Setup
Hardcast "eggs" aka: chromatic stars, chromatic spheres, conjurer's bauble, and elsewhere flask during the first few turns to get an amount of "draw" on the board. If you have any lotus blooms in your opening seven, suspend them. Then on the turn you go off or the turn before you go off, reshape one of the artifacts into a lotus bloom if you can.
Combo
crack your ghost quarters, lotus blooms, and any fetchlands you have (like misty rainforests) and then strain the mana through your eggs. Those eggs are used to fix your mana and dig deeper into the deck to find more pieces. Then fire off second sunrise to return them all to the battlefield. You then use the draw from your eggs to dig for a second sunrise or noxious revival, while adding any other eggs you find along the way to the board. Eventually, you'll be able to get down to the last few cards of the deck.
Kill
Conjurer's bauble takes a card from your graveyard and puts it on the bottom of your library, and afterwards it draws a card from the top of your library. With zero cards in your library, you can sac it to put any card in your graveyard into your hand. You target a used second sunrise which goes to your hand, while the bauble goes to your graveyard. After this, you crack a lotus bloom or 2 and/or ghost quarter a few lands that were tapped for mana, sac a pyrite spellbomb with R to do 2 damage to target opponent, and then cast second sunrise. All the sacrificed permanents come back to the battlefield, and the second sunrise goes to the graveyard. Repeat 8 or 9 more times, win.
Card Choices :
Artifacts
EGGS Chromatic Star: It’s 1 cmc. It fixes your mana. It draws you a card when it gets sacced. It’s one of the best Reshape fodder rocks ever. Play 4.
Chromatic Sphere: It’s better in Vintage Eggs because of Yawgmoth’s Will and worse here because it won’t yield a card when we sac it to Reshape. 4 of these are still essential, though, as 1 cmc mana-fixing rocks will not be denied.
Elsewhere Flask: Yes, it costs 2 mana. However, it immediately draws us a card and can sac itself for free, so it’s in our books. Remember that its draw effect is mandatory and immediate—thin out the lands in your deck in response, Noxious Revival a Second Sunrise in response, and sac these last, in case you nab a Reshape and need a target or you are close to having an empty library. Also remember that it turns your Ghost Quarters and nonbasic lands into basic lands, so that’s another reason to sac these last.
Ichor Wellspring: It’s much worse than Elsewhere Flask, as it can’t sac itself for free, but it’s an awesome Reshape target. Remember that the draw occurs before Reshape resolves.
Mana Accel Lotus Bloom: Suspending this first turn is fun. The turn this gets cast is the turn you should go off. Crack all your other eggs first, and then rip the petals off this flower when you’re just about to cast Second Sunrise. Alternately, Reshape acts as extra copies of Modern’s own Black Lotus, and the turn you Reshape into this is the turn you should go off.
Mox Opal: It’s one free mana of any colour when you need it most. The fact that it’s legendary hurts, though, as seconds are practically dead draws. Even if you sac the first to Reshape and play the second, they keep dying to the legend rule all the time afterwards. This card is better in Riddlesmith builds that treat seconds as the perfect discard fodder.
Locket of Yesterdays: With our cheap, easily cracked eggs, this modest 1 cmc artifact can give us serious mana savings. You may have to rearrange the order you smash your eggs with this card out, though.
Helm Of Awakening: The drawback to this is it may help your opponent, but if you are comboing off this causes all eggs you use to essentially free and greatly helps you stabilize.
Sunbeam Spellbomb: Does your opponent have a Leyline of Sanctity out? Then gain infinite life with this Spellbomb, then keep casting Noxious Revival targeting Noxious Revival until your opponent decks himself or herself (or deals with your constant infinite life and wins anyway). It also cantrips in a pinch and can give you a nice life buffer against aggro so you can keep cracking fetchlands or casting Noxious Revival without using mana.
Temple Bell: There’s a pretty convoluted combo involving Noxious Revivals and Reshapes that allows you to force your opponent to draw his or her deck (while you don’t) with this artifact. It’s an option, and it lets you (and your opponent) draw cards in the meantime.
Disruption Defense Grid: Making your opponent’s counterspells absurdly expensive is what this card does best. Beware of Spell Pierce, though, as your opponent just might be able to cast it if you were on the draw.
Nihil Spellbomb: This is the perfect graveyard hate rock for us. It exiles our opponents’ graveyards only and it cantrips! Too bad it needs black mana to be fully effective.
Instants and Sorceries
Recursion Second Sunrise: The purpose of this deck is to break this card in half. It gives you immense card advantage as your artifacts, lands, and optional creatures and enchantments revive themselves. By looping this card, you can eventually draw you deck.
Open the Vaults: It can get you out of a giant hole if you fizzle, as it doesn't have the restriction of including only cards which came to the graveyard from play on the turn they ended up there. As Second Sunrises 5+, though, it’s subpar, as it doesn’t return lands and it is way more expensive.
Noxious Revival: This card’s sole duty is to put Second Sunrises from your graveyard on top of your library so you can draw them. Not actually needing green mana to cast this is awesome.
Reclaim: When four graveyard retrieval spells aren’t enough, this fifth spell will do in a pinch. The need for actual green mana hurts, though.
Tutoring Reshape: This card’s main purpose is to tutor for Lotus Bloom, thus basically giving this deck access to Black Lotus. Don’t forget that it can tutor for eggs, other mana accel, or disruption in a pinch.
Wargate: It’s got a very restrictive mana cost, but searching for Lotus Blooms, Ghost Quarters, and more is pretty unreal. It can even tutor for creatures and enchantments!
Spoils of the Vault: If you still have trouble finding Second Sunrise, you can cast this card and kick yourself in the ‘nards trying to get that wonderful instant. Stick more than one win con in your deck if you use this card, though, as you don’t want to exile your only way(s) of winning.
Cantrips Edge of Autumn: You don’t search for lands with this card. You cycle it by sacrificing lands. You’ll get those lands back with Second Sunrise, trust me.
Ponder: It is Ponder look at the top 3 cards of your library if you see nothing you need shuffle them away, great during mid-combo, or just for digging pre-combo
Preordain: Scry 2 then draw a card, sounds amazing!, this is slightly better than Ponder for this deck because you don't have to shuffle away if you see only one card you want from it and the others as cards you don't need.
Brainstorm: The staple draw spell of legacy, I have yet to test this in Eggs, but in combination with Ghost Quarter, Ponder, and Reshape you can easily shuffle away dead Lotus Blooms and land when in mid-combo
Manamorphose: Old versions of this deck used this card as a simple free (well, it’s 2 cmc, but it filters your mana) cantrip. We’ve got Elsewhere Flask on our side, though.
Gitaxian Probe: At least this free cantrip lets us stare at our opponent’s hand and check whether we can spare one more turn against Zoo or if we’re walking into a counterspell wall. The life loss may hurt, though.
Win Cons Tendrils Of Agony: If you are running a wish sideboard this card is great to just wish for and then win because this deck really easily gets its storm count up when going off this is almost always lethal by the time you sunrise for the second sunrise.
Grapeshot: Similar usage as Tendrils Of Agony except less costly and requires a higher storm count for the kill, recommend sideboarding one and then wishing for it if you have to.
Brain Freeze: If you simply want know your opponent can't respond why not make him draw out before you do? Since most people expect the spellbomb kill the unexpected Cunning Wish into brain freeze will win if you are in danger of fizzling and need an out
Bitter Ordeal: It can boot out your opponent’s entire deck, to be sure, but only after you’ve gone through at least three quarters of your deck. If you fizzle and cast this card, you’re only slicing out half your opponent’s deck at most. At least you get to snag their best cards (like most of their business spells).
Banefire: Only use in Lotus Cobra builds. At least you might need less mana than Emrakul demands from you (if your opponent is at 13 or less life, for example), but it might still not be necessary.
Repeal: Bounce anything interrupting your plans and draw a card! (Smart players will activate Tormod’s Crypt in response, making this spell fizzle and ensuring your second Second Sunrise won’t do anything useful.)
Blasphemous Act: Stop Elves, and keep your life total safe! This stops weenie aggro for a while and keeps Goblin tokens from Storm decks from running you over before you can combo off.
Protection Pact of Negation: Are they trying to counter your Second Sunrise? Stop those shenanigans for free! (You might not be able to pay the upkeep cost if you fizzle later, though.)
Silence: This card keeps those pesky blue mages from countering your other spells during your combo turn. The mana cost hurts, though.
Mindbreak Trap: Mainly for storm and other combo decks stop them in their tracks by exiling their win con
Creatures
Mana Accel Riddlesmith: Our goal in life is to cast artifact spells and keep digging for Second Sunrises (and Noxious Revivals). This guy will help us in that mission. Just cast eggs, draw cards, and discard lands and Lotus Blooms that get stranded in hand. Excess Mox Opals and other Riddlesmiths also make good discard fodder.
Etherium Sculptor: Making the majority of our eggs free is awesome and gives the deck a serious nitro boost. Being able to Reshape into him is a plus. Somewhat prohibitive mana cost though, may see play in Lotus Cobra builds.
Win Cons
Disciple of the Vault: Did your opponent Extirpate all the Pyrite Spellbombs from your deck? Kill your opponent by endlessly casting Second Sunrise and saccing your own Lotus Blooms and Conjurer’s Baubles instead! If you fizzle, you might also be able to throw a few artifacts at your opponent’s head and reap some benefits with this guy.
Emrakul, the Aeons Torn: Only use the Flying Spaghetti Monster in Lotus Cobra builds. Even then, it might not be necessary, but then again, it may save your butt if you’re accumulating mana and not cards.
Enchantments
Eggs Ior Ruin Expedition: It requires a bit of preparation beforehand, but drawing 2 cards per Second Sunrise off it is oh so sweet. (Remember, everything pops onto the battlefield at the same time with Second Sunrise, and then Landfall triggers go on the stack.) It has the same cmc as Elsewhere Flask, though, which hurts.
Disruption Blood Moon: Turning other decks’ mana bases into junk can stall them for just about forever. Please be aware that this neuters your Ghost Quarters and fetchlands, though, so it’s definitely a double-edged sword.
Lands
Coloured Mana Island: How do you expect to cast Reshape without blue mana? Besides, searching for endless supplies of these with Ghost Quarters is fun.
Utility Ghost Quarter: In any other deck, all this does is turn opponents’ nonbasic lands into basic lands. In this deck, it turns our tapped lands into untapped basic lands. A few Second Sunrises later, we’ve got piles of lands and a thinned-out deck.
Sac Lands: Helps for budget builds as it combos with Sunrise and allows you to get any color of mana you wish thanks to the eggs
Misty Rainforest, Scalding Tarn, etc.: Otherwise known as fetchlands, these are awesome as spare (if bad) copies of Ghost Quarter that cost life, can’t destroy our tapped lands, and don’t tap for mana. You need the redundancy, though, and they are musts if you splash other colours.
History :
The history of "eggs" is amusing, as it actually started out before the mirrodin rare Second Sunrise, which was added later to the egg shell (hah!) to make the sunrise combo. Many have already explained the history of this deck better than I ever could, so here are a bunch of articles that reference past lists and origins:
Optimizing Recursion
There are a monumental number of little zone/stack manipulation and order of operation tricks for a pilot to learn and internalize in order to play the deck at the level of consistency the deck is designed to work at. When working with limited information, decisions are based on achieving the widest margin of possible future plays...
-After resolving second sunrise, the first order of business is to cast noxious revival targeting sunrise before you let any draw happen/resolve. Shuffling sunrise back into your deck if you already have a sunrise in hand also follows this rule. If you have no noxious revival + no sunrise in hand, leave the sunrise in the graveyard and move to other priorities until sunrise or noxious revival appears. If it's a noxious revival, cast it targeting the sunrise in your graveyard and then draw into it with either a conjurer's bauble (first choice) or some other draw effect (like chromatic star or edge of autumn).
-(continued) Thinning and shuffling your deck before digging is the next essential aspect of maximizing the potential of your draws. This means putting important pieces back in the deck with conjurers bauble, and then shuffling the deck with either reshape, ghost quarter, or fetchlands. Priority targets for conjurer's bauble: noxious revival, edge of autumn, excess sunrises in your graveyard past the first one, dead eggs/blooms which cannot be brought back via sunrise, pieces that are being targeted by an opponents spells that would exile it, and sometimes reshape. What NOT to bauble: any land, and any live egg or bloom. The exception to this is basic islands when you need a target in your library for ghost quarter or a fetchland, you need the mana that badly, and have no other priority targets present.
-Together, the above constitutes the most effective line of play post-sunrise. Here is an example of such a play:
You have just sunrised, and have returned all your eggs and lotus blooms from the graveyard and onto the battlefield. You have a noxious revival in hand and a conjurer's bauble on the board. You have a ghost quarter and an island on the board. Now, cast noxious revival targetting sunrise for G or 2 life depending on the situation and mana available. Then, when noxious revival hits the graveyard, use conjurer's bauble to put the noxious revival back into your library. The conjurer's bauble then draws the second sunrise. Immediately after that, crack your ghost quarter targeting the island. In response, tap it for U, let ghost quarter resolve and fetch another island from your library. Shuffle. THEN let any unresolved triggers that would draw a card resolve and start cracking eggs to dig through your library.
This is pretty much the defacto way to combo with the deck, though sometimes depending on the parts you are given, this is slightly modified here and there.
-Leave your options for mana open as long as possible (meaning don't crack the bloom the second you get it back from sunrise unless its mana is immediately required). Mana from basic lands are always the first to be used.
-Watch your life total when you use noxious or fetchlands, recurring sunrise with mana from fetchlands has a shelf life of exactly how many basics you run, minus whatever you draw into. The life loss from fetchland recursion and noxious revival also have a shelf life based on how much damage you have been dealt so far that game by your opponent. More on that is mentioned in the Interactions With You Opponent section.
-Most builds of Sunrise Combo will play maybe 15-18 lands, 7-8 of which are non-basic. Getting reshape for blooms is a priority when you have to use fetchlands instead of ghost quarter to recur sunrise.
-Eggs that have more interactions with other cards in your deck are the last to be cracked, so that your draw from other eggs might reveal those plays. Particularily, chromatic star is always your last egg on the board unless...
-When you find an interaction that thins and shuffles and has a target inside your library, like drawing a reshape to get bloom or a ghost quarter to get an island, use it at the next most appropriate opportunity. Do this because every time you draw, you risk stranding the intended target in your hand. In some cases, it is warranted to reshape something that won't draw a card before you can fetch a target from the library. For instance, if you have a lotus bloom out, and two more stranded in your hand, it'd be unlucky if you reshaped a chromatic star to get a lotus bloom, only to draw the lotus bloom off of chromatic stars graveyard trigger. This is unavoidable since the graveyard trigger goes on top of the stack after you cast reshape, but before reshape resolves, since the sacrifice of chromatic star is an additional cost.
Recursion Priority Lists
This section is a quick reference guide for what to sac, fetch, etc. and in what order. This is only a general guideline, and not necessarily always the right line of play...
1) cast reshape targeting... (in order of preference)
___1) Mox Opal (after tapping it for mana)
___2) Elsewhere Flask
___3) Chromatic Star
___4) Any other artifact
___and fetching, in order of preference
___1) Lotus bloom (if you have 1 or 0 currently)
___2) Chromatic Star or Elsewhere flask (if you have lots of extra mana)
___3) Conjurer's Bauble
___4) Chromatic Sphere
___5) Mox Opal (if you have another reshape in hand)
___6) Spellbomb or Elsewhere Flask
2) Crack ghost quarters and fetchlands
3) Crack eggs in the following order
___1) Chromatic Sphere
___2) Conjurer's Bauble, targeting...
______1) Noxious Revival
______2) Edge of Autumn
______3) Reshape
___3) Chromatic Star
___4) Aether, Pyrite Spellbomb
___5) Elsewhere Flask (only once you have the second sunrise in hand)
If at any point you draw another reshape, use it on the artifacts you have remaining in the above order.
4) Play second sunrise
5) Put elsewhere flask triggers on the stack
___1) respond by using noxious revivals on second sunrises and drawing them (use the draw from conjurer's bauble in step 2 if possible)
___2) respond by cracking conjurer's baubles and putting stuff on the bottom in the above order
___3) respond by cracking ghost quarters and fetchlands
6) repeat from the top, if possible.
Match Ups :
So far I have only tested the deck against a few of the major archetypes due to legacy's diversity, but here is what I have so far:
CounterTop Thopters
Match-Up: Favorable
Analysis: This deck fairly favorable game one as long as they don't get an early top/balance out you can easily combo off before there foundrys combo even gets online. After boarding they have graveyard hate, but we board in Silence and Disciple Of The Vault, the disciple will shut off their combo just watch out for Jace, The Mind Sculptor, bu even if they exile our library a simple Laboratory Manic and we win
UW Stoneblade
Match-Up: Favorable
Analysis: This match-up is similar to CounterTop Thopters except the games will be shorter, just pile cantrip eggs until you must combo off, and then do so before they put you to close in the red zone, be wary of Force Of Will as it can ruin the combo, luckily two sunrises in hand will generally be a successful combo off. Game 2 board in silence and Wipe Away and you should be good.
Burn
Match-Up: Even
Analysis: They are much more aggressive than us and force us often to combo off early and unsuccessfully, I have found you need the perfect hand to beat Burn. Game 2 the match-up becomes easier if you are playing Leyline Of Sanctity side it in, if you aren't Silence on their upkeep will sometimes slow them down, but not much. The match-up is still even on game 1, on game 2 they side in Pyrostatic Pillar, be sure to use Sunrise Spellbomb if you have it
Dredge
Math-Up: Very Favorable to Favorable
Analysis: Dredge may be aggressive, but they don't have counterspells, nor do they run graveyard hate, we can generally combo off turn 4 and win, Brain Freeze is a champ here since they do a lot of the milling themselves, also Riddlesmith is great because we can often just use him to chump block to exile a Bridge From Below. Game 2 no real sideboard options I generally just board in Silence or Orim's Chant
Reanimator
Match-Up: Unfavorable to Even
Analysis: Again no graveyard hate from them, but a turn 1 Jin-Gitaxis and it is game. Game 2 board in Nihil Spellbomb and you should be set
Storm (all varieties)
Match-Up: Even
Analysis: Storm generally ignores you while you and Storm build up your respective combos. This match-up generally depends on who is on the play and your hand/board state. Game 2 board in Silence use it when they are going off, then go off next turn
Maverick
Match-Up: Favorable
Analysis: Game 1 only hate they have is Pridemage and they are a bit slow against out combo. Game 2 board in Wipe Away for their Relics and your good.
Conflux/Dream Halls
Match-Up: Favorable
Analysis: Unless they get an amazing hand this match-up is easy since you win by turn 4-5 before they can do much.
Disciple Of The Ironworks:
A Krark-Clan Ironworks build that uses Disciple Of The Vaults and Second Sunrise to turn all your eggs into Crystal Veins and then either kills through Disciple or draws their deck with a Maniac/Pyrite Spellbomb
I think the Eggs combo decks are cool but winning on turn 4-5 is pretty slow for Legacy. All the other combo decks you mentioned under 'Match Ups' consistently win at least a turn sooner than you do and they either do it with more protection cards or better "built in" resilience.
I'm wondering if there is anyway this could be reliably turbo charged a bit for the Legacy environment?
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Force of Will is kind of like duct tape. Stick it in a deck and it will fix all your problems.
What would a game of Magic between Harry Potter and Voldemort look like?
you would replace the chromatics with them i think.
I could see this, maybe not Star as the bonus of drawing a card off reshaping it is pretty good, but Sphere and Flask I could try swapping with the UB and UW eggs.
I think the Eggs combo decks are cool but winning on turn 4-5 is pretty slow for Legacy. All the other combo decks you mentioned under 'Match Ups' consistently win at least a turn sooner than you do and they either do it with more protection cards or better "built in" resilience.
I'm wondering if there is anyway this could be reliably turbo charged a bit for the Legacy environment?
Silence and Orim's Chant sadly are the only 2 cards to help against combo, the deck is hard to turbo charge for legacy as adding LEDs hurts the deck, but does speed it up, Lotus Petal I have yet to test, but that could help the deck significantly. Although Reforge The Soul looks promising for the deck to help its consistency, I'll test it as a one of and see how it works.
Against NO, Show And Tell, and Reanimator the only thing you can really do is sideboard in answers and hope they can't kill you before you can combo off, but T2 or T3 Emrakul or Jin and its gg
Any suggestions I am willing to take and add to the primer, this is my favorite combo deck so I am trying hard to make it competitive!
I did test the deck against Enchantress as my first few Legacy matches, does really well against the deck from what I have seen and played
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
I wouldn't playtest against enchantress. They are a very slow deck and have very little interaction with you. a zoo or burn decklist would be a good quick/average deck to test against. If you can beat zoo/burn, then I'd say you have a fighting chance.
I don't know why those particular decklists would be trouble for you. I mean, you can run aether spellbomb and just wreck them if they don't counter it..it even gets around iona.
As far as mana production goes, you can do much, much better than the options you have in Modern. Archaeological Dig and Crystal Vein are great land options and Lotus Petal and Tinder Wall are worth testing as well. Actual eggs are certainly better than Elsewhere Flask since they only cost 1 to cast. I also think it might be worth testing Sacred Guide as a 1-of way to find a Sunrise.
This is with absolutely zero testing, but it seems like a starting point to me:
I wouldn't playtest against enchantress. They are a very slow deck and have very little interaction with you. a zoo or burn decklist would be a good quick/average deck to test against. If you can beat zoo/burn, then I'd say you have a fighting chance.
I don't know why those particular decklists would be trouble for you. I mean, you can run aether spellbomb and just wreck them if they don't counter it..it even gets around iona.
Hmmm the only reason Burn is a hard match-up is due to their quick clock on you, Zoo I have yet to play, but spellbomb is great for Iona and Jin
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
As far as mana production goes, you can do much, much better than the options you have in Modern. Archaeological Dig and Crystal Vein are great land options and Lotus Petal and Tinder Wall are worth testing as well. Actual eggs are certainly better than Elsewhere Flask since they only cost 1 to cast. I also think it might be worth testing Sacred Guide as a 1-of way to find a Sunrise.
This is with absolutely zero testing, but it seems like a starting point to me:
Cutting the blooms for Petals allowing you to botch reshape for eggs and Tinder Wall. Sacred Guide allows for instant Sunrise when you need it and Helm over Locket is great as well
I like this list, still budget for Legacy and effective, not sure on Duress over Brainstorm or Preordain though
Also, needs the Maniac, but I just may like using him so i don't have to Sunrise recur my Spellbombs forever
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
Hmmm the only reason Burn is a hard match-up is due to their quick clock on you, Zoo I have yet to play, but spellbomb is great for Iona and Jin
That's my point. Burn is a good metric to test against for a combo deck. If you're fast enough or resilient enough to beat against a deck that has an average to fast clock (t4 normally) and is generally non interactive, then you can think about playing it as a combo deck. Otherwise, you will need to fix your list.
That's my point. Burn is a good metric to test against for a combo deck. If you're fast enough or resilient enough to beat against a deck that has an average to fast clock (t4 normally) and is generally non interactive, then you can think about playing it as a combo deck. Otherwise, you will need to fix your list.
Thanks for the advice I'll try and test against more burn
I can generally beat burn barely because I combo off just before they can defeat me, in my analysis I saw it as probably one of the worst match-ups because the deck forces you to combo off early and your low life total restricts revivals
I guess maybe Sunbeam Spellbomb would be a good card against burn since the life gain may just help you extend the game long enough to win
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
Cool... I played this deck in Modern.... Until they kicked me out of my LGS bc ppl hated playing against this deck (not that it was the greatest deck, but a lot of ppl hate "annoyance" decks)
Against burn I think you just side in the Leylines, your worst matchups I think would be more like Dredge, ANT/TES, Belcher, and any smart blue player... (although of course the control player would theoretically blocked by the silence effects in the deck..)
"My blade slices the air, sakura petals scatter, crimson blossoms appear on the ground..."
Autumn, the season of the Harvest and Falling Leaves... Song of an unreachable dream...
Cool... I played this deck in Modern.... Until they kicked me out of my LGS bc ppl hated playing against this deck (not that it was the greatest deck, but a lot of ppl hate "annoyance" decks)
Against burn I think you just side in the Leylines, your worst matchups I think would be more like Dredge, ANT/TES, Belcher, and any smart blue player... (although of course the control player would theoretically blocked by the silence effects in the deck..)
Dredge is actually easier than most people anticipate, if you are going for a lethal Brain Freeze or Blue Sun then you don't even need a full combo to win, and they won't side in graveyard hate as well!
Control gets blocked by silence, Belcher well that is why I am refining the deck to be faster
I am gonna test the list mentioned above see how much more consistent it is
EDIT: Wow the that list is surprisingly consistent, once Helm drops you can essentially win, and coliseum is a great way to recycle dead lands in your hand
"My blade slices the air, sakura petals scatter, crimson blossoms appear on the ground..."
Autumn, the season of the Harvest and Falling Leaves... Song of an unreachable dream...
Living could get you Emrakul
Cuning can get u Brain Freeze
Burning can get you Banefire-Tendrils
There is one speel in new mirodin block that put all of em on top instead of puting em on play I personally would run 1 of since u choose the order u can recast then
no way to remove quarters or ridlesmith
I would use all the possible eggs to get something like an elves glimpse
diabolic intent vs infernal tutor is my attempt to replace the hole left by mystical tutor =<
gsz = ramp (but not accel), and a way to access the wayfarer (which fills nearly the same role as LED in that it can get the coliseum stuck in hand onto the board... which for now, is the kill card). Also, shuffling effect that makes conjurer's bauble pretty effective at stabilizing the combo sooner.
I've always been against sacred guide for the same reason I'm against spoils of the vault. You will kick yourself every time you exile your win con, you will hate yourself utterly if this happens at any event. Supreme embarrassment. Wouldn't be an issue if cunning wish worked the way it used to, but now? big friggin issue.
LED is probably not budget, and could probably be replaced by the 1cc mana filter dude (who becomes net gain only after a sunrise... I also forget the name... green/red dude, sac to add 1 mana of any color). You'd dump the 2 infernals who are only there because of the synergy with LED, and pick up say, 1 more diabolic intent and some fetchable hate for the control matchup like chain of vapor, angel's grace, orim's chant, silence, defense grid, etc.
The only other way would be to use the ad naseam suite as an additive, which I guess isn't so bad since it would be cheaper than the actual ANT deck by miles, but without a very high-yield mana setup that could be too bulky to go off by turn 3 consistently, you'll just consistently lose by being too slow anyway (turn 4 is just way too late here, no matter what, budget or not).
Also, I know it's not in there, but -1 sungrass -1 skycloud +2 darkwater egg is probably a good idea...
is WIP, just testing random pieces. Totally terrible so far, but it's gotten a few turn 2s and a lot of turn 3s just randomly ramping into either sunrise -> grace + ad naseam or just ad naseam directly. More the latter, which makes me a bit iffy on the whole concept in the first place, but eh, worth a shot. Not an optimized list by any stretch of the imagination, just fyi.
I also noticed that you transplanted my primer word for word EXCEPT for the matchups, which are totally skewed and not true at all. Any Legacy tempo list is going to steam roll you, the same way it happens in modern. In Legacy, The faster combos (ANT, TES, Belcher) all have room for discard, which will set you back enough turns to not win the race (they will have the redundancy by then to ignore your silence and grave hate), or are simply so much faster (belcher, by a whole 2 turns on average), that it won't matter. You can say you have protection, but a tes/ant/belcher deck would rather face eggs than another tes/ant/belcher deck. I call that "unfavorable".
And then, straight up burn can roll you game 1, and for a deck that the meta only mildly cares about, you shouldn't have to dedicate 4 sb slots to shut them down.
Enchantress, which is dedicated to anti-creature strats? Sure, we win game 1. I'll give you that LOL.
I don't know about the pure control matchup (landstill sorts, i guess?), or the pure aggro matchup (Gobos? Stompy?), but if they pack stax staples like 3sphere, chalice, and wasteland, you might have real issues making good on that old "play around it" mantra.
Don't get me wrong, I love eggs. Lets not be irrational, though. In Legacy, it NEEDS to be at least a turn 2-3 combo, and run a virtual amount of 5-6 silver bullets as protection MAIN as a bare minimum (which aren't included in the lists i posted because I haven't gotten a stable list out of all this that's met the turn 2-3 requirement just yet).
edit - i may have misspoke. I just did a price gauging on the first list i posted, and it came out to ~360. I dunno if legacy considers that "budget", but I certainly hope it does >_>. LED + city of traitors just boosts the heck out of the price. 120 from the cities, 120 from the LEDs, and 120 from the rest of the deck, lol. I dunno if eggs is worth it without the cities, as they are what actually allow consistent turn 2 wins (turn one -> city, 2 eggs. turn two, crystal vein, get 4 mana, cast an egg, filter for sunrise). But... LED hasn't shown itself to be pivotal in any list without mystical tutor. Might just replace those with with an equal number of wild cantor, and trade out the 2 infernal tutors for 2 more diabolic intents. With that change, the price drops to ~245 without sideboard.
You made a really good primer, I thought I could adapt it to a legacy build, the thread may need to be moved based on different builds and what is the most consistent
The match-ups were roughly based on my experiences at the time with my list, I have found the combo match-up to be about 50/50 it really depends how fast they are, for slower combos, we win game 1 and game 2 is dependent
As for budget the deck can be played without City and LED, by running Helm Of Awakening, your combo turn becomes that much easier since the deck only runs 1 cmc artifacts it is harder to fizzle
I should update the primer with several sample builds since the combo can go off in many directions, I go for a storm kill adds a lot to the decks consistency and helps against fizzling usually giving you t4 or t5 wins sometimes t3.
the biggest problem I have is Maverick due to Thalia
Goblins I just let them do what they want and combo off when I have to (usually turn 4 or 5) with success
Reanimator is difficult as a t1 or 2 Jin-Gitaxis will win them the game
As for Main Board Protection, I run Cunning Wish for a Pact, I suppose you can go ahead and run 3 Pacts Main as well
I'll do some testing/recording and post my results on the match-ups I play
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
Yeah I just tested my build and I am surprised how consistently I can get t3 kills with it, you just need 2 lands and a few eggs and you can go off consistently
I lost to Dragon Stompy because of t2 Trinisphere g1 and t2 Chalice at 1 g3
What I learned from that is I need artifact hate or Explosives
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
sideboard needs echoing truth or chain of vapor for bounce. The deck used to run a toolbox on the back of mystical tutor for those, but they are still good answers out the board in higher numbers if necessary. If you are REALLY concerned about artifacts, you could run Hurkyl's Recall. And I like pact, but silence and orim's chant are a little more catchall. Running a singleton aether spellbomb works for thalia, among other things, but is a little lame without the transmute artifact/reshape in the deck to act as a toolbox. I use crop rotation, which is already way versatile for the deck (coliseum/horizon = draw, city/vein = mana), and you could use that to fetch out an answer to thalia game 2. Let's see... barbarian ring, which is also an alt win condition. Yep. Other than that, double helm? And as an idea, GSZ for xantid swarm seems a good way to protect the combo if you also use it to fetch out extra tinder walls/the wayfarer.
Also, crop rotation has a great way of dealing with reanimator.
It's called bojuka bog. Did i say I love crop rotation? because i do.
Fizzeler, sorry about getting all weird about the primer. TBH, I've personally never thought about that, and now i see it all over the forums since you mentioned that. Weird, but I guess it really is fine...
Also, try out that first list i posted and see if you don't like city. It's much more fun to play eggs when you can combo out turn 2 =P
sideboard needs echoing truth or chain of vapor for bounce. The deck used to run a toolbox on the back of mystical tutor for those, but they are still good answers out the board in higher numbers if necessary. If you are REALLY concerned about artifacts, you could run Hurkyl's Recall. And I like pact, but silence and orim's chant are a little more catchall. Running a singleton aether spellbomb works for thalia, among other things, but is a little lame without the transmute artifact/reshape in the deck to act as a toolbox. I use crop rotation, which is already way versatile for the deck (coliseum/horizon = draw, city/vein = mana), and you could use that to fetch out an answer to thalia game 2. Let's see... barbarian ring, which is also an alt win condition. Yep. Other than that, double helm? And as an idea, GSZ for xantid swarm seems a good way to protect the combo if you also use it to fetch out extra tinder walls/the wayfarer.
Also, crop rotation has a great way of dealing with reanimator.
It's called bojuka bog. Did i say I love crop rotation? because i do.
Fizzeler, sorry about getting all weird about the primer. TBH, I've personally never thought about that, and now i see it all over the forums since you mentioned that. Weird, but I guess it really is fine...
Also, try out that first list i posted and see if you don't like city. It's much more fun to play eggs when you can combo out turn 2 =P
I may switch my Aether Spellbomb main board for Thalia, but adding in a Chain Of Vapor or Echoing Truth would work especially against annoying Relics
As for Reanimator I find the best thing to do is Noxious Revival their target
I run Silence and found it works well as combo hate as well since you can cast to prevent them from going off (tested it against High Tide and well it worked VERY WELL)
I think I may just shape my sideboard into a bigger wishboard, but for this deck it works well to have access to more cards.
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
yeah, silence in the main might be a necessity with so much faster combo, and I like 1 aether spellbomb + 1 pyrite spellbomb main in legacy eggs.
Still say bojuka might be a good singleton in the SB, as the interaction is very repeatable and damaging to the graveyard reliant combos (and dredge certainly doesn't like seeing it either), and you only waste a crop rotation on it instead of say transmute artifact/reshape.
And even if you don't have LED, you should test city out with crop rotation and 1 coliseum and 1 - 2 canopy. Being able to accel or draw or filter with it is really good at stabilizing faster hands.
yeah, silence in the main might be a necessity with so much faster combo, and I like 1 aether spellbomb + 1 pyrite spellbomb main in legacy eggs.
Still say bojuka might be a good singleton in the SB, as the interaction is very repeatable and damaging to the graveyard reliant combos (and dredge certainly doesn't like seeing it either), and you only waste a crop rotation on it instead of say transmute artifact/reshape.
And even if you don't have LED, you should test city out with crop rotation and 1 coliseum and 1 - 2 canopy. Being able to accel or draw or filter with it is really good at stabilizing faster hands.
Canopy I may add to my sac land build as a 2 of over 2 gemstone mines, it helps with main board Silence and the card draw can be powerful mid combo
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget I stream!
So I am going to update the primer with a few builds of the deck and descriptions, I see the deck going in many directions and the few I have thought of are:
Disciple Of The Ironworks:
A Krark-Clan Ironworks build that uses Disciple Of The Vaults and Second Sunrise to turn all your eggs into Crystal Veins and then either kills through Disciple or draws their deck with a Maniac/Pyrite Spellbomb
...or "eggs"
How the Deck Plays :
Setup
Hardcast "eggs" aka: chromatic stars, chromatic spheres, conjurer's bauble, and elsewhere flask during the first few turns to get an amount of "draw" on the board. If you have any lotus blooms in your opening seven, suspend them. Then on the turn you go off or the turn before you go off, reshape one of the artifacts into a lotus bloom if you can.
Combo
crack your ghost quarters, lotus blooms, and any fetchlands you have (like misty rainforests) and then strain the mana through your eggs. Those eggs are used to fix your mana and dig deeper into the deck to find more pieces. Then fire off second sunrise to return them all to the battlefield. You then use the draw from your eggs to dig for a second sunrise or noxious revival, while adding any other eggs you find along the way to the board. Eventually, you'll be able to get down to the last few cards of the deck.
Kill
Conjurer's bauble takes a card from your graveyard and puts it on the bottom of your library, and afterwards it draws a card from the top of your library. With zero cards in your library, you can sac it to put any card in your graveyard into your hand. You target a used second sunrise which goes to your hand, while the bauble goes to your graveyard. After this, you crack a lotus bloom or 2 and/or ghost quarter a few lands that were tapped for mana, sac a pyrite spellbomb with R to do 2 damage to target opponent, and then cast second sunrise. All the sacrificed permanents come back to the battlefield, and the second sunrise goes to the graveyard. Repeat 8 or 9 more times, win.
Card Choices :
Chromatic Star: It’s 1 cmc. It fixes your mana. It draws you a card when it gets sacced. It’s one of the best Reshape fodder rocks ever. Play 4.
Chromatic Sphere: It’s better in Vintage Eggs because of Yawgmoth’s Will and worse here because it won’t yield a card when we sac it to Reshape. 4 of these are still essential, though, as 1 cmc mana-fixing rocks will not be denied.
Conjurer’s Bauble: Shoving Edge of Autumns, Reshapes, and Noxious Revivals back into your library is good. You also don’t need mana to draw a card with this 1 cmc rock. This is also the key to the main Sunny Side Up kill—stuff a Second Sunrise into an empty library, draw it, pop a Pyrite Spellbomb, then cast Second Sunrise, getting everything back. This guy is the best egg in Riddlesmith builds, as you can shove discarded excess lands and stranded Lotus Blooms back into the deck.
Elsewhere Flask: Yes, it costs 2 mana. However, it immediately draws us a card and can sac itself for free, so it’s in our books. Remember that its draw effect is mandatory and immediate—thin out the lands in your deck in response, Noxious Revival a Second Sunrise in response, and sac these last, in case you nab a Reshape and need a target or you are close to having an empty library. Also remember that it turns your Ghost Quarters and nonbasic lands into basic lands, so that’s another reason to sac these last.
Ichor Wellspring: It’s much worse than Elsewhere Flask, as it can’t sac itself for free, but it’s an awesome Reshape target. Remember that the draw occurs before Reshape resolves.
Mana Accel
Lotus Bloom: Suspending this first turn is fun. The turn this gets cast is the turn you should go off. Crack all your other eggs first, and then rip the petals off this flower when you’re just about to cast Second Sunrise. Alternately, Reshape acts as extra copies of Modern’s own Black Lotus, and the turn you Reshape into this is the turn you should go off.
Mox Opal: It’s one free mana of any colour when you need it most. The fact that it’s legendary hurts, though, as seconds are practically dead draws. Even if you sac the first to Reshape and play the second, they keep dying to the legend rule all the time afterwards. This card is better in Riddlesmith builds that treat seconds as the perfect discard fodder.
Locket of Yesterdays: With our cheap, easily cracked eggs, this modest 1 cmc artifact can give us serious mana savings. You may have to rearrange the order you smash your eggs with this card out, though.
Helm Of Awakening: The drawback to this is it may help your opponent, but if you are comboing off this causes all eggs you use to essentially free and greatly helps you stabilize.
Win Cons
Pyrite Spellbomb: Get a Second Sunrise with Conjurer’s Bauble. Sac Lotus Bloom 1 for red mana. Sac Lotus Bloom 2 for white mana. Sac this with the red mana to ping your opponent. Cast Second Sunrise and get the Bauble, Spellbomb, and Blooms back. Repeat until your opponent dies. Killing Ethersworn Canonist is a plus, and it cantrips in a pinch.
Sunbeam Spellbomb: Does your opponent have a Leyline of Sanctity out? Then gain infinite life with this Spellbomb, then keep casting Noxious Revival targeting Noxious Revival until your opponent decks himself or herself (or deals with your constant infinite life and wins anyway). It also cantrips in a pinch and can give you a nice life buffer against aggro so you can keep cracking fetchlands or casting Noxious Revival without using mana.
Temple Bell: There’s a pretty convoluted combo involving Noxious Revivals and Reshapes that allows you to force your opponent to draw his or her deck (while you don’t) with this artifact. It’s an option, and it lets you (and your opponent) draw cards in the meantime.
Disruption
Defense Grid: Making your opponent’s counterspells absurdly expensive is what this card does best. Beware of Spell Pierce, though, as your opponent just might be able to cast it if you were on the draw.
Pithing Needle: Got Tormod’s Crypt problems? How about Relic of Progenitus or Nihil Spellbomb problems? Name those pesky rocks with this needle and you won’t worry about graveyard hate ever again!
Aether Spellbomb: Kicking out Ethersworn Canonist, Meddling Mage, Knight of the Reliquary, and more is pretty good. Being an (expensive) cantrip and a Reshape target means this is never a dead draw. If you run creatures, this is also an excellent bodyguard.
Nihil Spellbomb: This is the perfect graveyard hate rock for us. It exiles our opponents’ graveyards only and it cantrips! Too bad it needs black mana to be fully effective.
Instants and Sorceries
Second Sunrise: The purpose of this deck is to break this card in half. It gives you immense card advantage as your artifacts, lands, and optional creatures and enchantments revive themselves. By looping this card, you can eventually draw you deck.
Open the Vaults: It can get you out of a giant hole if you fizzle, as it doesn't have the restriction of including only cards which came to the graveyard from play on the turn they ended up there. As Second Sunrises 5+, though, it’s subpar, as it doesn’t return lands and it is way more expensive.
Noxious Revival: This card’s sole duty is to put Second Sunrises from your graveyard on top of your library so you can draw them. Not actually needing green mana to cast this is awesome.
Reclaim: When four graveyard retrieval spells aren’t enough, this fifth spell will do in a pinch. The need for actual green mana hurts, though.
Tutoring
Reshape: This card’s main purpose is to tutor for Lotus Bloom, thus basically giving this deck access to Black Lotus. Don’t forget that it can tutor for eggs, other mana accel, or disruption in a pinch.
Wargate: It’s got a very restrictive mana cost, but searching for Lotus Blooms, Ghost Quarters, and more is pretty unreal. It can even tutor for creatures and enchantments!
Spoils of the Vault: If you still have trouble finding Second Sunrise, you can cast this card and kick yourself in the ‘nards trying to get that wonderful instant. Stick more than one win con in your deck if you use this card, though, as you don’t want to exile your only way(s) of winning.
Cantrips
Edge of Autumn: You don’t search for lands with this card. You cycle it by sacrificing lands. You’ll get those lands back with Second Sunrise, trust me.
Ponder: It is Ponder look at the top 3 cards of your library if you see nothing you need shuffle them away, great during mid-combo, or just for digging pre-combo
Preordain: Scry 2 then draw a card, sounds amazing!, this is slightly better than Ponder for this deck because you don't have to shuffle away if you see only one card you want from it and the others as cards you don't need.
Brainstorm: The staple draw spell of legacy, I have yet to test this in Eggs, but in combination with Ghost Quarter, Ponder, and Reshape you can easily shuffle away dead Lotus Blooms and land when in mid-combo
Blue Sun's Zenith: Running this with Cunning Wish can turn a ton of floating mana into some steam and possibly a sunrise, also worst case if they take away Laboratory Maniac and Pyrite Spellbomb you can just have your opponent draw their deck
Manamorphose: Old versions of this deck used this card as a simple free (well, it’s 2 cmc, but it filters your mana) cantrip. We’ve got Elsewhere Flask on our side, though.
Gitaxian Probe: At least this free cantrip lets us stare at our opponent’s hand and check whether we can spare one more turn against Zoo or if we’re walking into a counterspell wall. The life loss may hurt, though.
Win Cons
Tendrils Of Agony: If you are running a wish sideboard this card is great to just wish for and then win because this deck really easily gets its storm count up when going off this is almost always lethal by the time you sunrise for the second sunrise.
Grapeshot: Similar usage as Tendrils Of Agony except less costly and requires a higher storm count for the kill, recommend sideboarding one and then wishing for it if you have to.
Brain Freeze: If you simply want know your opponent can't respond why not make him draw out before you do? Since most people expect the spellbomb kill the unexpected Cunning Wish into brain freeze will win if you are in danger of fizzling and need an out
Cunning Wish or Burning Wish: Running either Wish will allow you to go fetch either a lethal Brain Freeze, Tendrils Of Agony, or Grapeshot for a quick storm finish
Bitter Ordeal: It can boot out your opponent’s entire deck, to be sure, but only after you’ve gone through at least three quarters of your deck. If you fizzle and cast this card, you’re only slicing out half your opponent’s deck at most. At least you get to snag their best cards (like most of their business spells).
Banefire: Only use in Lotus Cobra builds. At least you might need less mana than Emrakul demands from you (if your opponent is at 13 or less life, for example), but it might still not be necessary.
Removal
Echoing Truth: Staring down Pithing Needles naming Pyrite Spellbomb and Sunbeam Spellbomb or Meddling Mages naming Second Sunrise and Noxious Revival? Bounce them all with this handy card!
Repeal: Bounce anything interrupting your plans and draw a card! (Smart players will activate Tormod’s Crypt in response, making this spell fizzle and ensuring your second Second Sunrise won’t do anything useful.)
Wipe Away: Ha ha, they can’t activate Tormod’s Crypt or Relic of Progenitus in response now! The 3 cmc is pretty steep, though.
Blasphemous Act: Stop Elves, and keep your life total safe! This stops weenie aggro for a while and keeps Goblin tokens from Storm decks from running you over before you can combo off.
Protection
Pact of Negation: Are they trying to counter your Second Sunrise? Stop those shenanigans for free! (You might not be able to pay the upkeep cost if you fizzle later, though.)
Silence: This card keeps those pesky blue mages from countering your other spells during your combo turn. The mana cost hurts, though.
Mindbreak Trap: Mainly for storm and other combo decks stop them in their tracks by exiling their win con
Creatures
Riddlesmith: Our goal in life is to cast artifact spells and keep digging for Second Sunrises (and Noxious Revivals). This guy will help us in that mission. Just cast eggs, draw cards, and discard lands and Lotus Blooms that get stranded in hand. Excess Mox Opals and other Riddlesmiths also make good discard fodder.
Lotus Cobra: With all the Ghost Quarters, basic lands, and fetchlands getting revived with Second Sunrise, this humble snake can give us a serious mana boost.
Etherium Sculptor: Making the majority of our eggs free is awesome and gives the deck a serious nitro boost. Being able to Reshape into him is a plus. Somewhat prohibitive mana cost though, may see play in Lotus Cobra builds.
Win Cons
Disciple of the Vault: Did your opponent Extirpate all the Pyrite Spellbombs from your deck? Kill your opponent by endlessly casting Second Sunrise and saccing your own Lotus Blooms and Conjurer’s Baubles instead! If you fizzle, you might also be able to throw a few artifacts at your opponent’s head and reap some benefits with this guy.
Laboratory Maniac: Who needs the infinite Pyrite Spellbomb kill when you’ve got Laboratory Maniac and a ton of ways to draw cards at instant speed, often for free? If they attempt to exile this guy in response, just Bauble an Edge of Autumn into your hand and cycle it. This also doesn’t target opponents, so you can dodge Leyline of Sanctity and Runed Halo with this win.
Emrakul, the Aeons Torn: Only use the Flying Spaghetti Monster in Lotus Cobra builds. Even then, it might not be necessary, but then again, it may save your butt if you’re accumulating mana and not cards.
Enchantments
Ior Ruin Expedition: It requires a bit of preparation beforehand, but drawing 2 cards per Second Sunrise off it is oh so sweet. (Remember, everything pops onto the battlefield at the same time with Second Sunrise, and then Landfall triggers go on the stack.) It has the same cmc as Elsewhere Flask, though, which hurts.
Disruption
Blood Moon: Turning other decks’ mana bases into junk can stall them for just about forever. Please be aware that this neuters your Ghost Quarters and fetchlands, though, so it’s definitely a double-edged sword.
Lands
Island: How do you expect to cast Reshape without blue mana? Besides, searching for endless supplies of these with Ghost Quarters is fun.
Forest: If you’re splashing for Lotus Cobra and Wargate, this is a must-have.
Plains: If you’re splashing for Wargate, this is a must-have. Otherwise, just crack Lotus Blooms to get white mana.
Swamp: If you’re splashing for Spoils of the Vault, this is a must-have.
Utility
Ghost Quarter: In any other deck, all this does is turn opponents’ nonbasic lands into basic lands. In this deck, it turns our tapped lands into untapped basic lands. A few Second Sunrises later, we’ve got piles of lands and a thinned-out deck.
Sac Lands: Helps for budget builds as it combos with Sunrise and allows you to get any color of mana you wish thanks to the eggs
Misty Rainforest, Scalding Tarn, etc.: Otherwise known as fetchlands, these are awesome as spare (if bad) copies of Ghost Quarter that cost life, can’t destroy our tapped lands, and don’t tap for mana. You need the redundancy, though, and they are musts if you splash other colours.
History :
2004 "bad eggs" - no sunrise
2006 "Worlds (extended)"
2008 "EDNAE"
2009 "New additions to EDNAE"
Game Tips :
Optimizing Recursion
There are a monumental number of little zone/stack manipulation and order of operation tricks for a pilot to learn and internalize in order to play the deck at the level of consistency the deck is designed to work at. When working with limited information, decisions are based on achieving the widest margin of possible future plays...
-After resolving second sunrise, the first order of business is to cast noxious revival targeting sunrise before you let any draw happen/resolve. Shuffling sunrise back into your deck if you already have a sunrise in hand also follows this rule. If you have no noxious revival + no sunrise in hand, leave the sunrise in the graveyard and move to other priorities until sunrise or noxious revival appears. If it's a noxious revival, cast it targeting the sunrise in your graveyard and then draw into it with either a conjurer's bauble (first choice) or some other draw effect (like chromatic star or edge of autumn).
-(continued) Thinning and shuffling your deck before digging is the next essential aspect of maximizing the potential of your draws. This means putting important pieces back in the deck with conjurers bauble, and then shuffling the deck with either reshape, ghost quarter, or fetchlands. Priority targets for conjurer's bauble: noxious revival, edge of autumn, excess sunrises in your graveyard past the first one, dead eggs/blooms which cannot be brought back via sunrise, pieces that are being targeted by an opponents spells that would exile it, and sometimes reshape. What NOT to bauble: any land, and any live egg or bloom. The exception to this is basic islands when you need a target in your library for ghost quarter or a fetchland, you need the mana that badly, and have no other priority targets present.
-Together, the above constitutes the most effective line of play post-sunrise. Here is an example of such a play: -Leave your options for mana open as long as possible (meaning don't crack the bloom the second you get it back from sunrise unless its mana is immediately required). Mana from basic lands are always the first to be used.
-Watch your life total when you use noxious or fetchlands, recurring sunrise with mana from fetchlands has a shelf life of exactly how many basics you run, minus whatever you draw into. The life loss from fetchland recursion and noxious revival also have a shelf life based on how much damage you have been dealt so far that game by your opponent. More on that is mentioned in the Interactions With You Opponent section.
-Most builds of Sunrise Combo will play maybe 15-18 lands, 7-8 of which are non-basic. Getting reshape for blooms is a priority when you have to use fetchlands instead of ghost quarter to recur sunrise.
-Eggs that have more interactions with other cards in your deck are the last to be cracked, so that your draw from other eggs might reveal those plays. Particularily, chromatic star is always your last egg on the board unless...
-When you find an interaction that thins and shuffles and has a target inside your library, like drawing a reshape to get bloom or a ghost quarter to get an island, use it at the next most appropriate opportunity. Do this because every time you draw, you risk stranding the intended target in your hand. In some cases, it is warranted to reshape something that won't draw a card before you can fetch a target from the library. For instance, if you have a lotus bloom out, and two more stranded in your hand, it'd be unlucky if you reshaped a chromatic star to get a lotus bloom, only to draw the lotus bloom off of chromatic stars graveyard trigger. This is unavoidable since the graveyard trigger goes on top of the stack after you cast reshape, but before reshape resolves, since the sacrifice of chromatic star is an additional cost.
Recursion Priority Lists
This section is a quick reference guide for what to sac, fetch, etc. and in what order. This is only a general guideline, and not necessarily always the right line of play...
1) cast reshape targeting... (in order of preference)
___1) Mox Opal (after tapping it for mana)
___2) Elsewhere Flask
___3) Chromatic Star
___4) Any other artifact
___and fetching, in order of preference
___1) Lotus bloom (if you have 1 or 0 currently)
___2) Chromatic Star or Elsewhere flask (if you have lots of extra mana)
___3) Conjurer's Bauble
___4) Chromatic Sphere
___5) Mox Opal (if you have another reshape in hand)
___6) Spellbomb or Elsewhere Flask
2) Crack ghost quarters and fetchlands
3) Crack eggs in the following order
___1) Chromatic Sphere
___2) Conjurer's Bauble, targeting...
______1) Noxious Revival
______2) Edge of Autumn
______3) Reshape
___3) Chromatic Star
___4) Aether, Pyrite Spellbomb
___5) Elsewhere Flask (only once you have the second sunrise in hand)
If at any point you draw another reshape, use it on the artifacts you have remaining in the above order.
4) Play second sunrise
5) Put elsewhere flask triggers on the stack
___1) respond by using noxious revivals on second sunrises and drawing them (use the draw from conjurer's bauble in step 2 if possible)
___2) respond by cracking conjurer's baubles and putting stuff on the bottom in the above order
___3) respond by cracking ghost quarters and fetchlands
6) repeat from the top, if possible.
Match Ups :
CounterTop Thopters
Match-Up: Favorable
Analysis: This deck fairly favorable game one as long as they don't get an early top/balance out you can easily combo off before there foundrys combo even gets online. After boarding they have graveyard hate, but we board in Silence and Disciple Of The Vault, the disciple will shut off their combo just watch out for Jace, The Mind Sculptor, bu even if they exile our library a simple Laboratory Manic and we win
UW Stoneblade
Match-Up: Favorable
Analysis: This match-up is similar to CounterTop Thopters except the games will be shorter, just pile cantrip eggs until you must combo off, and then do so before they put you to close in the red zone, be wary of Force Of Will as it can ruin the combo, luckily two sunrises in hand will generally be a successful combo off. Game 2 board in silence and Wipe Away and you should be good.
Burn
Match-Up: Even
Analysis: They are much more aggressive than us and force us often to combo off early and unsuccessfully, I have found you need the perfect hand to beat Burn. Game 2 the match-up becomes easier if you are playing Leyline Of Sanctity side it in, if you aren't Silence on their upkeep will sometimes slow them down, but not much. The match-up is still even on game 1, on game 2 they side in Pyrostatic Pillar, be sure to use Sunrise Spellbomb if you have it
Dredge
Math-Up: Very Favorable to Favorable
Analysis: Dredge may be aggressive, but they don't have counterspells, nor do they run graveyard hate, we can generally combo off turn 4 and win, Brain Freeze is a champ here since they do a lot of the milling themselves, also Riddlesmith is great because we can often just use him to chump block to exile a Bridge From Below. Game 2 no real sideboard options I generally just board in Silence or Orim's Chant
Reanimator
Match-Up: Unfavorable to Even
Analysis: Again no graveyard hate from them, but a turn 1 Jin-Gitaxis and it is game. Game 2 board in Nihil Spellbomb and you should be set
Storm (all varieties)
Match-Up: Even
Analysis: Storm generally ignores you while you and Storm build up your respective combos. This match-up generally depends on who is on the play and your hand/board state. Game 2 board in Silence use it when they are going off, then go off next turn
Maverick
Match-Up: Favorable
Analysis: Game 1 only hate they have is Pridemage and they are a bit slow against out combo. Game 2 board in Wipe Away for their Relics and your good.
Conflux/Dream Halls
Match-Up: Favorable
Analysis: Unless they get an amazing hand this match-up is easy since you win by turn 4-5 before they can do much.
Deck Types :
Stormy Sunrise:
Use Helm Of Awakening and Cantrip eggs/Second Sunrise to get a high enough storm count for either a lethal Tendrils Of Agony or Brain Freeze
Wishful Eggs:
Similar to Stormy Sunrise except uses Living Wish, Cunning Wish, Golden Wish, or Burning Wish to fetch its kill con, runs a wish board
Disciple Of The Ironworks:
A Krark-Clan Ironworks build that uses Disciple Of The Vaults and Second Sunrise to turn all your eggs into Crystal Veins and then either kills through Disciple or draws their deck with a Maniac/Pyrite Spellbomb
Second SUNrise:
Another Krark-Clan Ironworks build that uses Ironworks and Second Sunrise to get enough mana for a lethal Banefire or Blue Sun's Zenith
Classic Eggs:
Classic Pyrite Spellbomb/Second Sunrise combo with all the beautiful cards legacy gives to the deck added
Modern Eggs Revised:
The Modern Eggs build revised with the cantrip eggs and Cunning Wish
My current Eggs Revised Decklist:
4 Ghost Quarter
10 Island
15 Lands
2 Riddlesmith
1 Laboratory Maniac
3 Creatures
4 Second Sunrise
1 Cunning Wish
4 Noxious Revival
3 Reshape
4 Edge of Autumn
4 Preordain
20 Spells
4 Conjurer's Bauble
4 Chromatic Sphere
4 Chromatic Star
3 Lotus Bloom
4 Elsewhere Flask
1 Pyrite Spellbomb
32 Artifacts
1 Disciple of the Vault
1 Autumn's Veil
1 Pithing Needle
1 Blue Sun's Zenith
1 Brain Feeze
1 Grapeshot
3 Silence
3 Leyline Of Sanctity
3 Ponder
My Current Stormy Sunrise Decks:
4 Archaeological Dig
4 Cephalid Coliseum
3 Gemstone Mine
4 Chromatic Star
4 Chromatic Sphere
4 Sungrass Egg
4 Skycloud Egg
4 Conjurer's Bauble
1 Pyrite Spellbomb
4 Lotus Petal
1 Helm of Awakening
1 Sacred Guide
1 Laboratory Maniac
3 Second Sunrise
4 Noxious Revival
2 Cunning Wish
1 Burning Wish
2 Duress
1 Inquisition Of Kozilek
have yet to test how good Brainstorm is in this deck yet
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
I have yet to test using any of the actual eggs, if they were to go in I am not sure what to cut for them maybe Estus Flask?
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
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Getting Started in Legacy and Legacy Budget Primer 5!
Special thanks to Bornnover for the banner used in those articles.
I'm wondering if there is anyway this could be reliably turbo charged a bit for the Legacy environment?
BGSpanish InquisitionGB
GFood Chain ElvesG
WUAngry BirdsUW
BUThe Four Horsemen (RIP)UB
I could see this, maybe not Star as the bonus of drawing a card off reshaping it is pretty good, but Sphere and Flask I could try swapping with the UB and UW eggs.
Silence and Orim's Chant sadly are the only 2 cards to help against combo, the deck is hard to turbo charge for legacy as adding LEDs hurts the deck, but does speed it up, Lotus Petal I have yet to test, but that could help the deck significantly. Although Reforge The Soul looks promising for the deck to help its consistency, I'll test it as a one of and see how it works.
Against NO, Show And Tell, and Reanimator the only thing you can really do is sideboard in answers and hope they can't kill you before you can combo off, but T2 or T3 Emrakul or Jin and its gg
Any suggestions I am willing to take and add to the primer, this is my favorite combo deck so I am trying hard to make it competitive!
I did test the deck against Enchantress as my first few Legacy matches, does really well against the deck from what I have seen and played
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
I don't know why those particular decklists would be trouble for you. I mean, you can run aether spellbomb and just wreck them if they don't counter it..it even gets around iona.
Credit to DolZero for this awesome sig!
This is with absolutely zero testing, but it seems like a starting point to me:
4 Archaeological Dig
4 Cephalid Coliseum
3 Gemstone Mine
4 Chromatic Star
4 Chromatic Sphere
4 Sungrass Egg
4 Skycloud Egg
4 Conjurer's Bauble
1 Pyrite Spellbomb
4 Lotus Petal
1 Helm of Awakening
1 Sacred Guide
3 Second Sunrise
4 Noxious Revival
3 Cunning Wish
4 Duress
Hmmm the only reason Burn is a hard match-up is due to their quick clock on you, Zoo I have yet to play, but spellbomb is great for Iona and Jin
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
Cutting the blooms for Petals allowing you to botch reshape for eggs and Tinder Wall. Sacred Guide allows for instant Sunrise when you need it and Helm over Locket is great as well
I like this list, still budget for Legacy and effective, not sure on Duress over Brainstorm or Preordain though
Also, needs the Maniac, but I just may like using him so i don't have to Sunrise recur my Spellbombs forever
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
That's my point. Burn is a good metric to test against for a combo deck. If you're fast enough or resilient enough to beat against a deck that has an average to fast clock (t4 normally) and is generally non interactive, then you can think about playing it as a combo deck. Otherwise, you will need to fix your list.
Credit to DolZero for this awesome sig!
Thanks for the advice I'll try and test against more burn
I can generally beat burn barely because I combo off just before they can defeat me, in my analysis I saw it as probably one of the worst match-ups because the deck forces you to combo off early and your low life total restricts revivals
I guess maybe Sunbeam Spellbomb would be a good card against burn since the life gain may just help you extend the game long enough to win
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
Against burn I think you just side in the Leylines, your worst matchups I think would be more like Dredge, ANT/TES, Belcher, and any smart blue player... (although of course the control player would theoretically blocked by the silence effects in the deck..)
Standard:
BWB/R Eldrazi AggroBR
Modern:
UMerfolkU
"My blade slices the air, sakura petals scatter, crimson blossoms appear on the ground..."
Autumn, the season of the Harvest and Falling Leaves...
Song of an unreachable dream...
Dredge is actually easier than most people anticipate, if you are going for a lethal Brain Freeze or Blue Sun then you don't even need a full combo to win, and they won't side in graveyard hate as well!
Control gets blocked by silence, Belcher well that is why I am refining the deck to be faster
I am gonna test the list mentioned above see how much more consistent it is
EDIT: Wow the that list is surprisingly consistent, once Helm drops you can essentially win, and coliseum is a great way to recycle dead lands in your hand
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
Standard:
BWB/R Eldrazi AggroBR
Modern:
UMerfolkU
"My blade slices the air, sakura petals scatter, crimson blossoms appear on the ground..."
Autumn, the season of the Harvest and Falling Leaves...
Song of an unreachable dream...
Maybe for Storm really it matters who can combo off faster, for belcher a turn 1 Leyline doesn't hurt
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
Suggestions
1 Living Wish
1 cuning
1 Burning
Living could get you Emrakul
Cuning can get u Brain Freeze
Burning can get you Banefire-Tendrils
There is one speel in new mirodin block that put all of em on top instead of puting em on play I personally would run 1 of since u choose the order u can recast then
no way to remove quarters or ridlesmith
I would use all the possible eggs to get something like an elves glimpse
I really don't know if this is really "budget", but here are 2 lists I've been tinkering with for a small while:
2 Archaeological Dig
4 City of Traitors
4 Crystal Vein
2 Horizon Canopy
2 Cephalid Coliseum
Mana and Utility
4 Lotus Petal
3 Tinder Wall
1 Krosan Wayfarer
3 Lion's Eye Diamond
3 Crop Rotation
2 Noxious Revival
2 Infernal Tutor
2 Diabolic Intent
4 Second Sunrise
2 Green Sun's Zenith
4 Chromatic Sphere
4 Chromatic Star
4 Sungrass Egg
4 Conjurer's Bauble
4 Skycloud Egg
diabolic intent vs infernal tutor is my attempt to replace the hole left by mystical tutor =<
gsz = ramp (but not accel), and a way to access the wayfarer (which fills nearly the same role as LED in that it can get the coliseum stuck in hand onto the board... which for now, is the kill card). Also, shuffling effect that makes conjurer's bauble pretty effective at stabilizing the combo sooner.
I've always been against sacred guide for the same reason I'm against spoils of the vault. You will kick yourself every time you exile your win con, you will hate yourself utterly if this happens at any event. Supreme embarrassment. Wouldn't be an issue if cunning wish worked the way it used to, but now? big friggin issue.
LED is probably not budget, and could probably be replaced by the 1cc mana filter dude (who becomes net gain only after a sunrise... I also forget the name... green/red dude, sac to add 1 mana of any color). You'd dump the 2 infernals who are only there because of the synergy with LED, and pick up say, 1 more diabolic intent and some fetchable hate for the control matchup like chain of vapor, angel's grace, orim's chant, silence, defense grid, etc.
The only other way would be to use the ad naseam suite as an additive, which I guess isn't so bad since it would be cheaper than the actual ANT deck by miles, but without a very high-yield mana setup that could be too bulky to go off by turn 3 consistently, you'll just consistently lose by being too slow anyway (turn 4 is just way too late here, no matter what, budget or not).
Also, I know it's not in there, but -1 sungrass -1 skycloud +2 darkwater egg is probably a good idea...
this list:
3 Conjurer's Bauble
3 Chromatic Sphere
3 Ichor Wellspring
4 Transmute Artifact
4 Second Sunrise
2 Seat of the Synod
3 City of Traitors
2 Archaeological Dig
2 Horizon Canopy
3 Lotus Petal
1 Sungrass Egg
1 Tinder Wall
2 Ad Nauseam
2 Noxious Revival
3 Krark-Clan Ironworks
1 Mox Opal
2 Lotus Bloom
2 Crop Rotation
1 Cephalid Coliseum
1 Skycloud Egg
1 Helm of Awakening
3 Angel's Grace
2 Crystal Vein
1 Krosan Wayfarer
1 Green Sun's Zenith
3 Terrarion
is WIP, just testing random pieces. Totally terrible so far, but it's gotten a few turn 2s and a lot of turn 3s just randomly ramping into either sunrise -> grace + ad naseam or just ad naseam directly. More the latter, which makes me a bit iffy on the whole concept in the first place, but eh, worth a shot. Not an optimized list by any stretch of the imagination, just fyi.
I also noticed that you transplanted my primer word for word EXCEPT for the matchups, which are totally skewed and not true at all. Any Legacy tempo list is going to steam roll you, the same way it happens in modern. In Legacy, The faster combos (ANT, TES, Belcher) all have room for discard, which will set you back enough turns to not win the race (they will have the redundancy by then to ignore your silence and grave hate), or are simply so much faster (belcher, by a whole 2 turns on average), that it won't matter. You can say you have protection, but a tes/ant/belcher deck would rather face eggs than another tes/ant/belcher deck. I call that "unfavorable".
And then, straight up burn can roll you game 1, and for a deck that the meta only mildly cares about, you shouldn't have to dedicate 4 sb slots to shut them down.
Enchantress, which is dedicated to anti-creature strats? Sure, we win game 1. I'll give you that LOL.
I don't know about the pure control matchup (landstill sorts, i guess?), or the pure aggro matchup (Gobos? Stompy?), but if they pack stax staples like 3sphere, chalice, and wasteland, you might have real issues making good on that old "play around it" mantra.
Don't get me wrong, I love eggs. Lets not be irrational, though. In Legacy, it NEEDS to be at least a turn 2-3 combo, and run a virtual amount of 5-6 silver bullets as protection MAIN as a bare minimum (which aren't included in the lists i posted because I haven't gotten a stable list out of all this that's met the turn 2-3 requirement just yet).
edit - i may have misspoke. I just did a price gauging on the first list i posted, and it came out to ~360. I dunno if legacy considers that "budget", but I certainly hope it does >_>. LED + city of traitors just boosts the heck out of the price. 120 from the cities, 120 from the LEDs, and 120 from the rest of the deck, lol. I dunno if eggs is worth it without the cities, as they are what actually allow consistent turn 2 wins (turn one -> city, 2 eggs. turn two, crystal vein, get 4 mana, cast an egg, filter for sunrise). But... LED hasn't shown itself to be pivotal in any list without mystical tutor. Might just replace those with with an equal number of wild cantor, and trade out the 2 infernal tutors for 2 more diabolic intents. With that change, the price drops to ~245 without sideboard.
http://officeofstrategicinfluence.com/spam/ <---- kills spam, fyi.
The match-ups were roughly based on my experiences at the time with my list, I have found the combo match-up to be about 50/50 it really depends how fast they are, for slower combos, we win game 1 and game 2 is dependent
As for budget the deck can be played without City and LED, by running Helm Of Awakening, your combo turn becomes that much easier since the deck only runs 1 cmc artifacts it is harder to fizzle
I should update the primer with several sample builds since the combo can go off in many directions, I go for a storm kill adds a lot to the decks consistency and helps against fizzling usually giving you t4 or t5 wins sometimes t3.
the biggest problem I have is Maverick due to Thalia
Goblins I just let them do what they want and combo off when I have to (usually turn 4 or 5) with success
Reanimator is difficult as a t1 or 2 Jin-Gitaxis will win them the game
As for Main Board Protection, I run Cunning Wish for a Pact, I suppose you can go ahead and run 3 Pacts Main as well
I'll do some testing/recording and post my results on the match-ups I play
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
I lost to Dragon Stompy because of t2 Trinisphere g1 and t2 Chalice at 1 g3
What I learned from that is I need artifact hate or Explosives
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
Also, crop rotation has a great way of dealing with reanimator.
It's called bojuka bog. Did i say I love crop rotation? because i do.
Fizzeler, sorry about getting all weird about the primer. TBH, I've personally never thought about that, and now i see it all over the forums since you mentioned that. Weird, but I guess it really is fine...
Also, try out that first list i posted and see if you don't like city. It's much more fun to play eggs when you can combo out turn 2 =P
http://officeofstrategicinfluence.com/spam/ <---- kills spam, fyi.
I may switch my Aether Spellbomb main board for Thalia, but adding in a Chain Of Vapor or Echoing Truth would work especially against annoying Relics
As for Reanimator I find the best thing to do is Noxious Revival their target
I run Silence and found it works well as combo hate as well since you can cast to prevent them from going off (tested it against High Tide and well it worked VERY WELL)
I think I may just shape my sideboard into a bigger wishboard, but for this deck it works well to have access to more cards.
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
Still say bojuka might be a good singleton in the SB, as the interaction is very repeatable and damaging to the graveyard reliant combos (and dredge certainly doesn't like seeing it either), and you only waste a crop rotation on it instead of say transmute artifact/reshape.
And even if you don't have LED, you should test city out with crop rotation and 1 coliseum and 1 - 2 canopy. Being able to accel or draw or filter with it is really good at stabilizing faster hands.
http://officeofstrategicinfluence.com/spam/ <---- kills spam, fyi.
Canopy I may add to my sac land build as a 2 of over 2 gemstone mines, it helps with main board Silence and the card draw can be powerful mid combo
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
Stormy Sunrise:
Use Helm Of Awakening and Cantrip eggs/Second Sunrise to get a high enough storm count for either a lethal Tendrils Of Agony or Brain Freeze
Wishful Eggs:
Similar to Stormy Sunrise except uses Living Wish, Cunning Wish, Golden Wish, or Burning Wish to fetch its kill con, runs a wish board
Disciple Of The Ironworks:
A Krark-Clan Ironworks build that uses Disciple Of The Vaults and Second Sunrise to turn all your eggs into Crystal Veins and then either kills through Disciple or draws their deck with a Maniac/Pyrite Spellbomb
Second SUNrise:
Another Krark-Clan Ironworks build that uses Ironworks and Second Sunrise to get enough mana for a lethal Banefire or Blue Sun's Zenith
Classic Eggs:
Classic Pyrite Spellbomb/Second Sunrise combo with all the beautiful cards legacy gives to the deck added
Any other builds I missed?
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo: