I've been messing with various combo decks ever since twin was banned. Most of what I own is UWR so I've been sticking to those colors. Here's a deck I've working on for a few days now:
You have two combos to work with here. Firs you can fight over the thopter combo. Against most decks this is all it takes to win. You can get it online pretty early, and it can stabilize you for a long time. But since there are plenty of decks out there that have main deck hate, or can outright win through it, you have a plan b: Possibility storm into Emrakul. Here you have Tolaria West (I might add a 3rd and just go up to 61 cards) to tutor for either endless one or zoetic cavern. All you need to do is stick possibilty storm, preferably turn 5. typically that alone will disrupt their game plan enough that you can tutor the following turn and win. Ideally I'd like to find room for an engineered explosives as well, as you can tutor that up with tolaria, it's another artifact to pitch to thirst, and you can sack it to get the thopter combo going. Nahiri is a distant plan C. She's definitely helped in taking care of troublesome game 1 enchantments, and you can ultimate for emrakul (or sword, but if you are firing off her ultimate, seems like you should just go for the win). I haven't played anything beyond casual MODO games, but I might bring it to my LGS tonight for fun.
This is probably what needs the most work. As I play it more, I should get a better idea of how it can be improved.
As of now this is just a fun little brew, but I'd like to work on it a bit to see if it can't get to be somewhat competitive. If there's any interest, I'll post a tournament report from tonight later.
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Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
I played it at a small modern night last week and went 2-0-1 beating UW fish and a burn oriented jeskai thopters list (although both wins went to time). I was able to win off the backs of both combos in both matches which felt pretty good. The lands do seem low, but between serum visions and thirst for knowledge, you can actually hit your land drops pretty well. I have since dropped izzet charm in favor of a 4th thirst, and added engineered explosives. I haven't played it since but I was planning on bumping it up to 22 lands and 3 mana rocks. Pact is useful for pushing the possibility storm through against a control deck. If I'm able to cast poss storm, I should be able to pay for the pact. Losing a turn isn't terrible as the storm often trips your opponent up enough to give you time to transmute a tolaria for endless one. Ideally you drop the storm when you have it in hand, though. I agree that a main deck verdict is a good answer, and I'd like to move up to 4 paths, since I can't run snapcaster to rebuy the removal.
Private Mod Note
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Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
I had an old UWR Possibility Storm deck that used 4 Squadron Hawk instead. It's 1 turn slower than using Zoetic Cavern or Endless One but you get a lot more synergy.
3 Path to Exile
4 Serum Vision
1 Spell Snare
4 Lightning Bolt
4 Remand
1 Izzet Charm
3 Thirst for Knowledge
1 Cryptic Command
Sword Combo 8
3 Sword of the Meek
3 Thopter Foundry
2 Muddle the Mixture
4 Possibility Storm
1 Endless One
1 Zoetic Cavern
1 Emrakul, the Aeons Torn
Artifacts 3
2 Izzet Signet
1 Talisman of Progress
Planeswalkers 1
1 Nahiri, the Harbringer
Lands 20 (plus zoetic)
1 Academy Ruins
1 Celestial Colonnade
1 Desolate Lighthouse
3 Flooded Strand
4 Scalding Tarn
1 Hallowed Fountain
1 Sacred Foundry
2 Steam Vents
2 Island
1 Mountain
1 Plains
2 Tolaria West
You have two combos to work with here. Firs you can fight over the thopter combo. Against most decks this is all it takes to win. You can get it online pretty early, and it can stabilize you for a long time. But since there are plenty of decks out there that have main deck hate, or can outright win through it, you have a plan b: Possibility storm into Emrakul. Here you have Tolaria West (I might add a 3rd and just go up to 61 cards) to tutor for either endless one or zoetic cavern. All you need to do is stick possibilty storm, preferably turn 5. typically that alone will disrupt their game plan enough that you can tutor the following turn and win. Ideally I'd like to find room for an engineered explosives as well, as you can tutor that up with tolaria, it's another artifact to pitch to thirst, and you can sack it to get the thopter combo going. Nahiri is a distant plan C. She's definitely helped in taking care of troublesome game 1 enchantments, and you can ultimate for emrakul (or sword, but if you are firing off her ultimate, seems like you should just go for the win). I haven't played anything beyond casual MODO games, but I might bring it to my LGS tonight for fun.
Sideboard currently is as follows:
1 Celestial Purge
1 Pact of Negation
2 Negate
1 Dispel
1 Anger of the Gods
2 Crumble to Dust
1 Supreme Verdict
2 Wear/Tear
2 Relic of Progenitus
This is probably what needs the most work. As I play it more, I should get a better idea of how it can be improved.
As of now this is just a fun little brew, but I'd like to work on it a bit to see if it can't get to be somewhat competitive. If there's any interest, I'll post a tournament report from tonight later.
Legacy: UW RiP/Helm, UR Sneak and Show
Legacy: UW RiP/Helm, UR Sneak and Show