Intro: This Deck was designed to combo out fast and in doing so beat all of your opponents and once. Like all combo decks, this one also requires a few cards together to do the job, however; with the amount of control and card draw you have in this deck, the odds are in your favor that you are going to combo out before someone else can or control the board so bad, you make your opponents scoop. Input and Insight always helpful.
Combos: Azami + Mind over matter, infinite draw + Laboratory Maniac. Palinchron + any mana doubler = infinite mana. Words of wind + Spellbook and wizards = bounce. Intruder alarm + wizards = a crazy amount of draw. Omniscience + Azami and a few other wizards = win
How often do you actually win with the Palinchron combo? It seems expensive for a deck with so little ramp. In my Azame list, I've cut every six+ CMC spell except for Mind Over Matter, simply because they're too slow. If you do hit enough mana to be casting such huge spells, wouldn't you be better off casting multiple spells a turn, or leaving up countermagic? In my group, at least, Azame draws so much hate that I simply can't run her out until I hit seven mana to have counter backup.
Also, Kira, Great Glass-Spinner and Lightning Greaves seem like a bit of a non-bo with your general, given that a key win condition is MoM. True, if you have Mind Over Matter you can combo off through a Kira by discarding a card, but it seems clunky. In my experience, many games are won or lost by having the one extra card to either untap a land and counter a spell, or else combo out over top of whatever is on the stack that I don't want to deal with.
Lastly, have you considered upping the land count? I've found that, even with a curve that ends at six, Azame always seems to want more land. If you can hit 5-7 mana on curve, that is fantastic. If not, you still want to hit it as fast as possible, and then keep going to be able to cast all of the lovely spells you'll be drawing into.
How often do you actually win with the Palinchron combo? It seems expensive for a deck with so little ramp. In my Azame list, I've cut every six+ CMC spell except for Mind Over Matter, simply because they're too slow. If you do hit enough mana to be casting such huge spells, wouldn't you be better off casting multiple spells a turn, or leaving up countermagic? In my group, at least, Azame draws so much hate that I simply can't run her out until I hit seven mana to have counter backup.
Also, Kira, Great Glass-Spinner and Lightning Greaves seem like a bit of a non-bo with your general, given that a key win condition is MoM. True, if you have Mind Over Matter you can combo off through a Kira by discarding a card, but it seems clunky. In my experience, many games are won or lost by having the one extra card to either untap a land and counter a spell, or else combo out over top of whatever is on the stack that I don't want to deal with.
Lastly, have you considered upping the land count? I've found that, even with a curve that ends at six, Azame always seems to want more land. If you can hit 5-7 mana on curve, that is fantastic. If not, you still want to hit it as fast as possible, and then keep going to be able to cast all of the lovely spells you'll be drawing into.
I appreciate the feed back on this, but let me start with palinchron, IMO this card is a blue staple. even if I don't have a mana doubler using colorless artifact mana to untap blue lands is never bad. You can leave mana open to block and bounce if you need to block those pesky flyers and if you do have a mana doubler, which I think there are 4 in this deck is all it's a win. I think it's worth running in most blue decks for these reasons. Second, Kira, Great Glass-Spinner with as many creatures as I have makes it so you don't need to leave counter magic open really, and the majority of the counter spells I run in this deck can be played w/o having any mana open anyways. Plus I can counter with creatures like daring apprentice, or patron wizard which will pretty much hault the game if you get patron wizard out, because it forces your opponents to play bait spells alot. Personally, I've never found it to be a problem with Kira on the board when I draw into MoM because I have other win cons. Plus, Kira doesn't hurt your curve at all. Lastly, the lands situation I would normally agree with you because I like to run about 37+ lands, but with it being mono, and having the artifact mana that I have in this deck, I haven't found it to be a problem.
Combos: Azami + Mind over matter, infinite draw + Laboratory Maniac. Palinchron + any mana doubler = infinite mana. Words of wind + Spellbook and wizards = bounce. Intruder alarm + wizards = a crazy amount of draw. Omniscience + Azami and a few other wizards = win
1 Azami, Lady of Scrolls
Creatures (32):
1 Ambassador Laquatus
1 Aphetto Grifter
1 Arcanis the Omnipotent
1 Beguiler of Wills
1 Daring Apprentice
1 Ertai, Wizard Adept
1 Fatespinnerl
1 Fatestitcher
1 Glen Elendra Archmage
1 Graceful Adept
1 Inspired Sprite
1 Jushi Apprentice
1 Kira, Great Glass-Spinner
1 Laboratory Maniac
1 Lighthouse Chronologist
1 Magus of the Future
1 Meloku the Clouded Mirror
1 Palinchron
1 Patron Wizard
1 Riptide Director
1 Roil Elemental
1 Sower of Temptation
1 Stonybrook Banneret
1 Supreme Inquisitor
1 Surgespanner
1 Teferi, Mage of Zhalfir
1 Temporal Adept
1 Tidespout Tyrant
1 Vedalken Archmage
1 Venser, Shaper Savant
1 Voidmage Husher
1 Voidmage Prodigy
1 Caged Sun
1 Cloud Key
1 Coat of Arms
1 Extraplanar Lens
1 Gauntlet of Power
1 Grim Monolith
1 Lightning Greaves
1 Mana Vault
1 Memnarch
1 Phyrexian Metamorph
1 Psychosis Crawler
1 Sapphire Medallion
1 Scroll Rack
1 Sensei’s Diving Top
1 Sol Ring
1 Spellbook
1 Thran Dynamo
1 Urza’s Incubator
Enchantments (6):
1 Counterbalance
1 Intruder Alarm
1 Mind Over Matter
1 Omniscience
1 Treachery
1 Words of Wind
1 Counterspell
1 Cyclonic Rift
1 Foil
1 Force of Will
1 High Tide
1 Mindbreak Trap
Sorceries (2):
1 Mind’s Desire
1 Rite of Replication
Land (35):
1 Cavern of Souls
28 Island
1 Minamo, School at Water’s Edge
1 Mishra’s Workshop
1 Reliquary Tower
1 Riptide Laboratory
1 Terrain Generator
1 Tolaria West
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Also, Kira, Great Glass-Spinner and Lightning Greaves seem like a bit of a non-bo with your general, given that a key win condition is MoM. True, if you have Mind Over Matter you can combo off through a Kira by discarding a card, but it seems clunky. In my experience, many games are won or lost by having the one extra card to either untap a land and counter a spell, or else combo out over top of whatever is on the stack that I don't want to deal with.
Lastly, have you considered upping the land count? I've found that, even with a curve that ends at six, Azame always seems to want more land. If you can hit 5-7 mana on curve, that is fantastic. If not, you still want to hit it as fast as possible, and then keep going to be able to cast all of the lovely spells you'll be drawing into.
Slobad, Goblin Tinkerer EDH
Azame, Lady of Scrolls EDH
All of the drafting.
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
I appreciate the feed back on this, but let me start with palinchron, IMO this card is a blue staple. even if I don't have a mana doubler using colorless artifact mana to untap blue lands is never bad. You can leave mana open to block and bounce if you need to block those pesky flyers and if you do have a mana doubler, which I think there are 4 in this deck is all it's a win. I think it's worth running in most blue decks for these reasons. Second, Kira, Great Glass-Spinner with as many creatures as I have makes it so you don't need to leave counter magic open really, and the majority of the counter spells I run in this deck can be played w/o having any mana open anyways. Plus I can counter with creatures like daring apprentice, or patron wizard which will pretty much hault the game if you get patron wizard out, because it forces your opponents to play bait spells alot. Personally, I've never found it to be a problem with Kira on the board when I draw into MoM because I have other win cons. Plus, Kira doesn't hurt your curve at all. Lastly, the lands situation I would normally agree with you because I like to run about 37+ lands, but with it being mono, and having the artifact mana that I have in this deck, I haven't found it to be a problem.
That's a bit surprising.