screwluse
03-24-2014, 04:58 AM
"Poddle of Wits (http://tappedout.net/mtg-decks/poddle-of-wits-copy/)"
(links to the list on Tapped Out which is a little easier to visualize imo)
edit: Current list (09/22/16)
232 cards.
°
3 Academy Rector
1 Agent of Erebos
1 Archangel Avacyn
4 Blazing Archon
4 Bloodbraid Elf
1 Body Double
1 Consecrated Sphinx
1 Deadeye Navigator
1 Dragonlord Dromoka
1 Elesh Norn, Grand Cenobite
1 Elvish Piper
3 Empyrial Archangel
4 Emrakul, the Aeons Torn
1 Eternal Dragon
2 Glen Elendra Archmage
4 Griselbrand
4 Inferno Titan
4 Iona, Shield of Emeria
4 Jin-Gitaxias, Core Augur
1 Karmic Guide
1 Kiki-Jiki, Mirror Breaker
3 Krosan Tusker
1 Linvala, Keeper of Silence
1 Maelstrom Wanderer
4 Mulldrifter
1 Notion Thief
1 Oracle of Mul Daya
1 Palisade Giant
1 Perplexing Chimera
3 Phyrexian Metamorph
1 Platinum Angel
1 Platinum Emperion
2 Primeval Titan
1 Resolute Archangel
4 Restoration Angel
1 Rune-Scarred Demon
1 Sagu Mauler
4 Shardless Agent
3 Shriekmaw
1 Sidisi, Undead Vizier
4 Siege Rhino
1 Sigarda, Host of Herons
1 Simic Sky Swallower
3 Solemn Simulacrum
1 Sower of Temptation
1 Tasigur, the Golden Fang
1 Teferi, Mage of Zhalfir
1 Terastodon
1 Thrun, the Last Troll
1 Zealous Conscripts
°
4 Ancient Tomb
4 Arid Mesa
1 Badlands
1 Bayou
4 Bloodstained Mire
1 Bojuka Bog
2 Calciform Pools
4 City of Traitors
4 Crystal Vein
4 Evolving Wilds
4 Flooded Strand
5 Forest
1 Glacial Chasm
1 Horizon Canopy
6 Island
1 Karakas
1 Kher Keep
4 Marsh Flats
4 Misty Rainforest
3 Mountain
1 Phyrexian Tower
5 Plains
1 Plateau
4 Polluted Delta
1 Savannah
4 Scalding Tarn
1 Scrubland
1 Swamp
1 Taiga
4 Terramorphic Expanse
1 The Tabernacle at Pendrell Vale
1 Tropical Island
1 Tundra
1 Underground Sea
4 Verdant Catacombs
1 Volcanic Island
4 Windswept Heath
4 Wooded Foothills
°
4 Captured Sunlight
4 Hypergenesis
4 Show and Tell
°
4 Violent Outburst
°
4 Ardent Plea
1 Battle of Wits
4 Leyline of Sanctity
1 Omniscience
4 Sneak Attack
1 Zendikar Resurgent
°
==
Sideboard:
2x Back to Basics
1x Bane of Progress
2x Diabolic Servitude
1x Invincible Hymn
1x Leyline of the Void
1x Omen Machine
3x Stormcaller's Boon
1x Tangle Wire
3x Vendilion Clique
I am interested in input from anyone who'd like to develop this deck's potential. I test it pretty regularly. Some of the card choices in this list are still conjecture at this point. But please, throw out some suggestions. I'm all ears. I will provide a brief synopsis of some card choices below.
Just a friendly reminder, this is a deck that is much easier to playtest in a digital setting than it is to be shuffling and presenting in paper magic. On Magic Online or Cockatrice, the laborious act of rifling through 220 cards is done at the push of a button.
Battle of Wits is a card that has stuck out to me for sometime. Battle of Wits is a strategy where you are incentivized to play a 220 card deck. The allure is similar to EDH, where you have a plethora of slots to really customize your approach. But just like in EDH, the card slots fill up rather quickly, and what starts off feeling infinite in scope, quickly becomes a pragmatic review of the logical reasons for each of the cards included. For someone who really likes analyzing the merits of a fourth Mulldrifter over a case Shriekmaw in a main deck that is 200+ there is a lot of fun to be had in the process of brewing and transforming the shell to match your recent results or to fit in appropriately with a meta.
The appeal of Battle of Wits for me is multiple. I own this deck in real life, and for me, the value in it is both the fun as well as the insanity it incites. Legacy Battle of Wits is inherently humorous, but also extremely thought-provoking. Legacy has such a wide, card pool, and Battle of Wits necessarily incorporates the largest swath of that pool into a single, focused engine. When one sees such a deck, I think it's only natural to peak the curiosity of surrounding players. Battle of Wits regularly manages to present both complex and unique board states that require assimilation of new tactical strategies, not unlike the complex board states of multi-player EDH games.
My particular slant on Battle of Wits is to go with the Hypergenesis console. I do not consider this to be the best Hypergenesis deck in the format, but I honestly believe it is the best Battle of Wits deck in the format. It all starts with redundancy. There are 4 spells with converted mana cost of 3 that cascade. They are, Shardless Agent, Violent Outburst, Ardent Plea and Demonic Dread. Out of these, Violent Outburst is by far the best, and Demonic Dread is by far the worst. Violent Outburst can be cast at instant speed, and Demonic Dread needs a creature on board to be put on the stack.
There are 4 spells in magic that have a converted mana cost of 4 and also cascade. They are, Bloodbraid Elf, Kathari Remnant, Stormcaller's Boon and Captured Sunlight. Here, Bloodbraid Elf and Captured Sunlight are the two best for you, followed by the Remnant and then the Boon.
This main deck list runs no copies of any spell that cost 3 or less. This makes every three drop cascade spell essentially a tutor for Eureka. There are 3 drops in the deck, so Hypergenesis is not guaranteed to hit off of a Bloodbraid Elf, but it is a high possibility. One of the benefits of your early drops having the mechanic "Fuse" with Eureka for 0 mana is that counter magic is going to be directed at the Hypergenesis, so invariably, your cascade spells all tend to resolve, since the big fight is over the Hypergenesis each brings along with it. Almost under no circumstances will there ever be a tussle over your Shardless Agent, your Bloodbraid Elf or your Captured Sunlight. This may seem non-consequential, but it can be very advantageous to provide blockers, bodies or life gain in a pinch. Because you tend to win off any resolved Hypergenesis, the secondary win conditions are often difficult to fight over. When you're getting no contesting on your three mana Grizzly Bear, Birthing Pod seems like a natural secondary route. The Birthing Pod chain is actually an extremely important component of being able to sculpt the game to your liking. The Pod chain naturally goes from 3 to 10 (or 11, if you like Ulamog) and there is random utility sprinkled entirely throughout.
Almost every 4-of doesn't need an explanations. Birthing Pod is a legitimate secondary plan with small creatures like Shardless Agent or Solemn Simulacrum to chain into big, relevant monsters. Birthing Pod also isn't a redundant piece if you somehow end up with two on the board. It's just a quicker chain. Chains are obviously situational. Academy Rector is really threatening to a lot of players because they know you can just search for a Battle of Wits. Some legacy decks have an answer for the early Battle of Wits, but there are many who do not, and the Rector can often stave off several turns worth of ground attacks. It also can get utility enchantments later in the game. There are a lot of 4-ofs in the 4 drop slot. This is the first slot where we don't have to worry about a card choice impacting our odds of cascading into another cascader or the Hypergenesis. Sometimes you will suspend the spell, but usually, it will be free from cascade. Both Birthing Pod and Phyrexian Metamorph are virtual three-drops by using Phyrexian mana which is convenient.
This deck also runs as many Sol lands as it can, including Build-a-Sol-Lands like Calciform Pools. Early pressure is important so that blue mages can't just sit back and Daze our Hypergenesis in which we have so much invested. Phyrexian Metamorph can often find an early creature, an Insectile Aberration or a Batterskull to duplicate and buy some time on the defensive. This deck has some really nice inevitability, simply because as long as you can get your spells onto the battlefield whether by cascading them in, podding them up or casting things like Wurmcoils and Primeval Titans, for the most part, all of your permanents outclass an average opponents. You have Draw-7s like Griselbrand and Jin-Gitaxias, Core Augur (trying out Damia, Sage of Stone as well because drawing 7 is a key to winning,) and you have free wins like Blazing Archon, Iona, Shield of Emeria, etc. With so many monsters, Sneak Attack is another useful 4 drop, and can often steal games by creating complex combat scenarios with :r: up and cards in hand. The end of turn draw-7 with Jin-Gitaxias, Core Augur is especially great with :r: up and Sneak Attack since you are almost certainly refilling on monsters. Another point to keep in mind is that if you manage an early Hypergenesis, you are allowed to put lands into play. If you end up putting three fetch lands into play, and a Draw-7 like Jin or Griseldaddy, you can often times draw into a Violent Outburst and cast it at instant speed in response to a combat step. I have managed to stave of Emrakul more than once this way, by getting a fresh seven off Jin-Gitaxias, Core Augur and in response to an Emrakul, the Aeons Torn attack from my opponent, Violent Outburst'ing into Blazing Archon. The utility is really far-reaching and impactful. It could even include Sigarda, Host of Herons as protection against Liliana of the Veil edicts and Eldrazi triggers, in addition to All is Dust out of MUD or even an Innocent Blood effect.
A pod on turn three that is countered, and a Sneak on turn 4 that is countered, may just clear the way for a Shardless into Hypergenesis that can often stabilize any race, with mana to pay for spell pierce on turn 5. I'm not going to pretend that this deck strikes fear in the Tempo-Delver players heart, but if you can manage to store enough mana to pay for soft permission and bait out whatever hard counters exist, the Hypergenesis sends more than the Delvers can effectively manage. Inferno Titan is another recent test. I added him in consideration of the Sneak Attack with Deadeye Navigator route. It's a way to cheat the creature in, plus the occasional utility of a come-into-play effect. Sneak Attacking a Elvish Piper is :r::g:, put a creature from your hand onto the battlefield. Restoration Angels can win in combat with Delvers. Their utility is in presenting the Delver player with a surprise, unexpected block that can potentially eat a looming counterspell that can clear a path to Hypergenesis.
I really like the chances against any non-blue strategy. It's just extremely unlikely that a creature matchup or burn strategy can go toe to toe with an Empyrial Archangel who has shroud and also has "Fog all of your opponents combats until they can present 8 unblocked damage." And even then, you still untap and have your turn to dig for an answer.
I like keeping hands with Violent Outburst obviously, but short of that, I like three mana and a solemn simulacrum, or an Evolving Wilds, an Ancient Tomb and a Krosan Tusker and maybe an Oracle of Mul Daya. Pretty much anything early in the game is great, and I just try to strap in and hold on and get some card advantage. You obviously lose to a good number of nut draws, but I think it's surprising how powerful this strategy can be. The biggest strength it has is its diversity of answers and diversity of threats. You are pretty much just priced into racing this deck. Nothing really blanks it, not even a Chalice of the Void on zero. If you win with a very powerful Hypergenesis in game one, game two, your opponent slams a chalice on zero and cackles, and you present a turn two Ancient Tomb into Birthing Pod holding Solemn or Bloodbraid or Shardless or Restoration Angel in hand. Being on the play is pretty important, but even against the fastest decks there is still a possibility of a turn two or three resolved Hypergenesis. As the list evolves, it gets faster and more resilient at the same time. I'm envisioning a point where it's only about a turn slower than the major decks of the format, which is a lot, but what it sacrifices in speed, it makes up for with grit.
It's also worth noting that 4x Leyline of Sanctity are totally maindeckable because unlike some decks, if they aren't in your opener, you can sometimes just cascade them in anyway or cast them. They do blank a number of decks including discard strategies that tend to be pretty bad since our early game is their midgame.
The lands are 4 of all 12 fetches, including the Terramorphics. Thanks for reprinting that Wizards! Fetch lands help you color fix and also dodge Wasteland which can be a problem for this deck since our gameplan against soft permission is ultimately to be able to pay for Pierces and Dazes. As a result, you are often fetching basics, and this deck runs 20 basics. That means 68 lands out of a potential 94-96 are kind of spoken for. You need one of every dual to fetch in a pinch when a window presents itself to resolve a game changing spell. That means 78 lands are accounted for. I toyed with trying Rishadan Ports to be able to slow down tempo strategy, or Phyrexian Towers to sacrifice the Rector, but I ultimately settled on 4 each of the three Sol lands, (Ancient Tomb, City of Traitors and Crystal Vein) and I have recently been testing and really like the Time Spiral storage lands. You flat out need the sol lands because you have such a high curve, and with the storage lands, yes they do get Wastelanded, but the downside of their vulnerability to wasteland I think is worth the upside when your opponent isn't running Waste or just doesn't see it. They can provide a lot of ramp. With twenty basics, you do have some insurance on your lands sticking. The Calciform Pools is the best for us because we have high-impact, mana-intensive spells largely in white. Iona, Empyrial, Chancellor and Gisela are all fairly castable if you can store some mana on these lands. In blue, we have Omniscience and Jin-Gitaxias. In green, we really only have Terastodon and in Black, Griselbrand, so I think the U/W fixer is the priority for this deck.
One of the fun things in playing this deck is being able to Nerf opposing strategies without trying all that much. Many aggressive decks can't really deal with a Blazing Archon. Against Sneak and Show, they often insist that you put your Archon in for free!!! Omnitell can easily lose to an Iona. It's not as hard as it seems to get these monsters into play. And if you're running short on action, sometimes an opponent has no way of interacting with the Collective Restraint you resolved on turn 4 with 4 basic lands. Delver, Stoneforge, Batterskull? Hmm, I think I'll cast ponder and dig for a 4th land drop... maybe I will be able to attack in two turns. Might be wrong, but I'm also testing the Plumeveils to flash on Delvers.
This deck tries to have a little game against everything, and it can go off as early as turn two at instant speed. The results are like a grab bag of Magic's greatest treasures.
Sometimes you even win with a Battle of Wits.
P.S. Another really nice part about this list is that you don't need to leave Hypergenesis in the deck. If for instance you were playing Manaless Dredge, you could board out the Hypergenesis and board in Grafdigger's Cage or Rest in Peace, and then every cascade is simply a copy of RIP. The problem is if they boarded in a way to answer a troublesome permanent, but it is at least an option to consider.
(links to the list on Tapped Out which is a little easier to visualize imo)
edit: Current list (09/22/16)
232 cards.
°
3 Academy Rector
1 Agent of Erebos
1 Archangel Avacyn
4 Blazing Archon
4 Bloodbraid Elf
1 Body Double
1 Consecrated Sphinx
1 Deadeye Navigator
1 Dragonlord Dromoka
1 Elesh Norn, Grand Cenobite
1 Elvish Piper
3 Empyrial Archangel
4 Emrakul, the Aeons Torn
1 Eternal Dragon
2 Glen Elendra Archmage
4 Griselbrand
4 Inferno Titan
4 Iona, Shield of Emeria
4 Jin-Gitaxias, Core Augur
1 Karmic Guide
1 Kiki-Jiki, Mirror Breaker
3 Krosan Tusker
1 Linvala, Keeper of Silence
1 Maelstrom Wanderer
4 Mulldrifter
1 Notion Thief
1 Oracle of Mul Daya
1 Palisade Giant
1 Perplexing Chimera
3 Phyrexian Metamorph
1 Platinum Angel
1 Platinum Emperion
2 Primeval Titan
1 Resolute Archangel
4 Restoration Angel
1 Rune-Scarred Demon
1 Sagu Mauler
4 Shardless Agent
3 Shriekmaw
1 Sidisi, Undead Vizier
4 Siege Rhino
1 Sigarda, Host of Herons
1 Simic Sky Swallower
3 Solemn Simulacrum
1 Sower of Temptation
1 Tasigur, the Golden Fang
1 Teferi, Mage of Zhalfir
1 Terastodon
1 Thrun, the Last Troll
1 Zealous Conscripts
°
4 Ancient Tomb
4 Arid Mesa
1 Badlands
1 Bayou
4 Bloodstained Mire
1 Bojuka Bog
2 Calciform Pools
4 City of Traitors
4 Crystal Vein
4 Evolving Wilds
4 Flooded Strand
5 Forest
1 Glacial Chasm
1 Horizon Canopy
6 Island
1 Karakas
1 Kher Keep
4 Marsh Flats
4 Misty Rainforest
3 Mountain
1 Phyrexian Tower
5 Plains
1 Plateau
4 Polluted Delta
1 Savannah
4 Scalding Tarn
1 Scrubland
1 Swamp
1 Taiga
4 Terramorphic Expanse
1 The Tabernacle at Pendrell Vale
1 Tropical Island
1 Tundra
1 Underground Sea
4 Verdant Catacombs
1 Volcanic Island
4 Windswept Heath
4 Wooded Foothills
°
4 Captured Sunlight
4 Hypergenesis
4 Show and Tell
°
4 Violent Outburst
°
4 Ardent Plea
1 Battle of Wits
4 Leyline of Sanctity
1 Omniscience
4 Sneak Attack
1 Zendikar Resurgent
°
==
Sideboard:
2x Back to Basics
1x Bane of Progress
2x Diabolic Servitude
1x Invincible Hymn
1x Leyline of the Void
1x Omen Machine
3x Stormcaller's Boon
1x Tangle Wire
3x Vendilion Clique
I am interested in input from anyone who'd like to develop this deck's potential. I test it pretty regularly. Some of the card choices in this list are still conjecture at this point. But please, throw out some suggestions. I'm all ears. I will provide a brief synopsis of some card choices below.
Just a friendly reminder, this is a deck that is much easier to playtest in a digital setting than it is to be shuffling and presenting in paper magic. On Magic Online or Cockatrice, the laborious act of rifling through 220 cards is done at the push of a button.
Battle of Wits is a card that has stuck out to me for sometime. Battle of Wits is a strategy where you are incentivized to play a 220 card deck. The allure is similar to EDH, where you have a plethora of slots to really customize your approach. But just like in EDH, the card slots fill up rather quickly, and what starts off feeling infinite in scope, quickly becomes a pragmatic review of the logical reasons for each of the cards included. For someone who really likes analyzing the merits of a fourth Mulldrifter over a case Shriekmaw in a main deck that is 200+ there is a lot of fun to be had in the process of brewing and transforming the shell to match your recent results or to fit in appropriately with a meta.
The appeal of Battle of Wits for me is multiple. I own this deck in real life, and for me, the value in it is both the fun as well as the insanity it incites. Legacy Battle of Wits is inherently humorous, but also extremely thought-provoking. Legacy has such a wide, card pool, and Battle of Wits necessarily incorporates the largest swath of that pool into a single, focused engine. When one sees such a deck, I think it's only natural to peak the curiosity of surrounding players. Battle of Wits regularly manages to present both complex and unique board states that require assimilation of new tactical strategies, not unlike the complex board states of multi-player EDH games.
My particular slant on Battle of Wits is to go with the Hypergenesis console. I do not consider this to be the best Hypergenesis deck in the format, but I honestly believe it is the best Battle of Wits deck in the format. It all starts with redundancy. There are 4 spells with converted mana cost of 3 that cascade. They are, Shardless Agent, Violent Outburst, Ardent Plea and Demonic Dread. Out of these, Violent Outburst is by far the best, and Demonic Dread is by far the worst. Violent Outburst can be cast at instant speed, and Demonic Dread needs a creature on board to be put on the stack.
There are 4 spells in magic that have a converted mana cost of 4 and also cascade. They are, Bloodbraid Elf, Kathari Remnant, Stormcaller's Boon and Captured Sunlight. Here, Bloodbraid Elf and Captured Sunlight are the two best for you, followed by the Remnant and then the Boon.
This main deck list runs no copies of any spell that cost 3 or less. This makes every three drop cascade spell essentially a tutor for Eureka. There are 3 drops in the deck, so Hypergenesis is not guaranteed to hit off of a Bloodbraid Elf, but it is a high possibility. One of the benefits of your early drops having the mechanic "Fuse" with Eureka for 0 mana is that counter magic is going to be directed at the Hypergenesis, so invariably, your cascade spells all tend to resolve, since the big fight is over the Hypergenesis each brings along with it. Almost under no circumstances will there ever be a tussle over your Shardless Agent, your Bloodbraid Elf or your Captured Sunlight. This may seem non-consequential, but it can be very advantageous to provide blockers, bodies or life gain in a pinch. Because you tend to win off any resolved Hypergenesis, the secondary win conditions are often difficult to fight over. When you're getting no contesting on your three mana Grizzly Bear, Birthing Pod seems like a natural secondary route. The Birthing Pod chain is actually an extremely important component of being able to sculpt the game to your liking. The Pod chain naturally goes from 3 to 10 (or 11, if you like Ulamog) and there is random utility sprinkled entirely throughout.
Almost every 4-of doesn't need an explanations. Birthing Pod is a legitimate secondary plan with small creatures like Shardless Agent or Solemn Simulacrum to chain into big, relevant monsters. Birthing Pod also isn't a redundant piece if you somehow end up with two on the board. It's just a quicker chain. Chains are obviously situational. Academy Rector is really threatening to a lot of players because they know you can just search for a Battle of Wits. Some legacy decks have an answer for the early Battle of Wits, but there are many who do not, and the Rector can often stave off several turns worth of ground attacks. It also can get utility enchantments later in the game. There are a lot of 4-ofs in the 4 drop slot. This is the first slot where we don't have to worry about a card choice impacting our odds of cascading into another cascader or the Hypergenesis. Sometimes you will suspend the spell, but usually, it will be free from cascade. Both Birthing Pod and Phyrexian Metamorph are virtual three-drops by using Phyrexian mana which is convenient.
This deck also runs as many Sol lands as it can, including Build-a-Sol-Lands like Calciform Pools. Early pressure is important so that blue mages can't just sit back and Daze our Hypergenesis in which we have so much invested. Phyrexian Metamorph can often find an early creature, an Insectile Aberration or a Batterskull to duplicate and buy some time on the defensive. This deck has some really nice inevitability, simply because as long as you can get your spells onto the battlefield whether by cascading them in, podding them up or casting things like Wurmcoils and Primeval Titans, for the most part, all of your permanents outclass an average opponents. You have Draw-7s like Griselbrand and Jin-Gitaxias, Core Augur (trying out Damia, Sage of Stone as well because drawing 7 is a key to winning,) and you have free wins like Blazing Archon, Iona, Shield of Emeria, etc. With so many monsters, Sneak Attack is another useful 4 drop, and can often steal games by creating complex combat scenarios with :r: up and cards in hand. The end of turn draw-7 with Jin-Gitaxias, Core Augur is especially great with :r: up and Sneak Attack since you are almost certainly refilling on monsters. Another point to keep in mind is that if you manage an early Hypergenesis, you are allowed to put lands into play. If you end up putting three fetch lands into play, and a Draw-7 like Jin or Griseldaddy, you can often times draw into a Violent Outburst and cast it at instant speed in response to a combat step. I have managed to stave of Emrakul more than once this way, by getting a fresh seven off Jin-Gitaxias, Core Augur and in response to an Emrakul, the Aeons Torn attack from my opponent, Violent Outburst'ing into Blazing Archon. The utility is really far-reaching and impactful. It could even include Sigarda, Host of Herons as protection against Liliana of the Veil edicts and Eldrazi triggers, in addition to All is Dust out of MUD or even an Innocent Blood effect.
A pod on turn three that is countered, and a Sneak on turn 4 that is countered, may just clear the way for a Shardless into Hypergenesis that can often stabilize any race, with mana to pay for spell pierce on turn 5. I'm not going to pretend that this deck strikes fear in the Tempo-Delver players heart, but if you can manage to store enough mana to pay for soft permission and bait out whatever hard counters exist, the Hypergenesis sends more than the Delvers can effectively manage. Inferno Titan is another recent test. I added him in consideration of the Sneak Attack with Deadeye Navigator route. It's a way to cheat the creature in, plus the occasional utility of a come-into-play effect. Sneak Attacking a Elvish Piper is :r::g:, put a creature from your hand onto the battlefield. Restoration Angels can win in combat with Delvers. Their utility is in presenting the Delver player with a surprise, unexpected block that can potentially eat a looming counterspell that can clear a path to Hypergenesis.
I really like the chances against any non-blue strategy. It's just extremely unlikely that a creature matchup or burn strategy can go toe to toe with an Empyrial Archangel who has shroud and also has "Fog all of your opponents combats until they can present 8 unblocked damage." And even then, you still untap and have your turn to dig for an answer.
I like keeping hands with Violent Outburst obviously, but short of that, I like three mana and a solemn simulacrum, or an Evolving Wilds, an Ancient Tomb and a Krosan Tusker and maybe an Oracle of Mul Daya. Pretty much anything early in the game is great, and I just try to strap in and hold on and get some card advantage. You obviously lose to a good number of nut draws, but I think it's surprising how powerful this strategy can be. The biggest strength it has is its diversity of answers and diversity of threats. You are pretty much just priced into racing this deck. Nothing really blanks it, not even a Chalice of the Void on zero. If you win with a very powerful Hypergenesis in game one, game two, your opponent slams a chalice on zero and cackles, and you present a turn two Ancient Tomb into Birthing Pod holding Solemn or Bloodbraid or Shardless or Restoration Angel in hand. Being on the play is pretty important, but even against the fastest decks there is still a possibility of a turn two or three resolved Hypergenesis. As the list evolves, it gets faster and more resilient at the same time. I'm envisioning a point where it's only about a turn slower than the major decks of the format, which is a lot, but what it sacrifices in speed, it makes up for with grit.
It's also worth noting that 4x Leyline of Sanctity are totally maindeckable because unlike some decks, if they aren't in your opener, you can sometimes just cascade them in anyway or cast them. They do blank a number of decks including discard strategies that tend to be pretty bad since our early game is their midgame.
The lands are 4 of all 12 fetches, including the Terramorphics. Thanks for reprinting that Wizards! Fetch lands help you color fix and also dodge Wasteland which can be a problem for this deck since our gameplan against soft permission is ultimately to be able to pay for Pierces and Dazes. As a result, you are often fetching basics, and this deck runs 20 basics. That means 68 lands out of a potential 94-96 are kind of spoken for. You need one of every dual to fetch in a pinch when a window presents itself to resolve a game changing spell. That means 78 lands are accounted for. I toyed with trying Rishadan Ports to be able to slow down tempo strategy, or Phyrexian Towers to sacrifice the Rector, but I ultimately settled on 4 each of the three Sol lands, (Ancient Tomb, City of Traitors and Crystal Vein) and I have recently been testing and really like the Time Spiral storage lands. You flat out need the sol lands because you have such a high curve, and with the storage lands, yes they do get Wastelanded, but the downside of their vulnerability to wasteland I think is worth the upside when your opponent isn't running Waste or just doesn't see it. They can provide a lot of ramp. With twenty basics, you do have some insurance on your lands sticking. The Calciform Pools is the best for us because we have high-impact, mana-intensive spells largely in white. Iona, Empyrial, Chancellor and Gisela are all fairly castable if you can store some mana on these lands. In blue, we have Omniscience and Jin-Gitaxias. In green, we really only have Terastodon and in Black, Griselbrand, so I think the U/W fixer is the priority for this deck.
One of the fun things in playing this deck is being able to Nerf opposing strategies without trying all that much. Many aggressive decks can't really deal with a Blazing Archon. Against Sneak and Show, they often insist that you put your Archon in for free!!! Omnitell can easily lose to an Iona. It's not as hard as it seems to get these monsters into play. And if you're running short on action, sometimes an opponent has no way of interacting with the Collective Restraint you resolved on turn 4 with 4 basic lands. Delver, Stoneforge, Batterskull? Hmm, I think I'll cast ponder and dig for a 4th land drop... maybe I will be able to attack in two turns. Might be wrong, but I'm also testing the Plumeveils to flash on Delvers.
This deck tries to have a little game against everything, and it can go off as early as turn two at instant speed. The results are like a grab bag of Magic's greatest treasures.
Sometimes you even win with a Battle of Wits.
P.S. Another really nice part about this list is that you don't need to leave Hypergenesis in the deck. If for instance you were playing Manaless Dredge, you could board out the Hypergenesis and board in Grafdigger's Cage or Rest in Peace, and then every cascade is simply a copy of RIP. The problem is if they boarded in a way to answer a troublesome permanent, but it is at least an option to consider.