So the combo is Through the Breach and Protean Hulk on your opponents turn, but before their end step. Let Hulk die and get your slivers. On your turn attack for 5 damage and 20 poison counters.
Pact is a little awkward since you don't win on the turn you cast Breach and since you run Spirit Guides to power it out with only 4 lands in play. That might be a reason to run one of the instant win Body Double packages, though it loses to GY hate (though the Sliver package loses to Forked Bolt and Anger of the Gods which is probably a bigger issue right now) . That also enables you to play Summoner's Pact for consistency.
I think you're a bit heavy in the counterspell department and light on removal. If you play a turn 3 combo deck it's fine, but if you can't kill your opponent before turn 5/turn 6 then you really need something to deal with those Ravagers and Young Pyromancers.
Dig Through Time? Seems good too to grab your pieces.
Pact is a little awkward since you don't win on the turn you cast Breach and since you run Spirit Guides to power it out with only 4 lands in play. That might be a reason to run one of the instant win Body Double packages, though it loses to GY hate (though the Sliver package loses to Forked Bolt and Anger of the Gods which is probably a bigger issue right now) . That also enables you to play Summoner's Pact for consistency.
I think you're a bit heavy in the counterspell department and light on removal. If you play a turn 3 combo deck it's fine, but if you can't kill your opponent before turn 5/turn 6 then you really need something to deal with those Ravagers and Young Pyromancers.
Dig Through Time? Seems good too to grab your pieces.
I actually really like Pact of Negation, it helps push through the combo and protect it. I think it would be even better with the Body Double kill. I wll try out Dig and see how I like it. The only downside to the Body Double kill, there is no Body Snatcher in modern to get trapped combo pieces out of your hand.
If you want to try something different from the typical combo with 'lark, Body Doubles and so on you should try the mill (4 Dryad Arbor, 4 Hedron Crab and 1 Sakura-Tribe Elder) or the artifacts one (4 Disciple of the Vault, 1 Arcbound Ravager, 4 Memnite and 4 Ornithopter). Your combo is... "cute", but less effective, since it's not an instant win passing through combat phase; a single Abrupt Decay on the Galerider will make your opponent block your other slivers, distrupting your combo completely.
DTT is a 4-of definitely.
I'm not going to waste spaces for all those cards. The current "cute" combo only takes up 5 cards, you're suggesting that i run 9 or 12 cards in their place. Seems foolish. If I wanted something instant speed, I would just use the Body Double combo.
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Decks: "Name one! I probably got it built In one of these boxes."
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[I]Some call it dig through time, when really your digging through CRAP!
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5x Snow-Covered Island
5x Snow-Covered Mountain
4x Scalding Tarn
4x Steam Vents
2x Breeding Pool
2x Misty Rainforest
1x Wooded Foothills
1x Stomping Ground
4x Virulent Sliver
4x Protean Hulk
4x Simian Spirit Guide
1x Galerider Sliver
1x Emrakul, the Aeons Torn
Spells:
4x Through the Breach
4x Serum Visions
4x Remand
4x Cryptic Command
3x Izzet Charm
3x Pact of Negation
So the combo is Through the Breach and Protean Hulk on your opponents turn, but before their end step. Let Hulk die and get your slivers. On your turn attack for 5 damage and 20 poison counters.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
I think you're a bit heavy in the counterspell department and light on removal. If you play a turn 3 combo deck it's fine, but if you can't kill your opponent before turn 5/turn 6 then you really need something to deal with those Ravagers and Young Pyromancers.
Dig Through Time? Seems good too to grab your pieces.
I actually really like Pact of Negation, it helps push through the combo and protect it. I think it would be even better with the Body Double kill. I wll try out Dig and see how I like it. The only downside to the Body Double kill, there is no Body Snatcher in modern to get trapped combo pieces out of your hand.
I'm not going to waste spaces for all those cards. The current "cute" combo only takes up 5 cards, you're suggesting that i run 9 or 12 cards in their place. Seems foolish. If I wanted something instant speed, I would just use the Body Double combo.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
I get the feeling the deck might be faster if you dropped the cryptic commands for dig through time or faithless looting.
it is a shame that we don't have body snatcher but closest we have for miss placed combo pieces is, see beyond
given your mana base, you might be able to get away with running a scapeshift back up plan.
p.s. I remember there use to be a deck that used mystical teachings to fetch summoner's pact for getting the hulk, and flashed back to get the through the breach.
Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
---------------------------------------------------
Vintage will rise again! Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!