Current Decklist
https://moxfield.com/decks/wcqgAW4NI3Cpv2F7b-kwUQ
I have been tuning this [[Slumbering Trudge]] [[Glamdring, Foe-Hammer]] combo deck since RFA dropped and wanted to see what r/spikes thinks.
Gameplan is to get the Trudge Equipped with Glamdring to reduce the cost of instants and sorceries by 6, making a large portion of the deck free, or mana positive to cast, [[Rakshasa's Bargain]] to dig, [[sorceress's schemes]] to loop spells while floating a R, once 2 schemes are available in any combination of hand, graveyard, or exile the combo goes infinite with whatever you have access, to Bargain gives infinite digs, [[Brass's Bounty]] gives infinite mana, then tutor up a [[Thor, God of Thunder]] with a [[Nature's Rhythm]] to ping for infinite damage.
Deck is held together by a fairly elaborate tutor network.
Nature's Rhythm is the main assembly tool Grabbing trudge for 1GG, or [[Cloud, Midgar Mercenary]] for 2GG, who in turn grabs glamdring. Once the combo is assembled GG can turn into any creature in the deck, including Curse-Marred Demon for a gamble, or [[Prime Speaker Zegana]] for a draw 7, or Thor for a finisher.
Backup Tutor is [[Curse-Marred Demon]], which will grab your missing combo piece if you are still assembling, works to grab combo gas once the combo is assembled, and can turn hand and graveyard combinations into deterministic wins. Some very fun lines with grabbing [[Daydream]]. A flying Trampling 4/4 is also still just a good creature, and in a pinch can make the combo work, still making the schemes loop free, and often enough to make infinite mana off Brass's bounty. Gamble does not really feel like gamble in a deck that recures all of its spells.
Hex Magic is best played on Turn 2 with the help of an elf to dig for combo pieces, but also works great to dig for combo gas once it only costs R. Might be testing this against [[Something worth saving]]
Sorceress's Schemes is the engine that makes the deck infinite. It allows for any spell in the deck to be looped.
Interaction suite in preboard games is limited to 3 copies of the Last Agni Kai, which is dependent on having a creature out, but Trudge on 1, Agni on 2 against a 1/1, floating RRRRR and casting a curse marred-demon never feels bad, some fun loops with buying it back with a sorceress's schemes and using it 3 times.
Deck is currently a bit oversized at 63 cards, and I am convinced that the best version of this deck is over 60, have played with it between 63-69, just have not landed on that sweet spot. But the tutor density and hex magics make it play like a much shorter deck than it is.
Playing with [[Spider Manifestation]] at the moment because it generates infinite R & G once the schemes loop is established.
Post-Board games bring in Bolt Bends for any deck with Black or Blue, which typically for R work to deflect removal or fight countermagic, typically Agni Kais out there.
Creature heavy matchups the burn spells and [Nibelheim Aflame]] come in.
[[Into the flood maw]] as generic tempo/removal, pairs well with The last Agni kai too, often worth it to give the fish even if you are hitting a creature.
[[Curious Farm Animals]] As a 1 of nature's rhythm bullet for artifact or enchantment based decks
[[Dragon sniper]] As a 1 of defender against big or flying creature decks.
[[Louisoix's Sacrifice]] Might be a bit cute, but lots of lines end up with a cloud on the battlefield that you don't care bout so having a U counter spell is nice. Once combing too you have access to the whole deck so it can get through some last-ditch opposition.
Worst Matchup is definitely against black, T1 Duress or Intimidation tactics is the worst thing to see, Requiting hex can hurt, but can be played around. The whole combo only costs 4GR to deploy from hand, or 2GR if the sword is already out, so it is often worth waiting for shields to go down against control or removal heavy decks.
Deck is playing great now, and will only get better, because it does not lose a single main deck card to rotation in February.