So, does anybody think that maybe U(g) could be a decent deck if it was based on using green ramp+artifact ramp such as simic keyrune to drop Omniscience into Enter the Infinite? I am already working on it and we don't have much from gatecrash so far. Here is what I have so far.
and then throw in the galvanic alchemistaxebane guardian combo to mill them with a 1 of Increasing Confusion. fog bank and gatecreeper vine for your defender count. 1 elixer of immortality as an oh crap card after you infinite. 1 of laboratory maniac as well for another win con.
what say you?
Yes, but that win condition wastes too many deckslots on bad cards and you're going to get blown out of the water by fast aggro decks unless you run some midrange board presence, permission, and/or burn.
I'd suggest RUG; that way you can use much faster win conditions, ones that won't make Thought Scour cost you the game.
So, does anybody think that maybe U(g) could be a decent deck if it was based on using green ramp+artifact ramp such as simic keyrune to drop Omniscience into Enter the Infinite? I am already working on it and we don't have much from gatecrash so far. Here is what I have so far.
and then throw in the galvanic alchemistaxebane guardian combo to mill them with a 1 of Increasing Confusion. fog bank and gatecreeper vine for your defender count. 1 elixer of immortality as an oh crap card after you infinite. 1 of laboratory maniac as well for another win con.
what say you?
seems plausible, you could throw in Door to Nothingness as well for a SB Wincon, along with chromatic lantern The deck is really Turbofoggish so you could run the fog effects along with defenders to stall the board. What about fliers tho?
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I like the idea of RUG. maybe the deadeye zealous combo? Clearly i will need to run 4 thragtusks right? unfortunately the chemister cant hit players so probably not him. Oooooo i should run Worldfire shouldn't I? great with thragtusk.
I like the idea of RUG. maybe the deadeye zealous combo? Clearly i will need to run 4 thragtusks right? unfortunately the chemister cant hit players so probably not him. Oooooo i should run Worldfire shouldn't I? great with thragtusk.
You should likely be running four thraggies, yes. Luckily, a deck with such a high concentration of ramp has no trouble playing them on turn three.
Also, if your win conditions are to be sorcery speed, you -have- to have permission to prevent a blowout from instant speed card draw.
i like dispel, but i am not sold on the idea of putting in black just because combo decks already lack consistency, and adding a fourth color will just add to that. I think red is the best third color so far because of hypersonic dragon, world fire, and the deadeye combo. I think temporal mastery could be really good though
I think some deck with this could be plausible after we get simic in the mix. A rug control deck or something for FNM. Don't forget that arcane melee exists, usually a bad card, but between that and electromancer, that makes all instants and sorceries cost 3 less.
If you don't have access to duress how do you ever expect to resolve any of your spells against Snapcaster & co.? Just dead to Rewind + dissipate. You also gain access to mutilate, which gains value once you have watery grave.
You don't need the dead-eye combo you already have omniscience. And you certainly don't want hypersonic dragon + worldfire + dork combo. You already plan to draw your deck, lab manic only costs 3 mana, and think twice is great at digging. You gain much more room in your deck by only having to add lab manic, a 1 of, as your win condition.
The Lab Maniac also makes hardcast enter the infinite a kill condition. Enter the infinite, put temporal mastery back as the top card. Untap, time walk --> maniac --> Win
yes there is that combo, but what happens when your combo gets screwed? thats why there has to be at least 2 combos for a bit more resilience. Snapcaster may not be able to be countered because of cavern, but you can counter whatever he flashes back. white may be better than red, and with white, you have much better sweepers than mutilate, like Supremem Verdict. Also white grants Angel of Serenity, which is awesome control. The deck should have at least 6 counters. Borborygmos would actually be the best thing in the world now that i think about it. Toss all of those lands i just draw for 51+ damage. yesss that would be fantastic. Red also grants counterflux which would be great as well.
Combo wise, once you Enter the Infinite, you will have duress to make sure the coast is clear for maniac, and dispel for their removal. The combo shouldn't get disrupted once you have a look at their hand and have access too counter magic. Treasured find is there for when you need an extra duress effect, or if you get you lab manic milled or countered.
White does give you better removal in supreme verdict, but doesn't have anything to add to disrupt. If you did that you should play 3-4 dispel.
I could see changing the combo after board to hedge against slaughter games (even though duress is also the only answer to that card) . Play army of the damned + temporal mastery (able to mutilate before to clear the board)
Conscripts + deadeye still doesn't win you the game since you only have 1 card left in your deck so you can't sit back and steal their board turn after turn and swing for 8.
Borborygmos would be good if you didn't play farseek and ranger's path. I could only imagine drawing my deck and only having 6 lands to throw...let alone the amount you would need if they have gone swagtusk -- resto angel --> revelations. That alone is the biggest reason to play something like lab manic.
Fervor and creatures. This way you can still run all the good creatures to help you stay alive (Huntmaster and Thragtusk), and you have an actual win condition the turn you cast Infinite. The deck is still terribly inconsistent I'm guessing since you have to cast a 10 mana spell and have Infinite in hand, but at least playing good RUG creatures should help, and getting Simic and Gruul should give you plenty of good creatures to choose from besides just Huntmaster and Thragtusk.
EDIT: This also allows you to play mana elves as opposed to some of the ramp spells so that your ramp doubles as your win condition. Might also make a white splash easier for township as an alternate win condition and Centaur Healer to help stay alive. 4 mana should be pretty easy in a RUGW deck after GTC. I tried it now, but always felt I was missing 1 or 2 GR sources to be consistent enough.
its my opinion that Borborygmous Enraged is the best win con once you have the combo, i mean if he's free and you have every land left in your deck in your hand, seems like a good one of
This entire deck folds to counterspells. It'll be real disappointing when you tap your twelve lands just for your opponent to smirk and say "Dissipate". You'll need other plans, especially given how aggro decks will tear you to shreds. The card per turn that they get will literally be enough to kill you quicker that you can get 8UUUU.
^ i like your thinking. Yes for sure, but that is why I was thinking of RUG. Blue for counter magic for their counter magic, and to slow them down. Green for fast blockers and early life. Red for hunt master (like green) and for access to Counterflux. I'm hoping i can fit in chromatic lanterns and gilded lotus so i have room for something like increasing ambition so i can have counter back up for my combo. Any specific card suggestions other that thragtusk and huntmaster?
I'm thinking RUG or 4 color control with this and borborygmous as one of the win cons for fnm fun. RUG could pack in 4 huntmasters and thragtusks to hold off aggro as well have the capabilities to bounce the field or burn it down. 4 color could add white for better board wipes.
and then throw in the galvanic alchemist axebane guardian combo to mill them with a 1 of Increasing Confusion. fog bank and gatecreeper vine for your defender count. 1 elixer of immortality as an oh crap card after you infinite. 1 of laboratory maniac as well for another win con.
what say you?
I'd suggest RUG; that way you can use much faster win conditions, ones that won't make Thought Scour cost you the game.
Mercurial chemister to discard and deal damage? Is this a stuffy doll deck?
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You should likely be running four thraggies, yes. Luckily, a deck with such a high concentration of ramp has no trouble playing them on turn three.
Also, if your win conditions are to be sorcery speed, you -have- to have permission to prevent a blowout from instant speed card draw.
Hypersonic dragon?
3 Enter the Infinite
1 Temporal Mastery
4 Farseek
4 Ranger's Path
3 Chromatic Lantern
3 Guided Lotus
3 Mutilate
2 Dispel
1 Dissipate
3 Duress
1 Treasured Find
1 Laboratory Maniac
4 Overgrown Tomb
4 Watery Grave
2 Breeding Pool
4 Hinterland Harbor
2 Drowned Catacombs
2 Woodland Cemetary
2 Swamp
1 Island
2 Forest
1 Shimmering Grotto
Omniscience --> Enter The Infinite --> Laboratory Manic --> Think TWICE
Treasured Find, Dispel, Duress backup
Thoughts?
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You don't need the dead-eye combo you already have omniscience. And you certainly don't want hypersonic dragon + worldfire + dork combo. You already plan to draw your deck, lab manic only costs 3 mana, and think twice is great at digging. You gain much more room in your deck by only having to add lab manic, a 1 of, as your win condition.
The Lab Maniac also makes hardcast enter the infinite a kill condition. Enter the infinite, put temporal mastery back as the top card. Untap, time walk --> maniac --> Win
White does give you better removal in supreme verdict, but doesn't have anything to add to disrupt. If you did that you should play 3-4 dispel.
I could see changing the combo after board to hedge against slaughter games (even though duress is also the only answer to that card) . Play army of the damned + temporal mastery (able to mutilate before to clear the board)
Conscripts + deadeye still doesn't win you the game since you only have 1 card left in your deck so you can't sit back and steal their board turn after turn and swing for 8.
Borborygmos would be good if you didn't play farseek and ranger's path. I could only imagine drawing my deck and only having 6 lands to throw...let alone the amount you would need if they have gone swagtusk -- resto angel --> revelations. That alone is the biggest reason to play something like lab manic.
Thoughts?
EDIT: This also allows you to play mana elves as opposed to some of the ramp spells so that your ramp doubles as your win condition. Might also make a white splash easier for township as an alternate win condition and Centaur Healer to help stay alive. 4 mana should be pretty easy in a RUGW deck after GTC. I tried it now, but always felt I was missing 1 or 2 GR sources to be consistent enough.
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