After the recent joining of a couple new members in my EDH playgroup, the meta has gotten faster and the number of degenerate decks is on the rise with generals not previously played before. Consequentially, my more casual decks aren't always keeping up and I decided to try and build a combo deck of my own. My approach is fairly standard with a focus on mana combos to power out the general while ensuring I have enough board wipe & control to keep the game where I want it until I can combo out; the main concern is that the deck may be too slow (also considering building Sisay if this doesn't work) and not have enough early-game presence to keep aggressive token decks like Krenko, Mob Boss at bay.
I've not much experience building this sort of deck, but have taken a look around for ideas. Any critiques and comments are welcome, up to and including telling me that this is the wrong general for what I want to do:
Combos Present:
Bloodchief Ascenion / Mindcrank
Power Artifact / Grim Monolith
Leyline of the Void / Helm of Obedience
It That Betrays / Grave Pact
Even if I don't get any of those fun little combos in play, the mana generated by up to four cabal coffers triggers per turn should be significant enough to give me a quantity of Faeies which I can sacrifice to Ashnod's Altar to produce yet more. There is a lot of recursion in my meta, so the idea of exile-based mill is quite appealing.
You run Power Artifact but not Grim Monolith, I think that should be corrected. PA would work with both Basalt and Grim, giving you another option to win via Oona. You mention Grim in your combos, but you have Basalt, not Grim, present in your list. Your list is exactly 99 cards, too (I think, I only counted once), so I don't know if this is a mistake or what, but either way, I think you should run both artifacts, lol.
Glen Elendra Archmage should definitely be in, probably over one of your giant guys. I think losing Arcanis for Archmage would be a great call.
Lim-Dul's Vault would also be a great tutor kind of card to use here, and I think Rhystic Study could be a good addition too, and I'm tempted to say you should remove Dire Undercurrents (if you have your mana combo, what do you need this for, you know?) for one of those, and something else for the other.
Also, run Deadeye Navigator with Palinchron for endless mana that also enables you to win via Oona. Deadeye enables Snapcaster Mage, blinks Venser, Shaper Savant, resets Archmage, etc.. He'd be a good call if you want a more interactive creature package.
I also think what you're doing with Proteus Staff is entertaining, but if you could just put a big dumb beater into play or just flat-out win, why would you cast the big dumb beater? I'm not entirely sure the Proteus Staff > Giant dudes combo is necessary when you can focus more on doing what Oona does best: Exiling libraries for faeries and profit.
I double-counted, and it looks like I have all 100 cards in the deck that there should be. The Proteus staff was put in mostly as tuck-based removal against a number of irksome recursion decks and secondarily as a way to get creatures from my deck cheaply.
Thoughts on swapping Carnage Altar for Altar of Dementia? I think I've got enough card draw that it might not be necessary, and doesn't require mana to fuel it if I need a bunch of Grave Pact triggers all of a sudden. As wonderful as it is, I don't own any copies of Snapcaster Mage and probably couldn't justify the cost of acquiring one, but I like the thought of Deadeye Navigator and Venser, Shaper Savant. What do you think of removing Magus of the Coffers (very hot removal target) and Black Market for those two creatures?
Is the near-complete lack of removal a problem? I usually like to put in something like Gilded Drake, Sever the Bloodline or Ashes to Ashes in case my opponents play a creature that I simply must answer.
Magus of the Coffers and Black Market out for Deadeye and Venser, Shaper Savant sounds like a good call. You still keep access to Coffers in your mana base, and while Black Market would be sweet sometimes, it'd probably wind up being win-more in most board states.
Lim-Dul's Vault could probably be added over Ulamog, the Infinite Gyre. He's an awesome guy, but if you've got a mana combo to put him out or Crypt Ghast/Nirkana Revenant/Cabal Coffers and a bunch of Swamps, you could probably just spend that 11 mana into Oona and make some babies, or on casting draw/tutor spells for the win. As for Rhystic Study, maybe just add it over Dire Undercurrents? Rhystic either draws you loads of cards or slows your opponents down surprisingly well (it only gets better the more efficiently tuned your opponent's decks are, lol, since they may cast multiple spells a turn), which seems a lot more important than forcing a single player to draw/discard an extra card every time you token off Oona. Dire Undercurrents strikes me as the kind of card that's great against players who, even when building a three color deck, stick to their favorite mono color and add a couple random splashes, but the effectiveness of Undercurrents is directly related to luck (because if you name green against the guy running Uril and he shows 10 lands, 1 green card, 4 white cards and a couple red, that's largely a whiff), moreso than other cards. But that's just me.
You could add Gilded Drake over Memnarch, who I didn't even realize was in the deck at first glance. 1U is a lot easier to float than 4UUU to steal something (and Memnarch doesn't really get the ability to steal everything unless you already have an active Palinchron/Deadeye combo, in which case you may as well just activate Oona to oblivion and win). Though, I guess it is nice that Memnarch can steal Sol Rings and the like whereas Gilded Drake cannot.
Another card that may be beneficial is Muddle the Mixture- a decent counterspell on its own, but it can also tutor Grim Monolith, Cyclonic Rift or Power Artifact. That's actually some pretty decent selection- it lets you tutor up an infinite mana combo or a way to defend yourself (Rift). Actually, now that I think about it, is Exsanguinate really necessary? Commanders don't have to be Friar Tucked anymore, so if you have a combo you should almost always be able to bring out the Faerie Queen. Is player shroud a big problem where you play (Solitary Confinement and the like)? If it is, then ignore this, but if not swap Exsanguinate out for Muddle the Mixture since the former isn't really needed any longer.
Also, you may hate me for this, but Phantasmal Image and Palinchron are another good infinite colored mana combo. Don't know if you want to include the little guy, but he's an option.
Since it has only a couple of targets right now (Sol Ring & Skullclamp) swapping Trinket Mage out for Phantasmal Image (which can also copy Nirkana Revenant and friends) might be workable.
Ulamog is currently in the decklist both for his Vindicate effect and as a defense agaisnt infinite mill combos which are something to worry about here. They can always mill be down to only Ulamog, but if I can cast / sacrifice him I get out of jail there.
Muddle the Mixture is an excellent suggestion, though Exsanguinate is in here as much to buy time against certain aggro decks (via the lifegain) as an infinite mana instant-win. What about removing Bitterblossom for it? Dire Undercurrents would be a possible choice, but I enjoy how I can force people to both exile their library and draw (via Oooa's tokens) before they get an untap step in to perhaps do something, as well as drawing cards for myself off a Vampiric or Mystical Tutor rather than waiting until next turn. I might end up getting more card advantage from Rhystic Study, as well as being cheaper though.
Not sure about Memnarch vs. Drake; Memnarch is in there as an alternate win-con if they lock out Oona with Pithing Needle or Darksteel Mutation, and similar ilk. Stealing all permanents after going infinite works rather well, and also serves as removal for Platinum Angel or hostile combo pieces.
I've not much experience building this sort of deck, but have taken a look around for ideas. Any critiques and comments are welcome, up to and including telling me that this is the wrong general for what I want to do:
1 Oona, Queen of the Fae
Creatures
1 Butcher of Malakir
1 Ob Nixilis, Unshackled
1 Deadeye Navigator
1 Burnished Hart
1 Crypt Ghast
1 Nirkana Revenant
1 Ulamog, the Infinite Gyre
1 Trinket Mage
1 Palinchron
1 Memnarch
1 Glen-Elendra Archmage
1 Venser, Shaper Savant
1 Drana, Kalastria Bloodchief
1 Sheoldred, Whispering One
1 Kira, Great Glass-Spinner
1 It That Betrays
1 Scion of Oona
1 Phyrexian Metamorph
Enchantments
1 Dictate of Erebos
1 Leyline of the Void
1 Bloodchief Ascension
1 Dire Undercurrents
1 Power Artifact
1 Grave Pact
1 Cryptic Command
1 Muddle the Mixture
1 Desertion
1 Sudden Spoiling
1 Force of Will
1 Cyclonic Rift
1 Dissipate
1 Faerie Trickery
Tutors
1 Mystical Tutor
1 Demonic Tutor
1 Vampiric Tutor
1 Diabolic Revelation
1 Liliana Vess
1 Beseech the Queen
Sorceries
1 Exsanguinate
Board Wipe
1 Damnation
1 Decree of Pain
1 Evacuation
1 Black Sun's Zenith
Artifacts
1 Swiftfoot Boots
1 Lightning Greaves
1 Skullclamp
1 Rings of Brighthearth
1 Altar of Dementia
1 Ashnod's Altar
1 Helm of Obedience
1 Mindcrank
1 Proteus Staff
1 Sol Ring
1 Basalt Monolith
1 Gilded Lotus
1 Dimir Signet
1 Darksteel Ingot
1 Solemn Simulacrum
1 Grim Monolith
1 Expedition Map
1 Caged Sun
Lands
13 Island
12 Swamp
1 Cabal Coffers
1 Thespian Stage
1 Vesuva
1 Command Tower
1 Boseiju, Who Shelters All
1 Dimir Aqueduct
1 Watery Grave
1 Deserted Temple
1 Bojuka Bog
1 Urborg, Tomb of Yawgmoth
1 Tolaria West
1 Drowned Catacomb
1 Reliquary Tower
Combos Present:
Bloodchief Ascenion / Mindcrank
Power Artifact / Grim Monolith
Leyline of the Void / Helm of Obedience
It That Betrays / Grave Pact
Even if I don't get any of those fun little combos in play, the mana generated by up to four cabal coffers triggers per turn should be significant enough to give me a quantity of Faeies which I can sacrifice to Ashnod's Altar to produce yet more. There is a lot of recursion in my meta, so the idea of exile-based mill is quite appealing.
Cards that might be fun:
Thanks to any and all who can help me tune this deck a bit. It'll usually be played in 4-6 play games, so keep that in mind.
Glen Elendra Archmage should definitely be in, probably over one of your giant guys. I think losing Arcanis for Archmage would be a great call.
Lim-Dul's Vault would also be a great tutor kind of card to use here, and I think Rhystic Study could be a good addition too, and I'm tempted to say you should remove Dire Undercurrents (if you have your mana combo, what do you need this for, you know?) for one of those, and something else for the other.
Also, run Deadeye Navigator with Palinchron for endless mana that also enables you to win via Oona. Deadeye enables Snapcaster Mage, blinks Venser, Shaper Savant, resets Archmage, etc.. He'd be a good call if you want a more interactive creature package.
I also think what you're doing with Proteus Staff is entertaining, but if you could just put a big dumb beater into play or just flat-out win, why would you cast the big dumb beater? I'm not entirely sure the Proteus Staff > Giant dudes combo is necessary when you can focus more on doing what Oona does best: Exiling libraries for faeries and profit.
Sig and Avatar drawn by me.
Agreed on Arcanis for Glen-Elendra Archmage, the extra counter options will help, as would swapping Everflowing Chalice for Grim Monolith.
Thoughts on swapping Carnage Altar for Altar of Dementia? I think I've got enough card draw that it might not be necessary, and doesn't require mana to fuel it if I need a bunch of Grave Pact triggers all of a sudden. As wonderful as it is, I don't own any copies of Snapcaster Mage and probably couldn't justify the cost of acquiring one, but I like the thought of Deadeye Navigator and Venser, Shaper Savant. What do you think of removing Magus of the Coffers (very hot removal target) and Black Market for those two creatures?
Not sure what could be cut for Lim-Dûl's Vault or Rhystic Study, though I appreciate how helpful they would be.
Is the near-complete lack of removal a problem? I usually like to put in something like Gilded Drake, Sever the Bloodline or Ashes to Ashes in case my opponents play a creature that I simply must answer.
Lim-Dul's Vault could probably be added over Ulamog, the Infinite Gyre. He's an awesome guy, but if you've got a mana combo to put him out or Crypt Ghast/Nirkana Revenant/Cabal Coffers and a bunch of Swamps, you could probably just spend that 11 mana into Oona and make some babies, or on casting draw/tutor spells for the win. As for Rhystic Study, maybe just add it over Dire Undercurrents? Rhystic either draws you loads of cards or slows your opponents down surprisingly well (it only gets better the more efficiently tuned your opponent's decks are, lol, since they may cast multiple spells a turn), which seems a lot more important than forcing a single player to draw/discard an extra card every time you token off Oona. Dire Undercurrents strikes me as the kind of card that's great against players who, even when building a three color deck, stick to their favorite mono color and add a couple random splashes, but the effectiveness of Undercurrents is directly related to luck (because if you name green against the guy running Uril and he shows 10 lands, 1 green card, 4 white cards and a couple red, that's largely a whiff), moreso than other cards. But that's just me.
You could add Gilded Drake over Memnarch, who I didn't even realize was in the deck at first glance. 1U is a lot easier to float than 4UUU to steal something (and Memnarch doesn't really get the ability to steal everything unless you already have an active Palinchron/Deadeye combo, in which case you may as well just activate Oona to oblivion and win). Though, I guess it is nice that Memnarch can steal Sol Rings and the like whereas Gilded Drake cannot.
Another card that may be beneficial is Muddle the Mixture- a decent counterspell on its own, but it can also tutor Grim Monolith, Cyclonic Rift or Power Artifact. That's actually some pretty decent selection- it lets you tutor up an infinite mana combo or a way to defend yourself (Rift). Actually, now that I think about it, is Exsanguinate really necessary? Commanders don't have to be Friar Tucked anymore, so if you have a combo you should almost always be able to bring out the Faerie Queen. Is player shroud a big problem where you play (Solitary Confinement and the like)? If it is, then ignore this, but if not swap Exsanguinate out for Muddle the Mixture since the former isn't really needed any longer.
Also, you may hate me for this, but Phantasmal Image and Palinchron are another good infinite colored mana combo. Don't know if you want to include the little guy, but he's an option.
Sig and Avatar drawn by me.
Ulamog is currently in the decklist both for his Vindicate effect and as a defense agaisnt infinite mill combos which are something to worry about here. They can always mill be down to only Ulamog, but if I can cast / sacrifice him I get out of jail there.
Muddle the Mixture is an excellent suggestion, though Exsanguinate is in here as much to buy time against certain aggro decks (via the lifegain) as an infinite mana instant-win. What about removing Bitterblossom for it? Dire Undercurrents would be a possible choice, but I enjoy how I can force people to both exile their library and draw (via Oooa's tokens) before they get an untap step in to perhaps do something, as well as drawing cards for myself off a Vampiric or Mystical Tutor rather than waiting until next turn. I might end up getting more card advantage from Rhystic Study, as well as being cheaper though.
Not sure about Memnarch vs. Drake; Memnarch is in there as an alternate win-con if they lock out Oona with Pithing Needle or Darksteel Mutation, and similar ilk. Stealing all permanents after going infinite works rather well, and also serves as removal for Platinum Angel or hostile combo pieces.
What about Lim-Dûl's Vault in over It That Betrays?