I've got a Grand Calcutron list here, but I'm having trouble figuring out how I can reliably win with it.
The basic concept is to use suspend/cycling to bypass my commander's restriction on which card in my hand I can play, with discard effects to change what's at the head of my program after already adding the cards to my hand. My commander then refills me to 5 cards in hand, so even card disadvantage like Alexi, Zephyr Mage and Attunement is strong. (Alexi is also great for gumming up my opponents' programs.)
The problem is that, right now, actually winning the game seems difficult. Beyond beating face with things like Deep-Sea Kraken, I don't have much. Ideas welcome.
I am going for low cmc aggro and eggs build banking on the draw to 5 to keep the machine rolling. Think "Artifact Edric." Try for an early Psychosis Crawler and show some whittling skills.
I am going for low cmc aggro and eggs build banking on the draw to 5 to keep the machine rolling. Think "Artifact Edric." Try for an early Psychosis Crawler and show some whittling skills.
The problem is that, right now, actually winning the game seems difficult. Beyond beating face with things like Deep-Sea Kraken, I don't have much. Ideas welcome.
I am going for low cmc aggro and eggs build banking on the draw to 5 to keep the machine rolling. Think "Artifact Edric." Try for an early Psychosis Crawler and show some whittling skills.
Problem with the combo lists is that you have to sequence your draws extremely carefully. If you programme the wrong way , you can fizzle quite easily. I would include all the Draw-7s you can
Problem with the combo lists is that you have to sequence your draws extremely carefully. If you programme the wrong way , you can fizzle quite easily. I would include all the Draw-7s you can[/quote]
Draw sevens would be good. You are correct about the pattern sequencing for the program. Cycling only allows draw to the last position. Blue and White do not have very much cycling support, and what little support there is, can be a catastrophic loss to functionality when removed. Since each player can only play the first card, then what you need is hand shuffling. IF I were to make a cycling build, I would use Library of Leng to retrieve the cycled cards first. Then I would add U/C discard/draw artifact(s) to keep my program running. This way you can keep a useful cycle ability for multiple turns/multiple uses per turn.
The Discard/Draw will keep your hand moving and having the Library of Leng in play means you can choose how your program runs. Just make sure you guard the Library of Leng. It really is the key to moving your program forward. Leonin Abunus is a solid artifact defense. Run Fabrication style tutors and use the white mana fetch creatures to keep your mana base up as well.
You could then add a mill component with per turn artifact untap and pretty much mill your opponents out by stacking it right. All this while limiting them to 1 card play per turn.
Also, Second Sun is not a win condition. A win condition is something you plan, not one card you play 2 fraggin times.
The basic concept is to use suspend/cycling to bypass my commander's restriction on which card in my hand I can play, with discard effects to change what's at the head of my program after already adding the cards to my hand. My commander then refills me to 5 cards in hand, so even card disadvantage like Alexi, Zephyr Mage and Attunement is strong. (Alexi is also great for gumming up my opponents' programs.)
The problem is that, right now, actually winning the game seems difficult. Beyond beating face with things like Deep-Sea Kraken, I don't have much. Ideas welcome.
Two Score, Minus Two or: A Stargate Tail
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Yeah, I'd build it like some sort of Affinity/Eggs/Paradoxical Outcome combo/Edric, Spymaster of Trest hybrid list. Like...
0 Memnite
0 Ornithopter
1 Court Homunculus
1 Glint Hawk
1 Signal Pest
1 Socketed Sprocketeer
1 Thraben Inspector
1 Toolcraft Exemplar
2 Archbound Ravager
2 Chief Engineer
2 Etherium Sculptor
2 Ethersworn Canonist
2 Jackknight
2 Kindly Cognician
2 Myrsmith
2 Riddlesmith
2 Steel Overseer
3 Chief of the Foundry
3 Etched Champion
3 Foundry Inspector
3 Grand Architect
3 Master of Etherium
4 Lodestone Golem
0 Chrome Mox
0 Lotus Petal
0 Mana Crypt
0 Mishra's Bauble
0 Mox Opal
0 Paradise Mantle
1 Skullclamp
1 Sol Ring
1 Springleaf Drum
2 Azorius Signet
2 Everflowing Chalice
2 Helm of Awakening
2 Mind Stone
3 Inspiring Statuary
4 Aetherflux Reservoir
4 Thran Dynamo
5 Paradox Engine
1 Retract
2 Dramatic Reversal
2 Hurkyl's Recall
3 Crow Storm
4 Paradoxical Outcome
4 Very Cryptic Command (E)
Leaves you room to include an assembly package for contraptions, or to double-down on the combo, or to double-down on the aggro.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I've got a Zur the Enchanter cycling deck, and I recently added Approach of the Second Sun as a win condition, and it's been working really well.
Currently Playing:
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[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsProblem with the combo lists is that you have to sequence your draws extremely carefully. If you programme the wrong way , you can fizzle quite easily. I would include all the Draw-7s you can
Commander BLOG: The Crazy 99
Gonti ; Sissay
Problem with the combo lists is that you have to sequence your draws extremely carefully. If you programme the wrong way , you can fizzle quite easily. I would include all the Draw-7s you can[/quote]
Draw sevens would be good. You are correct about the pattern sequencing for the program. Cycling only allows draw to the last position. Blue and White do not have very much cycling support, and what little support there is, can be a catastrophic loss to functionality when removed. Since each player can only play the first card, then what you need is hand shuffling. IF I were to make a cycling build, I would use Library of Leng to retrieve the cycled cards first. Then I would add U/C discard/draw artifact(s) to keep my program running. This way you can keep a useful cycle ability for multiple turns/multiple uses per turn.
The Discard/Draw will keep your hand moving and having the Library of Leng in play means you can choose how your program runs. Just make sure you guard the Library of Leng. It really is the key to moving your program forward. Leonin Abunus is a solid artifact defense. Run Fabrication style tutors and use the white mana fetch creatures to keep your mana base up as well.
You could then add a mill component with per turn artifact untap and pretty much mill your opponents out by stacking it right. All this while limiting them to 1 card play per turn.
Also, Second Sun is not a win condition. A win condition is something you plan, not one card you play 2 fraggin times.