Cuts
- Nim Deathmantle: This card never really appealed to me, and I'd kept it in just because the primer said it was useful. Like others have noted, it's far too slow. As such, we only have three ways to get the loop going: soldevi digger (its restriction rarely matters), Epitaph Golem (which is tutorable, nice!), and The Cauldron of Eternity.
- Rapacious Dragon I've always had a soft spot for this, but with the newly spoiled Ardent Electromancer (which will always be yielding 2, generally 3+), this card's been cut. Stadium Vendors still stays because it's a goblin, but the next time a card's printed that can generate 3+ mana on ETB/LTB, it's getting cut too.
- Krark-Clan Ironworks's been cut. It's too unreliable, and with the addition of more tutors and alternate wincons, it's not holding up its weight.
- Corpse Connoisseur's gone—the only thing I ever used it for was anger, and with the removal of nearly all tap abiilties in the deck, this doesnt do anything for us really.
- Both haste enablers Olivia, Mobilized for War has been cut, as there's not enoguh to warrent it.
Possible Cuts
- Phyrexian Altar: I'm not so sure about this, as it's been helpful before, but not _too_ helpful. i'm still testing, but i may cut it in the future.
- A lot of ETB value's been removed, such as Ravenous Chupacabra, Solemn Simulacrum, and Plaguecrafter, as I find myself more of then than not needing to flip another piece of the engine, not a response. meteor golem and duplicant are still present for those times, though.
- I've been considering cutting Kuldotha Forgemaster as it's quite slow, and more often than not we don't need its tutoring capabilities. But i haven't cut it yet.
- Moggcatcher's also nearly cut, as it doesnt help tutor us nearly enough.
- Liliana, Heretical Healer's been cut as it's not useful enough at sorcery speed.
Additions
With all these cuts, what have I added? I've found that the main combo (Grenzo + Sac outlet + mana generator + digger) is quite resiliant, as each part (barring grenzo) has multiple redundancies. The biggest problem comes from the mana generation and sac outlets, as both of them are quite vital to getting it going off (the digger's usually tutored for.) As such, i've tried bolstering them up, along with some other interesting combos.
Sadly, i havent had the time to look for better infinite combos, but i'm definitely in the market lol. So far, i've just been replacing cards I've cut with better alternatives, but i'm definitely still experimenting around with more options.
My ideal goal is to have around 2 or 3 more infinite combos (even if unlikely) that can be assembled, _especially_ if either grenzo or ashnod's altar is disabled.
EDIT: Further clarifications:
I forgot to mention—one of the most important parts of the deck is that it doesn't actually need to assemble an infinite damage combo on its own. Once you get infinite mana, you can play your entire deck out, and then any one of the numerous combos present in the deck will take charge. While it's nice to be able to win early off of cheese like Soldevi Adnate + Thornbite Staff + Meteor Golem + a digger, that's not the main goal. That's why i'm more comfortable adding in one-offs to support these random combos, in case we start with them in hand. After all, we can always just dump our deck out until we get the other piece
EDIT 2/3: Here's is my working decklist, but it'll probably evolve a bit over the next few weeks. Below's also the most recent version as of this post: