There seems to be lots of decks trying to abuse Heartless Summoning, So I think one thread to post your builds would be beneficial since we do want to be competitive so it'll be easier to try and come up what the best color combination is and everyones build seems to do something just a bit different.
Ok guys, so the full Innistrad spoiler has been out for a few days, and everyone's throwing deck ideas around. Quite a few people (myself included) have been fascinated with Heartless Summoning. All my creatures cost 2 whole mana less? And the only downside is that they get -1/-1? For the affordable cost of only 1B? I'm in!
There are tons of different creatures that would be awesome if they costed 2 less. So why not make a deck revolving around ridiculous undercosted creatures? Here are our options, depending on the color:
Perilous Myr - With Heartless Summoning in play, this is a free Shock. This should be an automatic 3/4-of if you play Black/Green with Glissa, the Traitor. (If you didn't know, Heartless Summoning + Glissa on the field allows you to get rid of every creature your opponent controls with 2 or less toughness. This wrecks aggro decks.)
Spellskite - A free 0/3 that can draw removal spells, Auras, and pump spells. This is especially good if your opponent tries to Acidic Slime your Heartless Summoning. You can redirect it, and save your enchantment.
Myr Superion - Although this is risky, being able to pump out free 4/5's on turn 2 is pretty ridiculous. I wouldn't recommend playing more than 1 or 2 of these, since they're dead draws if you don't have Heartless Summoning out.
Solemn Simulacrum - The sad robot is great in this deck, and I suggest running 2, although it's obviously up to your discretion.
Wurmcoil Engine - The -1/-1 puts this in Dismember range, but even if it does die, you still get a pair of 2/2 Wurms with good abilities. This is probably the best Titan in the deck, except for maybe Inferno Titan if you play Red. I'd run this in almost every deck.
Glissa, the Traitor - Although it doesn't get any cheaper, this is great with Perilous Myr to beat aggro face. I'd run at least 1 or 2 in any B/G Summoning deck, combined with the Myr. Even without it, this is a 2/2 deathstriker, which is nothing to scoff at.
Sun Titan - This is one of the only reasons to play White. Sun Titan is amazing here, allowing you to get back destroyed Summonings, along with any creature that might have died (perhaps recurring a used Priest of Urabrask for 3 free Red mana). Play 2 in any White Summoning deck (W/B or W/B/R).
Elesh Norn, Grand Cenobite - If you play White, run 1 of these. It's absolutely amazing. It destroys any aggro deck and reverses the -1/-1 effect of Heartless Summoning. However, if you do play White, you should probably play this instead of Sheoldred, the Whispering One. Not in addition to. More than one 7-drop is risky, in case your Heartless Summoning gets Memoricided (in which case you're probably screwed anyway) or destroyed and you're unable to draw into another.
Phantasmal Image/Phyrexian Metamorph - Copying anything on the field is cool, especially at the low cost of U or 1 and 2 life. I think Metamorph is better here, since it can be played outside of the relatively uncommon Blue variants.
Consecrated Sphinx - Best card advantage in Standard right now - there's a reason he's $15 a pop. The Sphinx is decent here, as a 3/5 Flier that will draw you cards. It's better than Frost Titan in this deck, in my opinion, but not as good as Wurmcoil Engine.
Frost Titan - Being able to tap down their blockers is nice. It frees the way for attackers (like him) to get through. If you get this out on turn 4, you can lock your opponent out of half of his lands until Frosty dies.
Phyrexian Rager - Best card draw in the deck, and since the deck will always run Black, this is an automatic 3 or 4-of.
Entomber Exarch - Great in this deck. [mana]BB[/card] for a 1/1 and a Gravedigger effect is good, and Duressing them is nice against control. Run a few, it's one of out best 4-drops (in my opinion).
Bloodgift Demon - Well it isn't Consecrated Sphinx, but it's pretty close. After dropping a Summoning turn 2, playing Bloodgift Demon turn 3 is one of the best plays for this deck (other than Magical Christmas Land scenarios and god hands). A 4/3 flier and an extra card every turn is very good, and it's even better without Lightning Bolt in the format. I'd run at least 1, 2 for sure if you don't play Green (Acidic Slime).
Grave Titan - Ironically enough, the Black Titan is the worst of them all. A 4 mana 5/5 that makes 1/1 tokens every turn is decent, but not overly broken like Inferno Titan or Wurmcoil Engine. This is still playable, but not as good as Wurmcoil.
Sheoldred, Whispering One - A beast. While this isn't as good as Elesh Norn, being able to revive a creature every turn - and force your opponent to sacrifice theirs - is pretty cool. Run 1 in every non-White summoning deck. If you pump this out turn 4 (turn 2 Summoning, turn 3 Viridian Emissary, turn 4 this), you probably just win.
Priest of Urabrask - Oh yeah, well, you know, it's nice to have a Dark Ritual for Red. With Heartless out, this is seriously crazy. This can get you a turn 3 Elesh Norn, Sheoldred, or Titan! Yeah, it's that good. This and Inferno Titan is why you play Red. Play 4 in every Red Summoning deck.
Urabrask, the Hidden - This is a great follow up to a turn 2 Heartless Summoning. A 3/3 Haste is not that great, but if you play an Inferno Titan the next turn... well, let's just say dealing 17 damage by turn 4 is pretty good. As good as this is with something like a Titan, without a follow up it is relatively weak, since Summoning gives it -1/-1.
Inferno Titan - The best of the Titans, playing a 4 mana 5/5 that deals Forked Bolts for 3 every turn is, in my mind, a good deal. Run 2 in Red Summoning decks.
Viridian Emissary - If Heartless Summoning is not on the field, this is a 2/1 beater that will search out a land when it dies. While Heartless is on the field, this basically becomes a Rampant Growth for G. This may not seem that amazing, but trust me: it is. Run at least 3 in all Green Summoning decks, unless you really hate it.
Acidic Slime - It's pretty well irrelevant whether this is a 1/1 or a 2/2, since it has Deathtouch. Being able to blow up a land, artifact or enchantment for only 3 mana is a good deal - I'd run 1 or 2 in Green Summoning decks, maybe more if you're short 5-drops.
Primeval Titan - Searching out lands is not really important with this deck if you get it through Primeval Titan. If you have Heartless out and cast this for 4 mana, you're probably ahead. If you hardcast this, you already have 6 mana, and that's enough for this deck. I wouldn't run this over Wurmcoil, so basically I wouldn't play this. I only included it because some people have tried running it and it completes the cycle of Titans.
So, those are your choices for creatures. Here are your spells:
Oblivion Ring - A bit pricey, but it gets the job done. Good for annoying Planeswalkers like Gideon and Liliana. I'd run a few in any White version of this deck, if I had the room.
Timely Reinforcements - I saw someone playing this card, so I thought I'd include it in the primer to tell you not to play it. You won't get any use out of the creatures, and playing a spell that reads - 2W: Gain 6 life if you're playing an aggro deck - is wrong (you will not be behind against a control or combo deck until it's too late).
Divine Reckoning/Day of Judgment - Once again, saw someone running this. This defeats the whole purpose of your deck, which is to beat face with tons of cheap beasts. Don't play this, unless your meta is plagued with Tempered Steel decks. Even then, just play a Gideon or two or some Creeping Corossion in the sideboard (depending on the colors of your deck).
Ponder - This is good in the occasional Blue Summoning deck, as it allows you to dig for your Heartless Summonings if you don't draw one early. Run 2-4 in Blue Summoning decks.
Mana Leak - Personally, I wouldn't run counters in any Heartless Summoning deck - it's just not this decks' style. Nonetheless, some people like it, and if you're one of those people, go ahead.
Altar's Reap - I actually like this card a lot. It's not as good as Sign in Blood, but it's instant-speed and can waste an opponents removal spell. It's up to you, but I like this.
Dismember - The best removal spell for this deck. Somewhere around 2 MD and 2 SB, with a Go For the Throat or 2 maindeck should suffice.
Liliana of the Veil - I haven't tried this in a Summoning deck yet, but it seems like it would be good. It protects itself, and if it's ultimate goes off it'll win you the game. However, there isn't much space in this deck, and I would probably only run her in a White-Black Summoning deck, to abuse Unburial Rites.
Unburial Rites - Pretty good in a White-Black Summoning deck, although your creatures are so undercosted paying 5 mana (or even 4) isn't that great a deal. Run 2 in White-Black versions, otherwise stay away from this.
Beast Within - Decent removal for Green, and with this and an early Acidic Slime you can completely wreck your opponents mana base. You might want to run a few if you don't have access to Oblivion Ring in White.
Bramblecrush - I prefer Beast Within, since it's instant-speed and can take out creatures, but some people prefer this.
And of course, for lands we have the Core Set duals, the Innistrad enemy-colored duals, and the Scars duals.
0-3 Altar's Reap 0-2 Oblivion Ring 0-2 Go For the Throat 2 Dismember
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So that was the Primer. Now here is a deck Im working on and will explain most of my decisions.
Mikeaus seems out of place (even though he is recurrable through Titan/ Rites, he doesn't come in with any counters...)
I was thinking about it but with my build it might not be as good with the 21 spells and what if I dont even get a creature? I'll possibly be screwing myself with putting cards I need on the bottom of my library. It might be worth testing though.
And I wasnt thinking about the Mikeaus with Sun Titan. It slipped my mind. Thats why Testing in the upcoming weeks will be beneficial but I still like him though >_>
That doesn't actually work. If you sac a Ghost Quarter, targeting itself, it will be gone after paying the cost and before the effect happens, so will fizzle and you will get nothing.
You could, in theory, sacrifice your Ghost Quarter and target one your plains or swamps, to replace it with an untapped swamp. However, come next turn, you've gone from 4 mana to 2, which is probably not a good trade, even with Heartless in play.
You're right about Clone Shell. If you had a higher creature count, it would be more worth it, but yeah as is it doesn't have enough targets.
Rager is probably worth it though.
The cards I'm uncertain about, other than Mikeaus, are Smallpox and Archon of Justice. Smallpox is hard to use properly - I would rather have dedicated removal and sac outlets than Smallpox (the land cost is heavy, even with Heartless Summoning. If you have ways of recurring land, it's less of a problem (Noxious Revival?).
I was actually thinking of trying to fit sangromancer in there somewhere but Rager seems really good too. I wanted something to recur with Sun Titan so Rager seems to be the best choice for him or else Sun Titan just seems useless.
That doesn't actually work. If you sac a Ghost Quarter, targeting itself, it will be gone after paying the cost and before the effect happens, so will fizzle and you will get nothing.
You could, in theory, sacrifice your Ghost Quarter and target one your plains or swamps, to replace it with an untapped swamp. However, come next turn, you've gone from 4 mana to 2, which is probably not a good trade, even with Heartless in play.
No not targeting itself, I guess I should have been more clear, I meant what you said targeting one of my other lands. I know i'll be down a land but its still mana fixing.
Tap 2 swamps and a plains leaving 3 mana in the pool, Sacrifice Ghost Quarter targeting a different land and getting what I need tap that and now I have the 4 mana in the right color combination I need. But yes I would have 3 lands now instead of the 4.
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Just a bump, I think there should be one thread for Developing Heartless Summoning Decks since it seems like a popular card, so feel free to post your decks for every to Critique.
I agree, but it's better to for example tell me (or another mod) via PM than posting three posts in a row, which is against the rules. Warning issued.
-Sene
As much as i see our trying to help by making this thread to quell the competing of all of the other Heartless decks popping up filling the forums, but i have a feeling that its just going to be another thread filling the forums, not uniting anything.
On a better note, I like the look of this deck, but i can help but think that mimic vat as a 1-2 of would be great. It would give you free fodder for your Reaps and mimic vat has always been good for Endurance in the long run of games and i have won games solely off the back of a vat many times.
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First tournament top 8 11/4/12 at the SCG IQ in Santa Cruz!
As much as i see our trying to help by making this thread to quell the competing of all of the other Heartless decks popping up filling the forums, but i have a feeling that its just going to be another thread filling the forums, not uniting anything.
On a better note, I like the look of this deck, but i can help but think that mimic vat as a 1-2 of would be great. It would give you free fodder for your Reaps and mimic vat has always been good for Endurance in the long run of games and i have won games solely off the back of a vat many times.
Yes I agree its just filling the forum but I had already posted this yesterday and just changed the thread title and edited the first post in hopes that people will start posting in here instead. I went through the forum today and realized that there were about 5-6 Heartless Summoning threads including mine from yesterday.
Anyways I like Mimic Vat but Honestly I dunno what I would take out without taking Synergy and Utility away.
The thing is with these countless thread about HS, is it's like Birthing Pod. We're going to have a billion different deck ideas until 1-2 versions stick. So as much as having one thread to rule them all, it'll eventually become a HUGE cluster like the original Pod thread did and lead to a bunch of arguing. Esper, B/W, Architecht, Heartless Pod, Rock, BUG... etc etc...
This is taking into account what I decided to change in the other thread. I originally just wanted to build a deck around Heartless Summoning, but my thoughts in the other colors always resulted in a deck that was too narrow and would be very poor if Summoning didn't stick. This deck still really abuses the Summoning, but it can still operate just fine on the Architect plan. If I see another consistent Summoning deck, though, I'll probably give it a whirl.
I think it sounds like a good idea to put all the Heartless Summoning decks into one thread. I'll close the others (seeing as merging the threads will make some of the posts seem rather meaningless) and let this be the "official" Heartless Summoning thread.
This is taking into account what I decided to change in the other thread. I originally just wanted to build a deck around Heartless Summoning, but my thoughts in the other colors always resulted in a deck that was too narrow and would be very poor if Summoning didn't stick. This deck still really abuses the Summoning, but it can still operate just fine on the Architect plan. If I see another consistent Summoning deck, though, I'll probably give it a whirl.
Less Inkmoth
I would also try and squeeze a fourth Leak, the card is just too good this format to play any less as a 4 of if you're playing blue.
How's Steel Hellkite been testing? Never saw you play test it.
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Notable Outcomes
2nd @ PTQ San Juan 2010 [RDW]
3rd @ Provincials 2011 [Solar Flare]
1st @ GPT Orlando 2011 [Mono G Wolf Run]
T8'd @ GPT LA 2012 [UW Delver]
T8'd @ GPT Vancouver 2012 [RW Humans]
T8'd @ GPT Toronto 2012 [UWR Midrange]
Attended GP Toronto 2012, but didn't get there [UR Twin]
Currently top 8'd every GPT I ever entered
I think Green is necessary for Rampant Growth alone almost. Viridian Emissary is a really good creature for this deck too always. Black is the other given for hand control against control, spot removal and bomb creatures.
My question, a three color variant with blue in it. Blue ensures turn 2 Heartless summoning and also, there really isn't a better spell on turn 4 than Frost Titan.
Don't know if the landbase can support the spells and still be able to bring them out fast like intended though. Skinrender has a slot maindeck or sideboard not sure where. If just Black Green Thrun surely deserves consideration.
I like this deck the most so far. If we use heartless summoning, it seems best to try to construct a ramp deck.
The goal is, if you don't draw heartless summoning you can still win. So obviously running a lot of 5-6 six drops cards like Rampant Growth and Simulacrum go from being decent to very, very good. I feel the only way this deck can be good is to run green to support it when you don't hit summoning.
It seems you have a great matchup if you hit turn 2 summoning against everything and a bad matchup if you don't.
After board against control I'd go.
-2 Skinrender
-3 Dismember
-2 Viridian Emissary
+3 Acidic Slime
+3 Entomber Exarch
+1 Go at The Throat/Doomblade
Against Aggro usually I'd say.
-3 Bloodgift Demon
-1/2 Glissa
+2 Skinrender
+1 Wurmcoil Engine
+1 Go At the Throat/Doomblade.
Acidic Slime goes in against the obvious, and Creeping Corrosion against Temper.
Deck seems strong, surprisingly really.
This deck would be a complete house if it had Duress/Thoughtseize. Despise just does not cut it, I mean if it had a combination of any 2 Thoughtseize/Duress/Despise/Koizelek. It's what the deck wants badly.
I've been testing Summoning decks a bit since the card was revealed, and it has the potential to be powerful, but only in the early game and only if it sticks. Cards like Myr Superion are useless w/o Summoning.
Another problem is that you rarely want to have more than one Summoning in play at a time, making the others dead draws.
And, of course, Summoning only works on creatures, making it often worse than standard Ramp cards in versions running green.
So, while I see the potential, I have yet to find a list that really abuses the card.
I've been testing Summoning decks a bit since the card was revealed, and it has the potential to be powerful, but only in the early game and only if it sticks. Cards like Myr Superion are useless w/o Summoning.
Another problem is that you rarely want to have more than one Summoning in play at a time, making the others dead draws.
And, of course, Summoning only works on creatures, making it often worse than standard Ramp cards in versions running green.
So, while I see the potential, I have yet to find a list that really abuses the card.
Way too many people looking for this to just say "Broken" as if it's meant to combo. I think it fits well into a Black Green rock deck, where solid without explosive and overwhelming when you land it turn 2. The key is for the deck to be formidable without Summoning, and overpowered with it.
Way too many people looking for this to just say "Broken" as if it's meant to combo. I think it fits well into a Black Green rock deck, where solid without explosive and overwhelming when you land it turn 2. The key is for the deck to be formidable without Summoning, and overpowered with it.
I've been testing RockRamp decks both with and without Summoning, and unless you land Summoning early, the regular RockRamp decks are generally faster and more consistent.
With Summoning in your deck, you also have a more limited variety of creatures you can run (i.e. Grave Titan is bad in Summoning decks).
Honestly, while I appreciate the cleaning up of multiple redundant threads, grouping all the decks that use heartless summoning together is like making one thread for every deck that plays Lotus Cobra.
Honestly, while I appreciate the cleaning up of multiple redundant threads, grouping all the decks that use heartless summoning together is like making one thread for every deck that plays Lotus Cobra.
Agreed. We did it for Pod before it took off and it was a cluster. People would post a list and it would get lost in the 3-4 deck critiques that were going on at the time.
I will say, I'm a fan of the Architecht-Summoning first and Glissa Rock version second.
We'll see how this works. Currently I think it's a better solution than having one U/B Heartless thread, one G/B, one W/B, one Esper, etc, like it was before. But if it obviously doesn't work, then we'll look for alternate solutions. Sounds good?
Phantasmal Image: An all-around powerful card, and works well with Sun Titan. However, I've found that utilizing the Metamorph might just be a better choice, even though this card can be pretty powerful.
Snapcaster Mage: A very powerful card and may make his way into the list as soon as I acquire some. He essentially can be U for a target instant or sorcery in your graveyard gets Flashback. I just don't like that he would die once he hits the field with a Heartless Summoning, though.
Viridian Emissary: He provides us ramp in the early game and can block a relevant creature, or he becomes a Rampant Growth for G. Pretty flexible.
Spellskite: Protects our big dudes that we summon with Heartless Summoning, since it makes most of our creatures vulnerable to Dismember. He can also be a free creature with Summoning out. We might want more of these guys in the future, but as of right now, I think a 2-of is fine.
Phyrexian Rager: A creature that draws us a card at the cost of 1 life. He's basically the replacement to Sea Gate Oracle, since there's not much else we can use. Still, he is a pretty useful card and can recur with Sun Titan for extra draw if needed. I think it might be better to play a different card, though.
Solemn Simulacrum: The ultimate card advantage machine. Nets us a land so we can potentially get a turn 4 Sheoldred or Elesh Norn, or sets up a turn 6 nicely as well if necessary.
Acidic Slime: Excellent value. 3 for 1/1 deathtouch that can kill a land, artifact, or enchantment. Even at 5, he is still incredibly flexible.
Sun Titan: A powerful creature that allows us to return a myriad of permanents back to play if they've been removed. While this may sound good on paper, I don't think it is as powerful in practice. You won't really be needing to return Heartless Summonings in the late game, and your best targets are usually Phantasmal Image and Spellskite, but neither are necessary. Still, he might make his way back into the deck.
Frost Titan: Another powerful creature, but I am unsure of how good he really is. He does shine when brought out early to lock up lands, or to act as a kind-of removal by tapping down something we don't want to deal with. He even has pseudo-protection, so it makes opposing Dismembers cost 3 mana and 4 life. Ouch.
Consecrated Sphinx: Another powerful creature that offers tons of card advantage. Drawing cards for answers keeps this deck fuel and even more threats once one has been dealt with. 2 might be unnecessary, but I'm not sure at the moment.
Grave Titan: This card is alright, but he isn't as good as he could be, as a 5/5 with 2 1/1s is good for defense, but not as good on offense. Still a card that can be considered, however. He gets much better if you have Elesh Norn or a Gavony Township out.
Primeval Titan: Gets the lands out of the deck, and is still a 5/5 Trampler. Getting him out early can end the game quickly by letting you just draw threat after threat. Not as good as with Valakut, but still a contender.
Wurmcoil Engine: A card that splits up into two creatures even when dealt with, most of the time. It's a real kick in the nut when your opponent kills this and you just return it to play with the myriad of recursion this deck has. The lifelink is also pretty relevant for aggro matchups. I like it as a 2-of.
Elesh Norn, Grand Cenobite: One of the most powerful creatures in Standard. When this card hits the table, it will usually make a game-changing impact. It boosts your creatures, lessening the impact of Heartless Summoning, and shrinks your opponent's creatures. Plus, it has Vigilance to strike and defend. Immune to Dismember even from a Heartless Summoning.
Sheoldred, Whispering One: Another powerful creature. If you untap with this card, the game is essentially over. Your opponents have to sacrifice their guys while you return creatures up the wazoo. In addition, it has Swampwalk for extra gravy. The only downside is the Summoning puts it into Dismember range.
Other cards worth mentioning:
Bloodgift Demon: A pretty good card, but it is simply outclassed by Consecrated Sphinx. The 1 less mana cost could be worth it, but I largely prefer the Sphinx at the moment since he draws 2 cards as well.
Without access to Sphinx, though, he is an excellent card draw engine that flies.
Myr Superion: A free 4/5 with Heartless Summoning. While this is pretty good, I don't like how he is awful without the Summoning. We would essentially never play him, so I don't think he really makes the cut. Maybe as a 2-of he could be decent.
Perilous Myr: A real combo with Sun Titan, instead of the iffy Glissa, the Traitor variation. He could be an option to include as a 2-for-1 early game 2 drop, and a later free 2 damage that's able to be brought back.
Peace Strider: The colorless Obstinate Baloth to help against our aggro match-ups. I don't think this belongs in the maindeck; rather, more of a sideboard card. If only this card could synergize with Sun Titan, but alas it doesn't. Still a nice card to think about for the board, however.
Ponder: While this is definitely no Preordain, this can allow us to set up draws and find Heartless Summoning quickly. If need be, shuffle away and hope for a good card. I tried this card out and it was very lackluster. This card, like Preordain, sometimes gives you the feeling of keeping hands you shouldn't keep, so I think I would avoid this for now.
Unburial Rites: Creature recursion at its finest. With 2 copies, it's like you're playing 4 copies! If they deal with 1 of your number of bombs, just bring them back. With Sheoldred, there is a lot of creature recursion in this deck that could essentially blank removal.
Mana Leak: One of the best counterspells available to us. At 2 mana to counter a plethora of things to protect our creatures even more, I'd say this is pretty necessary. It also serves as a backup if we can't get our plan running early. After a bit of testing, however, the deck doesn't want to counter; it wants to lay threat after threat to seal the game.
Dismember: One of the best removal spells printed for every color. We have the option of not paying the full amount of life as well. In the long run, we may want more of these, but as of now, I think 2 is a safe bet.
Beast Within: A pretty flexible card in dealing with things, but the Beast could prove to be problematic sometimes.
Oblivion Ring: Deals with any nonland permanent pretty well. It's a little slow, but that's the price you pay for flexibility. I think 2-of is fair.
Heartless Summoning: The card we are trying to utilize to its fullest potential. Luckily, it's aggressively costed at 2 mana. You generally don't want more than 1 out in play, however, as you could set up a one-sided Wrath for your opponent! Also makes Grave Titan less spectacular until you have an Elesh Norn.
Liliana of the Veil: Able to be brought back via Sun Titan. Constant Edict; not sure about the discard effect really. The ultimate is kind of devastating, though. Unsure addition at the moment.
Other cards worth mentioning:
Day of Judgment: We can't always have things go our way, and thus this is a card that can reset the playing field -- except our creatures can potentially be more powerful than the opponent's!
Divination: Pretty standard 3 for a draw 2 spell. Probably won't see play, but it's worth a mention.
Forbidden Alchemy: I'm a little iffy on this card. On the one hand, it can set up a lot of virtual advantage through reanimation of our fatties, but on the other hand, this deck isn't tailored to be full-on flashback. Another option to consider if Ponders do less than stellar.
Think Twice: Instant speed cantrip that can be used twice. If the Ponders don't work out well, these would likely be a good replacement.
Negate: Hard counter that stops a pretty good amount of things. A little worse against flashback spells, but still a viable choice in protecting our creatures even more. I think it deserves a spot somewhere in the main or the board for more late-game uses.
Dissipate: Best name ever for a counterspell. This thing counters something for good -- flashback or not. It's miles ahead of Cancel and may find room in the deck if we go with more permission in the deck. At 3 mana, it's a little off-putting, but might be necessary.
Altar's Reap: Instant speed card draw, but there is effectively no card advantage as it's a 2-for-2. (This card + creature you sacrificed for 2 cards) It may be good to run, but it's kind of like Sign in Blood, where a lot of times when you use it, it wasn't really helpful, except now, you lose a creature in the deal instead of 2 life, which I think would've been better to use. This is easier to cast, though.
Go for the Throat: Another powerful removal spell, but I think Dismember and Oblivion Ring are a little better in this deck due to flexibility.
Doom Blade: Another powerful removal spell, but I think Dismember and Oblivion Ring are a little better in this deck due to flexibility. We don't really worry about black creatures either, since Dismember already deals with a lot.
Ghost Quarter: With 3 colors in our deck, it would be much too greedy to try to run this card. If you really deem it necessary, play 1, and no more than that.
Perilous Myr: A real combo with Sun Titan, instead of the iffy Glissa, the Traitor variation. He could be an option to include as a 2-for-1 early game 2 drop, and a later free 2 damage that's able to be brought back.
Peace Strider: The colorless Obstinate Baloth to help against our aggro match-ups. I don't think this belongs in the maindeck; rather, more of a sideboard card. If only this card could synergize with Sun Titan, but alas it doesn't. Still a nice card to think about for the board, however.
Revoke Existence: Gets rid of an artifact/enchantment entirely. Might be necessary, as Oblivion Ring and Tempered Steel will see plenty of play, I think.
Timely Reinforcements: The card to hose aggro. Interacts badly with our Heartless Summoning, however. I don't think you should play this card.
Day of Judgment: We can't always have things go our way, and thus this is a card that can reset the playing field -- except our creatures can potentially be more powerful than the opponent's!
Divine Offering: Swords and Pods will be a plenty, and this card gains us life, too. Doesn't do too much against Nihil Spellbomb, but it is still a pretty good card for us.
Mental Misstep: A useful card that can counter many things, although it losts some of its best targets due to rotation. It hits Nihil Spellbomb, though!
Steel Sabotage: This card could be a little better over Mental Misstep as a counter for Nihil Spellbomb, and hoses Tempered Steel and Grand Architect decks moderately well.
Go for the Throat: Another powerful removal spell, but I think Dismember and Oblivion Ring are a little better in this deck due to flexibility.
Doom Blade: Another powerful removal spell, but I think Dismember and Oblivion Ring are a little better in this deck due to flexibility. We don't really worry about black creatures either, since Dismember already deals with a lot.
Nevermore: Shuts down cards we may not like, such as Nihil Spellbomb or removal. At 3 mana, it could be a little late so I'm not sure if it's worth it.
Ratchet Bomb: Token hoser than can be brought back repeatedly with Sun Titan. Also hoses other nonland permanents that we may not be able to deal with if necessary.
I think Architect summoning is the way to go as both cards play very well together. Also using both together allows you to consistently use myr superion. Finally having access to mana leak and ponder is very beneficial.
I think Architect summoning is the way to go as both cards play very well together. Also using both together allows you to consistently use myr superion. Finally having access to mana leak and ponder is very beneficial.
Let me know how your deck tests. Spellskite is an option I obviously like, but just couldn't find space for maindeck. I'm considering cutting Tezzeret from my build as well, but he's worked well enough so far that I'm not doing it yet. There's something satisfying about being able to do "Play Tezzeret, use his +1, take this Wurmcoil, play it, clone it...".
Ponder is another card I wish I could fit in my deck, but I figured that it's not strong enough in a deck with no means of shuffling. Having something to do on turn 1 might be nice, I guess.
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There seems to be lots of decks trying to abuse Heartless Summoning, So I think one thread to post your builds would be beneficial since we do want to be competitive so it'll be easier to try and come up what the best color combination is and everyones build seems to do something just a bit different.
Ok guys, so the full Innistrad spoiler has been out for a few days, and everyone's throwing deck ideas around. Quite a few people (myself included) have been fascinated with Heartless Summoning. All my creatures cost 2 whole mana less? And the only downside is that they get -1/-1? For the affordable cost of only 1B? I'm in!
There are tons of different creatures that would be awesome if they costed 2 less. So why not make a deck revolving around ridiculous undercosted creatures? Here are our options, depending on the color:
Perilous Myr - With Heartless Summoning in play, this is a free Shock. This should be an automatic 3/4-of if you play Black/Green with Glissa, the Traitor. (If you didn't know, Heartless Summoning + Glissa on the field allows you to get rid of every creature your opponent controls with 2 or less toughness. This wrecks aggro decks.)
Spellskite - A free 0/3 that can draw removal spells, Auras, and pump spells. This is especially good if your opponent tries to Acidic Slime your Heartless Summoning. You can redirect it, and save your enchantment.
Myr Superion - Although this is risky, being able to pump out free 4/5's on turn 2 is pretty ridiculous. I wouldn't recommend playing more than 1 or 2 of these, since they're dead draws if you don't have Heartless Summoning out.
Solemn Simulacrum - The sad robot is great in this deck, and I suggest running 2, although it's obviously up to your discretion.
Wurmcoil Engine - The -1/-1 puts this in Dismember range, but even if it does die, you still get a pair of 2/2 Wurms with good abilities. This is probably the best Titan in the deck, except for maybe Inferno Titan if you play Red. I'd run this in almost every deck.
Glissa, the Traitor - Although it doesn't get any cheaper, this is great with Perilous Myr to beat aggro face. I'd run at least 1 or 2 in any B/G Summoning deck, combined with the Myr. Even without it, this is a 2/2 deathstriker, which is nothing to scoff at.
Sun Titan - This is one of the only reasons to play White. Sun Titan is amazing here, allowing you to get back destroyed Summonings, along with any creature that might have died (perhaps recurring a used Priest of Urabrask for 3 free Red mana). Play 2 in any White Summoning deck (W/B or W/B/R).
Elesh Norn, Grand Cenobite - If you play White, run 1 of these. It's absolutely amazing. It destroys any aggro deck and reverses the -1/-1 effect of Heartless Summoning. However, if you do play White, you should probably play this instead of Sheoldred, the Whispering One. Not in addition to. More than one 7-drop is risky, in case your Heartless Summoning gets Memoricided (in which case you're probably screwed anyway) or destroyed and you're unable to draw into another.
Phantasmal Image/Phyrexian Metamorph - Copying anything on the field is cool, especially at the low cost of U or 1 and 2 life. I think Metamorph is better here, since it can be played outside of the relatively uncommon Blue variants.
Consecrated Sphinx - Best card advantage in Standard right now - there's a reason he's $15 a pop. The Sphinx is decent here, as a 3/5 Flier that will draw you cards. It's better than Frost Titan in this deck, in my opinion, but not as good as Wurmcoil Engine.
Frost Titan - Being able to tap down their blockers is nice. It frees the way for attackers (like him) to get through. If you get this out on turn 4, you can lock your opponent out of half of his lands until Frosty dies.
Phyrexian Rager - Best card draw in the deck, and since the deck will always run Black, this is an automatic 3 or 4-of.
Entomber Exarch - Great in this deck. [mana]BB[/card] for a 1/1 and a Gravedigger effect is good, and Duressing them is nice against control. Run a few, it's one of out best 4-drops (in my opinion).
Bloodgift Demon - Well it isn't Consecrated Sphinx, but it's pretty close. After dropping a Summoning turn 2, playing Bloodgift Demon turn 3 is one of the best plays for this deck (other than Magical Christmas Land scenarios and god hands). A 4/3 flier and an extra card every turn is very good, and it's even better without Lightning Bolt in the format. I'd run at least 1, 2 for sure if you don't play Green (Acidic Slime).
Grave Titan - Ironically enough, the Black Titan is the worst of them all. A 4 mana 5/5 that makes 1/1 tokens every turn is decent, but not overly broken like Inferno Titan or Wurmcoil Engine. This is still playable, but not as good as Wurmcoil.
Sheoldred, Whispering One - A beast. While this isn't as good as Elesh Norn, being able to revive a creature every turn - and force your opponent to sacrifice theirs - is pretty cool. Run 1 in every non-White summoning deck. If you pump this out turn 4 (turn 2 Summoning, turn 3 Viridian Emissary, turn 4 this), you probably just win.
Priest of Urabrask - Oh yeah, well, you know, it's nice to have a Dark Ritual for Red. With Heartless out, this is seriously crazy. This can get you a turn 3 Elesh Norn, Sheoldred, or Titan! Yeah, it's that good. This and Inferno Titan is why you play Red. Play 4 in every Red Summoning deck.
Urabrask, the Hidden - This is a great follow up to a turn 2 Heartless Summoning. A 3/3 Haste is not that great, but if you play an Inferno Titan the next turn... well, let's just say dealing 17 damage by turn 4 is pretty good. As good as this is with something like a Titan, without a follow up it is relatively weak, since Summoning gives it -1/-1.
Inferno Titan - The best of the Titans, playing a 4 mana 5/5 that deals Forked Bolts for 3 every turn is, in my mind, a good deal. Run 2 in Red Summoning decks.
Viridian Emissary - If Heartless Summoning is not on the field, this is a 2/1 beater that will search out a land when it dies. While Heartless is on the field, this basically becomes a Rampant Growth for G. This may not seem that amazing, but trust me: it is. Run at least 3 in all Green Summoning decks, unless you really hate it.
Acidic Slime - It's pretty well irrelevant whether this is a 1/1 or a 2/2, since it has Deathtouch. Being able to blow up a land, artifact or enchantment for only 3 mana is a good deal - I'd run 1 or 2 in Green Summoning decks, maybe more if you're short 5-drops.
Primeval Titan - Searching out lands is not really important with this deck if you get it through Primeval Titan. If you have Heartless out and cast this for 4 mana, you're probably ahead. If you hardcast this, you already have 6 mana, and that's enough for this deck. I wouldn't run this over Wurmcoil, so basically I wouldn't play this. I only included it because some people have tried running it and it completes the cycle of Titans.
So, those are your choices for creatures. Here are your spells:
Heartless Summoning - Run 4, or don't play the deck.
Oblivion Ring - A bit pricey, but it gets the job done. Good for annoying Planeswalkers like Gideon and Liliana. I'd run a few in any White version of this deck, if I had the room.
Timely Reinforcements - I saw someone playing this card, so I thought I'd include it in the primer to tell you not to play it. You won't get any use out of the creatures, and playing a spell that reads - 2W: Gain 6 life if you're playing an aggro deck - is wrong (you will not be behind against a control or combo deck until it's too late).
Divine Reckoning/Day of Judgment - Once again, saw someone running this. This defeats the whole purpose of your deck, which is to beat face with tons of cheap beasts. Don't play this, unless your meta is plagued with Tempered Steel decks. Even then, just play a Gideon or two or some Creeping Corossion in the sideboard (depending on the colors of your deck).
Ponder - This is good in the occasional Blue Summoning deck, as it allows you to dig for your Heartless Summonings if you don't draw one early. Run 2-4 in Blue Summoning decks.
Mana Leak - Personally, I wouldn't run counters in any Heartless Summoning deck - it's just not this decks' style. Nonetheless, some people like it, and if you're one of those people, go ahead.
Altar's Reap - I actually like this card a lot. It's not as good as Sign in Blood, but it's instant-speed and can waste an opponents removal spell. It's up to you, but I like this.
Go For the Throat - Not as good as Dismember, but it takes care of Titans, Consecrated Sphinx, and Skaab Ruinator. And it doesn't cost you life.
Dismember - The best removal spell for this deck. Somewhere around 2 MD and 2 SB, with a Go For the Throat or 2 maindeck should suffice.
Liliana of the Veil - I haven't tried this in a Summoning deck yet, but it seems like it would be good. It protects itself, and if it's ultimate goes off it'll win you the game. However, there isn't much space in this deck, and I would probably only run her in a White-Black Summoning deck, to abuse Unburial Rites.
Unburial Rites - Pretty good in a White-Black Summoning deck, although your creatures are so undercosted paying 5 mana (or even 4) isn't that great a deal. Run 2 in White-Black versions, otherwise stay away from this.
Beast Within - Decent removal for Green, and with this and an early Acidic Slime you can completely wreck your opponents mana base. You might want to run a few if you don't have access to Oblivion Ring in White.
Bramblecrush - I prefer Beast Within, since it's instant-speed and can take out creatures, but some people prefer this.
And of course, for lands we have the Core Set duals, the Innistrad enemy-colored duals, and the Scars duals.
Here are our main options:
0-2 Myr Superion
3-4 Viridian Emissary
3-4 Phyrexian Rager
1-2 Glissa, the Traitor
2 Entomber Exarch
2 Skinrender
2 Acidic Slime
2 Wurmcoil Engine
1 Sheoldred, Whispering One
3-4 Phyrexian Rager
2-3 Solemn Simulacrum
2-3 Entomber Exarch
2-3 Bloodgift Demon
2 Sun Titan
1 Wurmcoil Engine
1 Elesh Norn, Grand Cenobite
2-4 Dismember
0-2 Oblivion Ring
2 Unburial Rites
3 Phyrexian Rager
4 Priest of Urabrask
2 Solemn Simulacrum
2 Bloodgift Demon
2 Urabrask, the Hidden
1 Sheoldred, Whispering One
4 Heartless Summoning
1-2 Phantasmal Image/Phyrexian Metamorph
3-4 Phyrexian Rager
3 Solemn Simulacrum
1-2 Consecrated Sphinx
1-2 Sun Titan
1 Elesh Norn, Grand Cenobite
0-2 Oblivion Ring
0-2 Go For the Throat
2 Dismember
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So that was the Primer. Now here is a deck Im working on and will explain most of my decisions.
3 Buried Ruin
5 Plains
11 Swamp
4x Solemn Simulacrum
4x Phyrexian Metamorph
3x Bloodgift Demon
3x Wurmcoil Engine
2x Skinrender
2x Archon of Justice
1x Elesh Norn, Grand Cenobite
1x Rune-Scarred Demon
3x Sphere of the suns
2x Altar's Reap
2x Doomblade
2x Black sun's Zenith
1x Dismember
1x Go for the Throat
1x Unburial Rites
1x Karn Liberated
3x Oblivion Ring
2x Day of Judgment
2x Doomblade
2x Go for the Throat
2x Ghost Quarter
2x Nihil Spellbomb
2x Tribute to Hunger
I was thinking about it but with my build it might not be as good with the 21 spells and what if I dont even get a creature? I'll possibly be screwing myself with putting cards I need on the bottom of my library. It might be worth testing though.
And I wasnt thinking about the Mikeaus with Sun Titan. It slipped my mind. Thats why Testing in the upcoming weeks will be beneficial but I still like him though >_>
That doesn't actually work. If you sac a Ghost Quarter, targeting itself, it will be gone after paying the cost and before the effect happens, so will fizzle and you will get nothing.
You could, in theory, sacrifice your Ghost Quarter and target one your plains or swamps, to replace it with an untapped swamp. However, come next turn, you've gone from 4 mana to 2, which is probably not a good trade, even with Heartless in play.
I was actually thinking of trying to fit sangromancer in there somewhere but Rager seems really good too. I wanted something to recur with Sun Titan so Rager seems to be the best choice for him or else Sun Titan just seems useless.
No not targeting itself, I guess I should have been more clear, I meant what you said targeting one of my other lands. I know i'll be down a land but its still mana fixing.
Tap 2 swamps and a plains leaving 3 mana in the pool, Sacrifice Ghost Quarter targeting a different land and getting what I need tap that and now I have the 4 mana in the right color combination I need. But yes I would have 3 lands now instead of the 4.
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Just a bump, I think there should be one thread for Developing Heartless Summoning Decks since it seems like a popular card, so feel free to post your decks for every to Critique.
I agree, but it's better to for example tell me (or another mod) via PM than posting three posts in a row, which is against the rules. Warning issued.
-Sene
On a better note, I like the look of this deck, but i can help but think that mimic vat as a 1-2 of would be great. It would give you free fodder for your Reaps and mimic vat has always been good for Endurance in the long run of games and i have won games solely off the back of a vat many times.
My decks
Top 4 (4th) SCG IQ 11/4/12
Yes I agree its just filling the forum but I had already posted this yesterday and just changed the thread title and edited the first post in hopes that people will start posting in here instead. I went through the forum today and realized that there were about 5-6 Heartless Summoning threads including mine from yesterday.
Anyways I like Mimic Vat but Honestly I dunno what I would take out without taking Synergy and Utility away.
4x Myr Superion
4x Treasure Mage
4x Grand Architect
3x Phyrexian Metamorph
4x Solemn Simulacrum
4x Wurmcoil Engine
1x Steel Hellkite
1x Blightsteel Colossus
4x Doom Blade
3x Mana Leak
3x Heartless Summoning
2x Tezzeret, Agent of Bolas
Land(23)
4x Darkslick Shores
4x Drowned Catacomb
4x Swamp
8x Island
3x Inkmoth Nexus
This is taking into account what I decided to change in the other thread. I originally just wanted to build a deck around Heartless Summoning, but my thoughts in the other colors always resulted in a deck that was too narrow and would be very poor if Summoning didn't stick. This deck still really abuses the Summoning, but it can still operate just fine on the Architect plan. If I see another consistent Summoning deck, though, I'll probably give it a whirl.
Less Inkmoth
I would also try and squeeze a fourth Leak, the card is just too good this format to play any less as a 4 of if you're playing blue.
How's Steel Hellkite been testing? Never saw you play test it.
2nd @ PTQ San Juan 2010 [RDW]
3rd @ Provincials 2011 [Solar Flare]
1st @ GPT Orlando 2011 [Mono G Wolf Run]
T8'd @ GPT LA 2012 [UW Delver]
T8'd @ GPT Vancouver 2012 [RW Humans]
T8'd @ GPT Toronto 2012 [UWR Midrange]
Attended GP Toronto 2012, but didn't get there [UR Twin]
Currently top 8'd every GPT I ever entered
My question, a three color variant with blue in it. Blue ensures turn 2 Heartless summoning and also, there really isn't a better spell on turn 4 than Frost Titan.
Don't know if the landbase can support the spells and still be able to bring them out fast like intended though. Skinrender has a slot maindeck or sideboard not sure where. If just Black Green Thrun surely deserves consideration.
orbz621 BG Rock:
3x Bloodgift Demon
2x Wurmcoil Engine
2x Myr Superion
4x Perilous Myr
3x Phyrexian Rager
4x Solemn Simulacrum
3x Viridian Emissary
3x Glissa, the Traitor
2x Dismember
2x Go for the Throat
2x Bramblecrush
2x Beast Within
Enchantments
4x Heartless Summoning
Lands
9x Forest
10x Swamp
4x Woodland Cemetery
3x Acidic Slime
3x Entomber Exarch
2x Mulch
4x Brindle Boar
3x Liliana of the Veil
Another variant:
4 Woodland Cemetery
8 Swamp
9 Forest
Creatures (22):
4 Perilous Myr
3 Phyrexian Rager
2 Glissa, the Traitor
4 Solemn Simulacrum
2 Myr Superion
3 Acidic Slime
2 Bloodgift Demon
2 Wurmcoil Engine
2 Beast Within
4 Rampant Growth
2 Doom Blade
2 Dismember
3 Diabolic Tutor
4 Heartless Summoning
3 Brindle Boar
3 Entomber Exarch
3 Memoricide
1 Beast Within
2 Go for the Throat
3 Creeping Corrosion
3 Glissa, The Traitor
4 Grave Titan
4 Solemn Simulacrum
3 Wurmcoil Engine
3 Bloodgift Demon
2 Skinrender
2 Thrun, The Last Troll
4 Rampant Growth
3 Go At The Throat
3 Dismember
9 Forest
10 Swamp
4 Woodland Cemetery
4 Acidic Slime
2 Skinrender
1 Go At The Throat
1 Wurmcoil Engine
4 Creeping Corrosion
3 Entomber Exarch
I like this deck the most so far. If we use heartless summoning, it seems best to try to construct a ramp deck.
The goal is, if you don't draw heartless summoning you can still win. So obviously running a lot of 5-6 six drops cards like Rampant Growth and Simulacrum go from being decent to very, very good. I feel the only way this deck can be good is to run green to support it when you don't hit summoning.
It seems you have a great matchup if you hit turn 2 summoning against everything and a bad matchup if you don't.
After board against control I'd go.
-2 Skinrender
-3 Dismember
-2 Viridian Emissary
+3 Acidic Slime
+3 Entomber Exarch
+1 Go at The Throat/Doomblade
Against Aggro usually I'd say.
-3 Bloodgift Demon
-1/2 Glissa
+2 Skinrender
+1 Wurmcoil Engine
+1 Go At the Throat/Doomblade.
Acidic Slime goes in against the obvious, and Creeping Corrosion against Temper.
Deck seems strong, surprisingly really.
This deck would be a complete house if it had Duress/Thoughtseize. Despise just does not cut it, I mean if it had a combination of any 2 Thoughtseize/Duress/Despise/Koizelek. It's what the deck wants badly.
Another problem is that you rarely want to have more than one Summoning in play at a time, making the others dead draws.
And, of course, Summoning only works on creatures, making it often worse than standard Ramp cards in versions running green.
So, while I see the potential, I have yet to find a list that really abuses the card.
Way too many people looking for this to just say "Broken" as if it's meant to combo. I think it fits well into a Black Green rock deck, where solid without explosive and overwhelming when you land it turn 2. The key is for the deck to be formidable without Summoning, and overpowered with it.
I've been testing RockRamp decks both with and without Summoning, and unless you land Summoning early, the regular RockRamp decks are generally faster and more consistent.
With Summoning in your deck, you also have a more limited variety of creatures you can run (i.e. Grave Titan is bad in Summoning decks).
Agreed. We did it for Pod before it took off and it was a cluster. People would post a list and it would get lost in the 3-4 deck critiques that were going on at the time.
I will say, I'm a fan of the Architecht-Summoning first and Glissa Rock version second.
4 Viridian Emissary
2 Spellskite
2 Skinrender
2 Solemn Simulacrum
2 Acidic Slime
3 Bloodgift Demon
2 Grave Titan
2 Primeval Titan
1 Steel Hellkite
2 Wurmcoil Engine
1 Rune-Scarred Demon
1 Elesh Norn, Grand Cenobite
2 Rampant Growth
3 Doom Blade
3 Oblivion Ring
4 Heartless Summoning
Lands: 24
2 Gavony Township
4 Razorverge Thicket
4 Isolated Chapel
4 Woodland Cemetary
1 Plains
5 Swamp
4 Forest
2 Entomber Exarch
2 Thrun, the Last Troll
3 Tree of Redemption
1 Elesh Norn, Grand Cenobite
1 Sheoldred, Whispering One
2 Revoke Existence
2 Day of Judgment
2 Sever the Bloodline
Phantasmal Image: An all-around powerful card, and works well with Sun Titan. However, I've found that utilizing the Metamorph might just be a better choice, even though this card can be pretty powerful.
Snapcaster Mage: A very powerful card and may make his way into the list as soon as I acquire some. He essentially can be U for a target instant or sorcery in your graveyard gets Flashback. I just don't like that he would die once he hits the field with a Heartless Summoning, though.
Viridian Emissary: He provides us ramp in the early game and can block a relevant creature, or he becomes a Rampant Growth for G. Pretty flexible.
Spellskite: Protects our big dudes that we summon with Heartless Summoning, since it makes most of our creatures vulnerable to Dismember. He can also be a free creature with Summoning out. We might want more of these guys in the future, but as of right now, I think a 2-of is fine.
Phyrexian Rager: A creature that draws us a card at the cost of 1 life. He's basically the replacement to Sea Gate Oracle, since there's not much else we can use. Still, he is a pretty useful card and can recur with Sun Titan for extra draw if needed. I think it might be better to play a different card, though.
Solemn Simulacrum: The ultimate card advantage machine. Nets us a land so we can potentially get a turn 4 Sheoldred or Elesh Norn, or sets up a turn 6 nicely as well if necessary.
Acidic Slime: Excellent value. 3 for 1/1 deathtouch that can kill a land, artifact, or enchantment. Even at 5, he is still incredibly flexible.
Sun Titan: A powerful creature that allows us to return a myriad of permanents back to play if they've been removed. While this may sound good on paper, I don't think it is as powerful in practice. You won't really be needing to return Heartless Summonings in the late game, and your best targets are usually Phantasmal Image and Spellskite, but neither are necessary. Still, he might make his way back into the deck.
Frost Titan: Another powerful creature, but I am unsure of how good he really is. He does shine when brought out early to lock up lands, or to act as a kind-of removal by tapping down something we don't want to deal with. He even has pseudo-protection, so it makes opposing Dismembers cost 3 mana and 4 life. Ouch.
Consecrated Sphinx: Another powerful creature that offers tons of card advantage. Drawing cards for answers keeps this deck fuel and even more threats once one has been dealt with. 2 might be unnecessary, but I'm not sure at the moment.
Grave Titan: This card is alright, but he isn't as good as he could be, as a 5/5 with 2 1/1s is good for defense, but not as good on offense. Still a card that can be considered, however. He gets much better if you have Elesh Norn or a Gavony Township out.
Primeval Titan: Gets the lands out of the deck, and is still a 5/5 Trampler. Getting him out early can end the game quickly by letting you just draw threat after threat. Not as good as with Valakut, but still a contender.
Wurmcoil Engine: A card that splits up into two creatures even when dealt with, most of the time. It's a real kick in the nut when your opponent kills this and you just return it to play with the myriad of recursion this deck has. The lifelink is also pretty relevant for aggro matchups. I like it as a 2-of.
Elesh Norn, Grand Cenobite: One of the most powerful creatures in Standard. When this card hits the table, it will usually make a game-changing impact. It boosts your creatures, lessening the impact of Heartless Summoning, and shrinks your opponent's creatures. Plus, it has Vigilance to strike and defend. Immune to Dismember even from a Heartless Summoning.
Sheoldred, Whispering One: Another powerful creature. If you untap with this card, the game is essentially over. Your opponents have to sacrifice their guys while you return creatures up the wazoo. In addition, it has Swampwalk for extra gravy. The only downside is the Summoning puts it into Dismember range.
Other cards worth mentioning:
Bloodgift Demon: A pretty good card, but it is simply outclassed by Consecrated Sphinx. The 1 less mana cost could be worth it, but I largely prefer the Sphinx at the moment since he draws 2 cards as well.
Without access to Sphinx, though, he is an excellent card draw engine that flies.
Myr Superion: A free 4/5 with Heartless Summoning. While this is pretty good, I don't like how he is awful without the Summoning. We would essentially never play him, so I don't think he really makes the cut. Maybe as a 2-of he could be decent.
Perilous Myr: A real combo with Sun Titan, instead of the iffy Glissa, the Traitor variation. He could be an option to include as a 2-for-1 early game 2 drop, and a later free 2 damage that's able to be brought back.
Peace Strider: The colorless Obstinate Baloth to help against our aggro match-ups. I don't think this belongs in the maindeck; rather, more of a sideboard card. If only this card could synergize with Sun Titan, but alas it doesn't. Still a nice card to think about for the board, however.
Ponder: While this is definitely no Preordain, this can allow us to set up draws and find Heartless Summoning quickly. If need be, shuffle away and hope for a good card. I tried this card out and it was very lackluster. This card, like Preordain, sometimes gives you the feeling of keeping hands you shouldn't keep, so I think I would avoid this for now.
Unburial Rites: Creature recursion at its finest. With 2 copies, it's like you're playing 4 copies! If they deal with 1 of your number of bombs, just bring them back. With Sheoldred, there is a lot of creature recursion in this deck that could essentially blank removal.
Mana Leak: One of the best counterspells available to us. At 2 mana to counter a plethora of things to protect our creatures even more, I'd say this is pretty necessary. It also serves as a backup if we can't get our plan running early. After a bit of testing, however, the deck doesn't want to counter; it wants to lay threat after threat to seal the game.
Dismember: One of the best removal spells printed for every color. We have the option of not paying the full amount of life as well. In the long run, we may want more of these, but as of now, I think 2 is a safe bet.
Beast Within: A pretty flexible card in dealing with things, but the Beast could prove to be problematic sometimes.
Oblivion Ring: Deals with any nonland permanent pretty well. It's a little slow, but that's the price you pay for flexibility. I think 2-of is fair.
Heartless Summoning: The card we are trying to utilize to its fullest potential. Luckily, it's aggressively costed at 2 mana. You generally don't want more than 1 out in play, however, as you could set up a one-sided Wrath for your opponent! Also makes Grave Titan less spectacular until you have an Elesh Norn.
Liliana of the Veil: Able to be brought back via Sun Titan. Constant Edict; not sure about the discard effect really. The ultimate is kind of devastating, though. Unsure addition at the moment.
Other cards worth mentioning:
Day of Judgment: We can't always have things go our way, and thus this is a card that can reset the playing field -- except our creatures can potentially be more powerful than the opponent's!
Divination: Pretty standard 3 for a draw 2 spell. Probably won't see play, but it's worth a mention.
Forbidden Alchemy: I'm a little iffy on this card. On the one hand, it can set up a lot of virtual advantage through reanimation of our fatties, but on the other hand, this deck isn't tailored to be full-on flashback. Another option to consider if Ponders do less than stellar.
Think Twice: Instant speed cantrip that can be used twice. If the Ponders don't work out well, these would likely be a good replacement.
Negate: Hard counter that stops a pretty good amount of things. A little worse against flashback spells, but still a viable choice in protecting our creatures even more. I think it deserves a spot somewhere in the main or the board for more late-game uses.
Dissipate: Best name ever for a counterspell. This thing counters something for good -- flashback or not. It's miles ahead of Cancel and may find room in the deck if we go with more permission in the deck. At 3 mana, it's a little off-putting, but might be necessary.
Altar's Reap: Instant speed card draw, but there is effectively no card advantage as it's a 2-for-2. (This card + creature you sacrificed for 2 cards) It may be good to run, but it's kind of like Sign in Blood, where a lot of times when you use it, it wasn't really helpful, except now, you lose a creature in the deal instead of 2 life, which I think would've been better to use. This is easier to cast, though.
Go for the Throat: Another powerful removal spell, but I think Dismember and Oblivion Ring are a little better in this deck due to flexibility.
Doom Blade: Another powerful removal spell, but I think Dismember and Oblivion Ring are a little better in this deck due to flexibility. We don't really worry about black creatures either, since Dismember already deals with a lot.
Ghost Quarter: With 3 colors in our deck, it would be much too greedy to try to run this card. If you really deem it necessary, play 1, and no more than that.
Glacial Fortress, Drowned Catacombs
Seachrome Coast, Darkslick Shores
Isolated Chapel: Dual lands that are necessary for the manabase of this deck. Play a good amount, but don't forget that basics are necessary as well.
Perilous Myr: A real combo with Sun Titan, instead of the iffy Glissa, the Traitor variation. He could be an option to include as a 2-for-1 early game 2 drop, and a later free 2 damage that's able to be brought back.
Peace Strider: The colorless Obstinate Baloth to help against our aggro match-ups. I don't think this belongs in the maindeck; rather, more of a sideboard card. If only this card could synergize with Sun Titan, but alas it doesn't. Still a nice card to think about for the board, however.
Revoke Existence: Gets rid of an artifact/enchantment entirely. Might be necessary, as Oblivion Ring and Tempered Steel will see plenty of play, I think.
Timely Reinforcements: The card to hose aggro. Interacts badly with our Heartless Summoning, however. I don't think you should play this card.
Day of Judgment: We can't always have things go our way, and thus this is a card that can reset the playing field -- except our creatures can potentially be more powerful than the opponent's!
Divine Offering: Swords and Pods will be a plenty, and this card gains us life, too. Doesn't do too much against Nihil Spellbomb, but it is still a pretty good card for us.
Mental Misstep: A useful card that can counter many things, although it losts some of its best targets due to rotation. It hits Nihil Spellbomb, though!
Steel Sabotage: This card could be a little better over Mental Misstep as a counter for Nihil Spellbomb, and hoses Tempered Steel and Grand Architect decks moderately well.
Go for the Throat: Another powerful removal spell, but I think Dismember and Oblivion Ring are a little better in this deck due to flexibility.
Doom Blade: Another powerful removal spell, but I think Dismember and Oblivion Ring are a little better in this deck due to flexibility. We don't really worry about black creatures either, since Dismember already deals with a lot.
Nevermore: Shuts down cards we may not like, such as Nihil Spellbomb or removal. At 3 mana, it could be a little late so I'm not sure if it's worth it.
Ratchet Bomb: Token hoser than can be brought back repeatedly with Sun Titan. Also hoses other nonland permanents that we may not be able to deal with if necessary.
4x darkslick shores
4x drowned catacomb
2x buried ruin
8x island
5x swamp
3x spellskite
4x myr superion
4x grand arcitect
4x treasure mage
3x phyrexian metamorph
3x wurmcoil engine
2x steel hellkite
4x ponder
3x doom blade
3x heartless summoning
4x mana leak
Let me know how your deck tests. Spellskite is an option I obviously like, but just couldn't find space for maindeck. I'm considering cutting Tezzeret from my build as well, but he's worked well enough so far that I'm not doing it yet. There's something satisfying about being able to do "Play Tezzeret, use his +1, take this Wurmcoil, play it, clone it...".
Ponder is another card I wish I could fit in my deck, but I figured that it's not strong enough in a deck with no means of shuffling. Having something to do on turn 1 might be nice, I guess.