The infinite damage combo can be achieve quite easily on turn 3 (Sigarda's Aid on turn 1, Invisible Stalker on Turn 2, Spellbinder/Savage Beating on turn 3 for the win). Do you see any cards that can improve the reliability and consistency of the deck.
This deck needs library manipulation in the worst way to dig for its pieces - otherwise, it will rarely find them. Steelshaper's Gift is a good start, but you also need cards like Serum Visions and Anticipate or Sleight of Hand to find your stuff.
Maybe this could be a bit better, don't want to sacrifice too many counter magic and Path to Exile is a great substitute on Spellbinder against many deck, since it exile them one creature per turn
is there a way to cheapen argentum armor. too me that seems like the card you want to cast and then auto equip to a creature for free, via sigarda's aid
Also at 3 cc Spellbinder is pretty much auto win if Imprint with Savage Beating (autowin) or Cryptic Command or Path to Exile so the true problem is to get Spellbinder on the field and to make sure you have one of the Stalker on the battlefield. This is more a 1 card combo than a 3 cards combo, it's true that it is fragile but having the possibility to cast as an instant make it a bit less predictable and fragile because you can leave your mana open on turn 2 or 3 or even later to protect the creature..
Another creature that can be considered in my view is Rattlechains since you can hide all the pieces (Rattlechains and spellbinder) in your hand until your ready and play them at opponent EOT. Also it can target itself to make sure you untap your mana in case you need to protect it on your turn (but it isn't unblockable only flying).
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4 Snapcaster Mage
2 Triton Shorestalker
4 Spellbinder
4 Savage Beating
4 Sigarda's Aid
3 Spell Snare
3 Path to Exile
2 Cryptic Command
2 Steelshaper's Gift
4 Scalding Tarn
4 Flooded Strand
4 Arid Mesa
3 Hallowed Fountain
3 Steam Vents
4 Island
2 Plains
The infinite damage combo can be achieve quite easily on turn 3 (Sigarda's Aid on turn 1, Invisible Stalker on Turn 2, Spellbinder/Savage Beating on turn 3 for the win). Do you see any cards that can improve the reliability and consistency of the deck.
Thanks
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
3 Snapcaster Mage
2 Triton Shorestalker
4 Spellbinder
4 Savage Beating
4 Sigarda's Aid
2 Spell Snare
3 Path to Exile
2 Cryptic Command
4 Steelshaper's Gift
2 Serum Visions
4 Flooded Strand
4 Arid Mesa
3 Hallowed Fountain
3 Steam Vents
3 Island
2 Plains
Also at 3 cc Spellbinder is pretty much auto win if Imprint with Savage Beating (autowin) or Cryptic Command or Path to Exile so the true problem is to get Spellbinder on the field and to make sure you have one of the Stalker on the battlefield. This is more a 1 card combo than a 3 cards combo, it's true that it is fragile but having the possibility to cast as an instant make it a bit less predictable and fragile because you can leave your mana open on turn 2 or 3 or even later to protect the creature..
Another creature that can be considered in my view is Rattlechains since you can hide all the pieces (Rattlechains and spellbinder) in your hand until your ready and play them at opponent EOT. Also it can target itself to make sure you untap your mana in case you need to protect it on your turn (but it isn't unblockable only flying).