Why play this deck? -
This is easily the Johnniest deck that I ever played and I don't think any other deck will come close.
If passing up on potential wins or "good plays" bothers you, then this might not be your deck.
It is all about the big play here. Win big or go home. You want everyone in earshot giving you a golfclap.
Like many combo decks, the fist time losing to this deck will likely leave your opponents more impressed than dissapointed. However, the second time losing always comes with diminishing returns. I play with a lot of new people every week instead of a regular playgroup, so I plan to get a lot of milage out of the deck purely because there will almost always be someone who hasn't seen it before.
Deck Origins-
The origins of this deck stem from my search for the most stupid and pointless combos imaginable. Being quite the Johnny player, I love the thrill and challenge of winning with weird stuff.
Eventually I came across this article I found on the Wizards website about a 60 card casual combo deck.
I was immediatly drawn to the idea of the deck. It had pretty much everything I wanted.
It was very unique and complicated. I knew immediately that I wanted to make and EDH version of the deck.
Why play this commander? -
Technically, you are only playing Progenitus for his colors. However, there is something magical about playing with him at the helm.Also, people won't feel threatened by him as much as they might with other generals.
The landbase for this deck generally only make 3 of the the five colors, so your opponents should never reach a point where they are afraid of Progenitus hitting the table.
Strategy -
In all honesty, the first version of the deck was just filling it with a bunch of redundant mana combos and tutors so I could have a better chance of starting off the combo. Lately I have taken out some of the redundant combos and added more draw with supporting cards. There are fewer ways to kick off the combo with infinite mana, but I have liked the feel of having more card draw.
Milage may vary based on how competitive your group is, but even with pretty relaxed groups you need to be careful when you try to combo out.
Usually its best to keep your combo in your hand until you can win the turn you play it if you can.
This will keep your peices from being killed in the crossfire between other decks as well as make your opponents need an instant speed combo to stop you.
If you are using more unconditional tutors this will be much easier for you. People wont know what you tutored for, making you less of a target.
When people see you tutor for a combo piece it doesn't take a lot of convincing to make you their primary target.
How the combo works -
This combo is really conviluted, so I will do my best to make it all as clear as possible.
The article this deck is based off of has instructions, but I have changed a number of the cards, so my deck will work a little differently. The core combo is largely the same though.
So, without further ado, here is the combo in nine easy steps:
Step #3 - Filter your mana
If your infinite mana combo did not produce colored mana, now is the time to convert your mana into infinite amounts of all colors using Gemstone Array.Alternatively, you could just play a second infinte mana combo from your hand.
Step #5 - Play permanents
Cast Vedalken Orrey, Mirror of Fate, Cast Through Time, Mycosynth Lattice, and [card]Phage the Untouchable[card].
Order does not matter here.
Step #6 - Stack your Cards
This is were it gets tricky. Make sure you cast your cards and activate your abilities in this order. If you mess this up, the combo doesn't work.
*Use the Staff of Domination to draw seven times.
*Activate and sacrifice Mirror of Fate. You will choose your 7 targets later, but the ability will stay on the stack.
*In response to the draw activations cast Paradigm Shift. Hive Mind will give all your opponents a copy of Paradigm Shift on the stack.Cast Through Time will exile the card for rebound when it resolves. We will not need to cast it again so you don't need to remember the trigger.
*In response to Paradigm Shift, sacrifice Sylvok Replica to destroy Hive Mind. Let only this ability resolve before continuing.
*In response to Paradigm Shift, cast Decree of Annihilation. This will also be exiled with Cast Through Time.
*Cast Oblivion Ring on Phage the Untouchable and let only it resolve.
*Cast Angel's Grace to keep yourself from losing the game when Phage hits the field again.
*Cast Detention Sphere on Vedalken Orrey.
Step #9 "I want to play a game."
At this point you need to choose which one of your opponents will decide their fates. Possibly someone who helped you earlier. Honestly it doesn't really matter who you choose.
Cast Donate and give that lucky opponent Phage the Untouchable and pass the turn.
Because of Upwelling your mana pool will always have infinite mana and Omen Machine will keep everyone from dying from trying to draw a card. Play will naturally pass until it reaches the selected opponent. He will be left with the choice of who lives and who dies.
If that player foolishly attempts to kill you, first cast your Oblivion Ring on Omen Machine and then Detention Sphere on Vedalken Orrery.When Phage the Untouchable hits you, Lich's Mirror will activate exiling all cards except for Omen Machine and Vedalken Orrery because they were under O-rings.
You will then draw all your seven cards and then you can play them all at instant speed again, reseting the board.
At this point you can give Phage the Untouchable back to the same person so they can make the "correct" decision or you could give her to a more willing participant.
People have been asking me why not just use fireball?
This is my answer:
DECKBUILDING
Obviously, there were also a lot of duplicate cards, but that could be made up for with tutors and added ways to combo out.
Also, with the printing of detention sphere, I had a replacement for the second oblivion ring.
At first glance, the primary method of getting infinite mana with the deck, Metalworker, is banned. Fortunately, there are plenty of other ways to get infinite mana.
Channel is also banned, but it was only being used to get very large Genesis Waves.
The original deck relied a lot on genesis wave to put the combo pieces on the table. It would cast channel, metalworker, or just ramp until it could genesis wave for a good chunk of the deck.
With all the redundancy, it was likely that the combo gets put on the table. This stratagy doesn't pan out as well with EDH. I eventally cut genesis wave from the deck entirely.
Instead of getting a lot of mana for the purpose of getting infinite mana, I figured it would be much simpler to just aim for an infinite mana combo with card draw in hand.
I soon realized that the color identity rules for commander would not allow my opponents to generate the mana to use Door to Nothingness.
Specifically rule 4: "A deck may not generate mana outside its colours. If an effect would generate mana of an illegal colour, it generates colourless mana instead."
I could find no way around that rule, so Door to NothingnessTwiddle, and channel the suns had to go.
These were replaced by Phage the Untouchable, Angel's Grace, Mycosynth Lattice.
The idea of a sideboard itself can be a problem. Most people don't use them at all, but sidboards are in the optional rules on the EDH rules site.
They recommend 10 cards, but I figure that if you are adding sideboards as an optional rule most people wont mind if you use 15 cards as long as you [bold]let them know before the game[/bold].
Since sideboards are normally 15 cards, it seems silly to have less with a 100 card deck as opposed to 60.
Mycosynth Lattice - This card could be taken out of the sideboard and put into the main deck to assist with assembling one of the many infinite mana combos. However, because it is such a high priority target, it is possible that it could be exiled by someone just trying to get rid of a threat.
This would be disastrous because we need it as part of the combo to exile all permanents because Decree of Annihilation does not hit enchantments or planeswalkers. Therefore, I believe it is better to keep it protected in the sideboard.
I'd like to nominate Garridy as honorary Global Moderator. This contribution will go down in history as the pinnacle of human achievement. Thank you for your genius.
@Gariddy: I think you might like this one. It's a bit of a puzzle but worth the effort. Don't read the discussion in the later posts unless you want spoilers/hints.
Baw haw haw haw haw! OMG that's awesome. You're an artist my friend. And I thought my trollface combos were good.
Inky Combo:
This is similar to the Hive Mind combo, but only hits one player. What makes it different is that it tends to wrath the board while doing it, and I invented this before Hive Mind was even spoiled. This forces the victim to "cast" sLaughter Pact on all but one targetable creature on the board. Good luck paying for that if there was a decent army out. Just remember your own trigger on your upkeep. This is best done after your upkeep, and before the victims. Assuming Inky is on board, everything else is instant speed.
Requirements:
At least 1 targetable creature controlled by the intended victim -OR- Natural Affinity
Nuts and Bolts:
Cast Natural Affinity (if using)
Cast Cytoshape on Inky
Have all targetable creatures become Inky from trigger copies.
Cast sLaughter Pact on any Inky controlled by the victim.
(IRL) Drop-Hack Combo:
I know I'm not the first to use Door to Nothingness, but I think I might be the first to use it in this way. I use it as counter, for any spell or action that I can respond to which I deem annoying, threatening, or otherwise worthy of extreme retribution. I also like to think that I'm the first to give it this name.
Requirements: 5WWUUBBRRGG plus activation costs on the other two cards (if any).
Nuts and Bolts:
Activate the Flash enabler (if necessary)
Cast Door to Nothingness in response to the offending action
Untap it
Point it at the perpetrator of the offending action.
Activate it and watch the offending action cease to exist due to multiplayer rules. In THIS case, removing the source DOES remove the effect from the stack.
I hate to rain on your party but there is a slight problem with the combo. In EDH, the sideboard rule is optional and only allows for 10 cards. Sorry.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Yes I am aware that the edh site recommends a ten card sideboard, but nobody seems to have a problem with fifteen cards as I have stated in the deck building section.
So far this deck has been much more effective than I expected. It has won 3 out of 6 times I have played it in 4 man pods. I haven't been playing it more than once a night after a win so I don't wear out my welcome. The places I play don't usually see a lot of combo, so it is sometimes a little too easy to go off.
I plan to clean up the original post a little and possibly add another epic combo variant.
i hope it doesn't come off as too harsh, and i'm glad you don't find any issue with a 15 card sideboard, but i think that asking permission to use a 15 card sideboard is as illegal as trying to bring 300 card decks.
sure, you might be allowed because you love battle of wits and your playgroup allows it, but still, it's not a commander deck.
and, while i applaud the effort and the psycology on forcing your opponents to do your bidding, i can't help but wonder how come other combo decks, which usually need just your step 1 and another card to win, and are not as disruptable as the rest of the combo, can't go off before you do.
i hope it doesn't come off as too harsh, and i'm glad you don't find any issue with a 15 card sideboard, but i think that asking permission to use a 15 card sideboard is as illegal as trying to bring 300 card decks.
sure, you might be allowed because you love battle of wits and your playgroup allows it, but still, it's not a commander deck.
and, while i applaud the effort and the psycology on forcing your opponents to do your bidding, i can't help but wonder how come other combo decks, which usually need just your step 1 and another card to win, and are not as disruptable as the rest of the combo, can't go off before you do.
EDH is a casual format. If playgroups allow it, it's 100% legal. There's nothing wrong with it since he's not following French rules. Why the haters?
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I didn't mean to come off as a hater. I thought I was nit-picking at worst. Speaking only for myself, I like this concept. I seriously doubt it would work for me or in my meta, but I still like it. I'm currently working on a trollface EDH for the express purpose of drawing WTF reactions and such.
Some of my favorite moments have involved unexpected combo wins in situations I had no business winning.
This one time, I was playing a Wild Defiance deck at my local FNM. I was on game 2 (up a game) about turn 4-5 sitting across from a board of something like 5 creatures with 4 lands, 2 Spellskites, a Wild Defiance, and about 3 cards in hand. "Welp, it doesn't look like I'm winning this one. RAWR," I said jokingly as I played a second WD and pushed my 2 skites sideways into the red zone with reckless abandon and a devil-may-care attitude. "No blocks." says my opponent. I tapped my remaining land. "Mutagenic Growth. My guy gets +6/+6. Pay 2 life, he'll steal it and get +6/+6. Pay 2 life, he'll steal it back. And him too. Twenty-six damage." I announced, as I nearly blacked out laughing, literally. I mean my vision actually faded to black for a moment.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Pardon me if I don't see it, but what is the point of reusing Research/Development to get your sideboard cards instead of just putting them into the deck and drawing them when you draw your deck. It seems like another step and like others have said you may not always be able to have a sideboard? So, besides freeing up space in your deck, what is the point of having the combo pieces "Researched" in?
Pardon me if I don't see it, but what is the point of reusing Research/Development to get your sideboard cards instead of just putting them into the deck and drawing them when you draw your deck. It seems like another step and like others have said you may not always be able to have a sideboard? So, besides freeing up space in your deck, what is the point of having the combo pieces "Researched" in?
Researching in the cards is fun, but it also frees up space in the deck. Instead of investing 15 cards to the deck, you can instead have just 1 card.
I havn't been playing this too much lately, but I have some ideas to spice it up and bring it back.
Oh boy, the reactions and feelings I have gotten from this deck. Some of them are better than sex.
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Why play this deck? -
This is easily the Johnniest deck that I ever played and I don't think any other deck will come close.
If passing up on potential wins or "good plays" bothers you, then this might not be your deck.
It is all about the big play here. Win big or go home. You want everyone in earshot giving you a golfclap.
Like many combo decks, the fist time losing to this deck will likely leave your opponents more impressed than dissapointed. However, the second time losing always comes with diminishing returns. I play with a lot of new people every week instead of a regular playgroup, so I plan to get a lot of milage out of the deck purely because there will almost always be someone who hasn't seen it before.
Deck Origins-
The origins of this deck stem from my search for the most stupid and pointless combos imaginable. Being quite the Johnny player, I love the thrill and challenge of winning with weird stuff.
Eventually I came across this article I found on the Wizards website about a 60 card casual combo deck.
I was immediatly drawn to the idea of the deck. It had pretty much everything I wanted.
It was very unique and complicated. I knew immediately that I wanted to make and EDH version of the deck.
Why play this commander? -
Technically, you are only playing Progenitus for his colors. However, there is something magical about playing with him at the helm.Also, people won't feel threatened by him as much as they might with other generals.
The landbase for this deck generally only make 3 of the the five colors, so your opponents should never reach a point where they are afraid of Progenitus hitting the table.
Creature:
2 Bloom Tender
2 Snapcaster Mage
3 Drift of Phantasms
3 Eternal Witness
3 Krosan Restorer
3 Sylvok Replica
4 Necrotic Ooze
4 Notion Thief
4 Glen Elendra Archmage
5 Meloku the Clouded Mirror
5 Mnemonic Wall
6 Uyo, Silent Prophet
Sorcery:
1 Green Sun's Zenith
2 Braingeyser
2 Demonic Tutor
2 Life from the Loam
2 Mind Spring
3 Dimir Machinations
3 Gaze of Granite
3 Praetor's Grasp
4 Diabolic Tutor
4 Jarad's Orders
5 Increasing Ambition
6 Recurring Insight
6 Tunnel Vision
8 Decree of Pain
Instant:
2 Counterspell
2 Cyclonic Rift
2 Research//Development
2 Shred Memory
3 Blue Sun's Zenith
3 Capsize
3 Hinder
3 Perplex
3 Soul Manipulation
3 Stroke of Genius
4 Careful Consideration
4 Cryptic Command
4 Mystical Teachings
Enchantment:
1 Mystic Remora
1 Phyrexian Reclamation
2 Compulsion
2 Trade Routes
3 Freed from the Real
3 Necropotence
3 Pemmin's Aura
3 Rhystic Study
1 Elixir of Immortality
1 Expedition Map
1 Sensei's Divining Top
1 Sol Ring
2 Dimir Signet
2 Golgari Signet
2 Lightning Greaves
2 Mind Stone
2 Simic Signet
2 Torpor Orb
3 Crucible of Worlds
3 Darksteel Ingot
3 Mimic Vat
3 Proteus Staff
3 Staff of Domination
4 Gemstone Array
Lands:
6x Island
4x Swamp
5x Forest
1x Command Tower
1x Misty Rainforest
1x Watery Grave
1x Breeding Pool
1x Terramorphic Expanse
1x Evolving Wilds
1x Hinterland Harbor
1x Drowned Catacomb
1x Exotic Orchard
1x Barren Moor
1x Polluted Mire
1x Slippery Karst
1x Tranquil Thicket
1x Remote Isle
1x Lonely Sandbar
1x Strip Mine
1x Tolaria West
1x Haunted Fengraf
1x Mystifying Maze
1x Buried Ruin
1x Bojuka Bog
1 Angel's Grace
2 Paradigm Shift
3 Detention Sphere
3 Donate
3 Oblivion Ring
4 Upwelling
4 Vedalken Orrery
5 Lich's Mirror
5 Mirror of Fate
6 Hive Mind
6 Mycosynth Lattice
6 Omen Machine
7 Cast Through Time
7 Phage the Untouchable
10 Decree of Annihilation
1 Green Sun's Zenith
2 Demonic Tutor
2 Shred Memory
3 Dimir Machinations
3 Drift of Phantasms
3 Perplex
3 Praetor's Grasp
4 Diabolic Tutor
4 Jarad's Orders
4 Mystical Teachings
5 Increasing Ambition
6 Tunnel Vision
Counter:
2 Counterspell
3 Hinder
3 Soul Manipulation
4 Glen Elendra Archmage
Removal:
2 Cyclonic Rift
3 Capsize
3 Gaze of Granite
8 Decree of Pain
Utility:
2 Lightning Greaves
2 Torpor Orb
4 Notion Thief
5 Meloku the Clouded Mirror
6 Uyo, Silent Prophet
Recursion:
1 Phyrexian Reclamation
2 Snapcaster Mage
3 Eternal Witness
5 Mnemonic Wall
1 Mystic Remora
2 Braingeyser
2 Compulsion
2 Life from the Loam
2 Mind Spring
2 Trade Routes
3 Blue Sun's Zenith
3 Stroke of Genius
3 Necropotence
3 Rhystic Study
4 Careful Consideration
Ramp:
1 Sol Ring
2 Dimir Signet
2 Golgari Signet
2 Mind Stone
2 Simic Signet
3 Darksteel Ingot
Combo:
1 Elixir of Immortality
2 Bloom Tender
2 Research//Development
3 Freed from the Real
3 Krosan Restorer
3 Pemmin's Aura
3 Staff of Domination
3 Sylvok Replica
4 Gemstone Array
4 Necrotic Ooze
1 Angel's Grace
2 Paradigm Shift
3 Detention Sphere
3 Donate
3 Oblivion Ring
4 Upwelling
4 Vedalken Orrery
5 Lich's Mirror
5 Mirror of Fate
6 Hive Mind
6 Mycosynth Lattice
6 Omen Machine
7 Cast Through Time
7 Phage the Untouchable
10 Decree of Annihilation
Strategy -
In all honesty, the first version of the deck was just filling it with a bunch of redundant mana combos and tutors so I could have a better chance of starting off the combo. Lately I have taken out some of the redundant combos and added more draw with supporting cards. There are fewer ways to kick off the combo with infinite mana, but I have liked the feel of having more card draw.
Milage may vary based on how competitive your group is, but even with pretty relaxed groups you need to be careful when you try to combo out.
Usually its best to keep your combo in your hand until you can win the turn you play it if you can.
This will keep your peices from being killed in the crossfire between other decks as well as make your opponents need an instant speed combo to stop you.
If you are using more unconditional tutors this will be much easier for you. People wont know what you tutored for, making you less of a target.
When people see you tutor for a combo piece it doesn't take a lot of convincing to make you their primary target.
How the combo works -
This combo is really conviluted, so I will do my best to make it all as clear as possible.
The article this deck is based off of has instructions, but I have changed a number of the cards, so my deck will work a little differently. The core combo is largely the same though.
So, without further ado, here is the combo in nine easy steps:
Step #1 - Create Infinite Mana
Make infinite mana with Bloom Tender or Krosan Restorer + Pemmin's Aura or Freed from the Real.
Step #2 - Draw Your Deck
Draw all the cards in your deck using Staff of Domination or any "draw x" spell such as Stroke of Genius.
Step #3 - Filter your mana
If your infinite mana combo did not produce colored mana, now is the time to convert your mana into infinite amounts of all colors using Gemstone Array.Alternatively, you could just play a second infinte mana combo from your hand.
Step #4 - Get your sideboard
Cast Elixir of Immortality and Staff of Domination if you havn't already.
Next, cast the Research half of Research//Development. Then activate Elixir of Immortality to put Research//Development and itself into your library.Then activate Staff of Domination to draw your library again. Repeat this until you have all your sideboard cards in your hand.
Step #5 - Play permanents
Cast Vedalken Orrey, Mirror of Fate, Cast Through Time, Mycosynth Lattice, and [card]Phage the Untouchable[card].
Order does not matter here.
Step #6 - Stack your Cards
This is were it gets tricky. Make sure you cast your cards and activate your abilities in this order. If you mess this up, the combo doesn't work.
*Use the Staff of Domination to draw seven times.
*Activate and sacrifice Mirror of Fate. You will choose your 7 targets later, but the ability will stay on the stack.
*In response to the draw activations cast Paradigm Shift. Hive Mind will give all your opponents a copy of Paradigm Shift on the stack.Cast Through Time will exile the card for rebound when it resolves. We will not need to cast it again so you don't need to remember the trigger.
*In response to Paradigm Shift, sacrifice Sylvok Replica to destroy Hive Mind. Let only this ability resolve before continuing.
*In response to Paradigm Shift, cast Decree of Annihilation. This will also be exiled with Cast Through Time.
*Cast Oblivion Ring on Phage the Untouchable and let only it resolve.
*Cast Angel's Grace to keep yourself from losing the game when Phage hits the field again.
*Cast Detention Sphere on Vedalken Orrey.
Step #7 - Let it all resolve
*Now we let everything resolve with the stack as follows:
Decree of Annihilation
Paradigm Shift (opponents' copies)
Paradigm Shift (your copy)
[card]Mirror of Fate[card] activation
Staff of Domination's draw ability x7
*Decree of Annihilation exiles all graveyards, hands, and permanents due to Mycosynth Lattice.
You would normally cause yourself to lose the game here, but you cast Angel's Grace, so you will not lose the game.
*Paradigm Shift will exile all cards in everyone's libraries.
*When Mirror of Fate's ability resolves choose to put these 7 cards into your library:
Angel's Grace
Donate
Upwelling
Lich's Mirror
Omen Machine
Oblivion Ring
Detention Sphere
*Draw the seven cards in your library with the Staff of Domination activations.
Step #8 Set up the trap
Cast Upwelling, Lich's Mirror, and Omen Machine.
Step #9 "I want to play a game."
At this point you need to choose which one of your opponents will decide their fates. Possibly someone who helped you earlier. Honestly it doesn't really matter who you choose.
Cast Donate and give that lucky opponent Phage the Untouchable and pass the turn.
Because of Upwelling your mana pool will always have infinite mana and Omen Machine will keep everyone from dying from trying to draw a card. Play will naturally pass until it reaches the selected opponent. He will be left with the choice of who lives and who dies.
If that player foolishly attempts to kill you, first cast your Oblivion Ring on Omen Machine and then Detention Sphere on Vedalken Orrery.When Phage the Untouchable hits you, Lich's Mirror will activate exiling all cards except for Omen Machine and Vedalken Orrery because they were under O-rings.
You will then draw all your seven cards and then you can play them all at instant speed again, reseting the board.
At this point you can give Phage the Untouchable back to the same person so they can make the "correct" decision or you could give her to a more willing participant.
Once everyone else is dead you can take back Phage the Untouchable with two O-rings or you could just finish them off using Oblivion Ring on Omen Machine.
This is my answer:
DECKBUILDING
Obviously, there were also a lot of duplicate cards, but that could be made up for with tutors and added ways to combo out.
Also, with the printing of detention sphere, I had a replacement for the second oblivion ring.
However, the rules of EDH made the deckbuilding process a little more difficult.
http://www.dragonhighlander.net/rules.php
At first glance, the primary method of getting infinite mana with the deck, Metalworker, is banned. Fortunately, there are plenty of other ways to get infinite mana.
Channel is also banned, but it was only being used to get very large Genesis Waves.
The original deck relied a lot on genesis wave to put the combo pieces on the table. It would cast channel, metalworker, or just ramp until it could genesis wave for a good chunk of the deck.
With all the redundancy, it was likely that the combo gets put on the table. This stratagy doesn't pan out as well with EDH. I eventally cut genesis wave from the deck entirely.
Instead of getting a lot of mana for the purpose of getting infinite mana, I figured it would be much simpler to just aim for an infinite mana combo with card draw in hand.
I soon realized that the color identity rules for commander would not allow my opponents to generate the mana to use Door to Nothingness.
Specifically rule 4: "A deck may not generate mana outside its colours. If an effect would generate mana of an illegal colour, it generates colourless mana instead."
I could find no way around that rule, so Door to Nothingness Twiddle, and channel the suns had to go.
These were replaced by Phage the Untouchable, Angel's Grace, Mycosynth Lattice.
The idea of a sideboard itself can be a problem. Most people don't use them at all, but sidboards are in the optional rules on the EDH rules site.
They recommend 10 cards, but I figure that if you are adding sideboards as an optional rule most people wont mind if you use 15 cards as long as you [bold]let them know before the game[/bold].
Since sideboards are normally 15 cards, it seems silly to have less with a 100 card deck as opposed to 60.
1 Worldly Tutor
2 Demonic Tutor
2 Shred Memory
3 Drift of Phantasms
3 Fabricate
3 Perplex
3 Praetor's Grasp
4 Diabolic Tutor
4 Jarad's Orders
4 Mystical Teachings
5 Increasing Ambition
5 Tezzeret the Seeker
Counter:
2 Counterspell
3 Hinder
3 Soul Manipulation
4 Glen Elendra Archmage
Removal:
2 Curse of the Swine
9 Plague Wind
Protection:
2 Cyclonic Rift
2 Lightning Greaves
3 Crawlspace
3 Ensnaring Bridge
3 Propaganda
5 Meloku the Clouded Mirror
Recursion:
1 Phyrexian Reclamation
2 Snapcaster Mage
3 Eternal Witness
5 Mnemonic Wall
1 Mystic Remora
2 Braingeyser
2 Compulsion
2 Mind Spring
3 Blue Sun's Zenith
3 Stroke of Genius
4 Careful Consideration
3 Necropotence
3 Rhystic Study
Ramp:
1 Sol Ring
2 Dimir Signet
2 Golgari Signet
2 Mind Stone
2 Simic Signet
3 Darksteel Ingot
4 Khalni Gem
Combo/Ramp:
1 Mana Vault
3 Basalt Monolith
4 Gemstone Array
4 Phyrexian Metamorph
4 Thran Dynamo
5 Guilded Lotus
Combo:
2 Bloom Tender
2 Pili-Pala
3 Grand Architect
3 Krosan Restorer
3 Freed from the Real
3 Pemmin's Aura
4 March of the Machines
4 Voltaic Construct
6 Mana Reflection
1 Elixir of Immortality
2 Research//Development
3 Staff of Domination
3 Sylvok Replica
Lands:
7x Island
7x Swamp
7x Forest
1x Command Tower
1x Misty Rainforest
1x Watery Grave
1x Breeding Pool
1x Terramorphic Expanse
1x Evolving Wilds
1x Hinterland Harbor
1x Drowned Catacomb
1x Exotic Orchard
1x Vivid Marsh
1x vivid Marsh
1x Vivid Creek
1x Reflecting Pool
1x Temple of Mystery
1x Temple of Deceit
4/11/2014
Added lots of land manipulation with things like crucible of worlds and Life from the Loam.
The deck is now more focused on the Bloom Tender/Krosan Restorer mana combo with additional draw.
+ Gaze of Granite - Curse of the Swine
+ Dimir Machinations - Fabricate
+ Decree of Pain - Plague Wind
+ Green Sun's Zenith - Worldly Tutor
+ Trade Routes - Tezzeret the Seeker
+ Life from the Loam - Pili-Pala
+ Crucible of Worlds - Grand Architect
+ Expedition Map - Voltaic Construct
+ Uyo, Silent Prophet - Propaganda
+ Capsize - March of the Machines
+ Sensei's Divining Top - Mana Reflection
+ Torpor Orb- Mana Vault
+ Mimic Vat - Basalt Monolith
+ Proteus Staff - Crawlspace
+ Notion Thief - Ensnaring Bridge
+ Cryptic Command - Khalni Gem
+ Necrotic Ooze - Phyrexian Metamorph
+ Recurring Insight - Thran Dynamo
+ Tunnel Vision - Guilded Lotus
+ Barren Moor - Swamp
+ Polluted Mire - Swamp
+ Slippery Karst - Forest
+ Tranquil Thicket - Forest
+ Remote Isle - Island
+ Lonely Sandbar - Vivid Marsh
+ Strip Mine - vivid Marsh
+ Tolaria West - Vivid Creek
+ Haunted Fengraf - Temple of Deceit
+ Mystifying Maze - Temple of Mystery
+ Buried Ruin - Swamp
+ Bojuka Bog - Reflecting Pool
Mycosynth Lattice - This card could be taken out of the sideboard and put into the main deck to assist with assembling one of the many infinite mana combos. However, because it is such a high priority target, it is possible that it could be exiled by someone just trying to get rid of a threat.
This would be disastrous because we need it as part of the combo to exile all permanents because Decree of Annihilation does not hit enchantments or planeswalkers. Therefore, I believe it is better to keep it protected in the sideboard.
Hats off to you, sir. If this deck ever functions as intended, even once, you will have made this world a brighter place.
Standard Budget Decks Link:
http://www.mtgsalvation.com/forums/the-game/standard-type-2/budget-standard/752237-clownstabbers-budget-decks
Turbo Great Wall by Dosu.
Sydri's Magical Castle WUB
Chainer, Dementia Master: "Bring out your dead!" BBB
Riku Because Copying Decimate URG
Xira Arien, Jund StaxBRG
The Sylvan-Primordial-PlasmBUG
Trostani ComboGW
Vizkopa Guildmage - Peasant VariantBW
Inky Combo:
This is similar to the Hive Mind combo, but only hits one player. What makes it different is that it tends to wrath the board while doing it, and I invented this before Hive Mind was even spoiled. This forces the victim to "cast" sLaughter Pact on all but one targetable creature on the board. Good luck paying for that if there was a decent army out. Just remember your own trigger on your upkeep. This is best done after your upkeep, and before the victims. Assuming Inky is on board, everything else is instant speed.
Cards:
Ink-Treader Nephilim
Cytoshape
Slaughter Pact
Optional:
Natural Affinity or similar
Requirements:
At least 1 targetable creature controlled by the intended victim -OR- Natural Affinity
Nuts and Bolts:
Cast Natural Affinity (if using)
Cast Cytoshape on Inky
Have all targetable creatures become Inky from trigger copies.
Cast sLaughter Pact on any Inky controlled by the victim.
(IRL) Drop-Hack Combo:
I know I'm not the first to use Door to Nothingness, but I think I might be the first to use it in this way. I use it as counter, for any spell or action that I can respond to which I deem annoying, threatening, or otherwise worthy of extreme retribution. I also like to think that I'm the first to give it this name.
Cards:
Any flash enabler (I like Vedalken Orrery and Leyline of Flash, but Alchemist's Refuge and Shimmer Myr work too).
An artifact-compatible untap effect (I use Voltaic Key because it's part of some other combos I run).
Door to Nothingness
Requirements:
5WWUUBBRRGG plus activation costs on the other two cards (if any).
Nuts and Bolts:
Activate the Flash enabler (if necessary)
Cast Door to Nothingness in response to the offending action
Untap it
Point it at the perpetrator of the offending action.
Activate it and watch the offending action cease to exist due to multiplayer rules. In THIS case, removing the source DOES remove the effect from the stack.
I hate to rain on your party but there is a slight problem with the combo. In EDH, the sideboard rule is optional and only allows for 10 cards. Sorry.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
So far this deck has been much more effective than I expected. It has won 3 out of 6 times I have played it in 4 man pods. I haven't been playing it more than once a night after a win so I don't wear out my welcome. The places I play don't usually see a lot of combo, so it is sometimes a little too easy to go off.
I plan to clean up the original post a little and possibly add another epic combo variant.
sure, you might be allowed because you love battle of wits and your playgroup allows it, but still, it's not a commander deck.
and, while i applaud the effort and the psycology on forcing your opponents to do your bidding, i can't help but wonder how come other combo decks, which usually need just your step 1 and another card to win, and are not as disruptable as the rest of the combo, can't go off before you do.
EDH is a casual format. If playgroups allow it, it's 100% legal. There's nothing wrong with it since he's not following French rules. Why the haters?
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Some of my favorite moments have involved unexpected combo wins in situations I had no business winning.
This one time, I was playing a Wild Defiance deck at my local FNM. I was on game 2 (up a game) about turn 4-5 sitting across from a board of something like 5 creatures with 4 lands, 2 Spellskites, a Wild Defiance, and about 3 cards in hand. "Welp, it doesn't look like I'm winning this one. RAWR," I said jokingly as I played a second WD and pushed my 2 skites sideways into the red zone with reckless abandon and a devil-may-care attitude. "No blocks." says my opponent. I tapped my remaining land. "Mutagenic Growth. My guy gets +6/+6. Pay 2 life, he'll steal it and get +6/+6. Pay 2 life, he'll steal it back. And him too. Twenty-six damage." I announced, as I nearly blacked out laughing, literally. I mean my vision actually faded to black for a moment.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Researching in the cards is fun, but it also frees up space in the deck. Instead of investing 15 cards to the deck, you can instead have just 1 card.
I havn't been playing this too much lately, but I have some ideas to spice it up and bring it back.
Oh boy, the reactions and feelings I have gotten from this deck. Some of them are better than sex.