This deck is a very aggressive token build that wants to kill the opponent as quickly as possible, which makes it different from the other builds, especially the Junk tokens one in the competitive section.
I haven't tested a lot yet, but the results have been pretty good so far. Also, I still need a sideboard.
The deck is mainly WR, with only a light B splash for Lingering Souls flashback.
However, the deck is also resilient against throwbacks thanks to the flashback of Lingering Souls and Rally the Peasants.
For example, if your board gets cleared in the above example (e.g. by a Golgari Charm...nasty card against us), you still get one token from the Traveler, can flashback the Souls and later in the game flashback Rally the Peasants.
Hi, thanks for your comments, they are really helpful
I will definitely look for other "life matters" themes than gaining life or paying life. Thanks for your suggestions.
My next steps will include these suggestions:
Quote from "italofoca" »
* The really bad thing about your set is how you letting the theme suffocate the design. So far almost all the cards are bounded to life gain and thats not good. Set themes have to be little more subtle in order to fit in all mtg core themes (combat, card advanatage, tempo, etc...).
* You should use other life related theme, not only life gain. Loosing life, 10 life triggers such as zendikar vampires, difference between life totals etc... A good start would be keyword for "[...] if you did not loose life turn". This keyword could be mainly blue for being so good at defending itself.
* You should also explore other themes or build some subthemes. The blessing subtheme so far is a good idea. You could put a curse subtheme like in INN and spells that interacts with curses and blessings. Blue could switch the targets of such enchantments (on the stack like a deflect spell and on the field for higher cost).
This set, which has yet to be named, revolves around life in general, and, more specifically, lifegain.
The idea of the set is that you should have incentive to gain life not only to survive longer, but also to gain other benefits, for example through the ascended keyword.
Often, your primary goal might not even be to get the opponent down to 0 life, but firstly stop him from getting 30 life...
Other themes of the set include:
- Blessings vs Curses: We have seen the Curses, a special type of Enchantments that enchant players,
in the Innistrad block.
Here, I introduce its counterpart, Blessings, which have a positive effect on the
enchanted player. Also, there will be new Curses and they will "fight each other" in a way.
(For example, there is a blessing that removes curses and vice versa)
- Burn counters: These counters which can be put on a player prevent ("absorb") lifegain,
but they serve some other purposes and a deck can be built around accumulating burn
counters on your opponent, regardless of whether they try to gain life or not.
The keywords so far are the following:
Ascended: You are ascended as long as you have at least 10 more life than your starting life total.
Burn: When a source with burn deals damage to a player, that player gains that many burn counters. If a player with burn counters on him or her would gain life, for each life he or she whould gain, a burn counter is removed instead. If the player would gain more life than burn counters on him or her, all burn counters are removed and the player gains life equal to the difference between burn counters and lifegain (For example, if a player with 3 burn counters on it would gain 5 life, instead, that player removes 3 burn counters from him or her, then gains 2 life).
The roles of the colors regarding the life theme are the following:
White:
- Primary ascended color. A lot of creatures that benefit if you are ascended.
- Small, but steady lifegain (e.g., lifelink)
Green: - Secondary ascended color
- Lifegain in bigger chunks
Black: - Tertiary ascended color
- Lifegain mostly through drain effects and lifelink
- Use life as a payment
- Secondary burn color
Red: - Anti-lifegain color
- Primary burn color
Blue: - Has no identity yet. Might get a focus on mill in order to avoid attacking the life total. Suggestions are very welcome!
Hybrid: I use hybrid in this set since I like it and think it should be evergreen, also appearing in sets
with no special multicolor focus.
Also, many cards fit nicely into two colors, as there is a lot of overlap between white and green
regarding general lifegain, between white and black regarding lifelink creatures, and between
red and black regarding lifegain hate.
Child of Day1W
Creature — Human Soldier {C}
Lifelink
2/1
Stinging Soldier1W
Creature — Human Soldier {C}
Vigilance, Lifelink
1/3
French Vanilla Flier 2WW
Creature - Bird {C}
Flying
3/3
Pleasegainlife Flier W
Creature - Bird {C}
Flying
Whenever you gain life, Pleasegainlife Flier
gets +1/+1 until end of turn.
1/1
White Ascendbear1W
Creature — Human Soldier {C}
As long as you are ascended, White Ascendbear gets
+2/+2, has flying and vigilance and is an Angel in addition
to its other creature types.
2/2
Renew2W
Enchantment — Aura Blessing {C}
Enchant player
At the beginning of enchanted player's upkeep,
that player may gain 2 life.
White Life-Knight WW
Creature — Human Knight {U}
Lifelink
As long as you are ascended, White Life-Knight
gets +2/+2 and has first strike and protection from black.
2/2
Mustgainlife Flier WW
Creature - Angel {U}
Flying, First Strike
At the beginning of your end step, if you didn't gain life
this turn, sacrifice Mustgainlife Flier.
3/3
Ascendmana Elf 1G
Creature - Elf Druid {C}
: Add G to your mana pool. If you are ascended, add GGG to your mana pool instead.
1/2
Lifeboar1G
Creature - Boar {C}
Whenever Lifeboar becomes blocked, you
may sacrifice it. If you do, you gain 5 life.
2/2
Regrowth 2G
Enchantment - Aura Blessing {C}
Enchant player
When Regrowth enters the battlefield, enchanted player gains 5 life.
Sacrifice Regrowth: Enchanted player gains life equal to the damage dealt to him or her this turn.
Lifegain Visionary 1G
Creature - Elf Druid {C}
When Lifegain Visionary enters the battlefield, choose one -
you gain 5 life; or you draw a card.
1/1
Lifegain Centaur 2G
Creature - Centaur {C}
When Lifegain Centaur enters the battlefield, choose one -
Put a +1/+1 counter on Lifegain Centaur; or you gain 5 life.
2/2
Lifegain Cantrip 1G
Sorcery {C}
You gain 5 life.
Draw a card.
Vanilla Beast 2GG
Creature - Beast {C}
4/4
Growing Ascendbear 1G
Creature - Bear {C} 5G: Put a +1/+1 counter on Growing Ascendbear.
This ability costs 5 less to play if you are ascended.
2/2
Surge of Life 2G
Sorcery {C}
You gain 5 life. Then, if you are ascended, target land you
control becomes a 5/5 green Elemental creature. It's still a land. (This effect is permanent)
Lifegrowth 2G
Sorcery {C}
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
You gain 1 life for each land you control.
Green Charm GG
Sorcery {C}
Choose one - You gain 5 life; or search your
library for a basic land card, reveal it, then put it into your hand;
or destroy target creature with flying.
Demoncaller 1G
Creature - Elf Priest {G}
When Demoncaller enters the battlefield, you gain 5 life.
:symtap:, sacrifice Demoncaller: Put a 5/5 green Demon creature token onto the battlefield. Play this ability only if you are ascended. I am currently also working on some flavor and green demons will be part of it, so... 0/1
Life-Liking Spider 1G
Creature - Spider {G}
Reach
At the beginning of your upkeep, if a player has more life than each other player, that player gains control of Life-Liking Spider.
3/4
Battle Priest G
Creature - Elf Priest {G}
Sacrifice Battle Priest: Put a +1/+1 counter on target creature. If you are ascended, put five +1/+1 counters on that creature instead.
1/1
Ascendcast Beast 5G
Creature - Beast
Ascendcast Beast costs 5 less to cast if you are ascended.
5/5
Black Life-Knight BB
Creature - Human Knight {U}
Lifelink
As long as you are ascended, Black Life-Knight
gets +2/+2 and has first strike and protection from white.
2/2
Dark Spirit Link 1
Enchantment - Aura {C}
Enchant creature
Enchanted creature gets +1/+1 and has lifelink.
Blessingcaster 2:symwg::symwg:
Creature - Human Shaman {C}
When Blessingcaster enters the battlefield, you may
search your library for a blessing card and put it onto
the battlefield attached to target player. If you do,
shuffle your library afterwards.
2/2
I was surprised how good Fume Spitter was, killing an early mana Myr can screw up your opponent's curve and there are just so many playable or good cards that have only 1 toughness, like all the smiths, Neurok Invisimancer , Tel-Jilad Fallen, the list just goes on.
It's not a first pick or anything, but I expected it to be a filler and it certainly wasn't.
Everything that can deal 1 damage or put one counter on creatures will be really good in this format, top of all being Embersmith and Contagion Clasp, which are first-pickable.
I only just realized my thread got that many responses. I changed the title to reflect that all Ally lists are okay, not just the ones with Proliferate
While I still like the idea, you've convinced me that it might not be the most efficient thing as long as you're not getting something else that affects the board with the Proliferate.
A green list with Harabaz Druid plus the newly spoiled Genesis Wave looks interesting, but can you really play it for enough (at least 3 = 6 mana, better 4 = 7 mana) consistently?
Why no See Beyond? I like it because it allows you to shuffle back an armor you drew.
A start hand with the Armor in it usually isn't good, but if there's a See Beyond, too, it might just be good enough. If you're lucky, you can Scry away an armor with Preordain, but usually it doesn't solve the problem like See Beyond does.
I thought about Stoic Rebuttal, and I'd like to have more counterspells, but often it will just be Cancel - you only play 8 artifacts after all.
Also, it costs double blue which isn't that good. If playtesting shows that more counters are absolutely needed, however, this or Deprive could be added.
Dropping the land count is possible, I haven't tested it yet, so time will tell what the right land count is for this deck. But you're probably right that it should be lower than usual.
I like the idea of this deck I think white/blue is the way to go, See Beyond is a nice way to shuffle back the Armor if you draw it.
If you play blue, you really should play counters, at least Mana Leak. I don't understand the lists that don't, you give up an easy way to protect your combo in a color you already play.
I like how this deck can play as an aggro deck that just combos when it has the cards to do so, so here's a "hybrid" list:
I like Myrsmith because it combines well with the 0 mana artifacts and Tempered Steel. So if we don't get the Quest, we hopefully get Tempered Steel and play as an aggro deck with many cheap fliers.
* There are not that many efficient allies in two colors. I could up the counts to 4, but I don't think the allies I didn't include are very efficient. Maybe Join the Ranks, but that's about it.
The Loremaster is interesting, but seems slow for an aggro deck.
* It doesn't cost a card. Steady Progress is a Cantrip and Contagion Clasp can often kill something, and if it can't, it can at least Proliferate more than once if I can't do anything else.
I might try to increase the Proliferate synergies since I'd like this deck to play around it.
It's a rough draft, more for the idea than for the exact numbers.
I'm probably missing some removal, but Path rotates and Condemn is too defensive for this deck, so I'm not sure what to include. Still waiting for something good to be spoiled here.
Bananahunter, you probably have a point, and I don't think that discard will be a Tier 1 deck exactly for the reasons you have mentoined.
However, Painful Quandary might just be the card a deck like this needed to be somewhat viable, maybe Tier 2.
You must play removal so that resolved creatures aren't a problem, but we're playing black, we have removal, right?
No, it doesn't. Read the card, it says:
Whenever a player casts an instant or sorcery spell that targets only a single Golem, that player copies that spell for each other Golem that spell could target. Each of those spells targets a different one of those Golems.
But Searing Blaze has two targets, a player and a creature. So it doesn't get copied.
You play too much high mana cost discard in the Bloodhusk Ritualist and Mind Sludge. While I'm a fan of Mind Sludge, which essentialy reads "target opponent discards their hand", I'm not sure if the Ritualist, while good, might make your curve too clunky.
Also, the Memnite seems really random. No reason to toss it in a deck where it has no synergy.
Maybe add some removal or Gatekeeper of Malakir to deal with creatures or Vampire Hexmage to deal with Planeswalkers. You won't be able to have your opponent discard everything...
But you see that Ichorclaw Myr doesn't reduce your opponent's life total? That might be a problem. I just wouldn't block it and in the rare occasion that I'm on many poison counters, I'd remove it. But most of the time, I won't have to.
Glint Hawk just seems strong in combination with Myrsmith, because replaying one of your 0 mana artifacts is actually a bonus here.
Overall, I'm not sure how well this deck does if it doesn't have Tempered Steel out. Steel Overseer is nice, but it doesn't seem so blazingly fast anymore and you might sit there with a lot of 1/1s and 0/2s in the end.
I really like it so if it proves to be competitive also against Tier 1 decks, it might just be the deck I'll play.
I haven't tested a lot yet, but the results have been pretty good so far. Also, I still need a sideboard.
The deck is mainly WR, with only a light B splash for Lingering Souls flashback.
4 Doomed Traveler
4 Gather the Townsfolk
4 Krenko's Command
4 Midnight Haunting
4 Lingering Souls
4 Intangible Virtue
4 Rally the Peasants
4 Hellrider
Removal
4 Pillar of Flame
3 Oblivion Ring
4 Blood Crypt
4 Clifftop Retreat
5 Mountain
8 Plains
This deck can win in Goldfish mode on turn 4 like this:
Turn 1 Doomed Traveler
Turn 2 Gather the Townsfolk / Krenko's Command, attack for 1
Turn 3 Lingering Souls / Midnight Haunting, attack for 3
Turn 4 Rally the Peasants, attack for 15, Pillar of Flame for 2 more damage
However, the deck is also resilient against throwbacks thanks to the flashback of Lingering Souls and Rally the Peasants.
For example, if your board gets cleared in the above example (e.g. by a Golgari Charm...nasty card against us), you still get one token from the Traveler, can flashback the Souls and later in the game flashback Rally the Peasants.
So, what do you all think?
Most of them still revolve around lifegain, and this will remain a major component of the block.
Maybe there are a little too many cards that focus on the theme right now, but for ascended to work, there needs to be a lot of lifegain.
I also deleted or changed some other cards.
Thanks for your comments in advance!
I will definitely look for other "life matters" themes than gaining life or paying life. Thanks for your suggestions.
My next steps will include these suggestions:
This set, which has yet to be named, revolves around life in general, and, more specifically, lifegain.
The idea of the set is that you should have incentive to gain life not only to survive longer, but also to gain other benefits, for example through the ascended keyword.
Often, your primary goal might not even be to get the opponent down to 0 life, but firstly stop him from getting 30 life...
Other themes of the set include:
- Blessings vs Curses: We have seen the Curses, a special type of Enchantments that enchant players,
in the Innistrad block.
Here, I introduce its counterpart, Blessings, which have a positive effect on the
enchanted player. Also, there will be new Curses and they will "fight each other" in a way.
(For example, there is a blessing that removes curses and vice versa)
- Burn counters: These counters which can be put on a player prevent ("absorb") lifegain,
but they serve some other purposes and a deck can be built around accumulating burn
counters on your opponent, regardless of whether they try to gain life or not.
The keywords so far are the following:
Ascended: You are ascended as long as you have at least 10 more life than your starting life total.
Burn: When a source with burn deals damage to a player, that player gains that many burn counters. If a player with burn counters on him or her would gain life, for each life he or she whould gain, a burn counter is removed instead. If the player would gain more life than burn counters on him or her, all burn counters are removed and the player gains life equal to the difference between burn counters and lifegain (For example, if a player with 3 burn counters on it would gain 5 life, instead, that player removes 3 burn counters from him or her, then gains 2 life).
The roles of the colors regarding the life theme are the following:
White:
- Primary ascended color. A lot of creatures that benefit if you are ascended.
- Small, but steady lifegain (e.g., lifelink)
Green:
- Secondary ascended color
- Lifegain in bigger chunks
Black:
- Tertiary ascended color
- Lifegain mostly through drain effects and lifelink
- Use life as a payment
- Secondary burn color
Red:
- Anti-lifegain color
- Primary burn color
Blue:
- Has no identity yet. Might get a focus on mill in order to avoid attacking the life total.
Suggestions are very welcome!
Hybrid:
I use hybrid in this set since I like it and think it should be evergreen, also appearing in sets
with no special multicolor focus.
Also, many cards fit nicely into two colors, as there is a lot of overlap between white and green
regarding general lifegain, between white and black regarding lifelink creatures, and between
red and black regarding lifegain hate.
The cards so far (the names are placeholders):
White:
Common:
Soul's Attendant
Recumbent Bliss
Child of Day 1W
Creature — Human Soldier {C}
Lifelink
2/1
Stinging Soldier 1W
Creature — Human Soldier {C}
Vigilance, Lifelink
1/3
French Vanilla Flier 2WW
Creature - Bird {C}
Flying
3/3
Pleasegainlife Flier W
Creature - Bird {C}
Flying
Whenever you gain life, Pleasegainlife Flier
gets +1/+1 until end of turn.
1/1
White Ascendbear 1W
Creature — Human Soldier {C}
As long as you are ascended, White Ascendbear gets
+2/+2, has flying and vigilance and is an Angel in addition
to its other creature types.
2/2
Renew 2W
Enchantment — Aura Blessing {C}
Enchant player
At the beginning of enchanted player's upkeep,
that player may gain 2 life.
Uncommon:
Ajani's Pridemate
White Life-Knight WW
Creature — Human Knight {U}
Lifelink
As long as you are ascended, White Life-Knight
gets +2/+2 and has first strike and protection from black.
2/2
Mustgainlife Flier WW
Creature - Angel {U}
Flying, First Strike
At the beginning of your end step, if you didn't gain life
this turn, sacrifice Mustgainlife Flier.
3/3
Uncommon:
Exile
Rare:
Rhox Faithmender
Mythic rare:
Planeswalker is under construction
Green:
Common:
Nature's Claim
Invigorate
Battlegrowth
Respite
Ascendmana Elf 1G
Creature - Elf Druid {C}
: Add G to your mana pool. If you are ascended, add GGG to your mana pool instead.
1/2
Lifeboar 1G
Creature - Boar {C}
Whenever Lifeboar becomes blocked, you
may sacrifice it. If you do, you gain 5 life.
2/2
Regrowth 2G
Enchantment - Aura Blessing {C}
Enchant player
When Regrowth enters the battlefield, enchanted player gains 5 life.
Sacrifice Regrowth: Enchanted player gains life equal to the damage dealt to him or her this turn.
Lifegain Visionary 1G
Creature - Elf Druid {C}
When Lifegain Visionary enters the battlefield, choose one -
you gain 5 life; or you draw a card.
1/1
Lifegain Centaur 2G
Creature - Centaur {C}
When Lifegain Centaur enters the battlefield, choose one -
Put a +1/+1 counter on Lifegain Centaur; or you gain 5 life.
2/2
Lifegain Cantrip 1G
Sorcery {C}
You gain 5 life.
Draw a card.
Vanilla Beast 2GG
Creature - Beast {C}
4/4
Growing Ascendbear 1G
Creature - Bear {C}
5G: Put a +1/+1 counter on Growing Ascendbear.
This ability costs 5 less to play if you are ascended.
2/2
Surge of Life 2G
Sorcery {C}
You gain 5 life. Then, if you are ascended, target land you
control becomes a 5/5 green Elemental creature. It's still a land.
(This effect is permanent)
Lifegrowth 2G
Sorcery {C}
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
You gain 1 life for each land you control.
Green Charm GG
Sorcery {C}
Choose one - You gain 5 life; or search your
library for a basic land card, reveal it, then put it into your hand;
or destroy target creature with flying.
Demoncaller 1G
Creature - Elf Priest {G}
When Demoncaller enters the battlefield, you gain 5 life.
:symtap:, sacrifice Demoncaller: Put a 5/5 green Demon creature token onto the battlefield. Play this ability only if you are ascended.
I am currently also working on some flavor and green demons will be part of it, so...
0/1
Life-Liking Spider 1G
Creature - Spider {G}
Reach
At the beginning of your upkeep, if a player has more life than each other player, that player gains control of Life-Liking Spider.
3/4
Battle Priest G
Creature - Elf Priest {G}
Sacrifice Battle Priest: Put a +1/+1 counter on target creature. If you are ascended, put five +1/+1 counters on that creature instead.
1/1
Ascendcast Beast 5G
Creature - Beast
Ascendcast Beast costs 5 less to cast if you are ascended.
5/5
Mythic rare:
Planeswalker is under construction
Black:
Common:
Sign in Blood
Child of Night
Blood Consumer B
Creature - Vampire
Pay 3 life: Put a +1/+1 counter on Blood Consumer.
1/1
Greater Deathmark BB
Sorcery {C}
Destroy target creature.
If that creature was neither white nor green, you lose 4 life.
Uncommon:
Ambition's Cost
Vampire Nighthawk
Black Life-Knight BB
Creature - Human Knight {U}
Lifelink
As long as you are ascended, Black Life-Knight
gets +2/+2 and has first strike and protection from white.
2/2
Rare:
Dark Confidant
Mythic Rare:
Planeswalker is under construction
Hybrid:
Common:
Nip Gwyllion (maybe with another creature type)
Vampiric Bird 1:symbw::symbw:
Creature — Bird Vampire {C}
Flying, Lifelink
2/1
Dark Spirit Link 1
Enchantment - Aura {C}
Enchant creature
Enchanted creature gets +1/+1 and has lifelink.
Blessingcaster 2:symwg::symwg:
Creature - Human Shaman {C}
When Blessingcaster enters the battlefield, you may
search your library for a blessing card and put it onto
the battlefield attached to target player. If you do,
shuffle your library afterwards.
2/2
Uncommon:
Dawnglow Infusion
It's not a first pick or anything, but I expected it to be a filler and it certainly wasn't.
Everything that can deal 1 damage or put one counter on creatures will be really good in this format, top of all being Embersmith and Contagion Clasp, which are first-pickable.
While I still like the idea, you've convinced me that it might not be the most efficient thing as long as you're not getting something else that affects the board with the Proliferate.
A green list with Harabaz Druid plus the newly spoiled Genesis Wave looks interesting, but can you really play it for enough (at least 3 = 6 mana, better 4 = 7 mana) consistently?
A start hand with the Armor in it usually isn't good, but if there's a See Beyond, too, it might just be good enough. If you're lucky, you can Scry away an armor with Preordain, but usually it doesn't solve the problem like See Beyond does.
I thought about Stoic Rebuttal, and I'd like to have more counterspells, but often it will just be Cancel - you only play 8 artifacts after all.
Also, it costs double blue which isn't that good. If playtesting shows that more counters are absolutely needed, however, this or Deprive could be added.
Dropping the land count is possible, I haven't tested it yet, so time will tell what the right land count is for this deck. But you're probably right that it should be lower than usual.
If you play blue, you really should play counters, at least Mana Leak. I don't understand the lists that don't, you give up an easy way to protect your combo in a color you already play.
I like how this deck can play as an aggro deck that just combos when it has the cards to do so, so here's a "hybrid" list:
4 Memnite
4 Ornithopter
4 Glint Hawk
4 Myrsmith
4 Kor Skyfisher
4 Quest for the Holy Relic
2 Argentum Armor
4 See Beyond
4 Mana Leak
4 Tempered Steel
4 Seachrome Coast
4 Glacial Fortress
3 Island
11 Plains
I like Myrsmith because it combines well with the 0 mana artifacts and Tempered Steel. So if we don't get the Quest, we hopefully get Tempered Steel and play as an aggro deck with many cheap fliers.
* There are not that many efficient allies in two colors. I could up the counts to 4, but I don't think the allies I didn't include are very efficient. Maybe Join the Ranks, but that's about it.
The Loremaster is interesting, but seems slow for an aggro deck.
* It doesn't cost a card. Steady Progress is a Cantrip and Contagion Clasp can often kill something, and if it can't, it can at least Proliferate more than once if I can't do anything else.
I might try to increase the Proliferate synergies since I'd like this deck to play around it.
4 Student of Warfare
4 Hada Freeblade
4 Kazandu Blademaster
4 Jwari Shapeshifter
4 Umara Raptor
4 Kabira Evangel
2 Talus Paladin
3 Ajani Goldmane
Proliferate
4 Contagion Clasp
4 Steady Progress
Lands
8 Plains
7 Island
4 Celestial Collonade
4 Glacial Fortress
I'm probably missing some removal, but Path rotates and Condemn is too defensive for this deck, so I'm not sure what to include. Still waiting for something good to be spoiled here.
However, Painful Quandary might just be the card a deck like this needed to be somewhat viable, maybe Tier 2.
You must play removal so that resolved creatures aren't a problem, but we're playing black, we have removal, right?
Maybe this might be a more viable list:
4 Inquisition of Kozilek
4 Duress
4 Mind Rot
3 Mind Sludge
4 Painful Quandary
4 Vampire Hexmage
4 Gatekeeper of Malakir
Others
4 Everflowing Chalice
4 Doom Blade
2 Liliana Vess
17 Swamp
3 Bokuja Bog
3 Tectonic Edge
Whenever a player casts an instant or sorcery spell that targets only a single Golem, that player copies that spell for each other Golem that spell could target. Each of those spells targets a different one of those Golems.
But Searing Blaze has two targets, a player and a creature. So it doesn't get copied.
You play too much high mana cost discard in the Bloodhusk Ritualist and Mind Sludge. While I'm a fan of Mind Sludge, which essentialy reads "target opponent discards their hand", I'm not sure if the Ritualist, while good, might make your curve too clunky.
Also, the Memnite seems really random. No reason to toss it in a deck where it has no synergy.
Maybe add some removal or Gatekeeper of Malakir to deal with creatures or Vampire Hexmage to deal with Planeswalkers. You won't be able to have your opponent discard everything...
Glint Hawk just seems strong in combination with Myrsmith, because replaying one of your 0 mana artifacts is actually a bonus here.
Overall, I'm not sure how well this deck does if it doesn't have Tempered Steel out. Steel Overseer is nice, but it doesn't seem so blazingly fast anymore and you might sit there with a lot of 1/1s and 0/2s in the end.