In my usual spirit of trying to ruin every format I play, I've revamped my Axebane Guardian + Freed from the Real defender combo deck. The printing of Commune with the Gods is very helpful in making this deck very consistent and cohesive! I've posted about this deck numerous times, some in the Casual/Pauper forum (which I don't play and don't really understand why there are two forums for Pauper), so I'll post this Primer-esq thread here!
The deck wins with infinite mana through 1 defender creature + Axebane Guardian + Freed from the Real or with Axebane Guardian + Galvanic Alchemist + 3 other creatures with defender. There are three win conditions: Kaervek's Torch, Soul Burn, and Ulamog's Crusher. Ulamog's Crusher is sort of a back up plan since this deck can make exorbitant amounts of mana early on. The deck uses deep, 2 cmc digs for the combo pieces as well as Drift of Phantasms to find all needed combo pieces. Apart from being inherently good against attackers on the ground, the deck is highly susceptible to disruption. I've gone the route of consistency instead of trying to plan for Doom Blades or what have you. Kaervek's Torch doubles as lifesaving removal when needed and Freed from the Real can tap down your opponents' threats. Anyway, I'll post my list and then explain each card choice.
-Steel Wall: All around easy to cast colorless wall with decent booty. It's no Shield Sphere, but it'll do. -Tinder Wall: The wall that bites back! I rarely use either ability, but they are there to stop Kiln Fiend and friends as well as act as a general form of early game removal. -Gatecreeper Vine: While this deck is almost entirely mana producing creatures, thinning your deck of a land is extremely useful, especially for mana fixing to transmute Drift of Phantasms or fiddling with Overgrown Battlement+Freed from the Real in order to vomit out an early Ulamog's Crusher. 18 lands an 4 Gatecreeper Vines ensures that you will have 3 lands on t3, which is pinnacle to this deck's consistency. -Overgrown Battlement: It's no Axebane Guardian, but this card is extremely powerful alongside other defenders. Paired with Freed from the Real and a few islands, you can make a ton of mana, but I consistently squeeze 2-3 mana out of it the turn after I play it and that's all you really need in most cases. -Drift of Phantasms: This card is extremely important and is 100% on par with everything this deck stands for. It's a defender, it has flying, it has a big butt, and most importantly: it fishes up every combo piece you need to win. Axebane Guardian, Freed from the Real, Galvanic Alchemist, and Soul Burn are all 3 cmc and you will always need to find at least one of those cards to win. -Galvanic Alchemist: A strictly worse card than Freed from the Real, but since this deck doesn't have many other ways to win, Freed from the Real 5-8 is necessary. With Galvanic Alchemist, you need 4 defenders on board for infinite mana (Galvanic Alchemist paired with Axebane Guardian + 3 other defenders). It's not impossible for this to happen, but it's also not very conventional compared with Freed from the Real. Since the deck absolutely tanks to top deck mode, this card is in here purely for consistency. -Axebane Guardian: Big daddy combo-piece. This is the card that makes infinite mana possible in combination with Freed from the Real or Galvanic Alchemist because with enough defenders (2 on board for Freed from the Real or 4 on board with Galvanic Alchemist), you can untap and repeat the ability until you have enough mana to Kaervek's Torch or Soul Burn your opponent to death. -Ulamog's Crusher: Plan B. You can plop this big baddie down as soon as t3 for a fast clock and hard-to-beat threat. Overgrown Battlement or Axebane Guardian help accelerate this threat out. I run two because there's a good chance of topdecking into one, but not good enough that it'll constantly clog your hand.
-Freed from the Real: An essential card for the infinite mana combo when enchanting Axebane Guardian. Attached to Axebane Guardian, you can make infinite mana if you have another defender on board (tap for 2 mana [U and another color], use one U mana to untap Axebane Guardian, rinse/repeat). Attached to Overgrown Battlement, you can make a lot of mana with other defenders present and islands to tap to untap Overgrown Battlement which comes in handy when you've got an Ulamog's Crusher in hand. In the most extreme circumstances, you can attach Freed from the Real onto an opponent's creature to keep it tapped. I've attached a Freed from the Real to an opponent's Ulamog's Crusher (or other threatening beater) to survive and win on numerous occasions.
-Forest: A meh card. -Island: A broken card. -Thornwood Falls: Helps with mana-fixing and nets you a life. Not too shabby. -Mountain: I'm considering taking this out for another basic or perhaps a nonbasic singleton. You don't really need red mana for Kaervek's Torch when you have Axebane Guardian and Tinder Wall.
Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
I play paper and this is my paper list, so no Shield Sphere for me, but it is an excellent choice over Steel Wall for sure. I still wouldn't put in more than two though, it's a terrible top deck.
I'm only saying it's a better 3CMC wincon than Soul Burn, which doesn't resist countermagic either...
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
If you want complete counter immunity, Pyromatics coupled with infinite mana will make sure they're dead. I've had this done to me online. The only disadvantage is that's there's way more clicking involved. But if you're playing paper, there's no reason why this shouldn't be your win condition.
If you want complete counter immunity, Pyromatics coupled with infinite mana will make sure they're dead. I've had this done to me online. The only disadvantage is that's there's way more clicking involved. But if you're playing paper, there's no reason why this shouldn't be your win condition.
I understand that. I'm saying that Pyromatics is better than Kaervek's Torch, because they'll typically only be able to counter one damage out of the infinite amount you can create.
If you want complete counter immunity, Pyromatics coupled with infinite mana will make sure they're dead. I've had this done to me online. The only disadvantage is that's there's way more clicking involved. But if you're playing paper, there's no reason why this shouldn't be your win condition.
If you want to be able to search up Pyromatics, then you could conceivably find room for Muddle the Mixture. In addition to being a tutor, it can stop an opposing removal spell aimed at one of your combo creatures, a burn spell to the face, or any other problematic instant or sorcery.
If you want complete counter immunity, Pyromatics coupled with infinite mana will make sure they're dead. I've had this done to me online. The only disadvantage is that's there's way more clicking involved. But if you're playing paper, there's no reason why this shouldn't be your win condition.
If you want to be able to search up Pyromatics, then you could conceivably find room for Muddle the Mixture. In addition to being a tutor, it can stop an opposing removal spell aimed at one of your combo creatures, a burn spell to the face, or any other problematic instant or sorcery.
I like the idea, but I don't think the deck needs another tutor even if it is a counter. Valakut Invoker can do some serious work AND can be used on cast to win on top of being tutorable.
If you want complete counter immunity, Pyromatics coupled with infinite mana will make sure they're dead. I've had this done to me online. The only disadvantage is that's there's way more clicking involved. But if you're playing paper, there's no reason why this shouldn't be your win condition.
If you want to be able to search up Pyromatics, then you could conceivably find room for Muddle the Mixture. In addition to being a tutor, it can stop an opposing removal spell aimed at one of your combo creatures, a burn spell to the face, or any other problematic instant or sorcery.
I like the idea, but I don't think the deck needs another tutor even if it is a counter. Valakut Invoker can do some serious work AND can be used on cast to win on top of being tutorable.
I don't like Valakut Invoker, to be honest. Unlike Pyromatics replicated a billion times, you actually have to stick him in order to win.
In addition, I think you're looking at Muddle the Mixture backwards. It's not so much a tutor that happens to also be a counterspell; rather, it's a piece of combo protection that happens to also be a tutor. The lists I'm seeing on this page seem to be woefully inadequate in terms of defending a combo piece, like Axebane Guardian, while they wait to find what they're missing.
Speaking of combo pieces, what about adding Capsize to this deck? It's hard to counter a combo when your board is in your hand. Just an idea. Since there is so much mana being generated...
I like virodian longbow as my win condition. Three reasons:
1. It can be tutored by trinket mage, this allows for a nice package along with relic, artifact lands, shield sphere, even sylvok lifestaff.
2. It's sick with deadly recluse, which is practically a necessity to survive against aggressive decks.
3. It does something even when you're not comboing off. I've won many games just mowing down creatures and slowly pinging for the win.
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In my usual spirit of trying to ruin every format I play, I've revamped my Axebane Guardian + Freed from the Real defender combo deck. The printing of Commune with the Gods is very helpful in making this deck very consistent and cohesive! I've posted about this deck numerous times, some in the Casual/Pauper forum (which I don't play and don't really understand why there are two forums for Pauper), so I'll post this Primer-esq thread here!
The deck wins with infinite mana through 1 defender creature + Axebane Guardian + Freed from the Real or with Axebane Guardian + Galvanic Alchemist + 3 other creatures with defender. There are three win conditions: Kaervek's Torch, Soul Burn, and Ulamog's Crusher. Ulamog's Crusher is sort of a back up plan since this deck can make exorbitant amounts of mana early on. The deck uses deep, 2 cmc digs for the combo pieces as well as Drift of Phantasms to find all needed combo pieces. Apart from being inherently good against attackers on the ground, the deck is highly susceptible to disruption. I've gone the route of consistency instead of trying to plan for Doom Blades or what have you. Kaervek's Torch doubles as lifesaving removal when needed and Freed from the Real can tap down your opponents' threats. Anyway, I'll post my list and then explain each card choice.
The Deck:
3 Tinder Wall
4 Gatecreeper Vine
4 Overgrown Battlement
4 Drift of Phantasms
4 Galvanic Alchemist
4 Axebane Guardian
2 Ulamog's Crusher
3 Kaervek's Torch
4 Commune with the Gods
1 Soul Burn
4 Freed from the Real
6 Island
4 Thornwood Falls
1 Mountain
Card Choices:
-Steel Wall: All around easy to cast colorless wall with decent booty. It's no Shield Sphere, but it'll do.
-Tinder Wall: The wall that bites back! I rarely use either ability, but they are there to stop Kiln Fiend and friends as well as act as a general form of early game removal.
-Gatecreeper Vine: While this deck is almost entirely mana producing creatures, thinning your deck of a land is extremely useful, especially for mana fixing to transmute Drift of Phantasms or fiddling with Overgrown Battlement+Freed from the Real in order to vomit out an early Ulamog's Crusher. 18 lands an 4 Gatecreeper Vines ensures that you will have 3 lands on t3, which is pinnacle to this deck's consistency.
-Overgrown Battlement: It's no Axebane Guardian, but this card is extremely powerful alongside other defenders. Paired with Freed from the Real and a few islands, you can make a ton of mana, but I consistently squeeze 2-3 mana out of it the turn after I play it and that's all you really need in most cases.
-Drift of Phantasms: This card is extremely important and is 100% on par with everything this deck stands for. It's a defender, it has flying, it has a big butt, and most importantly: it fishes up every combo piece you need to win. Axebane Guardian, Freed from the Real, Galvanic Alchemist, and Soul Burn are all 3 cmc and you will always need to find at least one of those cards to win.
-Galvanic Alchemist: A strictly worse card than Freed from the Real, but since this deck doesn't have many other ways to win, Freed from the Real 5-8 is necessary. With Galvanic Alchemist, you need 4 defenders on board for infinite mana (Galvanic Alchemist paired with Axebane Guardian + 3 other defenders). It's not impossible for this to happen, but it's also not very conventional compared with Freed from the Real. Since the deck absolutely tanks to top deck mode, this card is in here purely for consistency.
-Axebane Guardian: Big daddy combo-piece. This is the card that makes infinite mana possible in combination with Freed from the Real or Galvanic Alchemist because with enough defenders (2 on board for Freed from the Real or 4 on board with Galvanic Alchemist), you can untap and repeat the ability until you have enough mana to Kaervek's Torch or Soul Burn your opponent to death.
-Ulamog's Crusher: Plan B. You can plop this big baddie down as soon as t3 for a fast clock and hard-to-beat threat. Overgrown Battlement or Axebane Guardian help accelerate this threat out. I run two because there's a good chance of topdecking into one, but not good enough that it'll constantly clog your hand.
-Kaervek's Torch: The usual way of winning the game. This card doubles as removal if needed, but it's pretty much just an annoying-to-counter, single target Fireball. When you've assembled Axebane Guardian and Freed from the Real (or Galvanic Alchemist), this is the card you dump all of your manas into.
-Commune with the Gods: Basically made for this deck, Commune with the Gods grabs everything you need except for Kaervek's Torch and Soul Burn. It's a tough trade off, but digging 5 cards really pays off. Commune with the Gods grabs any of your creatures (including Ulamog's Crusher) as well as Freed from the Real.
-Soul Burn: Why run this weird, off color, seemingly bad 3 cmc burn spell? Drift of Phantasms is why. If you ever have your combo online but don't have any Kaervek's Torches or Ulamog's Crushers, Drift of Phantasms can fish up a Soul Burn for the win. It's definitely a stretch, but with infinite mana online, transmuting and casting both cards ain't no thang. With 4 Drift of Phantasms in the MD, getting this card exactly when you need it is extremely possible and has won me the game a number of times.
-Impulse: A recent addition to this deck. I used to run Brainstorm/Ponder/Preordain over Impulse and Commune with the Gods before Commune with the Gods was printed, but the enormous amounts of mana this deck is capable of demands deeper digs. Impulse keeps your plans secret and is totally worth the 2 cmc.
-Freed from the Real: An essential card for the infinite mana combo when enchanting Axebane Guardian. Attached to Axebane Guardian, you can make infinite mana if you have another defender on board (tap for 2 mana [U and another color], use one U mana to untap Axebane Guardian, rinse/repeat). Attached to Overgrown Battlement, you can make a lot of mana with other defenders present and islands to tap to untap Overgrown Battlement which comes in handy when you've got an Ulamog's Crusher in hand. In the most extreme circumstances, you can attach Freed from the Real onto an opponent's creature to keep it tapped. I've attached a Freed from the Real to an opponent's Ulamog's Crusher (or other threatening beater) to survive and win on numerous occasions.
-Forest: A meh card.
-Island: A broken card.
-Thornwood Falls: Helps with mana-fixing and nets you a life. Not too shabby.
-Mountain: I'm considering taking this out for another basic or perhaps a nonbasic singleton. You don't really need red mana for Kaervek's Torch when you have Axebane Guardian and Tinder Wall.
This deck is extremely consistent.
Why not Shield Sphere instead of Steel Wall?
I play paper and this is my paper list, so no Shield Sphere for me, but it is an excellent choice over Steel Wall for sure. I still wouldn't put in more than two though, it's a terrible top deck.
It's certainly a possibility! I wish Kaervek's Torch was 3 cmc or there was a 3 cmc version that stood up against countermagic! You could totally use Valakut Invoker over Kaervek's Torch or Soul Burn if you don't think it'll be countered. It meshes really well with Commune with the Gods too!
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I want to be able to search it up with Drift of Phantasms is all. That's why I had Soul Burn and Valakut Invoker.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
If you want to be able to search up Pyromatics, then you could conceivably find room for Muddle the Mixture. In addition to being a tutor, it can stop an opposing removal spell aimed at one of your combo creatures, a burn spell to the face, or any other problematic instant or sorcery.
I like the idea, but I don't think the deck needs another tutor even if it is a counter. Valakut Invoker can do some serious work AND can be used on cast to win on top of being tutorable.
I don't like Valakut Invoker, to be honest. Unlike Pyromatics replicated a billion times, you actually have to stick him in order to win.
In addition, I think you're looking at Muddle the Mixture backwards. It's not so much a tutor that happens to also be a counterspell; rather, it's a piece of combo protection that happens to also be a tutor. The lists I'm seeing on this page seem to be woefully inadequate in terms of defending a combo piece, like Axebane Guardian, while they wait to find what they're missing.
1. It can be tutored by trinket mage, this allows for a nice package along with relic, artifact lands, shield sphere, even sylvok lifestaff.
2. It's sick with deadly recluse, which is practically a necessity to survive against aggressive decks.
3. It does something even when you're not comboing off. I've won many games just mowing down creatures and slowly pinging for the win.