Removed:
Added:
The biggest shift I've made for this version is bumping up Heartless Summoning to a full set of 4 and demoting Blood Funnel down to 2. The more I play with the deck, the more obvious it's become that Heartless Summoning is the real catalyst that drives what the deck is trying to do: pump out a ton of cheap creatures that accelerate card draw when they die to draw into win conditions. Blood Funnel plays a more minor role allowing the deck to pump out a ton of burn spells to finish the opponent off in the late game, it wants to be played after Heartless Summoning. I think this calls for officially renaming the deck Heartless Funnel to reflect the relative importance of these cards.
The other big change is the addition of Quicksmith Genius, which provides a repeatable source of rummaging and acts sort of like a red version of Grim Haruspex, with a slight upside of giving us the choice of whether to rummage or not. This addition also made going up to a full set of 4 Filigree Familiar feel like the right call.
Finally, I removed 2 Urza's Rage in favor of Brimstone Volley since the latter has proven far more useful than I initially thought. I also got rid of Necrotic Plague and Vicious Shadows since, while they are interesting interactions, they are both expensive and highly situational. I also decided to keep Grapeshot at 3 copies, since it has proven useful as both as a midgame spell to deal with problematic creatures, and of course as a finisher to draw into once the combo is assembled.
I'm pretty happy with how the deck has evolved over the past week, now back to do some more playtesting :)