Quote from i-never-smileI noticed the 62 cards, too. I'm about to play it on MWS, so I made the following cuts:
Turn/Burn (frankly, this card sucks)
Mana Leak (just because it seems less imporant than any of the other MD counters and countermagic appeared to be the only thing I could cut)
Also, Increasing Ambition--I assume you meant the Fork, not the DT.
Let's see how this thing runs in action....
Both are correct, though it's 61 cards: I made a typo. I'd be careful about dissing Turn/Burn, though. It's a lot more powerful than it looks, especially in my list, which is more conservative with its answers than yours.
Could you pm me or comment here about your matches?
It could work, but it would be very dependent on the metagame and would need a lot of fine-tuning.
I didn't mean to be discouraging, I'm just trying to point out a potentially dangerous flaw.
I tried Peer through Depths in the first couple iterations of the deck, but found it to be subpar here. That said, the first couple iterations of the deck were in a very different format, and the tactics the deck employed were very different. It's worth considering.
Also, here's my newest list. I haven't tried this out, but I just made a couple changes to fine-tune it more.
1 Island
2 Arid Mesa
4 Cascade Bluffs
1 Hallowed Fountain
2 Misty Rainforest
3 Rugged Prairie
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
4 Desperate Ritual
2 Pyretic Ritual
3 Seething Song
4 Manamorphose
4 Gifts Ungiven
3 Past in Flames
1 Snapcaster Mage
1 Earthquake
1 Firespout
1 Timely Reinforcements
1 Rest for the Weary
1 Slagstorm
1 Echoing Truth
2 Mind Spring
4 Remand
2 Spell Pierce
3 Spell Snare
1 Martial Coup
1 Empty the Warrens
1 Unburial Rites
1 Iona, Shield of Emeria
1 Elesh Norn, Grand Cenobite
1 Gigadrowse
1 Hurkyl’s Recall
3 Negate
1 Shattering Spree
2 Spell Pierce
2 Timely Reinforcements
1 Torpor Orb
1 Trickbind
I haven't implemented any changes I discuss in this post just yet. I've got a physical list here, and I can't find my Magma Jets.
I think the problem is that, because there aren't as many alternative duel lands and the speed with which you need all 3 colors, you need to run a fetch-shock heavy manabase which will often deal 3-8 damage to you over the course of the game. Combine that with Dark Confidant, and you're trivially easy prey for any Boros, fast Affinity or Zoo, or Storm Combo decks you might come across.
There are a few weak links: First, Invoke the Firemind. It's just a subpar card here, and I always find myself wishing it's a Mind Spring. Since I never want to Gifts for them, it should probably be switched out. Second, it needs another ritual to Gifts for, and it can't be another copy of one already in there. It would make going off SO much easier. The only one I can think of, however, is Infernal Plunge, which obviously is not going to happen. Also, I'm not really happy with Earthquake. Maybe Comet Storm to replace it?
And I don't know what should be cut for Faithless Looting, but it definitely has a spot here.
Way I see it, these are the best options for supplemental draw:
Merchant Scroll. I loved this in Vintage, and I've used it in earlier iterations to tutor out an early Gifts Ungiven, but without having Ancestral Recall as a viable target, its usefulness has decreased somewhat. That said, it can tutor out a Gifts Ungiven to go for the win, a bounce spell like Echoing Truth, Remand as either a counterspell or storm engine (bounce Empty the Warrens back, recast to double the storm count off it), etc. It could work.
Thirst for Knowledge. There's obviously no artifacts to discard, but it could work quite well all the same, as you often do get mana flooded and want to discard lands or rituals. Rituals, especially, as that can make your Past in Flames that much stronger.
Forbidden Alchemy. Probably strictly better than Thirst for Knowledge here, as you have no artifacts and Alchemy digs 4 cards deep compared to Thirst's 3.
I don't know. I'm going to look through gatherer, see if there's anything I've forgotten.
EDIT: I found a couple of possibilities that I'd simply forgotten existed.
Magus of the Bazaar. This has obvious disadvantages, but is probably worth thinking about as sideboard tech against U/R storm, which is still a very tough matchup and usually has no removal post-board past Grapeshot, which is worth trading a Magus for if they have to use it that way. Definitely not the best choice, but something to remember.
Mind Spring/Blue Sun's Zenith/Invoke the Firemind. This could be a hit. You often find yourself with a pile of rituals and nothing else in hand, so using one of these to sort-of cycle rituals can be huge, especially if you can splice a Desperate Ritual, or just use Seething Song. This also naturally lends itself towards a Gifts pile, as there are multiple singletons that can produce the same result.
EDIT: Just made a few changes:
1 Island
1 Mountain
2 Arid Mesa
3 Cascade Bluffs
1 Hallowed Fountain
2 Misty Rainforest
3 Rugged Prairie
1 Sacred Foundry
4 Scalding Tarn
3 Steam Vents
4 Desperate Ritual
1 Pyretic Ritual
3 Seething Song
4 Manamorphose
4 Gifts Ungiven
3 Past in Flames
1 Earthquake
1 Firespout
1 Timely Reinforcements
1 Rest for the Weary
1 Slagstorm
1 Echoing Truth
1 Invoke the Firemind
1 Mind Spring
4 Remand
2 Spell Pierce
3 Spell Snare
1 Martial Coup
1 Empty the Warrens
1 Unburial Rites
1 Iona, Shield of Emeria
1 Elesh Norn, Grand Cenobite
1 Gigadrowse
1 Hurkyl’s Recall
3 Negate
1 Shattering Spree
2 Spell Pierce
2 Timely Reinforcements
1 Torpor Orb
1 Trickbind
After playing a few games with the above list, I've noticed that it's a lot more aggressive. For example, I've often found that on turn 3-4, you now really want to tap out for something, either a mass removal spell or a ritual into Mind Spring for 4 or 5. I probably want to up the number of Cascade Bluffs to 4, because they're a lot more important now. And the set of Gifts targets needs to be modified slightly, but I'm not sure how.
1 Island
1 Mountain
2 Arid Mesa
3 Cascade Bluffs
1 Hallowed Fountain
2 Misty Rainforest
3 Rugged Prairie
1 Sacred Foundry
4 Scalding Tarn
3 Steam Vents
4 Desperate Ritual
2 Pyretic Ritual
3 Seething Song
4 Manamorphose
13 cards
4 Gifts Ungiven
3 Past in Flames
7 cards
1 Earthquake
1 Firespout
1 Timely Reinforcements
1 Rest for the Weary
1 Slagstorm
1 Path to Exile
1 Echoing Truth
8 cards
4 Remand
2 Spell Pierce
3 Spell Snare
9 cards
1 Martial Coup
1 Empty the Warrens
1 Unburial Rites
1 Iona, Shield of Emeria
1 Elesh Norn, Grand Cenobite
1 Gigadrowse
1 Hurkyl’s Recall
3 Negate
1 Shattering Spree
2 Spell Pierce
2 Timely Reinforcements
1 Torpor Orb
1 Trickbind
I made a couple minor changes to the main, adding in an Echoing Truth, and gave the sideboard an overhaul, switching out the Delvers for the Reanimator combo, adding more control/combo cards, and cutting some unnecessary aggro measures.
1. This deck is not just resilient to hate. It is nigh-immune. There is basically no card in the format this deck can't work around. It's possibly the only deck I've ever played to finish with a giant Emtpty the Warrens that can completely ignore a resolved Trinisphere, and one of the only decks with 2 basic lands that can ignore Blood Moon.
2. The deck is basically a Modern implementation of Andy Probasco's Empty Gifts deck for the Vintage format in early 2007. You can try a sample hand here: http://http://www.wizards.com/magic/samplehand.asp?x=mtgcom/feature/435&decknum=1. The difference is that that deck feels very polished and streamlined, while this feels clunky and awkward. You always have dead cards in your hand, though what specific cards those are changes every game. Your mana is very awkward. And it's difficult to construct optimal gifts piles.
3. That said, the deck is definitely quite strong, even in this unpolished state. It has excellent topdecks, since a single Past in Flames or Gifts Ungiven of the top in the late game will generally either win you the game or put you so far ahead on the board that your opponent can never actually recover. The power of the internal synergies the deck has is enough to give it a lot of game, while its extraordinary resilience to hate makes it VERY difficult for your opponents to deal with. That doesn't mean there isn't a lot of room for improvement, it just means the basic concept of Gifts setting up Past in Flames is strong enough to be viable in the format.
Matchups so far:
Jund: At first, I thought this was a bad matchup, but as I've played it more and my understanding of the interactions changes, I actually think this is slightly in your favor. You will learn to hate Maelstrom Pulse with a fiery passion, but since they have no countermagic, they will have a lot of trouble dropping a sufficient clock. Basically, everything they have is tough, but manageable.
Pure Aggro: Think of it this way: It's like the Gifts mirror, but they have no way to punish you for tapping out, no way to stop your Past in Flames, and are vulnerable to every single answer card in the main. Easy wins, generally. This applies for Affinity, Burn, Boros, some zoo variants, etc.
Twin: too hard to say. The matchup is literally so complex that I still don't think I can find the right line of play and any given point. In my last game, I counted 36 distinct lines of play I could have made, and I think that only 2 of them would have won. In short, it's gonna take a long time to learn who has the advantage. At the moment, Twin does, but that's probably more because I don't know how to play against it with this deck.
Tron: I've just played several games against our U/W Tron list (pretty standard issue, except that it runs 2 Prophetic Prisms and a Martial Coup). The matchup was bad for us at first, but I've changed my play style somewhat, and now I'm consistently winning. Basically, this is the only deck in the format that can match your late game, and they have inevitability thanks to Academy Ruins. Here, you want to aggressively pursue your plan, since your countermagic is much more effective than theirs in the early game, and try to land a giant Empty the Warrens at around turn 4-5. Your greatest advantage is that you can abuse Gifts Ungiven far more effectively in the early and midgame, and you're explosive enough to win before they can get their stage-3 threats going. Summary: control route, 30% win roughly, beatdown, 65+% win.
-3 Delver
+1 Unburial Rites
+1 Iona, Shield of Emeria
+1 Elesh Norn, Grand Cenobite
I especially like Elesh Norn there, because it's entirely plausible you could just cast it. It's basically the same cost as Martial Coup for the same effect, just with different synergies.
Ritual Gifts
What is Ritual Gifts?
Then, Vintage pro Stephen Menendian tried his hand at building a Gifts list. His list, named Meandeck Gifts after his team (team Meandeck), worked by realizing the inherent brokenness of Gifts Ungiven in a format full of broken cards you can only play 1 of. His deck used Merchant Scroll to search out for Ancestral Recall, Gifts, Mana Drain or pitch countermagic, and so on, to make a very strong draw engine, then used a combination of Yawgmoth's Will and Recoup to make unbeatable Gifts Piles. It would finish with a giant Will into either Tinker for Darksteel Colossus combined with Time Walk or a lethal Tendrils of Agony. There were other innovations, but they aren't really relevant.
Over the next few years, Meandeck Gifts slowly gathered momentum, until during late 2006 and early 2007 the format was basically defined by Meandeck Gifts and Storm Combo. The deck was neutered by the restriction of Gifts Ungiven, but the tech from it, including Merchant Scroll, superior usage of Brainstorm, and winning by being the best Yawgmoth's Will strategy, lived on, and later would cause the restriction of Merchant Scroll, Brainstorm, Gush, and indirectly also Thirst for Knowledge. It's mark is only now finally fading from the vintage scene. The strategy, at its peak, has proven to be one of the best decks in Vintage History, and by extension, all of Magic.
Now, remember the key combination of the deck: Yawgmoth's Will and Recoup to use gifts as a tutor for a 7-mana Yawgmoth's Will. We have basically the same thing, but more effective, in the form of Past in Flames, which has Flashback. As soon as I saw Past in Flames, I started work on this list, and the rest is history.
Basically, the deck uses Gifts Ungiven to tutor out a bunch of spells. Gifts Ungiven searches your library for 4 cards. 2 go to your graveyard, and 2 go to your hand, but your opponent chooses which one. What this deck wants to do is to use a Gifts Ungiven (or more than one) to search your library for some mana generating cards, such as Seething Song, and a Past in Flames. Past in Flames lets you cast all the instants and sorceries in your graveyard again, and can be cast from your graveyard for a slightly higher price. So, once you get that Gifts, you want to play a few spells to generate extra mana, cast Past in Flames, and cast those mana generation cards from your graveyard. What do you do with all that mana? Remember, you still have that Gifts Ungiven in your graveyard! You can use Gifts Ungiven to search out more rituals, and repeat the process, or go for a kill. The kill usually involves casting Grapeshot. Grapeshot costs 2 mana to deal 1 damage to something. That sounds bad, but it also gets copied for each spell cast before it this turn. That means that every time you played a spell to generate mana, it deals one more damage. Remember, you also cast a bunch of spells twice, once normally, and once from your Graveyard. That damage really adds up. However, often it's not enough to kill them. So, you use the other key spell of the deck, Remand. Remand is an excellent counterspell, buying you time and drawing you into more permanent answers. However,in this deck it has another use: Basically, you counter the Grapeshot you just cast with Remand. It'll go back to your hand, but all the copies will still deal damage. Not only that, you'll also have the Grapeshot still in your hand, to cast it again. This can double the damage AGAIN, and will almost certainly kill them. So, you just went from one card (Gifts Ungiven) being cast on your opponent's end step after their opportunity to stop you effectively, to killing them. You can do that out of nowhere. Not only that, but you can use Gifts Ungiven just as a draw spell, getting counterspells and mass removal so that your opponent has to give you answers to their threats, getting more Gifts Ungivens to draw more cards, and so on. You can slowly build up your board, play more and more lands and get more and more cards, until finally you can get the combo and kill them.
However, a word of caution: if you're a fairly new player, or just getting into eternal formats, that's wonderful, but play Boros. Or Affinity. Or Jund. Or Tron. But not this. This is perhaps one of the most difficult decks to play I've ever seen, and is vulnerable to a lot of sideboard hate if you can't play the deck almost perfectly. It's fundamentally a tutor-based deck, which means that it will give you a lot of decisions to make each turn, and making even one wrong decision can easily lose you the game. I don't say this to discourage prospective players from playing it. It's a very strong deck, and when played well, it feels like matching legacy dredge against that sweet brew you drafted last weekend with triple-Innistrad. This deck can seem absolutely unbeatable if you're really on your game. But you can expect to lose a lot at first.
While perhaps the best combo gifts pile is Past in Flames, Seething Song, Increasing Vengeance and Desperate Ritual, there is no default pile. Instead, you have to figure out what works best in the current situation, and optimize your Gifts on a case-by-case basis. This can take a lot of practice, but it will really help you, both with this deck and in the future, because Gifts is a very strong card and isn't going anywhere anytime soon. This also makes the deck inherently customizable, as your gifts targets will vary based on your own playstyle, your metagame and your other card choices.
Gifts Ungiven: This is the central card of the strategy, and is critical to the entire deck.
Past in Flames: This is your finisher. It's very strong both in the early game as a powerful combo engine and in the late game, where it can represent dominating card advantage. Resolving one usually means that the game is over.
Merchant Scroll: This card is a very strong tutor in this deck, capable of searching out a Gifts Ungiven, cheap countermagic to protect a bomb, or various answers to other decks or hate cards such as Repeal, Trickbind, and Hurkyl's Recall. Running it as your extra engine piece makes it way easier to resolve an early Gifts and makes sideboarding a lot easier, but can weaken your countermagic.
Peer Through Depths: The main strengths here are the ability to splice a Desperate Ritual onto it to generate mana and to cast it on the endstep, making your rituals that much stronger. However, it doesn't have the same reliability as Merchant Scroll.
Mind Spring/Blue Sun's Zenith/Invoke the Firemind: I think the synergy between draw-X spells and a deck full of rituals and filter lands should be obvious. I was underwhelmed, but they're worth examining, for certain.
Mystical Teachings: This card has natural synergy with the deck, both searching for Gifts and providing a way to optimise Gifts piles. While you run the risk of being top heavy, it's definitely a good supplement. Additionally, it allows for a painless transformative sideboard plan, involving Teferi, Mage of Zhalfir and whatever fatty you like most.
Muddle the Mixture: This card is an incredibly versatile tool, both protecting your combo in the late game and tutoring for the critical Grapeshot. It also dramatically expands your bullet suite, since you can use Merchant Scroll to tutor for it and then transmute it for a ritual, additional bullets, almost anything.
Seething Song: this is BANNED.
Desperate Ritual/Pyretic Ritual: These are important to being able to power out early Gifts, combo turns, and having mana to get through soft counters like Spell Pierce. Desperate Ritual's splice effect can be more relevant than you think.
Manamorphose: Blue mana for the kill and for Gifts is at a premium on combo turns and throughout the game. The fact that it cantrips and is card advantage with Past in Flames is a major bonus.
Mana Seism: This is an untested possibility. It would be very strong in the late game, but has basically no synergy with Past in Flames and is very all-in on comboing them out when you play it.
Increasing Vengeance: I almost never go without this card. It doesn't seem strong on the face of it, but when you realize that it costs 2 to copy something twice when flashbacked off Past in Flames, it becomes crucial to comboing out in a timely fashion. Imagine copying Seething Song twice with it. Or Gifts Ungiven. It's just incredibly strong in this deck.
Channel the Suns: Now that Song has been banned, most ritual gifts decks are splashing green for Channel the Suns and a couple of other cards. It does a decent Seething Song impression, though it's harder to go off with.
Empty the Warrens: This was critical to earlier versions, but in this age post-Dark Ascension, it's just unecessary.
Martial Coup: This one's greatest strength is in cases where a combo is unreliable, for instance, when the opponent has Trickbind or is exerting pressure. With Martial Coup, you can create hybrid Gifts Piles where you can get defensive cards to keep you alive, and the requisite spells to Martial Coup for a giant threat and board wipe. It's definitely worth considering if you're going to try to build the deck.
Unburial Rites/Iona, Shield of Emeria/Inkwell Leviathan/Griselbrand: What would a gifts deck be without this package? You have a fair choice of fatties to get. I know I've used Elesh Norn, Myr Battlesphere, Inkwell Leviathan and even Sundering Titan before, but now I believe that the best option is Griselbrand. You may prefer Iona, your mileage may vary, but I believe Griselbrand is the best option.
Remand: You have to have at least one, possibly more. It's critical to the Grapeshot Kill, and is a very strong spell in and of itself.
Spell Pierce: Most of the threats your opponent might have that you can't just ignore are noncreature spells. Liliana of the Veil, other counterspells, Rule of Law, and so on. Spell Pierce is very strong in all of these situations.
Spell Snare: This is just a very strong counterspell. You don't want all that many of them, though, as they get worse in multiples very quickly.
Dispel: A lot of what applies to Spell Pierce applies here, but the prevalence of cards like Liliana make Spell Pierce a lot stronger, in my opinion.
Pact of Negation: this can make comboing out much easier, and is easy to include as a singleton and fetch with Gifts or Merchant Scroll.
Increasing Vengeance: Run 1-2 as a Gifts Target. No, really. There is no better card for your combo turn. Flashing it back for RR after a Past in flames and targeting Seething Song is just so strong. It's what makes the deck consistent enough to get a Grapeshot kill on turn 4. There are builds that run 2. I run 1, personally, but it all depends on how many times you expect to use it in a combo turn.
Volcanic Fallout: This is a fairly new discovery, and a very strong one. The current modern metagame seems to be flooded with a lot of Delver decks, aggro decks like Affinity and Boros, and basically decks relying on a lot of small creatures that either become huge threats, are very disruptive, or provide card advantage. Volcanic Fallout not only can wipe the board, but also can kill Planeswalkers at low loyalty, make it easier to combo out if they have lifegain (every stray shock can matter), can be cast at instant speed to kill Inkmoth Nexus or other manlands, and can't be countered.
Slagstorm: See above mostly, though it's not quite as strong.
Earthquake: I didn't like this at first, but now I'm warming up to it. One of the most dangerous cards against you is Liliana of the Veil, and much of the Jund matchup is about keeping her off the table. Earthquake can do that, and wipe the board of larger creatures, and synergises with rituals, and can make it easier to combo out.
Engineered Explosives: This is just a very strong, efficient answer card, well worth the inclusion.
Snapcaster Mage/Noxious Revival: These 2 basically can fill the same slot of making Gifts piles stronger. I've never felt the need for them, but they're worth considering.
Repeal: You'll rarely Gifts for this, but it's worth noting that this can be tutored for with Merchant Scroll, cantrips, and can beat a lot of hate.
Timely Reinforcements: This can completely nullify an opponent's board pressure, while gaining you a bunch of life. Usually it will buy you 2 turns, which most opponents simply can't beat.
Gigadrowse: Excellent versus control decks, and can be tutored for with Merchant Scroll.
Life from the Loam: A few other friends of mine are working on similar lists. One splashes green for Life from the Loam and some sweet sideboard tech (Tarmogoyf, Ancient Grudge, you get the idea). I wouldn't go that route, but it is something to factor into your decision making process.
Cyclonic Rift: This card does a LOT for you, acting as both a way to bounce a problematic hate spell and as a late-game bomb that can potentially end the game on its own. Chances are, if you don't have one of these in your main or sideboard, you're doing something wrong.
Mizzium Mortars: Similar to Cyclonic Rift, this card serves multiple purposes, acting as both removal early and as a board wipe in several matchups. It's also tutorable with Muddle the Mixture.
Fetchlands/Shocklands: If you have them, run them. It's just the most stable mana base, and since you don't tap out on your turn too often, they can be quite strong. You pretty much have to tune them yourself to your deck's mana needs, though Scalding Tarn and Steam Vents are a good start.
Cascade Bluffs: This card can be crucial to getting the necessary blue mana for the deck to go off. I'd run 4.
Calciform Pools/other storage lands: I only just found out about them again, and they're very strong in the deck. The ability to continuously build up mana and to convert red mana into blue are both very important. You have to be very careful how you tap them, though, and how many counters you remove. Remember that you basically can't go off if you don't have blue mana afterwards.
Halimar Depths: I've just started testing this, and it's turned out to be deceptively strong. You have a LOT of shuffle effects, which makes this a lot stronger. I'm not currently running any, but it's definitely an option.
Desolate Lighthouse: This deck is fairly prone to flooding, and wants to draw one of a fairly small number of absolutely massive game-ending bomb spells. This card digs into your deck for them, provides a good mana sink, and fills your graveyard all at once. You definitely want to pack at least on as a Gifts target.
Basics: You really don't need any mountains, as the only nonbasic land hate you have to worry about in this deck is Blood Moon, which turns all nonbasics into... mountains. I'd run as many basic islands as possible, though. It can be very important.
3 Island
1 Mountain
4 Scalding Tarn
2 Misty Rainforest
2 Steam Vents
1 Hallowed Fountain
2 Seachrome Coast
2 Cascade Bluffs
2 Calciform Pools
1 Desolate Lighthouse
2 Halimar Depths
4 Desperate Ritual
2 Pyretic Ritual
3 Seething Song
3 Manamorphose
1 Increasing Vengeance
4 Merchant Scroll
4 Gifts Ungiven
2 Muddle the Mixture
2 Past in Flames
2 Goblin Electromancer
3 Remand
3 Spell Snare
1 Pongify
1 Repeal
1 Martial Coup
1 Snapcaster Mage
1 Grapeshot
1 Cyclonic Rift
1 Disrupting Shoal
2 Electrickery
1 Gigadrowse
1 Hurkyl’s Recall
2 Shattering Spree
3 Sowing Salt
3 Spell Pierce
1 Trickbind
4 Scalding Tarn
1 Steam Vents
1 Watery Grave
1 Blood Crypt
1 Island
1 Snow-Covered Island
1 Mountain
2 Cascade Bluffs
2 Darkslick Shores
2 Blackcleave Cliffs
1 Reflecting Pool
2 Molten Slagheap
1 Dreadship Reef
4 Seething Song
4 Manamorphose
1 Mana Seism
1 Desperate Ritual
1 Pyretic Ritual
2 Increasing Vengeance
4 Remand
1 Spell Snare
1 Spell Pierce
1 Muddle the Mixture
1 Cryptic Command
1 Slaughter Pact
1 Engineered Explosives
1 Consume the Meek
1 Grapeshot
4 Gifts Ungiven
2 Mystical Teachings
2 Peer Through Depths
2 Past in Flames
1 Noxious Revival
3 Ignorant Bliss
1 Teferi, Mage of Zhalfir
1 Meloku the Clouded Mirror
1 Ignite Memories
1 Extirpate
1 Mindbreak Trap
1 Hurkyl's Recall
1 Shatterstorm
1 Damnation
1 Persecute
1 Spellskite
1 Combust
1 Volcanic Awakening
3 Island
2 Misty Rainforest
2 Mountain
4 Scalding Tarn
4 Shivan Reef
1 Steam Vents
4 Sulfur Falls
4 Desperate Ritual
3 Empty the Warrens
4 Gifts Ungiven
4 Gitaxian Probe
1 Grapeshot
4 Manamorphose
1 Noxious Revival
2 Past in Flames
3 Pyretic Ritual
4 Remand
4 Seething Song
4 Serum Visions
4 Deceiver Exarch
1 Kiki-Jiki, Mirror Breaker
3 Mana Leak
3 Pestermite
4 Splinter Twin
2 Halimar Depths
4 Island
3 Misty Rainforest
1 Mountain
4 Scalding Tarn
1 Shivan Reef
2 Steam Vents
3 Sulfur Falls
4 Desperate Ritual
3 Pyretic Ritual
4 Seething Song
4 Manamorphose
3 Gifts Ungiven
2 Past in Flames
1 Noxious Revival
4 Gitaxian Probe
4 Serum Visions
3 Lightning Bolt
4 Remand
3 Empty the Warrens
1 Grapeshot
4 Deceiver Exarch
3 Dispel
1 Kiki-Jiki, Mirror Breaker
3 Pestermite
4 Splinter Twin
Vs Twin:
Original Post:
After they patched the glitch, I started working on other decks, until I came up with this:
1 Island
1 Mountain
2 Arid Mesa
3 Cascade Bluffs
1 Hallowed Fountain
2 Misty Rainforest
3 Rugged Prairie
1 Sacred Foundry
4 Scalding Tarn
3 Steam Vents
4 Desperate Ritual
2 Pyretic Ritual
3 Seething Song
4 Manamorphose
13 cards
4 Gifts Ungiven
3 Past in Flames
7 cards
1 Earthquake
1 Firespout
1 Timely Reinforcements
1 Rest for the Weary
1 Slagstorm
2 Path to Exile
8 cards
4 Remand
2 Spell Pierce
3 Spell Snare
9 cards
1 Martial Coup
1 Empty the Warrens
3 Delver of Secrets
1 Echoing Truth
1 Hurkyl’s Recall
2 Path to Exile
1 Repeal
1 Shattering Spree
2 Spell Pierce
2 Timely Reinforcements
1 Torpor Orb
1 Trickbind
The basic idea is fairly simple: use the rituals to ramp into various swingy midgame tempo plays, Gifts Ungiven to generate card advantage and fill up your graveyard, and eventually resolve a giant Past in Flames, usually winning the game on the spot. I've been running the list through the gauntlet with a few teammates (we do a lot of tournaments in the Norcal/Oregon area, we're all reasonably good), and it's been doing pretty well. The only thing it's had trouble with so far is Twin actually.
What do you think?