Why not Urban evolution? Draw 3 and ramp? Seems legit in a deck based on mana. It also helps with the major fundamental flaw in most ramp decks and thats when you ramp like crazy and then have nothing in your hand to ramp into. Primeval Titan back a few years ago worked because he WAS the ramp spell and the threat. Also he could fetch your second attacker because it was a land. Nothing of the sort exists now so we need extra draw in a ramp deck.
You make a good point. In testing, I found that I was needing 2 more draw effects (in addition to Prime Speaker), and Fathom Mage wasn't cutting it.
Just in response to some comments about prices: These are fairly standard bricks and mortar Australian prices. If you need cards within a week, this is what you need to pay. If you can afford to wait a month, sure, order from overseas.
Every casual standard deck needs a good magical Christmas land.
T1: Land, Elvish Mystic
T2: Land, Voyaging Satyr
T3: Land, Prophet of Kruphix
Opponents Turn: Untap in upkeep. EOT flash in Zhur-Tar Ancient
T4: Land, tap 3 lands to another Zhur-Tar Ancient, one mana in pool. Tap Voyaging Satyr to untap 1 land, tap 2 lands to cast Prime Speaker Zegana drawing 7 cards off of Zhur-Tar Ancient.
Opponents Turn: Untap in upkeep. EOT flash in Shipbreaker Kraken by tapping 2 lands. Tap Voyaging Satyr to untap 1 land, make the Kraken monstrous by tapping 3 lands. Tap down (most likely) all of their dudes.
T5: Swing for 34! On the play, and having 7 cards in hand.
---
The deck wants to drop in lots of big creatures, and hopes to break the symmtery from Zhur-Tar Ancient by taking two untap steps, flashing it in in the opponents end step, using the Kraken to lock down what the opponent drops in, and by using Rhuric Thar to pseudo-prevent the opponent playing spells.
While a fireball would be nice, Clan Defiance is a sorcery, and all of the others require another color.
No sideboard yet.
I haven't seen anything quite this silly elsewhere, but shout out if you have a similar list or any thoughts.
What is the purpose of card X? Some description of card selection would be awesome. What are you trying to do? Why did you select this card over another card?
Consider Riptide Shapeshifter. It may be a little slow, but it does have the benefit of grabbing your angel directly from your deck and dodging the graveyard entirely, in case people have something like Leyline of the Void or a Relic of Progenitus out.
I like this suggestion, the main issue is that those hate pieces would turn off the combo anyway. But I like the card because it can also tutor a scarecrow or shapeshifter with reaper king out to blow up a hate piece.
Also, from the looks of it, it isn't necessary for the sacrifice outlet to be human. I suppose it does have the benefit that you can tutor it into your graveyard and then reanimate it along with the rest with the angel, but for the combo to work, all you really need is a free sac outlet, the angel itself and one of the five recursion pieces.
Spot on.
Altar of Dementia is a good inclusion, since it can both help to fill your graveyard and acts as a win condition by itself, requiring only the first two combo pieces. Goblin Bombardment does the same, as was pointed out earlier. Greater Good will keep dumping things in your graveyard until you assemble the rest of the combo and is just a good draw engine period.[/QUOTE]
I really like Altar and Greater Good. I'm still not sold in Goblin Bombardment as it doesn't do much until the combo is online and isn't a human.
I feel like Hermit Druid would make the deck too fast and consistent for local play. This deck, while consistent, is a fair bit slower than if Hermit Druid was added. Also, being known as someone who plays Hermit Druid puts a big target on your back.
Hope that they can only use it once. Each combo piece has at least 4 versions, meaning that they'd need to cap/sacrament me twice to remove my ability to combo. Also, even if they do, I can pull from eternity, until they remove it.
This deck is a combo deck. It has the ability to infinitely mill your opponent, infinitely exile your opponents' library, gain infinite life, make infinite creatures, deal infinite damage, destroy infinite permanents, exile infinite creatures. But you don't have to feel guilty as it is a (set of) 4 card combo(s).
You might like playing Angel of Glory's Rise in EDH if:
You like to win the same way every time. Yes, I know above I told you that it can do all these things infinitely. In fact, in most games you will probably be free to choose which of them of you do. Unfortunately, when you can go off your opponents will probably scoop.
You like not interacting with others in the game. This gives you plenty of time to socialize while you play as you don't need to keep tabs on what others are doing, there is nothing you can do about them really.
You like not having to play your general to win.
You want to punish your group for not playing disruption.
You might not like playing Angel of Glory's Rise in EDH if:
You firmly believe that humans should not emerge from the grave unless they come back as zombies.
This deck has a couple of key card types; THE ENGINE, THE RECURSION, THE OUTLET and the THE MANA (or the THE ENGINE.
The first key card type is THE ENGINE. It is currently a single card: Angel of Glory's Rise. Without this card the deck does not work. In fact, the deck is so all in on Angel of Glory's Rise that you will probably play Pull from Eternity just to make sure you can win if the Angel gets exiled. Awkward. The combo works by abusing the Angel's ETB battlefield ability.
The second key card type is THE RECURSION. The recursion is designed to allow for abuse the ETB ability of Angel of Glory's Rise. If you played post-DKA pre-Theros standard, the classic example of a card in this category is Fiend Hunter. Five options currently exist for this role.
The third key card type is THE OUTLET. The outlet allows you to sacrifice the creature exiling the Angel, or, if Saffi Eriksdotter is in play sacrifice the Angel directly after sacrificing Saffi to recur the Angel. Now, the Angel will ETB and will cause all of the humans to rise from their graves. Four human outlets currently exist for this role when using the criteria that the sacrifice must cost 1 or less and not require tapping:
Note 1: Disciple of Griselbrand probably isn't good enough to play as infinite life isn't great. Note 2: Plenty of non-human outlets exist, but Angel doesn't pull them back into play.
The fourth key card type technically has 2 subtypes THE EFFECT and THE MANA. The effect is for when you have a Cartel Aristocrat in play as your outlet, and human with an enter the battlefield effect will go infinite and Kamahl, Pit Fighter should win you the game there and then. The mana is for when you have any other outlet in play, and involves a human creature with an ETB float mana ability. You can use this creature's mana to sacrifice itself (or Wild Cantor sacrifices itself to generate the mana) and the recursion. The various options for the mana are below:
Intuition can grab any combo piece (3 variants of the part), but you'll probably be grabbing unburial rites, faithless looting and the Angel, or if you have the Angel grab all 3 combo pieces. It is a very flexible card.
Insidious Dreams is probably the best tutor. Got all the pieces except for Angel? Why not go for X=3 and grab Faithless Looting/Thought Scour, Unburial Rites, and Angel, in that order, and win next turn? Need two more combo pieces too, why not go for X=6, grab Thought Scour, combo piece 1, combo piece 2, Faithless Looting, angel, and unburial rites? (I currently don't have this option available, but its reasonable if you build toward it).
Your first point of call for Birthing Pod is to get your combo pieces accessible. They exist in the chain at CMCs of 1-5 and 7. Prioritize getting THE RECURSION and Ranger of Eos - as the Ranger will get you the other non-Angel components.
Oh, and the bonus of running this package is that...
Intuition becomes search a tutor for any single card.
Is there a plan B?
Yep.
Reaper King (I knew there was a reason for this general) blows **** up.
We only run 1 scarecrow in here, Heap Doll (tutorable with Ranger of Eos), but 3 creatures with changeling.
Additionally we run Conspiracyand Xenograft. You want to be really bloody careful with Conspiracy as it can turn off your combo, but with enough creatures in hand you should be able to blow it up after letting it do some work.
You make a good point. In testing, I found that I was needing 2 more draw effects (in addition to Prime Speaker), and Fathom Mage wasn't cutting it.
4 Elvish Mystic
4 Sylvan Caryatid
4 Voyaging Satyr
4 Zhur-taa Druid
3 Polukranos, World Eater
1 Polis Crusher
4 Zhur-taa Ancient
4 Prime Speaker Zegana
3 Ruric Thar, the Unbrowed
2 Shipbreaker Kraken
4 Stomping Ground
4 Breeding Pool
4 Steam Vents
1 Island
3 Mountain
7 Forest
Every casual standard deck needs a good magical Christmas land.
T1: Land, Elvish Mystic
T2: Land, Voyaging Satyr
T3: Land, Prophet of Kruphix
Opponents Turn: Untap in upkeep. EOT flash in Zhur-Tar Ancient
T4: Land, tap 3 lands to another Zhur-Tar Ancient, one mana in pool. Tap Voyaging Satyr to untap 1 land, tap 2 lands to cast Prime Speaker Zegana drawing 7 cards off of Zhur-Tar Ancient.
Opponents Turn: Untap in upkeep. EOT flash in Shipbreaker Kraken by tapping 2 lands. Tap Voyaging Satyr to untap 1 land, make the Kraken monstrous by tapping 3 lands. Tap down (most likely) all of their dudes.
T5: Swing for 34! On the play, and having 7 cards in hand.
---
The deck wants to drop in lots of big creatures, and hopes to break the symmtery from Zhur-Tar Ancient by taking two untap steps, flashing it in in the opponents end step, using the Kraken to lock down what the opponent drops in, and by using Rhuric Thar to pseudo-prevent the opponent playing spells.
While a fireball would be nice, Clan Defiance is a sorcery, and all of the others require another color.
No sideboard yet.
I haven't seen anything quite this silly elsewhere, but shout out if you have a similar list or any thoughts.
Yes? So don't play any more guys once you've blown up all of every ones permanents?
I like this suggestion, the main issue is that those hate pieces would turn off the combo anyway. But I like the card because it can also tutor a scarecrow or shapeshifter with reaper king out to blow up a hate piece.
Spot on.
Altar of Dementia is a good inclusion, since it can both help to fill your graveyard and acts as a win condition by itself, requiring only the first two combo pieces. Goblin Bombardment does the same, as was pointed out earlier. Greater Good will keep dumping things in your graveyard until you assemble the rest of the combo and is just a good draw engine period.[/QUOTE]
I really like Altar and Greater Good. I'm still not sold in Goblin Bombardment as it doesn't do much until the combo is online and isn't a human.
--
Thanks for the suggestions.
That's my current thinking, but Karona may be a reasonable choice.
I feel like Hermit Druid would make the deck too fast and consistent for local play. This deck, while consistent, is a fair bit slower than if Hermit Druid was added. Also, being known as someone who plays Hermit Druid puts a big target on your back.
Already running buried alive. I am not sure if grabbing one piece is sufficient to warrent Entomb, but I may be wrong.
That's a good idea, I'll see if I can test it out.
Hope that they can only use it once. Each combo piece has at least 4 versions, meaning that they'd need to cap/sacrament me twice to remove my ability to combo. Also, even if they do, I can pull from eternity, until they remove it.
Okay, I didn't get the reference. Looked it up, but I still don't understand its relevance to the post. What's the link?
Cowbell?
I'd consider Goblin Bombardment if I added in Academy Rector, but otherwise, it isn't quite as easy to resolve as the creature based pieces.
Reaper King: an Angel of Glory's Rise combo deckThis deck is a combo deck. It has the ability to infinitely mill your opponent, infinitely exile your opponents' library, gain infinite life, make infinite creatures, deal infinite damage, destroy infinite permanents, exile infinite creatures. But you don't have to feel guilty as it is a (set of) 4 card combo(s).
I can't think of any other reasons.
1 Wild Cantor
1 Thoughtpicker Witch
1 Heap Doll
2 Burning-Tree Emissary
2 Snapcaster Mage
2 Saffi Eriksdotter
2 Cartel Artistocrat
2 War Priest of Thune
3 Blade Splicer
3 Borderland Ranger
3 Undercity Informer
3 Manic Vandal
3 Fiend Hunter
3 Priest of Urabrask
3 Eternal Witness
3 Priest of Gix
4 Nekrataal
4 Ranger of Eos
4 Huntmaster of the Fells
4 Notion Thief
4 Changeling Beserker
5 Zealous Conscripts
5 Changeling Hero
5 Changeling Titan
6 Captain of the Watch
6 Kamahl, Pit Fighter
7 Rune-Scarred Demon
7 Angel of Glory's Rise
Ramp (5):
1 Mana Vault
1 Sol Ring
3 Chromatic Lantern
3 Darksteel Ingot
5 Gilded Lotus
2 Life // Death
4 Dread Return
5 Unburial Rites
6 Breaking // Entering
Tutors (10):
2 Demonic Tutor
2 Survival of the Fittest
3 Intuition
3 Congregation at Dawn
3 Buried Alive
4 Insidious Dreams
4 Defense of the Heart
4 Jarad's Orders
4 Liliana Vess
Other Spells (16):
0.5 Noxious Revival
1 Sensei's Diving Top
1 Faithless Looting
1 Thought Scour
1 Pull from Eternity
2 Hindering Light
2 Arcane Denial
2 Sylvan Scrying
2 Regrowth
2 Cyclonic Rift
2 Mulch
3 Psychic Strike
4 Whispering Madness
5 Xenograft
5 Conspiracy
Lands (37):
1 Forest
1 Plains
1 Plains
1 Swamp
1 Island
1 Mountain
1 Hallowed Fountain
1 Sacred Foundry
1 Watery Grave
1 Overgrown Tomb
1 Stomping Ground
1 Steam Vents
1 Godless Shrine
1 Blood Crypt
1 Temple Garden
1 Breeding Pool
1 Misty Rainforest
1 Marsh Flats
1 Verdant Catacomb
1 Strip Mine
1 Boseiju, Who Shelters All
1 Cavern of Souls
1 Glacial Fortress
1 Drowned Catacomb
1 Dragonskull Summit
1 Rootbound Crag
1 Sunpetal Grove
1 Clifftop Retreat
1 Isolated Chapel
1 Woodland Cemetery
1 Hinterland Harbor
1 Sulfur Falls
1 Flood Plain
1 Rocky Tar Pit
1 Mountain Valley
1 Grasslands
1 Command Tower
This deck has a couple of key card types; THE ENGINE, THE RECURSION, THE OUTLET and the THE MANA (or the THE ENGINE.
The first key card type is THE ENGINE. It is currently a single card: Angel of Glory's Rise. Without this card the deck does not work. In fact, the deck is so all in on Angel of Glory's Rise that you will probably play Pull from Eternity just to make sure you can win if the Angel gets exiled. Awkward. The combo works by abusing the Angel's ETB battlefield ability.
The second key card type is THE RECURSION. The recursion is designed to allow for abuse the ETB ability of Angel of Glory's Rise. If you played post-DKA pre-Theros standard, the classic example of a card in this category is Fiend Hunter. Five options currently exist for this role.
The third key card type is THE OUTLET. The outlet allows you to sacrifice the creature exiling the Angel, or, if Saffi Eriksdotter is in play sacrifice the Angel directly after sacrificing Saffi to recur the Angel. Now, the Angel will ETB and will cause all of the humans to rise from their graves. Four human outlets currently exist for this role when using the criteria that the sacrifice must cost 1 or less and not require tapping:
Note 1: Disciple of Griselbrand probably isn't good enough to play as infinite life isn't great.
Note 2: Plenty of non-human outlets exist, but Angel doesn't pull them back into play.
The fourth key card type technically has 2 subtypes THE EFFECT and THE MANA. The effect is for when you have a Cartel Aristocrat in play as your outlet, and human with an enter the battlefield effect will go infinite and Kamahl, Pit Fighter should win you the game there and then. The mana is for when you have any other outlet in play, and involves a human creature with an ETB float mana ability. You can use this creature's mana to sacrifice itself (or Wild Cantor sacrifices itself to generate the mana) and the recursion. The various options for the mana are below:
Mash the card types together and say "I win".
Then we Pull from Eternity. In fact, we have ways to pull angel back multiple times. Including Regrowth and Noxious Revival, Eternal Witness and even Snapcaster Mage on Pull From Eternity.
Yep.
Reaper King (I knew there was a reason for this general) blows **** up.
We only run 1 scarecrow in here, Heap Doll (tutorable with Ranger of Eos), but 3 creatures with changeling.
Additionally we run Conspiracyand Xenograft. You want to be really bloody careful with Conspiracy as it can turn off your combo, but with enough creatures in hand you should be able to blow it up after letting it do some work.
Could be said of almost any match up for any deck. Sounds like a cop out
Realms Uncharted might be okay.