GMAD 268 was centered on Myr Welder, an exciting little combo piece of a card.
Ulike other GMAD reprisals, were the GMAD kind of smoldered somewhere, 268 is going quite strong, and has a deck that is shaping up to be a lot of fun, but I decided I wanted to try a different path, especially with an addition I made: Spawning Pit.
It's been quite a while since I last made a combo deck, so this should be quite interesting.
This deck will also be designed for casual fun: rather than focus on a few specific combos, the deck will have a nice variety.
Since the Myr Welder needs to tap, and a lot of cool abilities require tapping as a cost, an untap mechanic becomes increasingly useful for the welder.
The core escape of any infinite combo deck tends to be infinite mana, but since this is aimed for casual fun, we won't have any of that. Games just end once you get infinite mana. Especially if you use the Staff of Domination to get there... There is little that guy doesn't do.
Since we have untap abilities, and we want to shy away from infinite mana (it's still possible, but not the core theme) We can't really add artifacts that add mana, or at least, we need to be careful doing it. In order to fuel our large mana needs, we will be using the typical cloudpost easy-out for a large, but finite mana source.
The core combo in the deck involves using the Spawning Pit and Gemstone Array to put charge counters on the welder, wich can be combined with other charge artifacts for massive gains, and going (possibly/probably) infinite with the Orochi Hatchery. Magistrate's Scepter was removed, because infinite turns is lame.
We have a large number of untap outlets, which can combine with a large number of token producers to pump out a lot of tokens, which is plan B (as well as a way to charge the welder for Plan A).
A similar build can focus on +1/+1 counter interactions, as there are many artifacts that add/remove the counters to do cool stuff, which would also give a plan C for the attack, and use the Mindless Automaton better. The automaton is still nice as discard gives us another way to drop artifacts into the grave.
Ulike other GMAD reprisals, were the GMAD kind of smoldered somewhere, 268 is going quite strong, and has a deck that is shaping up to be a lot of fun, but I decided I wanted to try a different path, especially with an addition I made: Spawning Pit.
It's been quite a while since I last made a combo deck, so this should be quite interesting.
This deck will also be designed for casual fun: rather than focus on a few specific combos, the deck will have a nice variety.
4 Myr Welder
Combo Pieces 18
1 Staff of Domination
1 Altar Golem
1 Umezawa's Jitte
1 Lux Cannon
2 Orochi hatchery
1 Myr Turbine
2 Gemstone Array
3 Spawning pit
2 Clock of Omens
2 Voltaic Construct
1 Flowstone Sculpture
1 Mindless Automaton
4 Sensei's Divining top
3 Training Ground
1 Rings of Brighthearth
4 Vedalken Archmage
LAND 26
4 island
4 Couldpost
4 Glimmerpost
4 Vesuva
4 Seat of the synod
4 Phyrexia's Core
2 Deserted Temple
Since the Myr Welder needs to tap, and a lot of cool abilities require tapping as a cost, an untap mechanic becomes increasingly useful for the welder.
The core escape of any infinite combo deck tends to be infinite mana, but since this is aimed for casual fun, we won't have any of that. Games just end once you get infinite mana. Especially if you use the Staff of Domination to get there... There is little that guy doesn't do.
Since we have untap abilities, and we want to shy away from infinite mana (it's still possible, but not the core theme) We can't really add artifacts that add mana, or at least, we need to be careful doing it. In order to fuel our large mana needs, we will be using the typical cloudpost easy-out for a large, but finite mana source.
The core combo in the deck involves using the Spawning Pit and Gemstone Array to put charge counters on the welder, wich can be combined with other charge artifacts for massive gains, and going (possibly/probably) infinite with the Orochi Hatchery. Magistrate's Scepter was removed, because infinite turns is lame.
We have a large number of untap outlets, which can combine with a large number of token producers to pump out a lot of tokens, which is plan B (as well as a way to charge the welder for Plan A).
A similar build can focus on +1/+1 counter interactions, as there are many artifacts that add/remove the counters to do cool stuff, which would also give a plan C for the attack, and use the Mindless Automaton better. The automaton is still nice as discard gives us another way to drop artifacts into the grave.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek