steel hellkite is your cup of tea.
10)Misc. Utilities that are better suited towards the players judgement of their meta (I play more creature/GY hate due to my meta, however someone, somewhere else may want to run way more artifact hate) For example, people use a ton of green tokens in my meta so I use Aether flash, Everlasting Torment, Black Sun's Zenith and stranglehold keeps them from ramping. Somone else might want Viashano Heretic, Into the core, Shattering Spree and black market to help with mana if someone is running tax on them. Or by contrast in a heavy control meta run reverberate, wild richochet, temporal extortion, reiterate, imp's mischeif and mind's eye to take advantage of other draws.
11)Misc. Utility/finishers - insurrection, seize the day , world at war, Soulbright Flamekin
There are some really interesting "CIPT unless" lands that are very specific for your deck. Murmuring Bosk type lands are amazing in tribal style EDH decks. I can't see me playing Doran, The Siege Tower without Murmuring Bosk. Also I personally love filter lands such as cascade bluffs, they work incredibly well in opposed tricolor decks as opposed to allied tricolor.
Also allied tricolor decks have the additional bonus of running any two of the border posts such as firewild borderpost.
Personally, I have a 3 decks one is a sac/control/combo based off of ghave, guru of spores w/b/g. Another is Rakdos Control Oliva Voldarin and then I have Land destruction/control W/R/U Numot, the devastator.
For My ghave,guru of spores
Lands:
4-5 of each basic land (for earthcraft)
Each combo of karoos
Urabog + Coffers
Each filter for g/w/b
w/b vivids
allied duals from m10,scars and zendikar
g/b enemy from inn
phyrexian tower
Artifacts:
Sol Ring (for one mana gets out more than 75% of spells one turn faster and increases draw even with green)
For olivia voldarin:
LANDS:
B/R karoo
b/r pain
b/r manland
b/r allied m10/zen/scars
urbog +coffers
b/r filter
One of each b/r cycling
boujka bog
Phyrexian tower
jund panorama
4-5 each basic
Artifacts:
Sol Ring
Darksteel Ignot
Coalition Relic
Mana Vault
Gilded Lotus
Numot Lands:
Darksteel Citadel
One of each filter
One of each pain
2-3 basics
2-3 fetches
one of each shocks
Glacial Fortress
scars allied
Artifacts:
Manavault
Sol Ring
Darksteel Ignot
Coalition Relic
W/B Borderpost
Gilded Lotus
Enchantment:
Braid of Fire
Also, after a certain point, you don't need mana doublers in a deck, you need cards that do things. Being able to exsanguinate everyone for 40 is awesome, but it does nothing if you can't imp's mischief that counterspell someone has. Your 80/80 trample omnath may be impressive, but without anything else it falls short to a condemn.
Yes, this is all theory, but make use of that card slot, you don't need that much mana.