Bloodcast is just Warcall, but taken much too far in terms of power level.
The Recruit abilities are exceedingly powerful. Bloodbraid could only cascade one time, and just that was enough to dominate Standard. Getting free spells (creatures even), is just too good.
As for Battleraise, I think it's pretty cool, but I'm not sure whether or not we should be swapping to a graveyard mechanic on the combat realm.
4 Legion Warboss
4 Foundry Street Denizen
3 Skirk Prospector
2 Pilgrim of Heliod
2 Goblin Tunneler
3 AEther Vial
4 Open the Armory
2 Empty the Warrens
4 Lightning Bolt
3 Faithless Looting
4 Sacred Foundry
4 Inspiring Vantage
2 Battlefield Forge
2 Clifftop Retreat
2 Plains
3 Mountain
Since only one gobbo has to get in per attack step, I decided Tunneler might be worth a try. Prospector is also great as reserve mana to get Breath of Fury down with fewer lands, and can carry Breath. FSD can also carry Breath into the red zone, but can become a fat beater under the backup Empty the Warrens plan while sneaking through via Tunneler.
I mean, my intention was to have it show up about as often as Cascade did, and that was far more time consuming in that you might have to reveal plenty more cards to get the trigger, so I'm not entirely sure that this will be a problem, but I'll take note of it.
Would both of these perhaps be better if I changed it to exiling/revealing (land) cards from your hand?
[b]Mechanic I:[/b] Exhaust [COST] (You may cast this spell by exiling the top four cards of your library and paying its exhaust cost.)
This is meant to evoke the fact that in one the two settings in this plane, resources are scarce, so things are inefficient unless you steal resources from elsewhere. I'm not sure if 4 cards is anappropriate number, but it seemed deep enough that with repeated use you could easily deck yourself in limited/eat up all your outs in constructed. This is easy to balance given it has a mana cost, so the number is easily mutable.
[b]Ruinous Blaze[/b] 3R
Instant [b]{C}[/b]
Exhaust 1R (You may cast this spell by exiling the top four cards of your library and paying its exhaust cost.)
~ deals 4 damage to target creature.
[b]Gluttonous Fiend[/b] 2B
Creature - Horror [b]{C}[/b]
Exhaust 1B (You may cast this spell by exiling the top four cards of your library and paying its exhaust cost.)
If Gluttonous Fiend’s exhaust cost was paid, exile the top two cards of your library.
[b]2/3[/b]
[b]Tiresome Rebuttal[/b] 2UU
Instant [b]{C}[/b]
Exhaust UU (You may cast this spell by exiling the top four cards of your library and paying its exhaust cost.)
Counter target spell.
[b]Rejuvenation[/b] 4G
Encahntment [b]{C}[/b]
Exhaust 2G (You may cast this spell by exiling the top four cards of your library and paying its exhaust cost.)
At the beginning of your upkeep, you may put a card you own in exile on the bottom of your library.
[b]Mechanic II:[/b] Uncharted (When you cast this spell, reveal the top four cards of your library, then put them on the bottom of your library in any order.)
This mechanic comes in two parts: the above rider, and the unacharted qualifier, which describes the cards revealed in the process (like the "monstrous" or "reknown" qualifiers). Cards with uncharted have effects that depend on the number of lands "uncharted" as you cast them. It's meant to give the feeling of an unexplored frontier, and is specifically intended to contrast with Exhaust thematically and mechanically since the cards aren't actually "used up." I would really like to keep it to 4 revealed cards to makethe Uncharted/Exhaust contrast abundantly clear, but I'm unsure if 4 cards is enough to reveal at least one land in a consistent fashion. This can be remedied by wording cards like Galvanic Bombardment, but I'm not a fan of how complex that actually is at common, so I'm still trying to find ways to improve on this.
[b]Wandering Apothecary[/b] 1W
Creature - Human Cleric [b]{C}[/b]
Uncharted (When you cast this spell, reveal the top four cards of your library, then put them on the bottom in any order.)
When ~ enters the battlefield, you gain 2 life for each land card uncharted.
[b]1/3[/b]
[b]Mapmaker's Insight[/b] 1U
Sorcery [b]{C}[/b]
Uncharted (When you cast this spell, reveal the top four cards of your library, then put them on the bottom in any order.)
Draw a card, then draw an additional card for each land card uncharted.
[b]Windborne Miasma[/b] 1BB
Instant [b]{C}[/b]
Uncharted (When you cast this spell, reveal the top four cards of your library, then put them on the bottom in any order.)
Creatures your opponents control get -1/-1 until end of turn, where X is 1 plus the number of uncharted land cards.
[b]Grazing Lumberhoof[b] 2G
Creature - Beast [b]{C}[/b]
Uncharted (When you cast this spell, reveal the top four cards of your library, then put them on the bottom in any order.)
~ enters the battlefield with a +1/+1 counter for each land card uncharted.
[b]3/2[/b]
I'm mostly looking for thoughts on existing mechanics that could somehow interact with Exhaust, as well as critiques/suggestions on how to improve upon Uncharted.
EDIT - For some reason, it's displaying my bold tags instead of bold text... Is anyone else seeing this?
That's what Mutavault is for. Turn 4 Worldspine Wurm is pretty terrifying short of a Path to Exile.
Haste is easily achieved via Hall of the Bandit Lord, which you can Life from the Loam back. The main issue is Splinterfright doesn't do anything in the graveyard, requires a lot of creatures in the graveyard (meaning we have to play extra creatures) and I can't think of any convenient way to get it back once it's been milled, so it might juts be better as a secondary win condition in case a hoard of Zombies isn't enough for whatever reason (Kozilek's Return?).
Personally though, I really like your idea, since Heartless Summoning seems more robust than reviving Gitrog, requires less setup, and actually contributes beyond acceleration by killing off your Narcomoebas for you. Ray of Revelation is sweet tech BTW. Not sure how it would really play out, but here's what a 10 minute think session got me:
4 Narcomoeba
4 Shriekmaw
3 Stinkweed Imp
1 Emrakul the Aeons Torn
3 Life from the Loam
3 Traverse the Ulvenwald
3 Ray of Revelation
4 Commune with the Gods
4 Zombie Infestation
4 Bridge from Below
4 Heartless Summoning
2 Misty Rainforest
2 Polluted Delta
4 Overgrown Tomb
1 Watery Grave
1 Breeding Pool
3 Forest
1 Swamp
1 Island
4 Dakmor Salvage
3 Gnaw to the Bone
3 Ground Seal
3 Ancient Grudge
3 Raven's Crime
2 Memoricide
2 Vengeful Pharaoh
1 Temple Garden
If you have Heartless Summoning in play, as well as Bridge from Below and Narcomoebas in your deck, you've created a Modern version of the Four Horsemen combo since each repetition of dredge-until-emrakul will yield 1-16 zombie tokens depending on the number of Bridge from Below and Narcomoebas that get dredged in that specific cycle. Probably not tournament viable for the same reason Four Horsemen isn't legal.
They effectively reprinted Earthcraft? Wow. This could lead to some interesting things.
If mana's not an issue, Makeshift Mannequin gets you that instant speed temporary rez.
I dunno about that. It's a recursive, evasive zombie that has fairly easy re-cast preconditions. Plus, getting one back let's you rebuy all of your Gravecrawlers and Amalgams, but maybe I've just got too much dredge on my mind.
What does Lightning Storm do for you? If you're dredging away all of your draws to fill up your graveyard, you arn't going to get very many lands in hand. Unless you're referring to Life from the Loam, in which case Seismic Assault is probably better.