If by that you mean Tier 1 excellent Hall of Famer notable Extended deck as a commander, by only 1 less power. Undoubtedly this basic implementation goes right to the top with its cmc of 3 and colors of "best", by EDHrec, and inclusivity of blue enchantments (quite a few historical bans).
People play too many removal spells to kill things that go a more direct route of facesmashing for that to work. The amount of dead cards versus become immense with the synergy that it naturally has with playing other spells is way out of reach... but it is still a germ of an idea that one could take note of. Tainted strike thus being the "actual good card" here. Maybe they do? Maybe they die to ONLY Thermo-Alchemist / Tainted Strike somehow. Would try it with Grim Harvest over anything else.
A more or less objectively unrealizable split the difference question, given the attribute of official banned list having the shortness attribute that it does, and read as being correct when reasoned out in the official statements. EDH / cEDH is not a Pro Tour format and how these things shake out are bound to move slowly rather than quickly. Take it as a given that your average power creep cards can maybe make it so that a Crystal Witness/Counterspell type of idea that you just drew into, that maybe drew you a card after scrying 2, as a massive interlock of similar ideas, would eventually come to be. Where synergy does not mean "less than best", and is not less than skilled and variant in outcome... where variant means the opposite of its own self as presently constituted, (but also has some horizon visibility); one lego piece out of maybe 4/5 of the ideas you picked as a pure combo thing at the outset. As an objective question the answer becomes 5, as people are invested in what is official and Wizards follows the one thing in all of Magic pantheon that is this way. As such, people having the answer of "5" depends ENTIRELY on how much slack the design can make taut and tune to the ultra genius tier of IQ... on what mistakes or home runs are made in the "very impactful cards" category, over time. Thus exists a bifurcation with a further bifurcation as the former, where the latter is "it only stays about the same or becomes even more polarized/stagnant". You're in the hands of R&D here because the list forging is correct for the balance of needs it must serve.
The case for banning this is strong. It just doesn't match intent. This is awfully random, and too strong. I would just not include this for how good it is. The weird things this does are similar to what Sol Ring does. It just screws with the entire ecosystem of what could happen. Removal for this is hardly going to happen very much if the decks are good. Combo being too gross is not a good argument against it. It kills the entire design category of saboteur cards or accrual-value creatures that are supposed to hit your opponent a little bit and then do their thing, not just die and gain the opponent some life, or sit back. This is a worthy consideration, if not now, but, "tomorrow". Tomorrow, there should be the entire archetype of delivering smacks, and who exactly you smacked and why, early in the game, and at that point it goes. It does compound interest with other damage cards that truly could just kill the opponent. Too good WITH that idea, and randomly warp-9 beats it and each time you played, the card just decided the game. For one mana, this is too much. Every equipment that as time goes by does silly things, see Helm of the Host.
The problem with the signature cards and with the Core Sets having them on a non-rotating basis, as permanent fixtures, is clear. That leaves less room to NOT print equal on all terms, and print BETTER on one slot, or two slots, or simply worsen one slot, in a given environment. With core sets coming back, it is more like option slots are available than signature card slots. That already had changed, somewhat. Print a fresh card did that, though it didn't actually, that was a lot on the rares. They are fine, but they are better as, just for an example, Devouring Light for 2W or scale out to ANYTHING at any time for 5WW, Mana Leak but lose 1 life, Incinerate rather than Lightning Strike (this time only), Duress that CAN hit creatures for fully 5 life and is a mutual cantrip on noncreature, and Predator's Strike for only one green. And so on. These kinds of cards, I think, with Core Set rather than planted anywhere whatsoever that would take a deadening impulse as to what they could be and possibly call it axiomatic, answering NONE of your complaints, take care of the deficiencies of New World Order. You have "everything is kicker", unobtrusively, some of the time. Given the example, right. ONE was. It would take that. It would take initial late 90's expansion mechanics that hid themselves to have this be better than it was before and not just WHAT it was before.
Favorable Winds
Kira, Great Glass-Spinner
Voidmage Prodigy
Void Stalker
Niblis of the Breath
Errant Ephemeron
Mulldrifter
Spiketail Hatchling
Spiketail Drakeling
Spiketail Drake
Silumgar Sorcerer
Nevermaker
Impaler Shrike
Meloku the Clouded Mirror
Keiga, the Tide Star
Drift of Phantasms
Tolarian Sentinel
Stitchwing Skaab
Advanced Stitchwing
Aethersnipe
Serra Sphinx
Sakashima the Impostor
Air Servant
Draining Whelk
Guile
Candles of Leng
Scepter of Insight
Bonesplitter
Darksteel Axe
Vulshok Morningstar
Sword of Vengeance
Sky Diamond
Mind Stone
Prismatic Lens
Guardian Idol
Commander's Sphere
Savor the Moment
Time Warp
Walk the Aeons
Muddle the Mixture
Capsize
Gitaxian Probe
Gush
Whispers of the Muse
Snapback
Think Twice
Spell Burst
Whirlermaker
Counterspell
Mana Leak
Arcane Denial
Remand
Controvert
Fervent Denial
Overwhelming Intellect
Spreading Seas, Phantasmal Terrain (for Boseiju, Cavern of Souls)
Mental Note, Thought Scour, Vessel of Paramnesia
Treasure Cruise, Dig Through Time, Bosium Strip, Elixir of Immortality
Paradox Engine
Faerie Conclave
Might be slightly over, but by way of compensation, this deck is powerful.
The cheapest that is still good. Counter target spell / buyback are raw power and stop ANYTHING and usually saw print in the common slot. In the absence of pure deck warping against that one deck, you'd have to try to do something really cheap-o that only time warping with an off-color vigilance could do for you, in some games, at least as an inclusion. Where the amount of mana is perfectly reasonable to flash back a Savor the Moment with Bosium Strip (which is also in your land ramp slot.) Gush, Probe, or, Snapback also with the Paradox Engine. You have just barely enough to make someone do a rage quit budget deck anger thing there now. Hope this helps.
Ramos, Dragon Engine:
Play in the midst of power gaming worries version
Sol Ring
Mana Crypt
Mana Vault
Grim Monolith
Coalition Relic
Farseek
Rampant Growth
Kodama's Reach
Cultivate
Skyshroud Claim
Explosive Vegetation
Enlightened Tutor
Worldly Tutor
Muddle the Mixture
Life from the Loam
Crucible of Worlds
Kefnet the Mindful
Trade Routes
Ground Seal
Survival of the Fittest
Mastery of the Unseen
Asceticism
Greater Good
Natural Order
Eternal Witness
Skullwinder
Genesis
Anger
Glory
Diligent Farmhand
Sakura-Tribe Elder
Yavimaya Elder
Yavimaya Dryad
Yavimaya Granger
Tradewind Rider
Ronom Unicorn
Hearth Kami
Mulldrifter
Necrotic Sliver
Temur Sabertooth
Pharika's Mender
Restoration Gearsmith
Loxodon Hierarch
Karmic Guide
Body Double
Reveillark
Baloth Null
Dawnbreak Reclaimer
Deadwood Treefolk
Deadeye Navigator
Spike Weaver
Protean Hulk
Whisperwood Elemental
Teneb, the Harvester
Vorosh, the Hunter
Maelstrom Wanderer
Etherium-Horn Sorcerer
Enlisted Wurm
Greenwarden of Murasa
Research/Development
Dovescape
Maelstrom Pulse
Vindicate
Sliver Queen
Progenitus
Thawing Glaciers
Command Tower
Path of Ancestry
Strip Mine
Volrath's Stronghold
Yavimaya Hollow
Fetches, duals, shocks
ALL cycling lands except blasted landscape
Grand Coliseum
etc.
Concept:
This is the opposite of ever sitting on any counterspells. Cascade effects preclude. You deal with anything that could hit your creatures, wraths, targeted removal, targeted graveyard hate, on-board hosers, and against non-targeted Upheaval, Decree of Annihilation, and Apocalypse type effects, you have a line unto Kefnet the Mindful, Dovescape or Trade Routes, and a bunch of redundant effects to still do the same nonsense. Enough have been printed. And you can also Research/Development, or use your one narrow counterspell. Fun card, fun deck. Kind of uber wisthz umlauts actually. With Step 1, cast him... whew! Seems eyepopping. Progenitus or Sliver land kill endgame.
There are a few comments to the effect that this card is not that great, they are not the majority, but, look...
Mairsil, the Pretender: definitely doesn't suck
Compulsion
Muddle the Mixture
Mana Drain
Counterspell
Remand
Thirst for Knowledge
Courier's Capsule
Shattering Pulse
Capsize
Forbid
Dismiss
Mystic Confluence
Fabricate
Force of Will
Pact of Negation
Intuition
Spell Burst
Scrap Mastery
Artificer's Intuition
Trinket Mage
Drift of Phantasms
Wheel of Fortune
Future Sight
Windfall
Strategic Planning
Forbidden Alchemy
Long-Term Plans
Goblin Welder
Kefnet the Mindful = no geddons #2 mainly
Daretti, Scrap Savant
Wurmcoil Engine
Steel Hellkite
Bosh, Iron Golem
Phyrexian Metamorph
Memnarch
Karn, Silver Golem
Myr Battlesphere
Sol Ring
Mana Vault
Mana Crypt
Grim Monolith
Tormod's Crypt
Wayfarer's Bauble
Chromatic Star
Chromatic Sphere
Metalworker = !!!! Is allowed?
Relic of Progenitus
Sensei's Divining Top
Anvil of Bogardan
Izzet Signet
Dimir Signet
Rakdos Signet
Coalition Relic
Unstable Obelisk
Armillary Sphere
Gem of Becoming
Nevinyrral's Disk
Oblivion Stone
Phyrexian Processor
Jalum Tome
Crucible of Worlds
Coercive Portal
Smokestack
Staff of Domination
Spine of Ish Sah
Trading Post
Ring of Gix
Mishra's Helix
Urza's Blueprints
Mindslaver
Expedition Map
// Fun times only = Mizzium Transreliquat, others
+/- a few things
Academy Ruins
Bojuka Bog
Tolaria West
Buried Ruin
Thawing Glaciers
Duals, fetches, Watery Grave, Steam Vents
Urza's Factory
Gargoyle Castle
3 on color artifact lands
Geier Reach Sanitarium
Deserted Lighthouse
Strip Mine
Wasteland
Mouth of Ronom
Scrying Sheets
Snow basics, no others
He doesn't suck, you can't get rid of the caged cards by usual means that you play here. That's powerful. He's a Welder when you get that going. Various things like that you can't get rid of, how does it suck? It's downright awesome. Fundamentally, you have an efficient creature, and even against hate you can set up a one time intelligent play of just having something really good that won't go away. With enough of a shell that is just plain good. Any one of them. In particular, just simply leaning on the land fetchers into non-self-kill on the disk or oblivion stone, yours or otherwise. Isn't affected by null rod, HAS but ISN'T, this is spectacular. It is THIS guy who is insane, not the wizard copier. Absurd. This is totally nutso.
So this is probably close to broken, occurring on get two equips on one goblin. You can't reliable-combo, but you can oops-combo, you can Affinity. And there's probably only needle or revoker, which would be on Prospector, so you can kill a revoker that would block your Goblin Vandal by just hardcasting Siege-Gang. Seems fun, beatable but top-tier undoubtedly. Goblins are back baby. Other than that it's just a swarm kill which will duly occupy. The one thing you can't do is make a cost reducer work for the blade, but you can still fake-desperate ritual, if it was in a played-out order that a bunch of OTHER things indeed did cost less, so somewhere in the neighbourhood of it not mattering/still being so. Maybe allowable, maybe not. Several World Champions agree: this is nuts.
Problem with this: A) Square stats that UN-square an appropriately costed mana point are pretty boring, IF the continuum of choices, and the overall power levels of the cards make the UNsquare statted cards playable. That is HALF of the things it was before. Moving out of commonality, Centaur Courser is not a better card than Tireless Tracker. 3/3 Tireless Tracker? B) Doing so, as general power creep which clearly IS and CAN happen... creates the NEXT thing, because that thing, as a continually loaded-upon boringness... well... then, 4/3 for 2G? Out of control. More keywords infinitely better. C) The rarity is highly relevant. Savannah Lions is a rare in Alpha. And this should answer the question. Those things are totally fine, if they were rares. They would harm more or less nothing...* They would create a possible "just BARELY good enough" boringness that pushes out slightly more interesting cards from constructed contention. They would occupy a strange space of both possibly being "are you kidding me" AND "the stone cold nuts" for constructed. And they would not stay still. D) What's ALREADY done, as you surmise, can cause possible thinking cap re-evaluation of these things. They are reasonable suppositions. But they are madly out of color pie. 3/3 for 2R? With what drawback? As a rare? With what ABILITY, AND/OR, with what drawback.
ATTN: Ban list - - enabled by 8x doublemultiplied redundancy as of Hour of Devastation, with further abuse
An Emrakul or similar is terrible, you have nothing for that, but, in fact, this looks pretty much bannable... i.e. , card that was once banned, and has done stone nothing since being unbanned. Super cheapo type thing. That was a thing. I was around for it. With the full accumulation, there are only the first-mentioned type things as fair outs, whatsoever. Could not possibly race, creature is too good, can chump, take bolts, die. DCI star takes place of Starbucks old logo.
1 Academy Ruins
1 Eldrazi Temple
1 Island
7 Forest
1 Breeding Pool
4 Misty Rainforest
1 Ghost Quarter
4 Urza's Mine
4 Urza's Tower
4 Urza's Power Plant
2 Renegade Map
4 Ancient Stirrings
4 Tarmogoyf
2 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
3 Culling Scales
2 Condescend
1 Crucible of Worlds
1 Evolutionary Leap
1 Life from the Loam
1 Wurmcoil Engine
1 Platinum Angel
1 World Breaker
1 Ulamog, the Ceaseless Hunger
Culling scales is destroy target, and then you can respond with a leap. This had not yet been found as a good version as far as I know. Where was the goyf + these + kablammo? Basically, the nonbo of the goyf plus scales is not there, and is actually just COM-bo. It will either eat their face or hold it down, altogether.
Some of this should be familiar, and yet it was not yet a deck. The version you might play to take out a prepared room that knows it either wants to play Tron or has land hate for you. Be a step ahead. Try it out.
Porphyry Nodes, Parallax Wave + Starfield of Nyx (remove things permanently with stack tricks, let it die if you want or need to)
Mageta the Lion, World Queller
Mangara of Corondor + Karakas
Wall of Omens + Land Tax + etcetera, some random enchantments that are good + Mistveil Plains + Wraths
Vedalken Shackes is quite silly; it certainly does this, when you take one, and block another, and they both die... and then you can just untap shackles?
So does Old Man of the Sea.
Vesuvan Shapeshifter + Shaper Parasite
Memnarch will just take everything eventually.
The Abyss/Magus of the Abyss, Anowon the Ruin Sage, Call to the Grave
Slaughter. Grim Harvest + Fleshbag Marauder/Merciless Executioner.
All kinds of things + Volrath's Stronghold
Molten Vortex, Seismic Assault, Fanning the Flames, Beacon of Destruction, Red Sun's Zenith, Pyrohemia, Pyromancy, Ogre Shaman
Drop of Honey, Yavimaya Hollow, Broken Fall/Molting Skin, Master of the Wild Hunt
Genesis + off-color ETB killers, or Somberwald Stag in green
Helm of Possession does the same thing with the admixture of some creature you don't care about very much each time; a semi-Abyss.
Smokestack, Culling Scales
Nevinyrral's Disk/Oblivion Stone/Grim Poppet/Steel Hellkite + Academy Ruins
Stormbind, Meteor Storm
And undoubtedly more that is a bit weaker, or missed a couple.
This is probably better than reset high tide, to the point of being a good deck (which that one is a bit slipped). The cycling into the sarcophagus dependency at only three, as well as others, probably makes it so. And also makes it so that extraplanar lens will not be any kind of pre-game worrying about replacement of the land, drawing four. 8(/?) turnabouts is better than 4 resets? Likely. Because of this mana factor, high tide can and should be 3 and it is not nonsense, you can lens first, cast it off an already doubled one, cast sarcophagus(if even needed - cycling engine quite randomly powerful even as a non-seeder of flashback-style plays), and then start going off, virtual more faeries and turnabouts and also zeniths, and then even the hieroglyphic illumination cast from yard will be useful as a guaranteer of things. So actually FOUR of that and only 3 tide. And it is up to you what will happen with the ordering of Cloud of Faeries, it turns into gain of mana based turn and card selection tempo if you need it to, early. And if your opponent casts two spells during their turn, an early turn, you can consider drawing a virtual 9 cards with brain freeze on yourself, based on your setup. If you already have one faerie in hand, it could savagely win you the game with less setup than if they didn't randomly give you that window. And although that's vulnerable to graveyard hate, you have a luxurious 2 rescinds that you can shove away chaff you weren't really needing to cast from yard to get to, and protect/need only the faeries. Better for a whole swath of random things, not just graveyard hate, much more flexibly and cheaply than the cunning wish and chain of vapor insurance of reset high tide, as a continuum of things within overall synergy.
Talrand, Sky Summoner
Favorable Winds
Kira, Great Glass-Spinner
Voidmage Prodigy
Void Stalker
Niblis of the Breath
Errant Ephemeron
Mulldrifter
Spiketail Hatchling
Spiketail Drakeling
Spiketail Drake
Silumgar Sorcerer
Nevermaker
Impaler Shrike
Meloku the Clouded Mirror
Keiga, the Tide Star
Drift of Phantasms
Tolarian Sentinel
Stitchwing Skaab
Advanced Stitchwing
Aethersnipe
Serra Sphinx
Sakashima the Impostor
Air Servant
Draining Whelk
Guile
Candles of Leng
Scepter of Insight
Bonesplitter
Darksteel Axe
Vulshok Morningstar
Sword of Vengeance
Sky Diamond
Mind Stone
Prismatic Lens
Guardian Idol
Commander's Sphere
Savor the Moment
Time Warp
Walk the Aeons
Muddle the Mixture
Capsize
Gitaxian Probe
Gush
Whispers of the Muse
Snapback
Think Twice
Spell Burst
Whirlermaker
Counterspell
Mana Leak
Arcane Denial
Remand
Controvert
Fervent Denial
Overwhelming Intellect
Spreading Seas, Phantasmal Terrain (for Boseiju, Cavern of Souls)
Mental Note, Thought Scour, Vessel of Paramnesia
Treasure Cruise, Dig Through Time, Bosium Strip, Elixir of Immortality
Paradox Engine
Faerie Conclave
Might be slightly over, but by way of compensation, this deck is powerful.
The cheapest that is still good. Counter target spell / buyback are raw power and stop ANYTHING and usually saw print in the common slot. In the absence of pure deck warping against that one deck, you'd have to try to do something really cheap-o that only time warping with an off-color vigilance could do for you, in some games, at least as an inclusion. Where the amount of mana is perfectly reasonable to flash back a Savor the Moment with Bosium Strip (which is also in your land ramp slot.) Gush, Probe, or, Snapback also with the Paradox Engine. You have just barely enough to make someone do a rage quit budget deck anger thing there now. Hope this helps.
Play in the midst of power gaming worries version
Sol Ring
Mana Crypt
Mana Vault
Grim Monolith
Coalition Relic
Farseek
Rampant Growth
Kodama's Reach
Cultivate
Skyshroud Claim
Explosive Vegetation
Enlightened Tutor
Worldly Tutor
Muddle the Mixture
Life from the Loam
Crucible of Worlds
Kefnet the Mindful
Trade Routes
Ground Seal
Survival of the Fittest
Mastery of the Unseen
Asceticism
Greater Good
Natural Order
Eternal Witness
Skullwinder
Genesis
Anger
Glory
Diligent Farmhand
Sakura-Tribe Elder
Yavimaya Elder
Yavimaya Dryad
Yavimaya Granger
Tradewind Rider
Ronom Unicorn
Hearth Kami
Mulldrifter
Necrotic Sliver
Temur Sabertooth
Pharika's Mender
Restoration Gearsmith
Loxodon Hierarch
Karmic Guide
Body Double
Reveillark
Baloth Null
Dawnbreak Reclaimer
Deadwood Treefolk
Deadeye Navigator
Spike Weaver
Protean Hulk
Whisperwood Elemental
Teneb, the Harvester
Vorosh, the Hunter
Maelstrom Wanderer
Etherium-Horn Sorcerer
Enlisted Wurm
Greenwarden of Murasa
Research/Development
Dovescape
Maelstrom Pulse
Vindicate
Sliver Queen
Progenitus
Thawing Glaciers
Command Tower
Path of Ancestry
Strip Mine
Volrath's Stronghold
Yavimaya Hollow
Fetches, duals, shocks
ALL cycling lands except blasted landscape
Grand Coliseum
etc.
Concept:
This is the opposite of ever sitting on any counterspells. Cascade effects preclude. You deal with anything that could hit your creatures, wraths, targeted removal, targeted graveyard hate, on-board hosers, and against non-targeted Upheaval, Decree of Annihilation, and Apocalypse type effects, you have a line unto Kefnet the Mindful, Dovescape or Trade Routes, and a bunch of redundant effects to still do the same nonsense. Enough have been printed. And you can also Research/Development, or use your one narrow counterspell. Fun card, fun deck. Kind of uber wisthz umlauts actually. With Step 1, cast him... whew! Seems eyepopping. Progenitus or Sliver land kill endgame.
There are a few comments to the effect that this card is not that great, they are not the majority, but, look...
Mairsil, the Pretender: definitely doesn't suck
Compulsion
Muddle the Mixture
Mana Drain
Counterspell
Remand
Thirst for Knowledge
Courier's Capsule
Shattering Pulse
Capsize
Forbid
Dismiss
Mystic Confluence
Fabricate
Force of Will
Pact of Negation
Intuition
Spell Burst
Scrap Mastery
Artificer's Intuition
Trinket Mage
Drift of Phantasms
Wheel of Fortune
Future Sight
Windfall
Strategic Planning
Forbidden Alchemy
Long-Term Plans
Goblin Welder
Kefnet the Mindful = no geddons #2 mainly
Daretti, Scrap Savant
Wurmcoil Engine
Steel Hellkite
Bosh, Iron Golem
Phyrexian Metamorph
Memnarch
Karn, Silver Golem
Myr Battlesphere
Sol Ring
Mana Vault
Mana Crypt
Grim Monolith
Tormod's Crypt
Wayfarer's Bauble
Chromatic Star
Chromatic Sphere
Metalworker = !!!! Is allowed?
Relic of Progenitus
Sensei's Divining Top
Anvil of Bogardan
Izzet Signet
Dimir Signet
Rakdos Signet
Coalition Relic
Unstable Obelisk
Armillary Sphere
Gem of Becoming
Nevinyrral's Disk
Oblivion Stone
Phyrexian Processor
Jalum Tome
Crucible of Worlds
Coercive Portal
Smokestack
Staff of Domination
Spine of Ish Sah
Trading Post
Ring of Gix
Mishra's Helix
Urza's Blueprints
Mindslaver
Expedition Map
// Fun times only = Mizzium Transreliquat, others
+/- a few things
Academy Ruins
Bojuka Bog
Tolaria West
Buried Ruin
Thawing Glaciers
Duals, fetches, Watery Grave, Steam Vents
Urza's Factory
Gargoyle Castle
3 on color artifact lands
Geier Reach Sanitarium
Deserted Lighthouse
Strip Mine
Wasteland
Mouth of Ronom
Scrying Sheets
Snow basics, no others
He doesn't suck, you can't get rid of the caged cards by usual means that you play here. That's powerful. He's a Welder when you get that going. Various things like that you can't get rid of, how does it suck? It's downright awesome. Fundamentally, you have an efficient creature, and even against hate you can set up a one time intelligent play of just having something really good that won't go away. With enough of a shell that is just plain good. Any one of them. In particular, just simply leaning on the land fetchers into non-self-kill on the disk or oblivion stone, yours or otherwise. Isn't affected by null rod, HAS but ISN'T, this is spectacular. It is THIS guy who is insane, not the wizard copier. Absurd. This is totally nutso.
4 Heirloom Blade
4 Skirk Prospector
4 Mogg War Marshal
1 Goblin Lackey
3 Goblin Vandal
4 Goblin Rabblemaster
4 Goblin Warchief
4 Goblin Ringleader
4 Siege-Gang Commander
4 Grapeshot
4 Ruby Medallion
3 Street Wraith
4 Gitaxian Probe
13 Mountain
So this is probably close to broken, occurring on get two equips on one goblin. You can't reliable-combo, but you can oops-combo, you can Affinity. And there's probably only needle or revoker, which would be on Prospector, so you can kill a revoker that would block your Goblin Vandal by just hardcasting Siege-Gang. Seems fun, beatable but top-tier undoubtedly. Goblins are back baby. Other than that it's just a swarm kill which will duly occupy. The one thing you can't do is make a cost reducer work for the blade, but you can still fake-desperate ritual, if it was in a played-out order that a bunch of OTHER things indeed did cost less, so somewhere in the neighbourhood of it not mattering/still being so. Maybe allowable, maybe not. Several World Champions agree: this is nuts.
You CAN do better than Unburial Rites/Iona, though.
Gifts Ungiven for:
Regrowth
Intuition
Eternal Witness
Crystal Shard
Groups:
Regrowth / Intuition in yard, Crystal Witness in hand... keep on Gifting.
Regrowth/Witness in yard, Intuition/Shard in hand... Intuition for Reclaim, Recollect, and Den Protector, commence Crystal Witnessing.
Further permutations all fundamentally similar.
Get Time Warp.
A valid ban. Incidental regrowths all pretty darn good, all good cards.
Legacy Burn Spell Prison (INSANE)
4 Lightning Bolt
4 Chain Lightning
4 Lava Spike
1 Rift Bolt
4 Shrapnel Blast
4 Goblin Guide
4 Ember-Fist Minotaur
4 Chalice of the Void
4 Pyrostatic Pillar
4 Black Vise
4 The Rack
4 Mishra's Bauble
4 Urza's Bauble
4 Great Furnace
7 Mountain
ATTN: Ban list - - enabled by 8x doublemultiplied redundancy as of Hour of Devastation, with further abuse
An Emrakul or similar is terrible, you have nothing for that, but, in fact, this looks pretty much bannable... i.e. , card that was once banned, and has done stone nothing since being unbanned. Super cheapo type thing. That was a thing. I was around for it. With the full accumulation, there are only the first-mentioned type things as fair outs, whatsoever. Could not possibly race, creature is too good, can chump, take bolts, die. DCI star takes place of Starbucks old logo.
1 Academy Ruins
1 Eldrazi Temple
1 Island
7 Forest
1 Breeding Pool
4 Misty Rainforest
1 Ghost Quarter
4 Urza's Mine
4 Urza's Tower
4 Urza's Power Plant
2 Renegade Map
4 Ancient Stirrings
4 Tarmogoyf
2 Walking Ballista
4 Matter Reshaper
4 Thought-Knot Seer
3 Culling Scales
2 Condescend
1 Crucible of Worlds
1 Evolutionary Leap
1 Life from the Loam
1 Wurmcoil Engine
1 Platinum Angel
1 World Breaker
1 Ulamog, the Ceaseless Hunger
Culling scales is destroy target, and then you can respond with a leap. This had not yet been found as a good version as far as I know. Where was the goyf + these + kablammo? Basically, the nonbo of the goyf plus scales is not there, and is actually just COM-bo. It will either eat their face or hold it down, altogether.
Some of this should be familiar, and yet it was not yet a deck. The version you might play to take out a prepared room that knows it either wants to play Tron or has land hate for you. Be a step ahead. Try it out.
Porphyry Nodes, Parallax Wave + Starfield of Nyx (remove things permanently with stack tricks, let it die if you want or need to)
Mageta the Lion, World Queller
Mangara of Corondor + Karakas
Wall of Omens + Land Tax + etcetera, some random enchantments that are good + Mistveil Plains + Wraths
Vedalken Shackes is quite silly; it certainly does this, when you take one, and block another, and they both die... and then you can just untap shackles?
So does Old Man of the Sea.
Vesuvan Shapeshifter + Shaper Parasite
Memnarch will just take everything eventually.
The Abyss/Magus of the Abyss, Anowon the Ruin Sage, Call to the Grave
Slaughter. Grim Harvest + Fleshbag Marauder/Merciless Executioner.
All kinds of things + Volrath's Stronghold
Molten Vortex, Seismic Assault, Fanning the Flames, Beacon of Destruction, Red Sun's Zenith, Pyrohemia, Pyromancy, Ogre Shaman
Drop of Honey, Yavimaya Hollow, Broken Fall/Molting Skin, Master of the Wild Hunt
Genesis + off-color ETB killers, or Somberwald Stag in green
Helm of Possession does the same thing with the admixture of some creature you don't care about very much each time; a semi-Abyss.
Smokestack, Culling Scales
Nevinyrral's Disk/Oblivion Stone/Grim Poppet/Steel Hellkite + Academy Ruins
Stormbind, Meteor Storm
And undoubtedly more that is a bit weaker, or missed a couple.
4 Cloud of Faeries
3 Force of Will
3 Censor
1 Miscalculation
2 Rescind
4 Turnabout
4 Hieroglyphic Illumination
3 High Tide
3 Extraplanar Lens
3 Brain Freeze
3 Blue Sun's Zenith
This is probably better than reset high tide, to the point of being a good deck (which that one is a bit slipped). The cycling into the sarcophagus dependency at only three, as well as others, probably makes it so. And also makes it so that extraplanar lens will not be any kind of pre-game worrying about replacement of the land, drawing four. 8(/?) turnabouts is better than 4 resets? Likely. Because of this mana factor, high tide can and should be 3 and it is not nonsense, you can lens first, cast it off an already doubled one, cast sarcophagus(if even needed - cycling engine quite randomly powerful even as a non-seeder of flashback-style plays), and then start going off, virtual more faeries and turnabouts and also zeniths, and then even the hieroglyphic illumination cast from yard will be useful as a guaranteer of things. So actually FOUR of that and only 3 tide. And it is up to you what will happen with the ordering of Cloud of Faeries, it turns into gain of mana based turn and card selection tempo if you need it to, early. And if your opponent casts two spells during their turn, an early turn, you can consider drawing a virtual 9 cards with brain freeze on yourself, based on your setup. If you already have one faerie in hand, it could savagely win you the game with less setup than if they didn't randomly give you that window. And although that's vulnerable to graveyard hate, you have a luxurious 2 rescinds that you can shove away chaff you weren't really needing to cast from yard to get to, and protect/need only the faeries. Better for a whole swath of random things, not just graveyard hate, much more flexibly and cheaply than the cunning wish and chain of vapor insurance of reset high tide, as a continuum of things within overall synergy.