As the title says, I'm trying to initiate my playgroup to combo decks. While I do know a few things on combo decks from Legacy, I'm looking for something rather unusual for them but still understandable for new players. I also understand that many threads are talking about combos in general, budget or what so ever, but this time it needs to be easy over everything else.
What I mean by that is rather simple. An Egg deck from Modern wouldn't fit for my initiation, as the combo resolution is too long and would be rather boring according to my playgroup.
I'm looking for a 2-3 cards combos that quickly resolve, not something where I have to play alone for 10 minutes like High Tide or Eggs.
An exemple of that would be Seismic Assault + Treasure Hunt, and only lands for the rest. It's easy, understandable, and would still destabilize them as it doesn't win with creatures. I also thought about some Infect machinama but I would prefer to win without a combat phase.
I'm wondering if a Storm deck is too difficult or too long. They wouldn't be interested in me playing alone again, as stated earlier, for a good amount of time. However they would be shocked by its resolution. I need something to hit them hard in their soft spot: no one plays counterspells because to fight big creatures, it's better to have a bigger creature yourself. That's how they think and I want to open their mind.
I've been thinking about Dredge, ANT, Belcher, but I'm wondering if something else exists, if possible more affordable.
Would this combo deck be only for 1v1 play, or would it need to function for casual multiplayer games as well? Also, what kind of budget are you looking at?
To be honest, I'll take everything you have for a something like $50 budget, maybe a bit more if I have the staples. 1v1, Multiplayer, it doesn't matter. I also appreciate the very fast answer, thank you
If you have not seen my articles you should probably check them out. I have one written specifically about budget combos that could give you some ideas, as well as a few super budget articles that present a few combo decks. You can find all of them in my signature.
It's as easy as turn one sac outlet, turn two Melira, turn three Finks. Sac the Finks to your outlet, gain the life, and it comes back due to persist, only without the -1/-1 counter on it thanks to Melira. Do this as many times as you want, and that's infinite life on turn three. Turn four, drop the Redcap and do the same process, only this time giving you infinite damage to target creature or player.
All of the actual combo cards are fairly cheap with the exception of Finks, but you could easily leave him out of the deck if you don't own him already. The combo only uses creatures, and it's very easy for new players to understand. As for the shell - the modern deck uses Birthing Pod to tutor for answers, but again it's not a needed part of the combo. You could easily throw those cards into a B/G shell consisting of mana fixing, Fog type cards, and things to help you search it out. If it sounds interesting, you could take a peek here for some more ideas in the Modern Melira Pod Primer.
Storm is a great place to start. It's a fairly simple deck to understand, and just takes some counting. I personally find that when I play AGAINST Storm, it's very exciting watching the giant flurry of spells and card-drawing--in fact, I count the mana and storm for my opponent, because it's honestly very fun.
For a typical Storm deck, Pyromancer Ascension is a good place to start. TES is a little convoluted, and fairly non-standard--besides, you'll have to explain a lot of things.
I came up with this the other day. I have tested it against tier 1 decks and it holds its own. It won't ever be a tier 1 deck but it is a darn good combo deck for the price.
Storm is a great place to start. It's a fairly simple deck to understand, and just takes some counting. I personally find that when I play AGAINST Storm, it's very exciting watching the giant flurry of spells and card-drawing--in fact, I count the mana and storm for my opponent, because it's honestly very fun.
I'm glad to see someone enjoy Storm. I surely want a deck with a same effect or feeling in the sense that it targets my opponents, the final blow is interactive, however I doubt the hope mechanical stuff would interest them. I'll try to find something I guess, probably in the vein of an ANT.
I came up with this the other day. I have tested it against tier 1 decks and it holds its own. It won't ever be a tier 1 deck but it is a darn good combo deck for the pricehttp://forums.mtgsalvation.com/showthread.php?t=491818
Sounds rather amazing but Dream Halls are a little off budget. I understand the power of the deck, that's for sure. If I choose a stricly 1v1 deck this could be the choice.
If you have not seen my articles you should probably check them out. I have one written specifically about budget combos that could give you some ideas, as well as a few super budget articles that present a few combo decks. You can find all of them in my signature.
I did an one was really interesting, the Cephalid Breakfast-like. A serious contender but I would rather have a combo that targets my opponents for the sake of interaction, however if I can't find anything, that will probably be what I build.
It's as easy as turn one sac outlet, turn two Melira, turn three Finks. Sac the Finks to your outlet, gain the life, and it comes back due to persist, only without the -1/-1 counter on it thanks to Melira. Do this as many times as you want, and that's infinite life on turn three. Turn four, drop the Redcap and do the same process, only this time giving you infinite damage to target creature or player.
What about Altar of Dementia and any non-expensive persist creature? The deck could also work in multiplayer but do you have any way to get such a thing fast in game?
I also just want to thank all of you for the answers, while it didn't give me a final answer yet it makes me think on what I really want, which is already some progress. I truly appreciate
Sounds rather amazing but Dream Halls are a little off budget. I understand the power of the deck, that's for sure. If I choose a stricly 1v1 deck this could be the choice.
A complete Dream Halls build is expensive with Force of Will, fetches and Show and Tell but my build is only about $75 and still rather good. It is also powerful in a multiplayer game as the win condition, Laboratory Maniac, just states "You win the game".
Another cheap two card combo that wins the game even in multiplayer games is Hive Mind and Pact of the Titan. An Ideal build has Pact of Negation, Force of Will, Show and Tell, Intuition, dual lands and Emrakul or Griselbrand but the actual combo only requires the previously mentioned cards that are quite cheap. Slaughter Pact and Intervention Pact are also cheap and can sometimes win the game too. You can use a mana/ramp base and draw filtering scheme similar to the one in my budget Dream Halls deck.
Why not combo elves? It's cheap and simple as pie for newer/casual players to understand. It's also pretty interactive and not impossible to stop so they won't accuse you of being an unfair dingus who plays lame-o un-interactive masturbation combos, not unlike Eggs.
Tldr:Combo Elves is cheap and easy for people to understand and deal with a la Infest or Pyroclasm, making it fair for newer players. It's a good starter combo for your playgroup.
As the title says, I'm trying to initiate my playgroup to combo decks. While I do know a few things on combo decks from Legacy, I'm looking for something rather unusual for them but still understandable for new players. I also understand that many threads are talking about combos in general, budget or what so ever, but this time it needs to be easy over everything else.
What I mean by that is rather simple. An Egg deck from Modern wouldn't fit for my initiation, as the combo resolution is too long and would be rather boring according to my playgroup.
I'm looking for a 2-3 cards combos that quickly resolve, not something where I have to play alone for 10 minutes like High Tide or Eggs.
An exemple of that would be Seismic Assault + Treasure Hunt, and only lands for the rest. It's easy, understandable, and would still destabilize them as it doesn't win with creatures. I also thought about some Infect machinama but I would prefer to win without a combat phase.
I'm wondering if a Storm deck is too difficult or too long. They wouldn't be interested in me playing alone again, as stated earlier, for a good amount of time. However they would be shocked by its resolution. I need something to hit them hard in their soft spot: no one plays counterspells because to fight big creatures, it's better to have a bigger creature yourself. That's how they think and I want to open their mind.
I've been thinking about Dredge, ANT, Belcher, but I'm wondering if something else exists, if possible more affordable.
Thank you very much for any ideas!
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It's as easy as turn one sac outlet, turn two Melira, turn three Finks. Sac the Finks to your outlet, gain the life, and it comes back due to persist, only without the -1/-1 counter on it thanks to Melira. Do this as many times as you want, and that's infinite life on turn three. Turn four, drop the Redcap and do the same process, only this time giving you infinite damage to target creature or player.
All of the actual combo cards are fairly cheap with the exception of Finks, but you could easily leave him out of the deck if you don't own him already. The combo only uses creatures, and it's very easy for new players to understand. As for the shell - the modern deck uses Birthing Pod to tutor for answers, but again it's not a needed part of the combo. You could easily throw those cards into a B/G shell consisting of mana fixing, Fog type cards, and things to help you search it out. If it sounds interesting, you could take a peek here for some more ideas in the Modern Melira Pod Primer.
thopter foundry + sword of the meek + grinding station
This creates a card state that essentially reads :
"1 : gain 1 life, target player puts the top 3/6/9/12 (depending on sword count) cards from the top of his or her library into his or her graveyard"
Also
thopter foundry + sword of the meek + time sieve = infinite turns
Or you can go classy with intruder alarm and pretty much anything you can think of, like sprout swarm, imperious perfect + mana dork, etc..
http://alteredartmagic.blogspot.com/search/label/Nicolarre
or in my Humble Alter Gallery at DeviantArt: http://nicolarre.deviantart.com/gallery/
For a typical Storm deck, Pyromancer Ascension is a good place to start. TES is a little convoluted, and fairly non-standard--besides, you'll have to explain a lot of things.
GW Tokens GW || UB UB Control UB || BRG Jund Aggro BRG || UR Wee Dragonauts Tempo UR || BG Fungus/Saproling BG || W Soldiers W ||
GWU Bant Flicker Gun GWU
Under Construction
U Wizards Tribal Control U || RG MLD Trolling RG
http://forums.mtgsalvation.com/showthread.php?t=491818
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
I'll think about it, and while I love the combo, it's not really what I'm looking for. Thank you
I'm glad to see someone enjoy Storm. I surely want a deck with a same effect or feeling in the sense that it targets my opponents, the final blow is interactive, however I doubt the hope mechanical stuff would interest them. I'll try to find something I guess, probably in the vein of an ANT.
Sounds rather amazing but Dream Halls are a little off budget. I understand the power of the deck, that's for sure. If I choose a stricly 1v1 deck this could be the choice.
I did an one was really interesting, the Cephalid Breakfast-like. A serious contender but I would rather have a combo that targets my opponents for the sake of interaction, however if I can't find anything, that will probably be what I build.
What about Altar of Dementia and any non-expensive persist creature? The deck could also work in multiplayer but do you have any way to get such a thing fast in game?
I also just want to thank all of you for the answers, while it didn't give me a final answer yet it makes me think on what I really want, which is already some progress. I truly appreciate
A complete Dream Halls build is expensive with Force of Will, fetches and Show and Tell but my build is only about $75 and still rather good. It is also powerful in a multiplayer game as the win condition, Laboratory Maniac, just states "You win the game".
Another cheap two card combo that wins the game even in multiplayer games is Hive Mind and Pact of the Titan. An Ideal build has Pact of Negation, Force of Will, Show and Tell, Intuition, dual lands and Emrakul or Griselbrand but the actual combo only requires the previously mentioned cards that are quite cheap. Slaughter Pact and Intervention Pact are also cheap and can sometimes win the game too. You can use a mana/ramp base and draw filtering scheme similar to the one in my budget Dream Halls deck.
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
Llanowar Elves/Arbor Elf/Elvish Archdruid/Priest of Titania + Imperious Perfect + Intruder Alarm = infinite 2/2 or 3/3 Elf warriors.
There are other variations involving Cloudstone Curio and Heritage Druid/Birchlore Rangers/Nettle Sentinel. Use Elvish Visionary to draw your deck, etc.
Tldr:Combo Elves is cheap and easy for people to understand and deal with a la Infest or Pyroclasm, making it fair for newer players. It's a good starter combo for your playgroup.