I settled on Inferno of the Star Mounts for a few reasons. One, if I have a could get mana doublers out, I can just one-shot people with commander damage thanks to its firebreathing ability. And two, its ability, if I can get its power high enough in one turn, can deal 20 damage to another target. Which will almost always go towards someone's face. I have been playtesting on Magic Online and have played about 5 or 6 games with it so far. I have tweaked things quite a bit since the first iteration but I am liking how this list is playing out so far:
I don't think I ended up with quite as much noncombat damage as I originally thought I would have. I like the way it is playing so far and I think I need to go this route to ensure I can stay alive with blockers rather than relying completely on noncombat damage.
There is a pretty significant treasure subtheme going on since that can help get a bunch of mana in addition to the mana "doublers". And getting Goldspan Dragon on the field as well can help increase that mana production. In addition, there are a lot of card draw options (a fair amount that also give treasures) because I need to keep my hand full. Early testing showed it was pretty easy to run out of cards which then left me dead in the water.
The main idea is to use the first few turns for ramp. Either Sol Ring, Solemn Simulacrum, Scampering Surveyor, or Burnished Hart. Also I have a few things like Captain Lannery Storm or Prosperous Bandit that can get me treasures on attacking or combat damage. I did have Ragavan, Nimble Pilferer but removed him for now because I needed space and he is really only good on turn 1. I might add him back in if I find other cards not working.
Shadowspear is here to help keep my life total up. Adding it to Inferno potentially gains me a bunch of life. Granted, I probably don't need it but I have found myself the target pretty often and I want to keep my life high if possible.
One notable card that has been far better than I initially expected it to be is Umezawa's Jitte. I added it for the -1/-1 until end of turn ability. The reason is because Inferno can trigger multiple times in a turn if I can make his power get to 20 multiple times in a turn. So, getting his power to 20 (and triggering him), then using Jitte to make his power 19, then using his ability to get his power to 20 again gives me two triggers for 20 damage each. Or more if I can keep doing that. The buff has also been good to give me a few "free" options to buff his power. Removing 3 counters to give him +6/+6, for example, saves me 6 mana to get him up to the desired 20 power.
I am still trying to figure out where I want to be on damage doublers. I started with a bunch and now I have none. It would be nice to fit them in to turn that 20 damage into 40, or even 60 with Fiery Emancipation. But, on the flip side, I don't think it is really necessary. 20 damage is already pretty significant and a lot of the current cards are here to try to get to that point. I found the damage doublers ultimately just took up space and didn't do enough if I didn't get to Inferno. I may revisit this again as well. If I do, I may revisit the idea of using Stuffy Doll and Brash Taunter as additional noncombat damage when things like Blasphemous Act happen.
I am hoping I can find a way to allow this deck to be aggressive fairly often as that is the main reason I want it. I want a deck that can come out of the gate swinging but also be able to close out games. The main thing I am trying to avoid is a deck that one shots someone and then sits doing nothing after that because people have answers. I might not be able to entirely avoid it but hopefully I can make a good showing most of the time. Right now I think the right way to play the deck is by being pretty aggressive early on to get creatures and treasures and then wipe the board. Then, to drop in some mana doublers and try to close things out with the commander or whatever else I have in hand
