Wednesday, 10 July 2019

The Ravnica Bounce Land: is it right a) for you, and b) for your deck?

Look, in answer to both questions, yeah, it probably is. I'm a firm believer in what Golgari Rot Farm and co. can do for your deck, and have been for years. Not every deck wants them, and not all the time - you can't just cram the maximum number in and laugh all the way to the winner's podium - but in the decks that do want them, their strengths are highlighted. On the other hand, the local metagame will make a huge difference as to their playability, more than any other factor. But first, a little history.
The lands first appeared in the Ravnica: City of Guilds expansion in one of Wizards of the Coast's more memorable releases. The landscape of drafts in general had a large shift with the printing of these lands, as they were the first to cover two important qualities a) they were common, and b) they reliably and consistently made two colours of mana. Previous expansions, e.g. Invasion and Odyssey were printed with lands that sacrificed fix mana. This, of course, was further highlighted due to the multi-colour nature of the expansion and the necessity for mana-fixing. But the weakness of the bounce lands was also highlighted at the same time by the presence of this card, which became a huge fixture in the block constructed format that was competitively played at the time:

Yeah it was everywhere, and we still played the bounce lands, sometimes six or eight to a deck. So let's go over the pros and cons of making use of these.

Bounce lands ARE weak to land destruction!
When you play a bounce land, you are compacting or compressing your resources. You'll have three lands in play making a total of four mana, and if someone destroys or locks down your bounce land, you are a LONG way behind. Check your local metagame before cramming a bunch of bounce lands into your deck; if Molten Rain, Wrecking Ball, Beast Within, Generous Gift, Icequake and Sinkhole are prevalent, then yeah you likely would prefer a basic.

Bounce lands enter the battlefield tapped!

To be fair, so do a lot of other lands which see play; scrying temples, Bojuka Bog, and many other useful utility lands enter tapped, and some lands that see widespread play (Maze of Ith) don't even tap for mana. Again, this is mostly a metagame thing! If your local playgroup is full of Statis, Winter Orb, or taxing effects like Grand Arbiter Augustin IV, then having your lands enter tapped is most likely a luxury you can't afford. But having lands enter untapped is always great, and if making plays on-curve is essential to your deck's function, then bounce lands probably aren't for you.

Bounce lands are an absolutely terrible play on turn one!

But you shouldn't be keeping a one-land hand anyway, right? This will rarely affect you, but I won't pretend it doesn't affect the range of hands you can keep

Some decks want to maximise the number of cards in hand or otherwise have lands in hand, and bounce lands assist with doing that!

Some cards, e.g. Maro, Psychosis Crawler, Venser's Journal, have statistics or abilities that are altered based on the number of cards in your hand - and playing a bounce land doesn't reduce this number for more than a trigger space. Cards like Abolish and Foil can be played for free by discarding certain basic lands, and Lord Windgrace absolutely adores bounce lands - play one, return a land to hand, then discard it to his +2 ability to draw two cards! If cards like these are in your deck, you may want bounce lands in there as well. 

Bounce lands make you discard to hand size if you play them on turn two!

Sometimes this is a negative, but usually a positive thanks to the amount of cards that are either active in the graveyard or that can return a card from the graveyard to the battlefield. Discarding Genesis, Anger or Brawn to hand size on turn two is awesome! Discarding a Rune-Scarred Demon on turn two, only to play Animate Dead on turn three, is also awesome! Bounce lands can help you make plays like this, so if your deck is very graveyard-active, consider running them

Bounce lands let you re-use the enter-the-battlefield ability of other lands!

Bojuka Bog and Seriji Steppe both come to mind as
 lands that you might want to play more than once for their effects, and bounce lands let you do this. This is balanced by having to play that land tapped again, making it slow, but having spell-like abilities in your mana base is great

Bounce lands let you save your commander from being Imprisoned in the Moon or turned into a colourless Forest!

This might sound a little, um, niche...but it's actually happened to me twice, and each time the opponent has been utterly shocked after the play was made. Like most players, I don't run very much in the way of land destruction and didn't have any enchantment removal handy - but a quick land drop later, my commander was free to wreak havoc! These enchantments are a great way of dealing with a commander with a nasty ETB ability, or one that scales with re-casting, such as Marath, Will of the Wild. 

So keep in mind what your deck wants to do - and where you're going to be playing it - before including those bounce lands. But don't simply write them off, as they can do a lot for you!

Sunday, 10 March 2019

Toolboxing for Fun and Profit

Whoever designed this card must have
known exactly what they were doing,
but playing this combo feels more like
playing Yugioh than Magic; you can do
it from so few resources it isn't funny 
Newly printed in Ravnica Allegiance is Prime Speaker Vannifar, the Elf / Ooze / Wizard / Birthing Pod hybrid!

Fans of the Modern format would remember the dark days of Birthing Pod and the infinite looping combo kills it would pull off. Now, Vannifar being a creature makes these sort of shenanigans even easier to pull off, and indeed, there's a deck than can kill on turn four off the Elf Ooze Wizard and a mana dork, with two forests in play. The kill proceeds as follows:

1) Use Vannifar's ability to turn the mana dork into Scryb RangerReturn a forest to hand and untap her.
2) Turn Scryb Ranger into Renegade Rallier. When Rallier enters the battlefield, return Scryb Ranger to play and untap Vannifar by returning a second forest.
3) Turn Scryb Ranger into Deceiver Exarch, and untap Vannifar when it enters play.
4) Turn Renegade Rallier into Restoration Angel; flicker Deceiver Exarch and untap our girl again
5) Turn Restoration Angel into Kiki-Jiki, Mirror Breaker and make an unbounded number of Deceiver Exarch tokens with haste to murder your opponent.

Yeah, the boss must be talking about
playing black cards again - Ed           
Prime Speaker Vannifar is also not quite Birthing Pod; she's vulnerable to removal not named Lightning Bolt and requires a turn before she can do anything, so she's unlikely to get a ban anytime soon. Now, we're going to look at putting her in a Commander deck, and I don't think it needs to have red and white included so we can pull these sort of shenanigans off - it seems boring to me, and as you know, I have a severe colour preference towards black in Magic: the Gathering. Such a deck wouldn't include this colour. We also have a problem that if we make the Elf Ooze Wizard our commander, we can't play this colour either. Simic tends to be especially weak against creature based combo strategies due to a dearth of removal, so the addition of black helps us survive the long game and interact better with the opponent. 

We're instead going to make a Birthing Pod toolbox deck including Prime Speaker Vannifar as part of the 99 and hope that we can draw her, the Pod itself, or a way to find them. Both are great at sending creatures to the graveyard, so we probably want a commander that takes advantage of this, perhaps including that colour I have such a preference towards. We're going to play Muldrotha, the Gravetide as general. This will allow us to be able to build two "pod-chains" - a row of creatures with increasing mana costs - like the combo kill above did when it returned Scryb Ranger to play with Renegade Rallier and searched up a second three-drop. Rather than use a reanimation effect, we can just replay the sacrificed creature via Muldrotha's ability and start another chain

Note that rather than going for a cheap instant win, we're just trying to accumulate value throughout the game as we turn one resource into another, then use our commander's ability to replay the sacrificed resource. If you've never played a toolbox deck before, it's all about having multiple search targets of the same type (creatures in this instance) which you might not want in your hand at all times, but would like access to over the course of the game to deal with specific problems presented by your opponents.

The entire deck below is filled with effects that turn one resource into another - or preferably, multiple - resources, in order to deal with your opponents' messes until they are buried under your card advantage machines. The deck is over 40% creatures - which is a huge ratio - and each one has an effect when they enter or leave play, or sometimes both. As our General allows us to play a permanent of each type from the graveyard on our turn, many creatures have additional types, e.g. Courser of Kruphix is an enchantment and Noxious Gearhulk an artifact; we could play these two plus another creature in the same turn. We're also using self-sacrificing artifacts and enchantments to accumulate resources and remove opposing creatures. What we are not doing is playing Intruder Alarm and attempting to go infinite, finding every creature from our deck and smashing it into play with haste to murder everybody at once. It's just a friendly toolbox deck that uses Birthing Pod and Prime Speaker Vannifar to answer problem permanents across the table, with a lands-and-creatures based draw engine that works beautifully with our Commander, who includes a minor Crucible of Worlds effect. There are none of the ubiquitous blue and green spells here like Cyclonic Rift, Rhystic Study, Zendikar Resurgent or the time-consuming Seedborn Muse - despite that card being great for the deck - because we are already consuming too much time with our search effects, and this can get obnoxious. Memorise your Birthing Pod chains so you know what effect you can find at what converted mana cost

Our creature base (in order of increasing converted mana costs) and their effects are below:

Dryad Arbor (0) adds mana, but is also a land
Elves of Deep Shadow (1) adds mana
Birds of Paradise (1) adds mana
Llanowar Elves (1) adds mana
Kiora's Follower (2) allows for a second pod use
Scryb Ranger (2) allows for a second pod use, lets you make a missed land drop
Coiling Oracle (2) ETB: ramps or draws a card
Wall of Blossoms (2) ETB: draws a card
Soldevi Adnate (2) sacrifices creatures for mana
Sakura-Tribe Elder (2) sacrifices itself to ramp, terminating the chain. But the interaction with Muldrotha makes it pretty good here
Yavimaya Elder (3) XTB: adds basic lands to hand 
Wood Elves (3) ETB: ramps
Reclamation Sage (3) ETB: destroys and artifact or enchantment
Eternal Witness (3) ETB: returns a card from graveyard to hand
Ramunap Excavator (3) allows for lands to be returned from graveyard
Bone Shredder (3) ETB: destroys a non-black creature, then automatically dies to be replayed next turn and start a new chain if we don't sacrifice it immediately
Plaguecrafter (3) ETB: non-targeting edict for all players
Loaming Shaman (3) ETB: shuffles reanimator-opponent's graveyard into library, or recharges your pod chains
Courser of Kruphix (3) is also an enchantment. Allows land drops to be made from top of deck and converts lands entering play into life points
Deceiver Exarch (3) ETB: allows a second pod use
Prime Speaker Vannifar (4) the reason why we are building this deck
Disciple of Bolas (4) ETB: sacrifices a creature for cards and life
Solemn Simulacrum (4) ETB: ramps XTB: draws a card. Also an artifact
World Shaper (4) XTB: returns all lands from graveyard to play
Hell's Caretaker (4) allows one creature to be exchanged from graveyard for another in play - allowing pod chains to start at a different point
Altered Ego (4) ETB: is an opponent's creature
Glen Elendra Archmage (4) sacrifices to counter a spell, and self-resurrects, allowing a new chain to start
Fatestitcher (4) allows a second pod use, and self-resurrects from the graveyard to allow a third use and a new chain to begin. This guy is nuts here
Phyrexian Delver (5) ETB: reanimate a creature, allowing a new chain to start
Thragtusk (5) ETB: gain 5 life XTB: make a token, allowing a new chain to start
Peregrine Drake (5) ETB: untaps lands, allowing more spells to be cast this turn. We don't have a way to make this go infinite in this deck; five additional mana when we sacrifice our four drop is sufficient for our needs
Acidic Slime (5) ETB: destroys artifact, enchantment or land
Body Double (5) ETB: is most likely a copy of the creature you just destroyed to find it
Tatyova, Benthic Druid (5) converts lands entering play into card draw and life points
The Gitrog Monster (5) converts lands leaving play into card draw; allows more land drops
Chainer, Dementia Master (5) repeatedly reanimates creatures, including our opponents' ones, to re-use their abilities and allowing new pod chains to start. A great supplement to our Commander's ability, and a new pet card of mine for its interaction with Soldevi Adnate
Wurmcoil Engine (6) XTB: leaves two tokens, allowing new chains to start. Is also an artifact for Muldrotha purposes
Kokusho, the Evening Star (6) XTB: drains five life from each opponent
Noxious Gearhulk (6) ETB: kill something and gain life points. An artifact for Muldrotha
Greenwarden of Murasa (6) ETB: return a card from graveyard to hand (also optional XTB that we probably don't want to activate)
Woodland Bellower (6) ETB: searches out a green 3-drop, allowing new chains to start
Muldrotha, the Gravetide (6) the boss; in this list so I don't forget to count him!
Diluvian Primordial (7) ETB: cast instants and sorceries from all opponents' graveyards, a very useful ability given the small quantity of instants and sorceries in this deck
Rune-Scarred Demon (7) ETB: finds any card from deck
Razaketh, the Foulblooded (8 - the top of the line) sacrifices leftover guys to find Living Death and return all the things you sent to the bin back into play

Supporting our whopping 43 creatures - some of which are very expensive - in this deck are the below cards

Wayfarer's Bauble (1) artifact ramp that can be played from the graveyard
Font of Fertility (1) enchantment-based ramp that can be played from the graveyard
Ratchet Bomb (2) pinpoint mass removal that can be played out of the graveyard
Pernicious Deed (3, X) mass removal enchantment that can be played from the graveyard
Seal of Doom (3) spot creature removal that can be played from the graveyard
Seal of Primordium (2) spot artifact or enchantment removal, playable from the graveyard. Are we noticing a theme here yet? Muldrotha's replay ability encourages us to use different types of cards than usual to take care of our problems. We aren't playing much in the way of instant and sorcery spells in this deck - they are one-shot effects and we can do better in most cases
Exploration (1) allows two land drops per turn
Explore (2) cantrip and ramp
Growth Spiral (2) cantrip and ramp
Diabolic Intent (2) generic tutor effect that triggers an XTB 
Rites of Flourishing (3) allows an additional draw and land drop for all players, and...
Horn of Greed (3) converts land drops into card draw. Note that both effect share with your opponents, but with our Gitrog Monster, Tatyova, Explore and Exploration, we will most definitely be getting the bulk of the benefits
Crucible of Worlds (3) allows land drops from graveyard
Birthing Pod (4) you know why this card is here
Eldritch Evolution (3) a one-shot Birthing Pod effect, useful for finding Prime Speaker Vannifar from a two or three-drop
Thousand-Year Elixir (3) allows a second pod use, and allows creature tap abilities to work on the turn they are played
Victimize (3) double reanimation and triggers any XTB effects
Living Death (5) our power play, this is what we do with all the guys we put into the bin earlier! We can loop this with Eternal Witness effects unless our opponents intervene, but we don't have a "sacrifice for mana" ability that works more than once per turn - and it's a tap ability - so we will be constrained from going infinite by mana concerns
Guardian Project (4) with 43 creatures, this will be drawing extra cards every turn, but it gets even better, as this card triggers on creatures entering the battlefield, unlike the cast trigger on the overused Zendikar Resurgent which we are not playing here. If we activate Prime Speaker or Birthing Pod, we draw; if we reanimate, we draw; if we play Woodland Bellower, we draw twice. If we play Living Death more than once, we risk decking ourselves out - please note that the draw is not optional. The only time this card doesn't work is when we copy a dead creature with Body Double and this is fine.

Lands, we'll play what we can afford. Your budget may allow for Underground Sea; mine does not. Note, however, there are several cards that we can't afford NOT to play in the mana base. These are:

Alchemist's Refuge allows us to play cards at instant speed for a turn.
Fetch Lands the synergy between Tatyova, The Gitrog Monster and our commander means you can't avoid these, as they will provide endless card advantage, deck thinning and ramp effects over the course of the game. Don't play off-colour fetches, they look ugly and shout "I'm rich" but Evolving Wilds and Terramorphic Expanse will also be well worth a slot here
Dakmor Salvage this card does so many things, mostly involving drawing multiple cards per turn with The Gitrog Monster and charging up your graveyard
A big ol' stack of Basic Lands or you'll run out after fetching  - I promise this will happen!
Dual lands with the forest type so Wood Elves can find them
Wirewood Lodge lets you untap Prime Speaker Vannifar for another use
Westvale Abbey allows you to start a new chain from zero by creating a token. Reusable token generation on a land does not come mana-cheap (re: Urza's Factory) so you could use man-lands instead like Faerie Conclave which will trigger The Gitrog Monster when they are sent to the graveyard.

So, a non-broken toolbox deck that should have plays forever. Now you, dear reader, may note that both in this deck and the "I like to pay life to draw cards" deck I built recently have shied away from degenerate combos, instant wins, and too many cards that make it harder for your opponent to play the game, for two reasons. I'm going to spend a little time discussing the first, due to the inevitable arms race that occurs at Commander tables in stores and within local play groups. It's very easy for a play environment to become insular and toxic, with players specifically targeting other decks out of the game.

It's that I'm a firm believer in the Social Contract; the idea that when you sit down at a Commander table, your personal goal is to have a fun and interactive game of multiplayer Magic, regardless of the goal of your deck - and Commander decks are usually created with a goal in mind; "don't let the game get too far out of control, then win" or "make the largest possible number of squirrels" or "only punish players that go after you" are examples of goals I have seen recently in Commander decks.

Certain strategies and deck building goals, such as "only allow the opponents to untap one land and creature per turn" are in direct conflict with the "fun and interactive" ideal, and should probably be left behind in most cases, while other strategies that neglect the "multiplayer" aspect will either be risky, get you targeted by other players, or be inefficient in the environment. We've got two examples to investigate here.

Firstly, Infect - the poison counter strategy, which is in direct conflict with both ideals. The first thing to consider is the speed of the strategy; you can kill a player four times as fast, so you'll immediately be the threat at the table, since you can kill a player before they can interact. The second consideration is that none of the other players are likely to be playing Infect; after all, this isn't the Scars of Mirrodin limited format. Any damage you do to a player does nothing to advance the game plan of your opponents; neither does any damage they do to each other matter to you. Whether they realise it at first or not, it's you vs. all of them - and once they do, you'll be ganged up on.

The second example is mill. While not in direct conflict with either ideal, and a pet strategy of many players, milling a player usually results in one of two results; either they don't have a lot of recursion - which means they get upset at you for not allowing them to play their cards and they target you out of the game, or you take a huge risk when you mill a graveyard-based deck and provide them with so much indirect card advantage that you lose the game rapidly, along with all the other players at the table. It's not off the table, but you take a risk in playing the strategy.

The second reason is that I already have a deck that makes it harder to play the game (Vial Smasher and Tymna the Weaver) which is full of cards that punish players for playing ridiculous combos. Cards like Suture Priest and Fate Unraveler make it difficult for opponents to create a near-infinite number of creatures or draw their entire deck, but if you're playing fair, you're just going to take a little ping here and there.

Until next time, remember that you can play a powerful deck full of strong cards without going completely stupid, and you might all just have a little more fun at the multiplayer table!

I like to pay life to draw cards in Magic: the Gathering

It's no secret that my favourite colour in Magic: the Gathering is BLACK - I'm all about ambition and, as my Confidant says; greatness, at any cost.

Sometimes I even struggle to build a deck that doesn't contain black. Black can do anything in Magic that other colours can do (except destroy enchantments) and in Commander and other multi player formats that kind of versatility is necessary. Such things as playing oversized creatures (green) sweeping the board (white, red) exiling cards from graveyards (white, green) dealing massive amounts of direct damage (red) setting and enforcing rules (white) and drawing huge stacks of cards (blue) are well within the grasp of a well-prepared black mage. But, as Bob says, if you wish to achieve greatness, you must be prepared to pay any cost - and just like Dark Confidant, that cost is usually in the form of your own life points.

We're going to take a look here at a black and white deck I've been brewing for Commander that's all about paying life to do things. Whether it's to drop oversize creatures in play, draw a mountain of cards, clear the board, or just to ruin everyone's day, we'll be using various effects to gain stupidly large amounts of life. But we aren't keeping it - we're creating a 50/50 Minion of the Wastes! Black and white have a couple of other nice little interactions and abilities  they share (reanimation comes to mind) that we'll explore over the course of this build as well.

One of the things black is actually best known for, especially in tournament Magic, is the ability to pay life to draw cards, thanks to the early tournament success of Necropotence decks. So let's check out all the ways to pay life (or simply lose life) to draw cards we'll be including here!

Necropotence itself - although we aren't technically "drawing" the cards
Arguel's Blood Fast and its earlier cousin Greed
Tymna the Weaver - who may be a good fit as commander,  with or without Ravos
Necrologia - the one-shot Necropotence
Promise of Power - which also gives us a huge flying demon
Bloodtracker - although the card draw is delayed, we get a flying beatdown machine that still triggers the draw if he's exiled or bounced.
Baleful Force - a great "pigeon" card just like all the Commander "Force" cards
Bloodgift Demon - we can even point this somewhere else if necessary

That's quite a range, actually. Unfortunately (for the purpose of building this deck, not generally) Yawgmoth's Bargain is unavailable for Commander play and so is Griselbrand, but we do have another couple of cards to look at here...sometimes in black we can draw cards while gaining life - although there is another cost to be paid here, usually the sacrifice of a body or two.

Krav the Unredeemed - another potential commander if we include his partner

What else can we pay life, or lose life, to do? Make oversized creatures!

You'll have life to spare in this deck,
so this card will be goddamn huge
Minion of the Wastes

Search our deck!


Get things out of graveyards!


Kill everything!

Thrashing WumpusPestilence and/or Pestilence Demon - although the life loss is incidental for both, rather than part of the cost of playing

Kill individual things for no mana cost!


There's a couple of other ways to make use of having a low life total, including

Mirror Universe - let's be fair, I'm not likely to be able to afford to play this card, but it looks like fun!

Now, straight up lifegain tends to be kind of bad in Magic. The problem is quite straightforward: if you play a lifegain spell that gains you eight life and I play an eight power creature and attack you, then yes, you're at the same life total as before - but next turn I'm hitting you for another eight, and you have one less card in hand. You could have achieved the same result by playing a creature removal spell instead. We aren't gaining life in this deck just for the sake of it, because we've got life to spend on things, but we still want to avoid that sort of one-shot life gaining effects, unless we're talking about a huge chunk of life. Let's look at how we plan to gain all this life to spend:

All players lose 20, I gain 80. Fair deck?
It's actually pretty fair, the swings are
just huge compared to the average life
total
One-shot lifegain


Cockroach Lifegain, i.e.repeatable effects. If you are unaware of the term, refer to "Anthony Alongi's Animal Aspects" of cards, a well-known topic of discussion for multiplayer Magic. Cards are given a rating out of ten in these aspects:

Gorilla - cards with an immediate effect on board
Rattlesnake - cards that warn other players away
Pigeon - cards that get better with more players
Spider - cards that jump out and surprise opponents
Plankton - cards that straight-up benefit everyone
Cockroach - cards that continue to produce resources or allow for recursion of resources.

Cockroach effects, in my opinion, are what allow a multiplayer deck to hold its own against more than one opponent. If you're a blue player, cards like Drake Haven or Talrand, Sky Summoner that make tokens whenever you discard or cast spells are great cockroach cards, while red players get access to Seismic Assault and Goblin Bombardment to turn unnecessary resources into damage. Kambal, Consul of Allocation (a repeated life drain when your opponent cast non-creature spells) and Phyrexian Reclamation (a repeatable return from graveyard effect at the cost of two life and two mana) are just two of the cockroach effects included in the final build of this deck. Here's a few options for Cockroach cards we can use:

these three cards give us life when creatures enter, leave or deal combat damage - and the trigger on Noble Purpose stacks with lifelink
Spirit Loop - also stacks with lifelink

A couple of these cards have secondary effect, one commonly shared by white and black, and that's reanimation. So far, we have four cards that do it: the Revival half of Revenge, Sword of Light and Shadow, Chainer, and Phyrexian Reclamation. I want a little more of this action in the deck - things DIE in commander, all the bloody time, and we'll be killing a few of our own guys for fun and/or profit. This is a black deck, after all, and where would we be without the ability to sacrifice in response to exile removal? We don't want to run out of sacrificial minions, after all

Whip of Erebos - this will do double duty here by providing lifelink to everything, plus I own a copy of the awesome Clash Pack foil art!
Teshar, Ancestor's Apostle - lots of ways to trigger her here, but not enough targets yet, she may not make the final cut
Liliana, Heretical Healer - although I'm unsure of the best heading to place her under, it seems like more than a few of her abilities will be relevant.

We'll need to look for a couple more payoffs for all this lifegain. We're drawing cards, and lots of them - but what are we drawing towards?
This is a stupid card. You can activate
the second ability multiple times per
turn and double, triple, etc. your life
draining effect. Gain 10, everyone   
else loses 30 or 40? Yes please!          

Karlov of the Ghost Council
Alhammarret's Archive - because if something is worth doing, it's worth overdoing, right?
Vizkopa Guildmage - the deck's true victory condition. Lose 40 out of the 280 or so life you'll be sitting on, activate Children of Korlis and his second ability and drain everyone out of the game!

We're over fifty cards at this point, so may need to be a little more selective and/or find a few cuts, because we haven't even got to the removal section yet. We're here now!

Toxic Deluge was mentioned before, but also;
Utter End
Fumigate - and note that four out of these five of these spells will either gain life or help us pay life. Mass and spot removal are common effects to white and black, and we can't avoid them in multiplayer formats, or we lose - it's unfortunately that simple.

There's a few cards that we're going to put in here to accelerate our game plan a bit and help us find what we need. This isn't a tutor heavy deck, but if we aren't starting with a way to pay life to draw cards, we're going to need to find one in order to get off the ground. Generally, powerful cards are not cheap cards, and we've got a lot of high powered demons, life doublers, and horribly expensive spells like Repay in Kind that we probably want to resolve in the same turn as other spells. Going in is:

This can produce an ungodly amount of
mana, at what can be a very low price
although I prefer the male art with the
hollow eye sockets, I only own this one
Sol Ring
Crypt Ghast - extort is a huge bonus here
Soldevi Adnate - a real pet card of mine, but in this deck it is likely to put in a LOT of work. We'll be gaining life by killing our own things thanks to Proper Burial, and if we sacrifice Solemn Simulacrum, e.g. we essentially cast the former for free, as we're repaid with its converted mana cost plus a card when it dies. The real fun comes when we pair it with Chainer, Dementia Master: pay BBB and three life to reanimate something, preferably and it becomes a black nightmare creature. Sacrifice it for a load of mana, and gain your life back from Proper Burial. We can add another card to make this infinite (Thornbite Staff) but there's no way to make a four-piece combo like this happen with any regularity and the staff won't do much else in this deck - it'll be a dead card until we see this one. We also don't need to go infinite here; it's likely activating Phyrexian Processor for fifty will be sufficient

Whether we are "done" or not with this build, we've hit 73 cards, so it's time to hit the cutting room floor. So, we'll separate by cost and see what's been left behind

New card fits into decklist like a glove
Creatures

Children of Korlis
Soul Warden
Stoneforge Mystic
Karlov of the Ghost Council
Priest of Forgotten Gods
Soldevi Adnate
Vizkopa Guildmage
Bloodtracker
Kambal, Consul of Allocation
Liliana, Heretical Healer
Resplendent Angel
Tymna the Weaver
Solemn Simulacrum
Crypt Ghast
Erebos, God of the Dead
Disciple of Bolas
Sunscorch Regent
A strong card that I haven't managed to
find a home for, until now
Bloodgift Demon
Crested Sunmare
Chainer, Dementia Master
Krav the Unredeemed
Minion of the Wastes
Thrashing Wumpus
Phyrexian Delver
Regna, the Redeemer
Sun Titan
Rune-Scarred Demon
Razaketh, the Foulblooded
Kuro, Pitlord

Artifacts

Sol Ring
Basilisk Collar
Orzhov Signet
Expedition Map
Sword of the Animist
What you gonna do with all that life?
All that life inside your...trunk?
Lightning Greaves
Coalition Relic
Chromatic Lantern
Tainted Sigil
Sword of Light and Shadow
Whip of Erebos
Phyrexian Processor
Alhammarret's Archive


Instants

Vampiric Tutor
Enlightened Tutor
Anguished Unmaking
Utter End
Necrologia

Enchantments

One-shot Necropotence that leaves 
your draw step alone and doesn't get
hit by enchantment removal. Do not
underestimate the potential of this! 
Phyrexian Reclamation
Authority of the Consuls
Spirit Loop
Arguel's Blood Fast
Necropotence
Proper Burial
Noble Purpose
Angelic Chorus
Sanguine Bond

Sorceries

Toxic Deluge
Kaya's Wrath
Fumigate
Revival//Revenge
Repay in Kind
Unburial Rites
Promise of Power

Mana Base - we haven't discussed it yet, but the below cards are likely indispensable.
This is one of the ideal victory conditions
in the deck because you can just pay   
seven life to draw the card after its "go
back to deck" trigger. This is why we are
not playing the card, but also because
it feels so cheap to play "I win" cards .

Godless Shrine
Isolated Chapel
Orzhov Basilica which has the bonus effect of stopping a creature being Imprisoned in the Moon and while this might seem pretty niche, I've done it a couple of times before!
Reliquary Tower
Phyrexian Tower
Tainted Field
Urborg, Tomb of Yawgmoth
Shambling Vent
Temple of Silence
Caves of Koilos
Command Tower
Cabal Coffers
Scoured Barrens
Vault of the Archangel
Basic lands to 100

Cards left behind include one-shot draw effects like Night's Whisper and Ancient Craving, slower once per turn draw effects like Phyrexian Arena, pure lifegain spells like Beacon of Immortality, my pet enters-the-battefield kill spell Noxious Gearhulk and, far, far too many other cards that would be great here. But, the format has rules, and one of them is sticking to the card limit. I've also ignored a few obvious I-win combos, including cards like Wound Reflection and the obvious "Approach of the Second Sun, then pay the seven life you just gained to add Approach to hand via some black draw effect, and cast again" in order to avoid feel-bad situations. Likewise, Liliana's Contract and Felidar Sovereign have been left by the wayside, as there are several decks regularly seeing play in-store that run these, and I wish to move away from that style of gameplay.

Until next time, enjoy using your life points as a resource!