I think it's got potential for sure. The combo is relatively sturdy with one half being a land up until the pivotal moment and there's enough evasion in the format to push it through. Might be slow, but certainly powerful.
My version of a slightly different deck. uses both the Crackdown construct/Wandering Fumarole and the Saheeli rai/Felidar Guardian infinite combos with spell based removal and protection. If you want to concentrate on the Crackdown construct i would suggest that you mod a bit to include Built to last and Built to smash (cause last I heard giving an unlimited power dude trample was good) as extra protection.
The 'it dies to removal' is not a valid reason to not play a combo when said combo is only 8 of your 60 (36 if you take out lands) and you can play protection, or spells to give you dudes trample/make them unblockable.
I disagree this combo is any more fragile than Saheeli combo. I'd put them closer to even because, yes, they both stumble to well-timed creature removal, but mid-combo, a land is as difficult to deal with as a walker. Lands are also easier to deploy, so without a blocker, it's like a 1-card combo.
I think this combo is better than saheeli because saheeli is fully hated out by authority of the consuls and thalia, heretic cathar while this is not.
This does require either trample or no blockers for lethal for an opponent however. Maybe the best option would be to use a blue/red shell with something which already plays built to smash and creature pump.
Btw, something janky could be made with this combo + ajani + aetherflux reservoir for infinite damage without combat.
I don't follow standard, so not sure if the card pool is there (I just got excited for this combo and ran into this thread), but I feel like this should be less dedicated combo and more part of a blue/red tempo shell that just happens to have a 2 card infinite/infinite combo where both halves are ok-ish by themselves. You get resistance to opposing removal by smashing your opponent's face in as hard and as fast as possible to try and force them to burn it all on other stuff to stay alive, until your 4 mana curve topper shows up as an infinite/infinite creature.
I kind of want to try brewing a U/R delver variant in modern with this and grafted wargear, but its probably not good enough there due to antisynergy with the delver/pyromancer spells theme...
The 'it dies to removal' is not a valid reason to not play a combo when said combo is only 8 of your 60 (36 if you take out lands) and you can play protection, or spells to give you dudes trample/make them unblockable.
Both combos die to a shock in response... Burn forever baby!
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Wandering Fumarole + Crackdown Construct
4 Felidar Guardian
3 Negate
4 Cathartic Reunion
4 Harnessed Lightning
4 Declaration in Stone
3 Dispel
4 Anticipate
3 Tormenting Voice
3 crackdown construct
3 Wandering Fumarole
21 Other Lands
The 'it dies to removal' is not a valid reason to not play a combo when said combo is only 8 of your 60 (36 if you take out lands) and you can play protection, or spells to give you dudes trample/make them unblockable.
4 Servant of the Conduit
4 Sylvan Scrying
4 Whir of Invention
4 Renegade Map
4 Traverse the Ulvenwald
4 Heroic Intervention
4 Negate
4 Key to the City
4 Wandering Fumarole
4 Botanical Sanctum
2 Evolving Wilds
6 Forest
4 Island
I disagree this combo is any more fragile than Saheeli combo. I'd put them closer to even because, yes, they both stumble to well-timed creature removal, but mid-combo, a land is as difficult to deal with as a walker. Lands are also easier to deploy, so without a blocker, it's like a 1-card combo.
Slip Through Space is worth considering.
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This does require either trample or no blockers for lethal for an opponent however. Maybe the best option would be to use a blue/red shell with something which already plays built to smash and creature pump.
Btw, something janky could be made with this combo + ajani + aetherflux reservoir for infinite damage without combat.
I kind of want to try brewing a U/R delver variant in modern with this and grafted wargear, but its probably not good enough there due to antisynergy with the delver/pyromancer spells theme...
Both combos die to a shock in response... Burn forever baby!