I realized there really wasn't any comboish decks in standard right now, maybe i am mistaken. Do you see any combos coming around any time in the future?
I think it's an intentional design choice to keep full-on Combo decks from being a major part of the Standard metagame. From what I've seen, they aren't as popular as other archetypes to play against, so this gives players that don't want to deal with Combo a format to play that doesn't have it.
That said, I ran a RWU Tempo brew a few weeks back that ran Azorius Charm, Boros Reckoner, and Boros Charm on their own merits. Combined, they're good for infinite life. Just a thought.
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Formerly Angrypossum over at the now-defunct WotC forums.
There are a couple infinite combos available in the format, there just isn't really a dedicated combo deck like Storm.
You've got the Naya Infinite Angels combo - attack with Aurelia, the Warleader and Felhide Spiritbinder, triggering Aurelia to untap all your guys, and floating two mana from mana dorks (Sylvan Caryatid or whatever). Use the two mana to pay for Spiritbinder's trigger, making a copy of Aurelia; the new Legendary rule will let you keep the new copy and lose the old one. When you move to your extra attack step, the new Aurelia token will trigger because it didn't see the beginning of the last combat. Repeat until your opponent dies.
Note: Aurelia will never get through for damage, since you have to sacrifice the attacking copy each time. Also, the Spiritbinder needs to survive the attack. So that means either no blockers, or cast a Boros Charm before going in. Or attack with a Frontline Medic along with the others.
There's also RUG infinite mana and recursion in a Defender deck. With Mnemonic Wall and Axebane Guardian in play, strive Twinflame targeting both walls. The Mnemonic's trigger can return Twinflame every time, and the Axebanes tap for larger mana each time you make more copies. At each step along the way you can either copy another creature that can attack, or get back burn spells from your graveyard.
Then you've got Bant to gain life, draw cards, and get giant creatures. Horizon Chimera, Archangel of Thune, and Fathom Mage - draw a card, then gain a life, then put counters on your creatures, then draw a card, then gain a life, then put counters on ...
Limited by the size of your library, but that ought to be enough.
While combos are not competitive in standard, there is one reasonably playable combo right now. Basically you combine Grim Guardian and Immortal Servitude with a deck chock full of 3 mana enchantment creatures and self mill cards like Grisly Salvage. Basically you want to fill your graveyard with enchantment creatures and multiple grim guardians, then when you cast immortal servitude they all return and you get 20-30 grim guardian triggers between 8 or more creatures. This combo is a lot more viable than any combo illustrated because removal usually shuts down a combo while it actually helps this deck out. And you play Nyx Weaver who helps the combo and can fetch immortal servitude from the graveyard.
I'm not saying this shuts down mono black devotion and the like but it can in fact beat them if theyre too slow. It can even overcome grey merchant lifegain, the highest drain I've seen with this deck is 35 life.
Iron plushy, there was a deck sort of like that one rotation ago. Difference was that it was plain better. A bunch of cmc 2s, blood artist, a sac outlet, self mill, immortal servitude, and snapcaster mage. Thing is that the deck in this iteration doesn't serve to keep itself alive all too well and you have to actually dig out immortal servitude where in the older version you could simply dig out servitude or snapcaster (noting that gristly salvage and whatnot also grabs snap. Of course, now isn't then but the distinction highlights a major issue with the combo.
Another comboish deck that's semi worth looking at for those who want to try is the rug blast of genuis and friends deck. Long story short, blast of genuis or riddle of lighting them twice for 10+ while playing a rampy midrange deck. You can also pretty reasonably swing to make you only have to hammer them once with it.
A more demanding but amusing combo is drainpipe vermin + gift of immortality + cartel aristocrat + at least a stalled board. Your aim is to make them pitch every card they draw before they can make it to main phase 1 and the combo prettymuch protects itself from removal. Thing is getting that at least stalled or close enough to stalled board state. Of course, pack rat and whip help this cause.
While combos are not competitive in standard, there is one reasonably playable combo right now. Basically you combine Grim Guardian and Immortal Servitude with a deck chock full of 3 mana enchantment creatures and self mill cards like Grisly Salvage. Basically you want to fill your graveyard with enchantment creatures and multiple grim guardians, then when you cast immortal servitude they all return and you get 20-30 grim guardian triggers between 8 or more creatures. This combo is a lot more viable than any combo illustrated because removal usually shuts down a combo while it actually helps this deck out. And you play Nyx Weaver who helps the combo and can fetch immortal servitude from the graveyard.
I'm not saying this shuts down mono black devotion and the like but it can in fact beat them if theyre too slow. It can even overcome grey merchant lifegain, the highest drain I've seen with this deck is 35 life.
I never saw that combo but you inspired me to try it out, looks like it has a decent amount of good cards at 3 cmc in GB.
There's also the Elite Arcanist, Zhur-Taa Druid, and Triton Tactics combo in RUG. Exile triton tactics with the arcanist, tap the druid for 1 mana and 1 damage, untap both creatures, use floating mama to activate arcanist again. Rinse repeat for infinite damage. Susceptible to removal seeing as you have to untap with both creatures but you're in blue so counter magic is an option.
That said, I ran a RWU Tempo brew a few weeks back that ran Azorius Charm, Boros Reckoner, and Boros Charm on their own merits. Combined, they're good for infinite life. Just a thought.
You've got the Naya Infinite Angels combo - attack with Aurelia, the Warleader and Felhide Spiritbinder, triggering Aurelia to untap all your guys, and floating two mana from mana dorks (Sylvan Caryatid or whatever). Use the two mana to pay for Spiritbinder's trigger, making a copy of Aurelia; the new Legendary rule will let you keep the new copy and lose the old one. When you move to your extra attack step, the new Aurelia token will trigger because it didn't see the beginning of the last combat. Repeat until your opponent dies.
Note: Aurelia will never get through for damage, since you have to sacrifice the attacking copy each time. Also, the Spiritbinder needs to survive the attack. So that means either no blockers, or cast a Boros Charm before going in. Or attack with a Frontline Medic along with the others.
There's also RUG infinite mana and recursion in a Defender deck. With Mnemonic Wall and Axebane Guardian in play, strive Twinflame targeting both walls. The Mnemonic's trigger can return Twinflame every time, and the Axebanes tap for larger mana each time you make more copies. At each step along the way you can either copy another creature that can attack, or get back burn spells from your graveyard.
Then you've got Bant to gain life, draw cards, and get giant creatures. Horizon Chimera, Archangel of Thune, and Fathom Mage - draw a card, then gain a life, then put counters on your creatures, then draw a card, then gain a life, then put counters on ...
Limited by the size of your library, but that ought to be enough.
I'm not saying this shuts down mono black devotion and the like but it can in fact beat them if theyre too slow. It can even overcome grey merchant lifegain, the highest drain I've seen with this deck is 35 life.
Another comboish deck that's semi worth looking at for those who want to try is the rug blast of genuis and friends deck. Long story short, blast of genuis or riddle of lighting them twice for 10+ while playing a rampy midrange deck. You can also pretty reasonably swing to make you only have to hammer them once with it.
A more demanding but amusing combo is drainpipe vermin + gift of immortality + cartel aristocrat + at least a stalled board. Your aim is to make them pitch every card they draw before they can make it to main phase 1 and the combo prettymuch protects itself from removal. Thing is getting that at least stalled or close enough to stalled board state. Of course, pack rat and whip help this cause.
I never saw that combo but you inspired me to try it out, looks like it has a decent amount of good cards at 3 cmc in GB.