Birgi, God of Storytelling
: A combo piece that makes infinite ETB, LTB, and storm count with Grinning Ignus. Also decent value at a 3 mana 3\3 that ramps.
Blood Moon: The alternate wincon of the deck. It is the best option in matchups like Jund Midrange, Rakdos Burn, and Mono Black. Many arena players will simply scoop without any lands that tap for the colors they need.
Deathrite Shaman: An awesome card. This deck runs a lot of fetches to try and make deathrite consistently a mana dork. In the late game, if you stick a Blood Moon or fail to combo this card can carry a lot of value.
Delighted Halfling: A powerful mana dork. Has 2 toughness so evades Orcish Bowmasters. Also, against control, makes Birgi, God of Storytelling
uncounterable.
Devilish Valet: The worst of this deck's combo payoffs. It costs 3 mana and dies to removal, but there is something so satisfying about seeing a 512/3 trample smash your opponents face. It also can be tutored for with Eldritch Evolution if you have the rest of the combo assembled. I play it more as a pet payoff than a serious attempt to win on the spot. You can replace it with something else if you want to try for top mythic rank.
Elder Gargaroth: A huge, value-intensive, beater that can be tutored with Eldritch Evolution and will win most games (barring Titan Field) by itself if you can't combo for some reason.
Eldritch Evolution: A way to slam whichever combo piece you need. Best case, you sac a mana dork and tutor up the final combo piece. I also considered running a single copy of some cards like Elesh Norn, Mother of Machines and actually run Elder Gargaroth simply to tutor up with this.
Gamble: The other tutor in the deck. Insane card, but there's nothing more frustrating than casting gamble and instantly discarding the card you tutored for.
Gilded Goose: A mana dork for 1 turn. Probably the worst of the group in general, but this deck usually only needs to ramp for 1 turn. In addition, the lifegain from the foods can be significant.
Grinning Ignus: Combos with Birgi, God of Storytelling
.
Impact Tremors: Payoff for the combo, and can put in a surprising amount of work played given the number of cheap mana dorks this deck runs.
Lightning Bolt: Removal, or burn. I considered splashing black for Infernal Grasp or Go for the Throat but decided against it.
Veil of Summer: This card was previously only sideboard, but I have found there is enough removal and counters in the format for the 2 copies in the mainboard as a silver bullet. In the right matchups, this card wins the game.
Lands: Fairly standard manabase, except for two things. First, I run extra fetches to try and keep Deathrite Shaman online for turn 2 and 3. Second, this deck runs fewer lands than most decks. This is because it is a combo deck that rarely needs more than 3 lands for the whole game.