I agree with Sephiroth Owa - Dragon Blood is kinda sub-optimal.
Try to run more forests for the Beacons - you can probably swap out swamps for Urborg, Tomb of Yawgmoth so your supply of black mana is secured. What about swapping out all swamps (except for the dual ones) for forests and 2 Tombs, then either Crop Rotation or Sylvan Scrying to fetch black mana if you need it?
By the way: Beacon is devastating with Blasting Station - gives you both the untaps and the ammo to blow up whatever crosses you.
I greatly dislike the Plage fiends ... they're just 1/1's for 2 with a pretty useless ability. Swap them for more useful insects. Solifuge comes to mind ...
Wrong artifact in the list ... you need Grafted Skullcap, not Skullclamp ... hard to equip someone if you don't even run creatures.
If you want to run creatures, you can either try Braids, Cabal Minion or Magus of the Abyss as additional upkeep effects.
Else, Jinxed Choker is an option. It won't hurt you, as you manage to get rid of your upkeeps, but might be fun for someone with multiples ...
In fact, it doesn't. Infest neither targets nor deals damage, therefore kills the crusader along with the rest of the band. You're right about the black spot removal though (unless it's an Edict type spell).
Well ... you tap the Genesis as cost in order to untap something else ... kinda like getting these attacker creatures ready to block after they're done attacking. Or those Leaden Myrs for more mana-producing duty.
BTW: let me think ... a pair of Staff of Domination, an artifact Tolarian Academy and the clock ... mmm ... infinite mana?
*gone deck-building*
About the shared Genesis Chamber: Clock of Omens? Since all non-manaproviding non-creature artifacts in your decks don't really make a difference between tapped or untapped (except for the chamber), the ability to untap your creeps by tapping their equip could come in handy. Having Disk ready the turn it enters play isn't too bad either ...
The Bloodfires, maybe, as their ability could hurt you more than the opponent. Without blasting themselves, they're reduced to vanilla 1/1's. Berserkers are fine, especially with Violence (Violence + get blocked = WHACK!).
About hasty Hunted Dragons: don't worry, they always come that way ...
The problem about Descent is that it's a bit two-edged. Either you try to utilize the discard it provides, or you actually want to get rid of your upkeep.
Add manabase and other stuff (like tutors) at your liking ...
Should end up doing some really nice stuff in your opponent's (possibly multiple) upkeeps, letting them discard, sac their creeps and tap them out. You might also add Ensnaring Bridge, which, when combined with Skullcap, will almost completely shut down attacks (except for the occasional 0-power creatures).
Maybe, your dwarves could profit from enchantments that boost their offensive power, like Gratuitous Violence (unblockable 2 power dwarf + Bloodboiler + doubled combat damage = ouch!) or Anthem of Rakdos.
By the way: some carddraw wouldn't hurt in case you overextend and get smashed by a board-sweeper (even Pyroclasm will drastically reduce the amount of available dwarves on the board). Wheel of Fortune or Browbeat could be an option to recover from such setbacks.
There's also a few artifacts that can generate Rigger tokens, like Riptide Replicator (get your riggers in any color and size you like). Add in some artifact mana sources too, else you may never be able to cast your big illusions - Izzet Signet will also assist in color-fixing.
The graveyard recursion won't work, btw. The Mistforms are stuck with their Illusion type while in the grave.
Without the Aluren, I'd add Centaur Omenreader to allow you to chain-cast your creatures. Just find a way to tap this guy (convoke a Chord of Calling or something like that) and fire away. Wood Elves + Wall of Blossoms could result in some nice land and card advantage.
Highlander vs. Highlander. I got loads of mana off Tolarian Academy/Mind over Matter, and cast a Braingeyser for 26 on myself, so I can draw my library and deck my opponent with a huge Stroke of Genius.
Then, I had to realize I had only 25 cards left ...
T1 tournament ... me running a wacky Parfait against a funny Invasion 3-color deck, centering around Necra Sanctuary (in the good old times before Mirrodin came out). Soon, the board looks like this:
He: Necra Sanctuary, some green/white creatures.
Me: Land Tax, Solitary Confinement
He didn't find any solution for my enchantment and was forced to damage himself with the Sanctuary until he was dead ...
Try to run more forests for the Beacons - you can probably swap out swamps for Urborg, Tomb of Yawgmoth so your supply of black mana is secured. What about swapping out all swamps (except for the dual ones) for forests and 2 Tombs, then either Crop Rotation or Sylvan Scrying to fetch black mana if you need it?
By the way: Beacon is devastating with Blasting Station - gives you both the untaps and the ammo to blow up whatever crosses you.
I greatly dislike the Plage fiends ... they're just 1/1's for 2 with a pretty useless ability. Swap them for more useful insects. Solifuge comes to mind ...
If you want to run creatures, you can either try Braids, Cabal Minion or Magus of the Abyss as additional upkeep effects.
Else, Jinxed Choker is an option. It won't hurt you, as you manage to get rid of your upkeeps, but might be fun for someone with multiples ...
In fact, it doesn't. Infest neither targets nor deals damage, therefore kills the crusader along with the rest of the band. You're right about the black spot removal though (unless it's an Edict type spell).
BTW: let me think ... a pair of Staff of Domination, an artifact Tolarian Academy and the clock ... mmm ... infinite mana?
*gone deck-building*
About hasty Hunted Dragons: don't worry, they always come that way ...
4 Gibbering Descent
4 Paradox Haze
4 Copy Enchantment
4 Magus of the Abyss or Braids, Cabal Minion
4 Bottomless Pit
2 Contamination
2 Forsaken Wastes
2 Sunken Hope
4 Tangle Wire
Add manabase and other stuff (like tutors) at your liking ...
Should end up doing some really nice stuff in your opponent's (possibly multiple) upkeeps, letting them discard, sac their creeps and tap them out. You might also add Ensnaring Bridge, which, when combined with Skullcap, will almost completely shut down attacks (except for the occasional 0-power creatures).
By the way: some carddraw wouldn't hurt in case you overextend and get smashed by a board-sweeper (even Pyroclasm will drastically reduce the amount of available dwarves on the board). Wheel of Fortune or Browbeat could be an option to recover from such setbacks.
The graveyard recursion won't work, btw. The Mistforms are stuck with their Illusion type while in the grave.
- infinite draws with Wall of Blossoms
- let discard entire hands with Ravenous Rats
- kill armies with Bone Shredder
- ...
(note: you always need 2 creatures to go off!)
Without the Aluren, I'd add Centaur Omenreader to allow you to chain-cast your creatures. Just find a way to tap this guy (convoke a Chord of Calling or something like that) and fire away. Wood Elves + Wall of Blossoms could result in some nice land and card advantage.
As for creatures, add a Flametongue Kavu or similar trigger-burners. Stingscourger could be good, too.
Another idea would be mass-haste via Anger.
Then, I had to realize I had only 25 cards left ...
T1 tournament ... me running a wacky Parfait against a funny Invasion 3-color deck, centering around Necra Sanctuary (in the good old times before Mirrodin came out). Soon, the board looks like this:
He: Necra Sanctuary, some green/white creatures.
Me: Land Tax, Solitary Confinement
He didn't find any solution for my enchantment and was forced to damage himself with the Sanctuary until he was dead ...
Like
Uktabi Orangutan (-> shatter)
Sylvan Safekeeper (helps against spot removal)
Mystic Snake (counterspell attacks for 2)
...
As finishers, you might want to try Overrun or Stonewood Invocation (either mass-rush or some extra punch for an evasive creature).