After a recent string of bad luck in tournaments with my "pro" UW aggro(at some point I appearantly forgot to pack lands or forgot how to shuffle, because I got stuck at 2 lands for more games than I care to admit), So I decided to take a break from being super competitive and just play decks I find fun. I instantly thought of Heartless Summoning. I've always been fond of this deck type but just never took the inititive to build it because I was too busy watching my Geists go up in price. Now that I have loaned my UW deck to a friend(and a better player) I decided to take up HeartlessSummoning.dec.
I've been following this thread for a little while now and I instantly fell in love with Veritoanimus's list. Consistent ramping into large things brings out my inner Timmy. But after watching a Heartless Summoning Lich Combo deck hit my buddy for an unspeakable large amount of damage with Devil's Play, my inner Johnny started rearing it's ugly head. So naturally, I set out to splash in the Priest of Urabrask, Heartless Summoning, Havengul Lich combo into a Veritoanimus inspired ramp list. The goal is not to focus on the combo, but to certainly have the means to explode in one turn and have my opponent begrudgingly start sideboarding in combo hate. I can then sideboard out the combo. Additionally, if I don't see the combo game one, I can keep it for game two to take my opponent by surprise. Anyways, enough chit chat, here is my list inspired by Veritoanimus but with a twist.
The sideboard is still very much in the air. With an unstable meta in my area, it's really hard to tell.
Also, if I find that the combo really just isn't worth it, I have no problem dropping it like a...a...I'm bad at analogies.
I thought about doing that as well...but if they are siding in combo hate, the only that worries me is them taking out HS, because that is the first thing they will go for. Although my deck functions well without it, but all the same it just sucks to not have it. Lol
Ponder is actually our best choice here, IMO. It lets us dig 3, gives us the option of a shuffle effect, lets us smooth out draws and sculpt them in the early game, etc...it's a very powerful card when you actually understand its implications. It's also great in conjunction with evolving wilds. If you like 1 out of the 3 cards you have available but would rather shuffle the rest away you can get that card, then activate wilds to get your shuffle effect.
I still want to work alchemy into my build as a 1-of, just because it's great if you're stalled mid-game. The flashback isn't terribly expensive considering which turns we want to be playing it. Do we always need to use it? No...but it's certainly nice to have in a pinch. It can give us a whole mess of targets for our lich late-game too.
and this!!!
i run it as a 3 of and it works out great, even in early game it helps if youre missing a certain piece you need.
i think the only thing that may seem odd in there is the 4 Surgical Extractions, but those help out immensely against any deck you will play in this format. Be it control(they turn 2,3 counter whatever, extract their counters) tokens(take away their token makers) dredge style decks are the best because they put everything in the graveyard for you and if you extract their Unburial Rites they are pretty much screwed.
i took out my spot removal and moved it to the sideboard because there was just too many times when i would get overrun by countless creatures to remove them one at a time, so im only running black suns. if i play a solar flare or UB control...ill side in spot removal.
i also found myself stalling out mid/late game with an empty hand and no card draw...so i added the Bloodgift Demons and Forbidden Alchemy and they help out immensely...and with Sheoldred and Lich you dont have to worry about dumping creatures in the GY.
I think right now with all the decks currently running around in standard its too hard to run this deck around 1 combo and nothing else. All they have to do is blast out your lich's or HS and you are pretty much shut down.
I think with the little amount of creatures decks are running, having blue black with just lich and myr, plus beats is the best way. I have no problem tapping out and shooting up everything on the field that way. This deck only needs 5 lands to be effective. Thats 5 myr to board sweep pretty much. Then you can hit them for 10 2 turns, not counting the hits they will take from solemn throughout the game because at 1/1(with HS) they dont mind it.
Definitely need card draw in these decks.
I took out my mana leaks in favor of Forbidden Alchemys
I figure there is no use in sitting there waiting to counter their stuff as opposed to playing my own large things.
I also added in 2 bloodgift demons, might take one out though.
Just added in 4 Forbidden Alchemys into my deck last night.
I found myself waiting around same mid game waiting, so i added those in for card draw and the flashback.
If you have Elesh out...you lose your Myr/Lich combo.
However if you have your white planeswalker out, you can simply remove elesh once the combo is available.
But i like the direction of the deck.
I thought about doing that as well...but if they are siding in combo hate, the only that worries me is them taking out HS, because that is the first thing they will go for. Although my deck functions well without it, but all the same it just sucks to not have it. Lol
But i like the idea and thought of it.
this!!!!
and this!!!
i run it as a 3 of and it works out great, even in early game it helps if youre missing a certain piece you need.
Was thinking the same thing.
I run 4 of her just in case i need to pump up the GY.
4x Rune Scarred Demon
3x Perilous Myr
3x Phyrexian Metamorph
1x Massacre Wurm
2x Bloodgift Demon
2x Havengul Lich
3x Solemn Simulacrum
1x Sheoldred, Whispering One
3x Black Sun's Zenith
3x Forbidden Alchemy
4x Surgical Extraction
4x Ponder
4x Heartless Summoning
4x Darkslick Shores
4x Drowned Catacombs
10x Swamp
5x Island
i think the only thing that may seem odd in there is the 4 Surgical Extractions, but those help out immensely against any deck you will play in this format. Be it control(they turn 2,3 counter whatever, extract their counters) tokens(take away their token makers) dredge style decks are the best because they put everything in the graveyard for you and if you extract their Unburial Rites they are pretty much screwed.
i took out my spot removal and moved it to the sideboard because there was just too many times when i would get overrun by countless creatures to remove them one at a time, so im only running black suns. if i play a solar flare or UB control...ill side in spot removal.
i also found myself stalling out mid/late game with an empty hand and no card draw...so i added the Bloodgift Demons and Forbidden Alchemy and they help out immensely...and with Sheoldred and Lich you dont have to worry about dumping creatures in the GY.
I think with the little amount of creatures decks are running, having blue black with just lich and myr, plus beats is the best way. I have no problem tapping out and shooting up everything on the field that way. This deck only needs 5 lands to be effective. Thats 5 myr to board sweep pretty much. Then you can hit them for 10 2 turns, not counting the hits they will take from solemn throughout the game because at 1/1(with HS) they dont mind it.
I took out my mana leaks in favor of Forbidden Alchemys
I figure there is no use in sitting there waiting to counter their stuff as opposed to playing my own large things.
I also added in 2 bloodgift demons, might take one out though.
I found myself waiting around same mid game waiting, so i added those in for card draw and the flashback.
However if you have your white planeswalker out, you can simply remove elesh once the combo is available.
But i like the direction of the deck.
Ill post up a decklist when im not on my phone at work.