The reason it works is because what happens is the activations are placed on the stack. You're not doing anything when the creatures enter simultaneously, you're doing it in response to the etb being on the stack.
We were actually brewing a deck similar to these ideas in the New Card discussion forum, using Quickling and Fairy Imposter to bounce each other repeatedly in order to get multiple Purphoros activations.
But we never thought about Midnight Guard w/Karametras Favor or Retraction Helix!!! That's genius!!!
Most of the ideas on here are similar to those in that thread, but I'd like to suggest two possible cards for the deck: Genesis Hydra and Prophet of Kruphix. Hydra helps you set up your combo just like Chord of calling does, but also puts another threat on the table. Prophet enables the entire combo at instant speed. Also, with Prophet you likely won't need Midnight Guard, getting extra mana to machine-gun more fairies can win the game too.
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so if i am that player do i get to sleep with his girlfriend ?
I don't understand how this deck wins. I read the thread, I understand the combo, but how does that combination of cards win you the game? Doesn't the combo just end if you draw a land? Like you need Midnight Guard+Karametra's favor+Beck+another creature+a red win condition+not draw a land once the combo goes off? I don't get it.
Not quite, The combo will only end when you have an entire hand full of lands/unplayable cards.
In this deck, there is only 1 card that really fits into that category: Karametra's favor.
The deck was designed around most of the cards drawing more than 1 card when cast, which keeps the combo going longer - (with Beck activated) Triplicate Spirits draws 3 cards, Raise the Alarm draws 2, Multiple "beck"'s stack with each other and allow more cards to be drawn with each subsequent summon.
The mana get's provided with Xenagos, Ornithopter and Burning Tree-Emmissary, which allows you to get more value from the cards - such as by casting a fused Beck//call to draw 8 cards(since it's the second Beck that turn) or getting enough mana to cast chasm skulker and life's legacy.
I did explain how it works in the first post quite extensively.
It's not guaranteed to go through your entire deck every time (for instance, you could draw into 6 lands in a row and no creatures or Tokens... but such is Magic), but at the very least you will get a substantial army and thin lands out of the deck.
I'm going to try to update it later in the week to make it a bit more resilient without the combo, as soon as I receive my cards I ordered so I can test IRL.
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Still working on fine-tuning and improving the consistency, but this deck is looking awesome so far. Dakra Mystic and JF are all-stars and should be automatic 4-ofs IMO. The infinite combo with Faerie Impostor is probably the best win condition since Faerie Impostor has additional utility.
^ How does the infinite combo with Faerie Imposter work BTW? Do you need 2 of them?
I noticed you don't have quite as much draw as my original post, so I'm guessing that somehow soothes the problem?
With only 1-Drops I can see you eventually drawing into a handful of lands, so I'd like to check how you get around that.
-EDIT- Nevermind, just read "anamiac"s post. I actually really like his Idea, So I'm probably going to incorporate some of his ideas into my final deck.
It seems I've sparked a wave of people trying to build the most unconventional deck possible, that's awesome!
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Yeah, I'm pretty sure you need two Imposters. Judges Familiar does seem solid too, as a way to deter removal.
Btw, who thinks 4-color is actually consistent enough to pull it off? Is it worth running both red and White? What about just splashing white for Midnight Guard? Or splashing red for Purphoros and/or Xenagos? (Btw, Xenagos, God actually works well in the deck too).
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Do you have a list? Lists are always really helpful in figuring out what's going wrong. I'm running the list I posted earlier with the following changes and it's working fairly well for me:
Our G1s seem to be fairly good. Since no one has any idea what the deck is doing, I can usually combo off uninterrupted. When sideboarding, if you won or they somehow know what you're doing, board out the combo and board in Bidents, Spears, and other aggressive cards.
Some notes from my testing so far:
• Using Beck to spew out a bunch of dudes and dig for the combo is fine, and even if you don't draw Midnight Guard, it often just wins you the game because it puts them in a position where they can't kill you unless they Verdict.
• Starting to combo when you aren't holding Karametra's Favor is fine too, but only if you really need to.
• Run as many 1-drops and as few lands as possible. This is the best way to minimize fizzling.
• Don't keep 1-landers unless they include Elvish Mystic, Dakra Mystic, and at least two combo pieces.
Guys... Guys... I was sorting cards just now and had a braingasm... Blistercoil Weird. Yeah...
Let me explain myself: most of the cards were running are instances and sorceries that put creatures into play to untap Midnight Guard, right? Blistercoil is a smaller Midnight Guard that can get huge and beat face on its own.
Yeah, Blistercoil doesn't get back all mana from playing something like Raise the Alarm, it also doesn't work with Ornithropter or BtE, and the deck may need tweaks to accomadate it, but in a deck with a bunch of token producing cards and Beck, it still effectively reduces the cost of every instant and sorcery by one.
What I'm suggesting is that, for the same of consistency, we could run both Midnight Guard and Blistercoil. Now we have more ways to combo off. What I'm talking about may be a different deck, but it still seems like something worth checking into.
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Raise the Alarm and Triplicate Spirits are the only playable token-producing instants and sorceries IMO. I've tested a lot with the deck, and you really just want to be playing a bunch of 1-mana creatures. Blistercoil Weird could be one of those 1-drops given its minor upside, but I don't think trying to slap a Karametra's Favor on it is going to work very well, especially given that you lose at least a mana every time you play an instant or sorcery.
@Swaggy: I really like your list. I think 3x Triplicate Spirits is the correct amount, and I think running Judge's Familiar is a good choice. I'm not a huge fan of Dryad Militant. I've been wanting to put Rapid Hybridization into my list, and if I went with a version like yours, that's where I would put it. I like RH here, because it is a removal spell before we combo, and another one-mana creature while we are comboing. Also, 16 lands seems like too few and will lead to a lot of mulligans; I mean even Legacy combo elves runs at least 18-20 lands. I would probably start with 20, and work down.
I have proxied the deck up. It has performed pretty mediocre; when it goes off it's great, but it is easily disrupted and sometimes takes too long to set up. However, there were several games where I was able to get set up and go off turn 4, and another game where I was able to go off after a Supreme Verdict.
I am a huge fan of Spirit Bonds since it provides a means of protecting the main combo piece and providing natural damage. It also makes it much easier to successfully combo out as well as get creatures for convoke. I'm not sure how we set up a sideboard for this type of deck. That is one of the reasons I like running Chord of Calling here, so we can tutor for cards we side in such as Reclamation Sage.
Also: I don't know if it's just me, but I prefer to be on the draw with this deck. It means that we have an additional card we draw before going off and most decks won't be ready to really interact with us until turn 4 (besides Mono-black).
I'm a fan of Spirit Bonds, and I think it should find its way into the deck. Rapid Hybridization should probably be in there in some quantity as well; I had forgotten about its interaction with the combo.
Chord isn't very good since we run so few green creatures, and running a random 1-drop is just better. I could see it being playable is in a list with a full set of Dryad Militants and a one-of Master of Waves, but it's probably better to stay away from it.
Here's The updated list I've come up with based on everyone's Suggestions up until Now, I believe it should be more consistent and easier to win even without landing the full combo:
Note: I've removed 2x Ornithopter to improve consistency as it essentially does the same thing as Burning-tree Emissary in the context of the deck but is a useless draw without the right cards out, whereas BTE has some value as early aggression.
The Reason for this adjustment is that in this layout many of the pieces can interact with each other to serve as valid threats on their own even if I don't go off. I got this Idea from "anamiac".
The sheer number of ways this deck can combo makes it quite exciting to play, the extra redundancy also makes it easier to go off than normal. The deck is more resilient to cards like Stain the Mind or Slaughter games as id doesn't NEED Midnight Guard to win. Hushwing Gryff still hit's us hard though, so I need to find more removal than just the retraction helix's I think.
So Let's Start the Explaining:
In the case we don't get to "Storm the Field" with our Usual Midnight Guard + Karametra's Favor + Beck Combo, there are a few other interactions that can cause serious pain:
*Retraction Helix: This card combo's Insanely well with Midnight Guard in a multitude of ways - 1)You can essentially bounce every creature your opponent plays in a turn; 2)You can infinitely return and recast your Ornithopters or Burning Tree-Emissary's to abuse ETB effects like either Purphoros, Beck, or Spirit Bonds (If you have the Mana); 3)It can be used to bounce your own creatures in response to a kill spell to save them; 4)Infinite mana with Ornithopter or Burning Tree emissary(If you have Karamtera's Favor on Midnight already). In general, it has a lot of versatility outside of the combo simply being used as removal.
*Faerie Impostor: Allows you to re-use ETB effects and get the most use out of your Purphoros, Beck and Spirit bonds in a similar way to Retraction Helix. This card can output a lot of pain in a single turn for very little mana if you have either purphoros or Spirit bonds out - or draw a lot of cards with Beck active.
-Between those 2 cards it is basically impossible to fizzle when you set the main combo off, I can't really see a fizzle ever happening with them in.
-This is the reason I decided it would be alright to remove Triplicate Spirits, Raise the Alarm and Xenagos.
*Spirit bonds: I love this card in this deck, I would honestly run more if it was viable. It does multiple things - it increases the effectiveness of both Beck and Purphoros, spews out chump blockers potential attackers, and it can protect your combo pieces such as midnight guard through it's second ability. It is really an all-star in this deck.
*Return to the Ranks: Oh my god, do you have any Idea how powerful this card can be in this deck? It can be a kill condition all on it's own if the game goes longer than planned. The best targets for it are definitely Burning-Tree Emissaries as they will essentially refund the mana you used to cast it (albeit in different colors) which can allow you a very explosive play. Alternatively you can return 2x Faerie Impostors to activate the infinite ETB trigger, or a combination of the above that gets the most out of purphoros or Spirit bonds (or whatever you have on the field at the time). Having Return to the ranks in the deck allows you to be able to sacrifice you combo pieces if needed to protect yourself and get them back later when your opponent's guard is down. It's just too bad it can't get back Midnight guard.
*Psychic Spiral: I chose this as a same turn kill condition is it allows you to be reckless in your combo and play your entire deck without worrying about being board wiped, also it's easier on the mana than the red options. You can play your entire deck (leave 1 card on top), run straight into a Supreme verdict and still come out ahead. Simply keep the most relevant combo pieces in your hand when you end your turn and play this if your opponent tries to board wipe you - putting a clock on them, and setting you up to go off next turn at the same time.
*Dakra Mystic + Commune with the Gods: It makes it easier to draw into your combo pieces.
Your "I WIN" combo's are:
1) Midnight Guard + Retraction Helix + EITHER(Ornithopter or Burning Tree Emissary) + EITHER (Purphoros or Beck or [Spirit bonds+Karametra's Favor]). - Beck will draw you into kill conditions and the rest of your combo's guaranteed, Spirit bonds makes an infinite number of tokens, and Purphoros deals an infinite amount of damage.
2) Midnight Guard + Karametra's Favor + 2x Faerie Impostor + EITHER(Beck or Purphoros).
3) Purphoros + Return to the Ranks targeting (3x Faerie Impostor + [2x ornithoper or BTE in any combination]) = 18 Damage. 10 damage on summon, return the BTE's or Ornithopter to hand + 1 Faerie Impostor, Cast all 3 for 6 more damage, then return one to your hand and cast again for the last 2 damage. Alternatively, If you have more mana - focus more on returning the Faerie impostors instead of the ornithopters/BTE's so you can do more damage.
-Sure there are more, the combo pieces can interact with each other in many, many ways. Even without pulling off the full combo's you can still place quite a few threats for your opponent to deal with (EG: Faerie impostor can deal a large amount of damage for very little mana with purphoros out, or can get plenty of tokens with spirit bonds, or draw plenty cards with beck - No midnight guard needed.)
It's important to note that return to the ranks can "Activate" many of the combo's with only 1-2 pieces on board, so you can essentially treat your grave as if it was your hand.
There are additional combo's you can do if you have more than one midnight guard out - such as get an infinite number of Spirit Bonds Tokens for instance, but I wouldn't count on that happening.
Potential Tweaks: Couple of potential tweaks that I've considered, but haven't tested.
1) Elixir of immortality instead of Psychic Spiral: This just sounds really, really fun as it takes your combo to another level entirely. It enables you to play through your entire deck, AN INFINITE NUMBER OF TIMES, and gain 5 life AN INFINITE NUMBER OF TIMES. It's also easier on the mana than Psychic Spiral. Who cares about milling your opponent when you can generate Infinite Tokens, Mana and life - no way is your opponent coming back from that. Probably going to try this ASAP.
2) Chord of Calling: I'm going to be honest, I don't like using it in this deck - the triple green cost is really a deal breaker in what is essentially a 4-color deck. It can be used to tutor out your most needed creatures though, and it will make building a sideboard easier. Just not for me.
3) Rapid Hybridization: Can serve as both a creature if you need it, or a kill spell for an opponent's creature. Particularly unfair if you have Midnight Guard out, even more so if you have Retraction helix active. I Don't know what to take out for it though, so maybe in another deck. (FYI - The Midnight guard+Retraction helix combo turns Curse of the Swine into a one-sided board wipe)
4) Chasm Skulker: This is something I honestly want to try to find space for (Help me? Please?). When using beck to draw cards off of things like Faerie imposter, Spirit bonds or even Return to the Ranks, this can get very big very quickly - it can serve as another kill condition if you don't get to combo off. It also laughs at removal and feeds on a regular diet of Desecration demons...
5) Sage's Row Denizen: Basically a blue Purphoros in the context of the deck, you can mill your opponents entire deck with the Faerie Imposter combo. Replacing Purphoros with this basically removes a color from the deck, so you only need to run 3 colors. Unfortunately it doesn't work with Ornithopter, BTE or Spirit bonds so I'd rather run purphoros in this deck.
6) Hornet Nest: Multiple uses - can get tokens out to bash your opponents face in, or serve as a blocker. Combo's well with Midnight Guard+Retraction Helix, as well as Midnight Guard+Karametra's Favor and is a serious threat with purphoros out. Serious contender for Chasm Skulker, but Chasm skulker is somewhat more "Resilient" to removal.
7) Heliod's Pilgrim: Useful way to tutor Karametra's Favor. I don't like the mana cost and the limitations though. Considering I'm running Return to the Ranks, Commune with the gods is just a better option.
8) Curse of the Swine: Extremely dangerous with midnight guard - Potential one-sided board wipe with Retraction Helix, Potential Insta-kill with Purphoros, Many "Free" ETB effects with Karametra's Favor etc. Whether you cast on your opponent or yourself is situational. Sorcery Speed is the major letdown though, so take that into account.
9) Elvish Mystic: Can accelerate you into the combo faster, but doesn't directly interact with any of the combo's - unless you get haste, then it has the same effect as Ornithopter or BTE.
10) Young Pyromancer + Triplicate Spirits + Raise the Alarm: Completely different deck build, but may be potentially powerful - definitely more aggressive even without hitting into your combo's and insanely deadly with Purphoros.
Honestly speaking, I'm more worried about killing myself with those lands than anything else. Maybe I should just be cheap and run guildgates instead
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I played the RUG Beck/Pyromancer Storm deck last year as well as Axebane Guardian defender deck. Seeing this makes me smile. I love junky stupid infinite combo decks for fun FNM standard decks. I have almost everything for this minus the Dakra Mystic so I'll be throwing something together soon to try next Friday. Not sure what route I'm planning but I'll probably try what killkrazed posted above.
I agree with what you say killkrazed about the mana base. It's frightening running so many colors and it's all that really worries me. Thinking of running more basics with Evolving Wilds to get what I want when I want, but I don't think I want lands coming into play tapped at all. It would be the same problem running gates. Shocks and Mana Confluence have to work.
On Return to the Ranks, what about Immortal Servitude? It allows you to get exactly what you want when you want no matter the casting cost. I know Ranks hits most but if Midnight Guard or Purphorus are in the 'yard Servitude allows you to get them if needed. It's a steep investment mana-wise but I like the ability to get anything. I get that Ranks can lead to blowouts and it has a place in this deck, but maybe something worth looking at and testing in the sideboard? I'm not really sure, I just have a soft spot for cards with multiple choices that allows me the ability to chose the best option for the situation.
The potential route this thing can go makes me giddy with excitement and happy that combo may FINALLY have a viable deck this season. The fact that these lists can potential be almost unchanged at rotation makes me super happy.
10) Young Pyromancer + Triplicate Spirits + Raise the Alarm: Completely different deck build, but may be potentially powerful - definitely more aggressive even without hitting into your combo's and insanely deadly with Purphoros.
I'm glad you mentioned Pyromancer, I'm currently working on a list that runs him and Blistercoil Weird. I'll post it in a couple of days. Even if the rest of the poster on this thread ends up thinking its no good, at least it may get some ideas flowing.
I also REALLY like Return to the ranks here, as well as Psychic Spiral. Not sure if I'm a fan of Spirit Bonds, but I guess it helps vary the decks alternate Win-Cons.
All-in-all, I really like the "primer" you put together and a lot of changes you've made to the deck. I REALLY wish we could drop a color, but that would end up being a different deck. The beautiful thing about this combination of cards is that there's a hundred different decks to make around them. For instance, UR running Imposter and Quickling with Purphoros and a bunch of counters and burn seems like it could also be competitive. Or American running Spirit Bonds and possibly also Deputy of Aquittals for redundancy. Or RUG control using Genesis Hydra and Chord of Calling.
But the only true way to make it a combo is running all four colors, the rest of the possible decks are just synergistic control or tempo. And I REALLY hope something competitive comes out of this, because I would LOVE a standard with a good combo deck right now.
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I was also considering Immortal Servitude, but Return to the ranks allows us to set up a greater variety of creatures to combo with.
The creatures are spread across the mana costs, so You can't use Immortal Servitude to set up a combo.
The Plus is of course that immortal servitude can hit midnight guard.
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We don't have a sac outlet for Return to the Ranks, though. Also, Immortal Servitude is better at being Verdict protection. I think I'd definitely run Servitude, although it does depend on your list.
I just happened to, without having seen this thread, create a completely separate combo deck in modern also based around midnight guard (link in my sig). One idea I had while brewing that deck was the inclusion of vice of resurgence as a way of protecting the combo. If you have one in play your opponent will have to either let you go off or give you a massive token due to the number of cheap creatures this deck has. As a bonus it even provides extra mana if you have a way to kill it such as Rapid Hybridization.
^ Voice of Resurgence actually might work! unfortunately I'm poor and don't have any on hand... Going to have to pass.
I've updated my original post with 2 extra deck-types for the combo based around peoples posts up until now.
@Swaggy P - Yeah, in your list Immortal Servitude is definitely the better option as you have almost entirely 1-drops so you can get back an army on cast.
In my list however, I have: 2x , 6x , 4x , 4x and 2x creatures - it would never hit much.
Best case scenario I'll hit 6 and get double Faerie Impostor online. Realistically though, I'm only going to be getting 1-2 creatures most of the time and I have to limit to one CMC, for the same cost I can Return to the Ranks and get exactly what I need to complete the combo (EG: Faerie + Ornithopter to deal 6 damage with purphoros, or Double Faerie, Or BTE for Mana etc.).
Of course, being able to target a Midnight Guard is a plus for Immortal Servitude - but at 6 mana and requiring Triple White, I don't think it's going to work.
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This is a very interesting deck and I really like the idea. Having played with midnight guard in pauper, the three downsides were resolving him and the aura against control, having him live a turn against the removal heavy format, AND having him be relevant when the average kill turn in pauper was turn four. The best way was through removal and counters of our own. I really like Rapid Hybridization and want to suggest izzet charm during the combo to protect against the counterable wrath or as early removal.
He said "the counterable wrath", which presumably means Anger of the Gods or Drown in Sorrow, as AEtherspouts is terrible against us. That said, I don't think we really need Izzet Charm, as all three modes are largely irrelevant to us.
Thinking of trying out Omenspeaker in the Commune with the Gods spot. I like the body and scry on 'speaker more than having to discard something I may not actually want to with Commune because of what I reveled. Also triggers draws with Beck.
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Each creature causes the ability to trigger.
But we never thought about Midnight Guard w/Karametras Favor or Retraction Helix!!! That's genius!!!
Most of the ideas on here are similar to those in that thread, but I'd like to suggest two possible cards for the deck: Genesis Hydra and Prophet of Kruphix. Hydra helps you set up your combo just like Chord of calling does, but also puts another threat on the table. Prophet enables the entire combo at instant speed. Also, with Prophet you likely won't need Midnight Guard, getting extra mana to machine-gun more fairies can win the game too.
About Mindslaver rulings:
Not quite, The combo will only end when you have an entire hand full of lands/unplayable cards.
In this deck, there is only 1 card that really fits into that category: Karametra's favor.
The deck was designed around most of the cards drawing more than 1 card when cast, which keeps the combo going longer - (with Beck activated) Triplicate Spirits draws 3 cards, Raise the Alarm draws 2, Multiple "beck"'s stack with each other and allow more cards to be drawn with each subsequent summon.
The mana get's provided with Xenagos, Ornithopter and Burning Tree-Emmissary, which allows you to get more value from the cards - such as by casting a fused Beck//call to draw 8 cards(since it's the second Beck that turn) or getting enough mana to cast chasm skulker and life's legacy.
I did explain how it works in the first post quite extensively.
It's not guaranteed to go through your entire deck every time (for instance, you could draw into 6 lands in a row and no creatures or Tokens... but such is Magic), but at the very least you will get a substantial army and thin lands out of the deck.
I'm going to try to update it later in the week to make it a bit more resilient without the combo, as soon as I receive my cards I ordered so I can test IRL.
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4 Breeding Pool
4 Hallowed Fountain
4 Mana Confluence
4 Temple Garden
Creatures:
4 Dakra Mystic
3 Dryad Militant
4 Elvish Mystic
4 Faerie Impostor
4 Judge's Familiar
4 Midnight Guard
4 Ornithopter
1 Sage's Row Denizen
4 Beck // Call
4 Karametra's Favor
4 Quicken
4 Raise the Alarm
Still working on fine-tuning and improving the consistency, but this deck is looking awesome so far. Dakra Mystic and JF are all-stars and should be automatic 4-ofs IMO. The infinite combo with Faerie Impostor is probably the best win condition since Faerie Impostor has additional utility.
I noticed you don't have quite as much draw as my original post, so I'm guessing that somehow soothes the problem?
With only 1-Drops I can see you eventually drawing into a handful of lands, so I'd like to check how you get around that.
-EDIT- Nevermind, just read "anamiac"s post. I actually really like his Idea, So I'm probably going to incorporate some of his ideas into my final deck.
It seems I've sparked a wave of people trying to build the most unconventional deck possible, that's awesome!
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Btw, who thinks 4-color is actually consistent enough to pull it off? Is it worth running both red and White? What about just splashing white for Midnight Guard? Or splashing red for Purphoros and/or Xenagos? (Btw, Xenagos, God actually works well in the deck too).
About Mindslaver rulings:
Putting Chief Engineer and Phyrexian Revoker in the main is something I've been considering, and it may help ease our transition to the postboard games, where we can just side in Bident of Thassa and Spear of Heliod and turn into an aggro deck.
Sig by Self
+1 Dryad Militant
+3 Triplicate Spirits
-4 Quicken
Our G1s seem to be fairly good. Since no one has any idea what the deck is doing, I can usually combo off uninterrupted. When sideboarding, if you won or they somehow know what you're doing, board out the combo and board in Bidents, Spears, and other aggressive cards.
Some notes from my testing so far:
• Using Beck to spew out a bunch of dudes and dig for the combo is fine, and even if you don't draw Midnight Guard, it often just wins you the game because it puts them in a position where they can't kill you unless they Verdict.
• Starting to combo when you aren't holding Karametra's Favor is fine too, but only if you really need to.
• Run as many 1-drops and as few lands as possible. This is the best way to minimize fizzling.
• Don't keep 1-landers unless they include Elvish Mystic, Dakra Mystic, and at least two combo pieces.
Let me explain myself: most of the cards were running are instances and sorceries that put creatures into play to untap Midnight Guard, right? Blistercoil is a smaller Midnight Guard that can get huge and beat face on its own.
Yeah, Blistercoil doesn't get back all mana from playing something like Raise the Alarm, it also doesn't work with Ornithropter or BtE, and the deck may need tweaks to accomadate it, but in a deck with a bunch of token producing cards and Beck, it still effectively reduces the cost of every instant and sorcery by one.
What I'm suggesting is that, for the same of consistency, we could run both Midnight Guard and Blistercoil. Now we have more ways to combo off. What I'm talking about may be a different deck, but it still seems like something worth checking into.
About Mindslaver rulings:
Here's an updated list:
4x Ornithopter
4x Elvish Mystic
4x Faerie Imposter
4x Judge's Familiar
4x Midnight Guard
1x Heliod's Pilgrim
1x Sage's Row Denzien
4x Beck/Call
4x Karametra's Favor
2x Spirit Bonds
2x Chord of Calling
3x Rapid Hybridization
3x Triplicate Spirits
4x Mana Confluence
4x Yavimaya Coast
4x Temple Garden
2x Breeding Pool
4x Hallowed Fountain
2x Plains
I have proxied the deck up. It has performed pretty mediocre; when it goes off it's great, but it is easily disrupted and sometimes takes too long to set up. However, there were several games where I was able to get set up and go off turn 4, and another game where I was able to go off after a Supreme Verdict.
I am a huge fan of Spirit Bonds since it provides a means of protecting the main combo piece and providing natural damage. It also makes it much easier to successfully combo out as well as get creatures for convoke. I'm not sure how we set up a sideboard for this type of deck. That is one of the reasons I like running Chord of Calling here, so we can tutor for cards we side in such as Reclamation Sage.
Also: I don't know if it's just me, but I prefer to be on the draw with this deck. It means that we have an additional card we draw before going off and most decks won't be ready to really interact with us until turn 4 (besides Mono-black).
Chord isn't very good since we run so few green creatures, and running a random 1-drop is just better. I could see it being playable is in a list with a full set of Dryad Militants and a one-of Master of Waves, but it's probably better to stay away from it.
Here's The updated list I've come up with based on everyone's Suggestions up until Now, I believe it should be more consistent and easier to win even without landing the full combo:
Note: I've removed 2x Ornithopter to improve consistency as it essentially does the same thing as Burning-tree Emissary in the context of the deck but is a useless draw without the right cards out, whereas BTE has some value as early aggression.
4 Burning-Tree Emissary
2 Ornithopter
2 Dakra Mystic
4 Faerie Impostor
4 Midnight Guard
2 Purphoros, God of the Forge
4 Karametra's Favor
2 Spirit Bonds
Instant/Sorceries (14)
4 Beck // Call
4 Retraction Helix
3 Commune With the Gods
2 Return to the Ranks
1 Psychic Spiral
4 Mana Confluence
4 Breeding Pool
4 Temple Garden
4 Yavimaya Coast
2 Battlefield Forge
2 Hallowed Fountain
2 Stomping Ground
The Reason for this adjustment is that in this layout many of the pieces can interact with each other to serve as valid threats on their own even if I don't go off. I got this Idea from "anamiac".
The sheer number of ways this deck can combo makes it quite exciting to play, the extra redundancy also makes it easier to go off than normal. The deck is more resilient to cards like Stain the Mind or Slaughter games as id doesn't NEED Midnight Guard to win. Hushwing Gryff still hit's us hard though, so I need to find more removal than just the retraction helix's I think.
So Let's Start the Explaining:
In the case we don't get to "Storm the Field" with our Usual Midnight Guard + Karametra's Favor + Beck Combo, there are a few other interactions that can cause serious pain:
*Retraction Helix: This card combo's Insanely well with Midnight Guard in a multitude of ways - 1)You can essentially bounce every creature your opponent plays in a turn; 2)You can infinitely return and recast your Ornithopters or Burning Tree-Emissary's to abuse ETB effects like either Purphoros, Beck, or Spirit Bonds (If you have the Mana); 3)It can be used to bounce your own creatures in response to a kill spell to save them; 4)Infinite mana with Ornithopter or Burning Tree emissary(If you have Karamtera's Favor on Midnight already). In general, it has a lot of versatility outside of the combo simply being used as removal.
*Faerie Impostor: Allows you to re-use ETB effects and get the most use out of your Purphoros, Beck and Spirit bonds in a similar way to Retraction Helix. This card can output a lot of pain in a single turn for very little mana if you have either purphoros or Spirit bonds out - or draw a lot of cards with Beck active.
-Between those 2 cards it is basically impossible to fizzle when you set the main combo off, I can't really see a fizzle ever happening with them in.
-This is the reason I decided it would be alright to remove Triplicate Spirits, Raise the Alarm and Xenagos.
*Spirit bonds: I love this card in this deck, I would honestly run more if it was viable. It does multiple things - it increases the effectiveness of both Beck and Purphoros, spews out chump blockers potential attackers, and it can protect your combo pieces such as midnight guard through it's second ability. It is really an all-star in this deck.
*Return to the Ranks: Oh my god, do you have any Idea how powerful this card can be in this deck? It can be a kill condition all on it's own if the game goes longer than planned. The best targets for it are definitely Burning-Tree Emissaries as they will essentially refund the mana you used to cast it (albeit in different colors) which can allow you a very explosive play. Alternatively you can return 2x Faerie Impostors to activate the infinite ETB trigger, or a combination of the above that gets the most out of purphoros or Spirit bonds (or whatever you have on the field at the time). Having Return to the ranks in the deck allows you to be able to sacrifice you combo pieces if needed to protect yourself and get them back later when your opponent's guard is down. It's just too bad it can't get back Midnight guard.
*Psychic Spiral: I chose this as a same turn kill condition is it allows you to be reckless in your combo and play your entire deck without worrying about being board wiped, also it's easier on the mana than the red options. You can play your entire deck (leave 1 card on top), run straight into a Supreme verdict and still come out ahead. Simply keep the most relevant combo pieces in your hand when you end your turn and play this if your opponent tries to board wipe you - putting a clock on them, and setting you up to go off next turn at the same time.
*Dakra Mystic + Commune with the Gods: It makes it easier to draw into your combo pieces.
Your "I WIN" combo's are:
1) Midnight Guard + Retraction Helix + EITHER(Ornithopter or Burning Tree Emissary) + EITHER (Purphoros or Beck or [Spirit bonds+Karametra's Favor]). - Beck will draw you into kill conditions and the rest of your combo's guaranteed, Spirit bonds makes an infinite number of tokens, and Purphoros deals an infinite amount of damage.
2) Midnight Guard + Karametra's Favor + 2x Faerie Impostor + EITHER(Beck or Purphoros).
3) Purphoros + Return to the Ranks targeting (3x Faerie Impostor + [2x ornithoper or BTE in any combination]) = 18 Damage. 10 damage on summon, return the BTE's or Ornithopter to hand + 1 Faerie Impostor, Cast all 3 for 6 more damage, then return one to your hand and cast again for the last 2 damage. Alternatively, If you have more mana - focus more on returning the Faerie impostors instead of the ornithopters/BTE's so you can do more damage.
-Sure there are more, the combo pieces can interact with each other in many, many ways. Even without pulling off the full combo's you can still place quite a few threats for your opponent to deal with (EG: Faerie impostor can deal a large amount of damage for very little mana with purphoros out, or can get plenty of tokens with spirit bonds, or draw plenty cards with beck - No midnight guard needed.)
It's important to note that return to the ranks can "Activate" many of the combo's with only 1-2 pieces on board, so you can essentially treat your grave as if it was your hand.
There are additional combo's you can do if you have more than one midnight guard out - such as get an infinite number of Spirit Bonds Tokens for instance, but I wouldn't count on that happening.
Potential Tweaks:
Couple of potential tweaks that I've considered, but haven't tested.
1) Elixir of immortality instead of Psychic Spiral: This just sounds really, really fun as it takes your combo to another level entirely. It enables you to play through your entire deck, AN INFINITE NUMBER OF TIMES, and gain 5 life AN INFINITE NUMBER OF TIMES. It's also easier on the mana than Psychic Spiral. Who cares about milling your opponent when you can generate Infinite Tokens, Mana and life - no way is your opponent coming back from that. Probably going to try this ASAP.
2) Chord of Calling: I'm going to be honest, I don't like using it in this deck - the triple green cost is really a deal breaker in what is essentially a 4-color deck. It can be used to tutor out your most needed creatures though, and it will make building a sideboard easier. Just not for me.
3) Rapid Hybridization: Can serve as both a creature if you need it, or a kill spell for an opponent's creature. Particularly unfair if you have Midnight Guard out, even more so if you have Retraction helix active. I Don't know what to take out for it though, so maybe in another deck. (FYI - The Midnight guard+Retraction helix combo turns Curse of the Swine into a one-sided board wipe)
4) Chasm Skulker: This is something I honestly want to try to find space for (Help me? Please?). When using beck to draw cards off of things like Faerie imposter, Spirit bonds or even Return to the Ranks, this can get very big very quickly - it can serve as another kill condition if you don't get to combo off. It also laughs at removal and feeds on a regular diet of Desecration demons...
5) Sage's Row Denizen: Basically a blue Purphoros in the context of the deck, you can mill your opponents entire deck with the Faerie Imposter combo. Replacing Purphoros with this basically removes a color from the deck, so you only need to run 3 colors. Unfortunately it doesn't work with Ornithopter, BTE or Spirit bonds so I'd rather run purphoros in this deck.
6) Hornet Nest: Multiple uses - can get tokens out to bash your opponents face in, or serve as a blocker. Combo's well with Midnight Guard+Retraction Helix, as well as Midnight Guard+Karametra's Favor and is a serious threat with purphoros out. Serious contender for Chasm Skulker, but Chasm skulker is somewhat more "Resilient" to removal.
7) Heliod's Pilgrim: Useful way to tutor Karametra's Favor. I don't like the mana cost and the limitations though. Considering I'm running Return to the Ranks, Commune with the gods is just a better option.
8) Curse of the Swine: Extremely dangerous with midnight guard - Potential one-sided board wipe with Retraction Helix, Potential Insta-kill with Purphoros, Many "Free" ETB effects with Karametra's Favor etc. Whether you cast on your opponent or yourself is situational. Sorcery Speed is the major letdown though, so take that into account.
9) Elvish Mystic: Can accelerate you into the combo faster, but doesn't directly interact with any of the combo's - unless you get haste, then it has the same effect as Ornithopter or BTE.
10) Young Pyromancer + Triplicate Spirits + Raise the Alarm: Completely different deck build, but may be potentially powerful - definitely more aggressive even without hitting into your combo's and insanely deadly with Purphoros.
Honestly speaking, I'm more worried about killing myself with those lands than anything else. Maybe I should just be cheap and run guildgates instead
That's all.
I'm tired now, going to bed.
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I agree with what you say killkrazed about the mana base. It's frightening running so many colors and it's all that really worries me. Thinking of running more basics with Evolving Wilds to get what I want when I want, but I don't think I want lands coming into play tapped at all. It would be the same problem running gates. Shocks and Mana Confluence have to work.
On Return to the Ranks, what about Immortal Servitude? It allows you to get exactly what you want when you want no matter the casting cost. I know Ranks hits most but if Midnight Guard or Purphorus are in the 'yard Servitude allows you to get them if needed. It's a steep investment mana-wise but I like the ability to get anything. I get that Ranks can lead to blowouts and it has a place in this deck, but maybe something worth looking at and testing in the sideboard? I'm not really sure, I just have a soft spot for cards with multiple choices that allows me the ability to chose the best option for the situation.
The potential route this thing can go makes me giddy with excitement and happy that combo may FINALLY have a viable deck this season. The fact that these lists can potential be almost unchanged at rotation makes me super happy.
BUG Reanimator
BWG Nic-Fit
BGR Punishing Nic-Fit
I'm glad you mentioned Pyromancer, I'm currently working on a list that runs him and Blistercoil Weird. I'll post it in a couple of days. Even if the rest of the poster on this thread ends up thinking its no good, at least it may get some ideas flowing.
I also REALLY like Return to the ranks here, as well as Psychic Spiral. Not sure if I'm a fan of Spirit Bonds, but I guess it helps vary the decks alternate Win-Cons.
All-in-all, I really like the "primer" you put together and a lot of changes you've made to the deck. I REALLY wish we could drop a color, but that would end up being a different deck. The beautiful thing about this combination of cards is that there's a hundred different decks to make around them. For instance, UR running Imposter and Quickling with Purphoros and a bunch of counters and burn seems like it could also be competitive. Or American running Spirit Bonds and possibly also Deputy of Aquittals for redundancy. Or RUG control using Genesis Hydra and Chord of Calling.
But the only true way to make it a combo is running all four colors, the rest of the possible decks are just synergistic control or tempo. And I REALLY hope something competitive comes out of this, because I would LOVE a standard with a good combo deck right now.
About Mindslaver rulings:
The creatures are spread across the mana costs, so You can't use Immortal Servitude to set up a combo.
The Plus is of course that immortal servitude can hit midnight guard.
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I've updated my original post with 2 extra deck-types for the combo based around peoples posts up until now.
@Swaggy P - Yeah, in your list Immortal Servitude is definitely the better option as you have almost entirely 1-drops so you can get back an army on cast.
In my list however, I have: 2x , 6x , 4x , 4x and 2x creatures - it would never hit much.
Best case scenario I'll hit 6 and get double Faerie Impostor online. Realistically though, I'm only going to be getting 1-2 creatures most of the time and I have to limit to one CMC, for the same cost I can Return to the Ranks and get exactly what I need to complete the combo (EG: Faerie + Ornithopter to deal 6 damage with purphoros, or Double Faerie, Or BTE for Mana etc.).
Of course, being able to target a Midnight Guard is a plus for Immortal Servitude - but at 6 mana and requiring Triple White, I don't think it's going to work.
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About Mindslaver rulings:
BUG Reanimator
BWG Nic-Fit
BGR Punishing Nic-Fit