Simple deck list I am working on. Excited to play it, and the combos in it are totally sweet. Feedback, thoughts, suggestions, and such are welcome. Thanks in advance.
Go Infinite for tokens and abilities with Combo #1 (Any non-creature spell will cause the combo to go Infinite, these three spells will just have abilities with them) 03 Brain Freeze 04 Temporal Fissure 05 Wing Shards
Neat deck. Some quick comments as I go down your list.
Combo 1 is good. Considering that any non-creature spell gives you infinite bird tokens, and thus is already a win condition, I really don't think you need the 3 storm cards at all. Cut all three of these. Wing Shards isn't even a win condition...just play better removal.
Combo 2 is good. You might try to find some room for Merrow Witsniper...it lets you flat-out win, rather than just bounce permanents or gain life. It admittedly doesn't do much by itself though.
A lot of your creatures are great when you can replay them. Ninja of the Deep Hours might be a worthwhile addition. Same with Crystal Shard (which is great in any deck that can run it).
Tutors look good, though you only have a hard time finding Guile. You might want to add Idyllic Tutor (and a couple more good enchantments...Moat would be awesome, if you can get one).
Along with your card draw, I'd try to fit in Scroll Rack and Land Tax. Good individually, nuts in conjunction.
You forgot Hallowed Burial in your removal. Not only is it the best wrath in the format (deals with generals), it's another combo with Tunnel Vision. You need this. I'd also add Martial Coup, which is quite good. Add Decree of Justice while you're at it. Saltblast is bad.
GAAIV plays really nicely with Propaganda/Ghostly Prison effects. Your opponent's mana should already be somewhat hindered; these strongly encourage your opponents to attack each other, rather than you.
A lot of your permission is kind of bad/narrow. Hindering Light, Overrule, and Swift Silence are all pretty clunky (Swift Silence might be worthwhile if you play big multiplayer games). I would look at adding some cheaper permission: Condescend, Arcane Denial, Forbid, Force of Will, Dissipate, Dismiss, Desertion, and Mana Drain are all good or great counters (obviously a couple of these might be a little hard to obtain).
Misdirection is much better than Deflection, if you think you need that effect. Godhead of Awe has pretty terrible synergy with this deck...I'd take it out. Run something like Windreaver or Iridescent Angel if you want a utility creature like this...I don't think it's necessary.
Some of your mana acceleration is not so good. Paradise Plume, Seashell Cameo, and Spectral Searchlight all cost too much for what they do. The Marble/Sky Diamonds are just barely good enough...you could cut these too. You should certainly find a Sol Ring somewhere (they're not that expensive, and a terrific investment for this format). You also want Gilded Lotus, and perhaps Thran Dynamo or Worn Powerstone.
I would for sure add Trinket Mage and a small trinket package for him: besides Sensei's Top and Sol Ring, add Tormod's Crypt and possibly Pithing Needle.
Your lands look pretty good. You want Tolaria West for sure...it's another tutor for Tormod's Crypt as well. Also, Onslaught Fetchlands and Mistveil Plains. I'd probably add Academy Ruins and Mindslaver while I'm at it, because I'm a sucker for that kind of thing in slow blue decks. Perhaps Tinker and some combination of Darksteel Colossus/Sundering Titan/Inkwell Leviathan as well? These are simple combos, but they win games.
Also...I'm not sure if this would actually improve your deck or not, but you might stand to gain by changing your general to Numot so you have access to red. This gives you Greater Gargadon and Mogg Fanatic for Combo 2, and you could supplement Combo 1 with Enduring Ideal: add Enduring Ideal, Form of the Dragon, Meishin, the Mind Cage, Solitary Confinement, and Honden of Seeing Winds, and you have everything you could want for Enduring Ideal.dec. You could also squeeze in Kiki-Jiki/Pestermite or Sky Hussar for another combo, and Goblin Welder would go nicely in this deck. It all fits in pretty well. Numot isn't as useful as a general (though he does smash face a lot better), but the red helps the combos quite a bit...I'd be tempted.
Neat deck. Some quick comments as I go down your list.
Combo 1 is good. Considering that any non-creature spell gives you infinite bird tokens, and thus is already a win condition, I really don't think you need the 3 storm cards at all. Cut all three of these. Wing Shards isn't even a win condition...just play better removal.
Combo 2 is good. You might try to find some room for Merrow Witsniper...it lets you flat-out win, rather than just bounce permanents or gain life. It admittedly doesn't do much by itself though.
A lot of your creatures are great when you can replay them. Ninja of the Deep Hours might be a worthwhile addition. Same with Crystal Shard (which is great in any deck that can run it).
Tutors look good, though you only have a hard time finding Guile. You might want to add Idyllic Tutor (and a couple more good enchantments...Moat would be awesome, if you can get one).
Along with your card draw, I'd try to fit in Scroll Rack and Land Tax. Good individually, nuts in conjunction.
You forgot Hallowed Burial in your removal. Not only is it the best wrath in the format (deals with generals), it's another combo with Tunnel Vision. You need this. I'd also add Martial Coup, which is quite good. Add Decree of Justice while you're at it. Saltblast is bad.
GAAIV plays really nicely with Propaganda/Ghostly Prison effects. Your opponent's mana should already be somewhat hindered; these strongly encourage your opponents to attack each other, rather than you.
Misdirection is much better than Deflection, if you think you need that effect. Godhead of Awe has pretty terrible synergy with this deck...I'd take it out. Run something like Windreaver or Iridescent Angel if you want a utility creature like this...I don't think it's necessary.
Some of your mana acceleration is not so good. Paradise Plume, Seashell Cameo, and Spectral Searchlight all cost too much for what they do. The Marble/Sky Diamonds are just barely good enough...you could cut these too. You should certainly find a Sol Ring somewhere (they're not that expensive, and a terrific investment for this format). You also want Gilded Lotus, and perhaps Thran Dynamo or Worn Powerstone.
Your lands look pretty good. You want Tolaria West for sure...it's another tutor for Tormod's Crypt as well. Also, Onslaught Fetchlands and Mistveil Plains. I'd probably add Academy Ruins and Mindslaver while I'm at it, because I'm a sucker for that kind of thing in slow blue decks. Perhaps Tinker and some combination of Darksteel Colossus/Sundering Titan/Inkwell Leviathan as well? These are simple combos, but they win games.
Also...I'm not sure if this would actually improve your deck or not, but you might stand to gain by changing your general to Numot so you have access to red. This gives you Greater Gargadon and Mogg Fanatic for Combo 2, and you could supplement Combo 1 with Enduring Ideal: add Enduring Ideal, Form of the Dragon, Meishin, the Mind Cage, Solitary Confinement, and Honden of Seeing Winds, and you have everything you could want for Enduring Ideal.dec. You could also squeeze in Kiki-Jiki, Mirror Breaker/Pestermite or Sky Hussar for another combo, and Goblin Welder would go nicely in this deck. It all fits in pretty well. Numot isn't as useful as a general (though he does smash face a lot better), but the red helps the combos quite a bit...I'd be tempted.
Good luck with this.
Card tags son!!!
I'll reply to this in a while, just wanted to get the tags on the cards first.
When Guile's ability reads "play X card without paying it's mana cost." Does that then mean the converted mana cost is 0? You havent actually payed anything for it, so how then can you get any tokens from the spells you've highjacked?
I like the idea, I'd just prefer it were a valid combo. I've never seen it done before and am skeptical.
You could throw in Solemn Simulacrum for Combo #2. Granted, it doesn't win the game itself, but none of your targets do and being able to draw as many cards as you want while grabbing every basic out of your deck seems good. If you go with that, you'll also want Reliquary Tower.
I love your list! I would Run an Academy Rector as an additional way to cheat dovescape into play. I also agree with the prison effect cards, possibly add Land Tax? Then again, my group banned Gifts Ungiven ;_;
I love your list! I would Run an Academy Rector as an additional way to cheat dovescape into play. I also agree with the prison effect cards, possibly add Land Tax? Then again, my group banned Gifts Ungiven ;_;
um actually gifts ungiven is technically banned in edh....anyways
um actually gifts ungiven is technically banned in edh....anyways
It wasn't when he made the post, so posting after the fact is pretty irrelevant. Rector isn't a bad suggestion assuming there are other possible enchantments besides dovescape worth grabbing and putting in.
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Originally Posted by pandafarmer
You all die to removal
It wasn't when he made the post, so posting after the fact is pretty irrelevant. Rector isn't a bad suggestion assuming there are other possible enchantments besides dovescape worth grabbing and putting in.
i was refering to the fact that he said "his group banned it"....i was just lettin him know it was technically banned in edh...not just "his group"
Simple deck list I am working on. Excited to play it, and the combos in it are totally sweet. Feedback, thoughts, suggestions, and such are welcome. Thanks in advance.
Go Infinite for tokens and abilities with Combo #1 (Any non-creature spell will cause the combo to go Infinite, these three spells will just have abilities with them) 03 Brain Freeze 04 Temporal Fissure 05 Wing Shards
Start with Double, Guide, and whatever creature off the list of targets you want in yard, Entity in play, Lark in hand.
1. Play Lark.
2. Activate Entity for 0 X times, where X is the number of times you wish to repeat.
3. First activation resolves, Lark and Entity die, Lark triggers, returning Double (copying Lark) and Guide, Guide triggering and returning the other CiP trigger creature to play.
4. Next activation resolves, Double dies, returning Double (copying Lark again) and Guide, returning CiP trigger guy again.
Repeat X times.
I think that's how it works, someone correct me if I'm wrong.
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EDH FTW
Currently running:
BRG Xira Arien BRG UR Melek, Izzet Paragon UR WUG Jenara, Asura of War WUG WRG Mayael the Anima WRG WB Triad of Fates WB BG Mazirek, Kraul Death Priest BG BR Rakdos, Lord of Riots BR WR Aurelia the Warleader WR WBG Ghave, Guru of Spores WBG WUBRG Horde of Notions WUBRG
Start with Double, Guide, and whatever creature off the list of targets you want in yard, Entity in play, Lark in hand.
1. Play Lark.
2. Activate Entity for 0 X times, where X is the number of times you wish to repeat.
3. First activation resolves, Lark and Entity die, Lark triggers, returning Double (copying Lark) and Guide, Guide triggering and returning the other CiP trigger creature to play.
4. Next activation resolves, Double dies, returning Double (copying Lark again) and Guide, returning CiP trigger guy again.
Repeat X times.
I think that's how it works, someone correct me if I'm wrong.
oh wow, that's a pretty bad ass combo. gain some life, bounce some stuffs, pretty much win unless they have an answer
Combo #1
01 Dovescape
02 Guile
Go Infinite for tokens and abilities with Combo #1
(Any non-creature spell will cause the combo to go Infinite,
these three spells will just have abilities with them)
03 Brain Freeze
04 Temporal Fissure
05 Wing Shards
Combo #2
06 Body Double
07 Karmic Guide
08 Mirror Entity
09 Reveillark
Targets For Combo #2
10 Aven Riftwatcher
11 Nevermaker
12 Riftwing Cloudskate
13 Venser, Shaper Savant
Search For Combo Pieces
14 Enlightened Tutor
15 Ethereal Usher
16 Gifts Ungiven
17 Intuition
Play Combos @ Instant Speed
18 Teferi, Mage of Thalfir
19 Vedalken Orrery
Not Cool Man! Not Cool!
20 Tunnel Vision
Cards That Help You Play Not Cool Man! Not Cool!
21 Condemn
22 Hinder
23 Spin into Myth
24 Vendilion Clique
Card Draw
25 Brainstorm
26 Court Hussar
27 Impulse
28 Mulldrifter
29 Opportunity
30 Sensei's Diving Top
31 Tidings
Removal
32 Armageddon
33 Austere Command
34 Catastrophe
35 Crib Swap
36 Dismantling Blow
37 Oblivion Ring
38 Path to Exile
39 Rout
40 Saltblast
41 Swords to Plowshares
42 Wrath of God
43 Absorb
44 Aven Mindsensor
45 Counterspell
46 Cryptic Command
47 Hindering Light
48 Overrule
49 Swift Silence
Other Good Stuff
50 Deflection
51 Godhead of Awe
52 Hanna, Ship's Navigator
53 Willbender
Mana-Facts
54 Azorius Signet
55 Coalition Relic
56 Coldsteel Heart
57 Darksteel Ingot
58 Marble Diamond
59 Mindstone
60 Paradise Plume
61 Seashell Cameo
62 Sky Diamond
63 Spectral Searchlight
64 Talisman of Progress
Lands
65 Adarkar Wastes
66 Azorius Chancery
67 Boreal Shelf
68 Boseiju, Who Shelters All
69 Calciform Pools
70 Coastal Tower
71 Flagstones of Trokair
72 Ghost Quarter
73 Hallowed Fountain
74 Kor Haven
75 Lonely Sandbar
76 Maze of Ith
77 Mystic Gate
78 Oboro, Palace in the Clouds
79 Prahv, Spires of Order
80 Secluded Steppe
81 Skycloud Expanse
82 Snow-Covered Island
83 Snow-Covered Island
84 Snow-Covered Island
85 Snow-Covered Island
86 Snow-Covered Island
87 Snow-Covered Island
88 Snow-Covered Island
89 Snow-Covered Plains
90 Snow-Covered Plains
91 Snow-Covered Plains
92 Snow-Covered Plains
93 Snow-Covered Plains
94 Strip Mine
95 Tundra
96 Vesuva
97 Wanderwine Hub
98 Wasteland
99 Winding Canyons
that being said, combo FTW is, sorry to say, lame.
I normally agree, but with most of my play group playing beatdown style decks, I though control/combo would be a little different.
AND how I forgot about Condemn, I am not sure
Combo 1 is good. Considering that any non-creature spell gives you infinite bird tokens, and thus is already a win condition, I really don't think you need the 3 storm cards at all. Cut all three of these. Wing Shards isn't even a win condition...just play better removal.
Combo 2 is good. You might try to find some room for Merrow Witsniper...it lets you flat-out win, rather than just bounce permanents or gain life. It admittedly doesn't do much by itself though.
A lot of your creatures are great when you can replay them. Ninja of the Deep Hours might be a worthwhile addition. Same with Crystal Shard (which is great in any deck that can run it).
Tutors look good, though you only have a hard time finding Guile. You might want to add Idyllic Tutor (and a couple more good enchantments...Moat would be awesome, if you can get one).
Along with your card draw, I'd try to fit in Scroll Rack and Land Tax. Good individually, nuts in conjunction.
You forgot Hallowed Burial in your removal. Not only is it the best wrath in the format (deals with generals), it's another combo with Tunnel Vision. You need this. I'd also add Martial Coup, which is quite good. Add Decree of Justice while you're at it. Saltblast is bad.
GAAIV plays really nicely with Propaganda/Ghostly Prison effects. Your opponent's mana should already be somewhat hindered; these strongly encourage your opponents to attack each other, rather than you.
A lot of your permission is kind of bad/narrow. Hindering Light, Overrule, and Swift Silence are all pretty clunky (Swift Silence might be worthwhile if you play big multiplayer games). I would look at adding some cheaper permission: Condescend, Arcane Denial, Forbid, Force of Will, Dissipate, Dismiss, Desertion, and Mana Drain are all good or great counters (obviously a couple of these might be a little hard to obtain).
Misdirection is much better than Deflection, if you think you need that effect. Godhead of Awe has pretty terrible synergy with this deck...I'd take it out. Run something like Windreaver or Iridescent Angel if you want a utility creature like this...I don't think it's necessary.
Some of your mana acceleration is not so good. Paradise Plume, Seashell Cameo, and Spectral Searchlight all cost too much for what they do. The Marble/Sky Diamonds are just barely good enough...you could cut these too. You should certainly find a Sol Ring somewhere (they're not that expensive, and a terrific investment for this format). You also want Gilded Lotus, and perhaps Thran Dynamo or Worn Powerstone.
I would for sure add Trinket Mage and a small trinket package for him: besides Sensei's Top and Sol Ring, add Tormod's Crypt and possibly Pithing Needle.
Your lands look pretty good. You want Tolaria West for sure...it's another tutor for Tormod's Crypt as well. Also, Onslaught Fetchlands and Mistveil Plains. I'd probably add Academy Ruins and Mindslaver while I'm at it, because I'm a sucker for that kind of thing in slow blue decks. Perhaps Tinker and some combination of Darksteel Colossus/Sundering Titan/Inkwell Leviathan as well? These are simple combos, but they win games.
Also...I'm not sure if this would actually improve your deck or not, but you might stand to gain by changing your general to Numot so you have access to red. This gives you Greater Gargadon and Mogg Fanatic for Combo 2, and you could supplement Combo 1 with Enduring Ideal: add Enduring Ideal, Form of the Dragon, Meishin, the Mind Cage, Solitary Confinement, and Honden of Seeing Winds, and you have everything you could want for Enduring Ideal.dec. You could also squeeze in Kiki-Jiki/Pestermite or Sky Hussar for another combo, and Goblin Welder would go nicely in this deck. It all fits in pretty well. Numot isn't as useful as a general (though he does smash face a lot better), but the red helps the combos quite a bit...I'd be tempted.
Good luck with this.
Card tags son!!!
I'll reply to this in a while, just wanted to get the tags on the cards first.
When Guile's ability reads "play X card without paying it's mana cost." Does that then mean the converted mana cost is 0? You havent actually payed anything for it, so how then can you get any tokens from the spells you've highjacked?
I like the idea, I'd just prefer it were a valid combo. I've never seen it done before and am skeptical.
Also, I'm a big fan of any deck that can run Decree of Justice. And Fact or Fiction.
"The Six"
Patron of the Moon
Ghoulcaller Gisa
Daretti, Scrap Savant
Karametra, God of Harvests
Shu Yun, the Silent Tempest
Vorel of the Hull Clade
Fact or Fiction is good, but wouldn't Gifts Ungiven be better, particularly in a deck like this with the combos?
um actually gifts ungiven is technically banned in edh....anyways
It wasn't when he made the post, so posting after the fact is pretty irrelevant. Rector isn't a bad suggestion assuming there are other possible enchantments besides dovescape worth grabbing and putting in.
i was refering to the fact that he said "his group banned it"....i was just lettin him know it was technically banned in edh...not just "his group"
i'm not quite sure how combo 2 works can someone explain it in more details?
Start with Double, Guide, and whatever creature off the list of targets you want in yard, Entity in play, Lark in hand.
1. Play Lark.
2. Activate Entity for 0 X times, where X is the number of times you wish to repeat.
3. First activation resolves, Lark and Entity die, Lark triggers, returning Double (copying Lark) and Guide, Guide triggering and returning the other CiP trigger creature to play.
4. Next activation resolves, Double dies, returning Double (copying Lark again) and Guide, returning CiP trigger guy again.
Repeat X times.
I think that's how it works, someone correct me if I'm wrong.
Currently running:
BRG Xira Arien BRG
UR Melek, Izzet Paragon UR
WUG Jenara, Asura of War WUG
WRG Mayael the Anima WRG
WB Triad of Fates WB
BG Mazirek, Kraul Death Priest BG
BR Rakdos, Lord of Riots BR
WR Aurelia the Warleader WR
WBG Ghave, Guru of Spores WBG
WUBRG Horde of Notions WUBRG
oh wow, that's a pretty bad ass combo. gain some life, bounce some stuffs, pretty much win unless they have an answer