Heartbeat of Spring combo decks were standard during the time I started going to FNM (kamigawa/ravnica block), so I wanted to build this deck for nostalgia and it has been pretty fun.
Something i've been considering in HBC, is Pyromancer's Ascension. Due to the amount of repetitive spells, it seems solid. Plus it allows you to go bis without tapping out an keeping counter up.
I like this deck. Looks like a good idea. Gonna give it a try.
Nevermind, I didn't notice Early Harvest had a basic clause. I can still Zenith in Progenitus, but I liked my Banefire finisher. Without it, I don't want to play the deck.
In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Basically it is a Gift's deck with the joys of the Mindslaver lock without the whole Tech Edge or Ghost Quarter making me cry stuff.
So far I have been called gay, an S.O.B. and some other stuff that doesn't need to be typed. So I would say that the deck can hang. Won versus Zoo, Death Cloud, 12 post and some random piles.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
I think the win condition could be Punishing Fire. Some of these lists already have Life from the Loam, so all you need to do is increase the numbers and add ~4 Punishing Fire and ~4 Grove of the Burnwillows. With Hearbeat out, you could easily deal with all their creatures while also dealing massive amounts of damage to them. With just one Heartbeat out, you can return two Punishing Fire with just one Grove activation, and then net three damage if one of your lands is a mountain. It gets more degenerate the more copies of Heartbeat/Punishing Fire you have.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Red Sun's Zenith and Comet Storm seem unnecessary; old lists did fine with just two wincons. The Storm I can see for Muddle, but RSZ is definitely not worth it. Instead, you need to be running Mind Spring. Standard lists sometimes ran Train of Thought, and Mind Spring makes that card look like an absolute chump.
Red Sun's Zenith and Comet Storm seem unnecessary; old lists did fine with just two wincons. The Storm I can see for Muddle, but RSZ is definitely not worth it. Instead, you need to be running Mind Spring. Standard lists sometimes ran Train of Thought, and Mind Spring makes that card look like an absolute chump.
I'd been meaning to try and put together a Heartbeat list, but I never got around to it. I'll see what I can come up with.
Edit: Eternal Witness! A couple copies are definitely necessary.
Blue Sun's Zenith is just better. You can cast it on yourself to dig deep, and then reuse it to kill your opponent. I wouldn't even think about running less than two, because with they draw into each other.
Because, that is surprisingly bad in a deck built around drawing lots of cards.
I added four Grove of Burnwillows and Punishing Fire, and holy crap are they good in this deck. I was easily able to juggle 2-3 of them with a single Heartbeat out. Once I got two, I could juggle four of them while still leaving counter mana up. It also get around all the trouble cards that this deck will face. Gaddock Teeg? Dead. Meddling Mage? Dead. Aggro creatures? Boom, Headshot.
I like having 4 different ways to win; Punishing Fire, BSZ, Banfire, and in rare cases Primeval Titan. I also find that the deck just works better in a control shell. I think that I will have to change up the counter-suite, but other than that it is fine.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
^ I don't lose with it. A few games sure but no matches thus far. Once you get a Mindslaver lock there is nothing your opp can do. Really if need be you can just take all the turns till they mill out.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
I played around with a heartbeat variant quite a bit that had a lot of funky interactions. The "strange" part of the deck, was that I used 3x time warp as a pseudo untap, but I also used Genesis Wave to roll into multiple witnesses, (recurring anything not picked up by wave and taking another turn thereafter) multiple heartbeats, as well as simply rolling into either Emrakul or Avenger of Zendikar.
Drift of Phantasms + Green sun's zenith were both key to make the deck run. I'm not sure the list, and i've tried to brew up the list I had used in the past (back before bannings) on cockatrice, but can't seem to remember exactly what it played. It was a legit 4 turn clock if I got a t2/3 heartbeat in play.
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Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
Red Sun's Zenith and Comet Storm seem unnecessary; old lists did fine with just two wincons. The Storm I can see for Muddle, but RSZ is definitely not worth it. Instead, you need to be running Mind Spring. Standard lists sometimes ran Train of Thought, and Mind Spring makes that card look like an absolute chump.
I'd been meaning to try and put together a Heartbeat list, but I never got around to it. I'll see what I can come up with.
Edit: Eternal Witness! A couple copies are definitely necessary.
I guess, but I like having all my lands basic, I've dug through my deck before for all the lands. Ponder is going to be in there and I like comet storm to be tutored with muddle.
that not really the heartbeat combo anymore as youre missing Early Harvest in there
thats just a deck which is using Heartbeat of Spring, but not the combo anymore (which this thread is about)
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
The reason I prefer Mind Spring to Blue Sun's Zenith is that the former is tutored by an extra Muddle, which is something you're more likely to have than a stray Drift.
I've been thinking about the Emrakul suggestion and considering it further, it's not actually a bad one. You can't tutor for it with a Drift, true, but you can still go Weird Harvest for Drift, Drift, Drift, Drift, Emrakul as you would with Maga. I think the ability to get an almost certain win for fifteen mana rather than absolutely needing opponent's life total plus three could be helpful, especially if you're in a situation where you need to go off asap.
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When you peer long enough through the depths, the depths peer also through you.
The reason I prefer Mind Spring to Blue Sun's Zenith is that the former is tutored by an extra Muddle, which is something you're more likely to have than a stray Drift.
I've been thinking about the Emrakul suggestion and considering it further, it's not actually a bad one. You can't tutor for it with a Drift, true, but you can still go Weird Harvest for Drift, Drift, Drift, Drift, Emrakul as you would with Maga. I think the ability to get an almost certain win for fifteen mana rather than absolutely needing opponent's life total plus three could be helpful, especially if you're in a situation where you need to go off asap.
Or you run a Gift's package and put Time of Need in the deck.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
This is where my list starts. I think that the only win condition in the maindeck should be a pair of Blue Sun's Zenith, which is the ultimate combo win condition because it's also just downright gas. You can board other win conditions to fight Extirpate effects, but Blue Sun is the obvious strongest candidate pre-board.
I don't like the plan of playing just a set of Heartbeat, a set of Early Harvest, and tutors/recursion for them. There should be more redundant effects in the deck, which is why I run some Mana Reflections and a bunch of Time Walks. When your opponent grave hates you, those Regrowth effects are going to be a lot weaker, so my goal is to make the engine's core more resilient to hate cards. I'm almost inclined to play more Mana Reflections, since they produce exponential amounts of mana together. With 2 reflections out, each land taps for 4 mana. But that requires taking other cards out of the deck...that's a delicate balance.
Time Reversal is probably really good in this deck, but Praetor's Counsel is far nuttier and definitely castable. Maybe both should be played, due to the potential to Gifts into multiple different bombs.
By the way, I'm not exactly opposed to playing Muddle the Mixture and/or Drift of Phantasms, but I don't like 4-ofs of those cards in this deck because they're really slow mainphase tutors. I understand how Muddle-->Weird Harvest-->4 Phantasms (and some STE)-->tons of mana + a Blue Sun works, but those cards are all really slow sorcery-speed effects for before the combo turn.
Lastly, I would like Jace Beleren in here. It's good with Time Warp effects, and you can Repeal/Cryptic/Roil it and recast it to draw more cards. Perhaps it belong in the board, or a split between main and side is in order. Something worth noting is that you can play a turn 2 STE and decide not to sacrifice it, then turn 3 play a Beleren and use the STE as a blocker. That play will done one of the following:
-Force removal (which equates to mana not being used to play threats or burn your face)
-Force your opponent to overattack into Jace to kill it, functionally Time Walking
-Protect your Jace from one opposing attacker
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
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10 Forest
9 Island
2 Mountain
1 Swamp
Creatures
4 Drift of Phantasms
3 Coiling Oracle
1 Maga, Traitor to Mortals
4 Heartbeat of Spring
4 Cultivate
4 Early Harvest
1 Weird Harvest
4 Muddle the Mixture
1 Invoke the Firemind
1 Red Sun's Zenith
1 Comet Storm
4 Compulsive Research
3 Explore
3 See Beyond
Thoughts? Ideas?
Mabbz on MTGO | Demgrinds on Twitch & Twitter | Helpdesk
2 kodama's reach instead of 2 cultivate
fetch lands (not too many)
remand/mental misstep/pact of negation/mindbreak trap/cryptic command
maybe some storm cards
I was playing Heartbeat combo I will try to build something around it again.
Decks:
EDH: :symbw::symuw::symub:Merieke Ri Berit:symbw::symuw::symub:
Archenemy EDH: Reaper king
(")(")
GONZO
Genius, fast, and long eared.
Trade List: none atm...
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[Team Revolution]
Nevermind, I didn't notice Early Harvest had a basic clause. I can still Zenith in Progenitus, but I liked my Banefire finisher. Without it, I don't want to play the deck.
Cockatrice username: Blackcat77
4 Coiling Oracle
3 Sakura-Tribe Elder
4 Early Harvest
10 Forest
8 Island
4 Misty Rainforest
4 Gifts Ungiven
1 Noxious Revival
3 Eternal Witness
4 Primeval Titan
4 Remand
4 Repeal
1 Academy Ruins
1 Mindslaver
1 Life from the Loam
Basically it is a Gift's deck with the joys of the Mindslaver lock without the whole Tech Edge or Ghost Quarter making me cry stuff.
So far I have been called gay, an S.O.B. and some other stuff that doesn't need to be typed. So I would say that the deck can hang. Won versus Zoo, Death Cloud, 12 post and some random piles.
Cockatrice username: Blackcat77
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Yeah, but you can't untap with Early Harvest.
Mabbz on MTGO | Demgrinds on Twitch & Twitter | Helpdesk
Actually banefire can be tutored via dizzy spell. But I can understand why muddle the mixture is generally more useful.
- To my youngest sister when she was 6.
Red Sun's Zenith and Comet Storm seem unnecessary; old lists did fine with just two wincons. The Storm I can see for Muddle, but RSZ is definitely not worth it. Instead, you need to be running Mind Spring. Standard lists sometimes ran Train of Thought, and Mind Spring makes that card look like an absolute chump.
Ponder and Preordain seem like they should be in there.
I'd been meaning to try and put together a Heartbeat list, but I never got around to it. I'll see what I can come up with.
Edit: Eternal Witness! A couple copies are definitely necessary.
Blue Sun's Zenith is just better. You can cast it on yourself to dig deep, and then reuse it to kill your opponent. I wouldn't even think about running less than two, because with they draw into each other.
Because, that is surprisingly bad in a deck built around drawing lots of cards.
I added four Grove of Burnwillows and Punishing Fire, and holy crap are they good in this deck. I was easily able to juggle 2-3 of them with a single Heartbeat out. Once I got two, I could juggle four of them while still leaving counter mana up. It also get around all the trouble cards that this deck will face. Gaddock Teeg? Dead. Meddling Mage? Dead. Aggro creatures? Boom, Headshot.
I need some more testing, but here is my list.
2 Breeding Pool
2 Forest
4 Ghost Quarter
4 Grove of the Burnwillows
2 Island
4 Misty Rainforest
1 Mountain
2 Scalding Tarn
3 Steam Vents
4 Drift of Phantasms
1 Primeval Titan
4 Sakura-Tribe Elder
Enchantments
4 Heartbeat of Spring
Instant
2 Blue Sun's Zenith
4 Cryptic Command
4 Deprive
4 Punishing Fire
4 Spell Snare
1 Banefire
4 Explore
I like having 4 different ways to win; Punishing Fire, BSZ, Banfire, and in rare cases Primeval Titan. I also find that the deck just works better in a control shell. I think that I will have to change up the counter-suite, but other than that it is fine.
- To my youngest sister when she was 6.
Cockatrice username: Blackcat77
Drift of Phantasms + Green sun's zenith were both key to make the deck run. I'm not sure the list, and i've tried to brew up the list I had used in the past (back before bannings) on cockatrice, but can't seem to remember exactly what it played. It was a legit 4 turn clock if I got a t2/3 heartbeat in play.
I guess, but I like having all my lands basic, I've dug through my deck before for all the lands. Ponder is going to be in there and I like comet storm to be tutored with muddle.
My current list:
10 Forest
10 Island
1 Swamp
1 Mountain
Creatures
4 Coiling Oracle
4 Drift of Phantasms
4 Sakura Tribe Elder
1 Maga, Traitor to Mortals
4 Heartbeat of Spring
4 Early Harvest
3 Compulsive Research
4 Ponder
4 Cultivate
1 Invoke the Firemind
4 Muddle the Mixture
1 Weird Harvest
2 Savage Twister
4 Pyroclasm
9 ?
Mabbz on MTGO | Demgrinds on Twitch & Twitter | Helpdesk
Okay, I'll just start a separate thread for this. Same engine, different function.
- To my youngest sister when she was 6.
I've been thinking about the Emrakul suggestion and considering it further, it's not actually a bad one. You can't tutor for it with a Drift, true, but you can still go Weird Harvest for Drift, Drift, Drift, Drift, Emrakul as you would with Maga. I think the ability to get an almost certain win for fifteen mana rather than absolutely needing opponent's life total plus three could be helpful, especially if you're in a situation where you need to go off asap.
Or you run a Gift's package and put Time of Need in the deck.
Cockatrice username: Blackcat77
Actually, Time Reversal would be an awesome addition. It allows you to dig/reuse Early Harvests, while drawing you seven.
- To my youngest sister when she was 6.
17 Basic Land (half of which are snow-covered)
4 Search for Tomorrow
4 Sakura Tribe-Elder
4 Remand
3 Repeal
2 Mana Reflection
4 Early Harvest
4 Time Warp
1 Walk the Aeons
1 Noxious Revival
1 Reclaim
2 Blue Sun's Zenith
1 Praetor's Counsel
This is where my list starts. I think that the only win condition in the maindeck should be a pair of Blue Sun's Zenith, which is the ultimate combo win condition because it's also just downright gas. You can board other win conditions to fight Extirpate effects, but Blue Sun is the obvious strongest candidate pre-board.
I don't like the plan of playing just a set of Heartbeat, a set of Early Harvest, and tutors/recursion for them. There should be more redundant effects in the deck, which is why I run some Mana Reflections and a bunch of Time Walks. When your opponent grave hates you, those Regrowth effects are going to be a lot weaker, so my goal is to make the engine's core more resilient to hate cards. I'm almost inclined to play more Mana Reflections, since they produce exponential amounts of mana together. With 2 reflections out, each land taps for 4 mana. But that requires taking other cards out of the deck...that's a delicate balance.
Time Reversal is probably really good in this deck, but Praetor's Counsel is far nuttier and definitely castable. Maybe both should be played, due to the potential to Gifts into multiple different bombs.
I would like a Nostalgic Dreams effect in here. Any ideas?
By the way, I'm not exactly opposed to playing Muddle the Mixture and/or Drift of Phantasms, but I don't like 4-ofs of those cards in this deck because they're really slow mainphase tutors. I understand how Muddle-->Weird Harvest-->4 Phantasms (and some STE)-->tons of mana + a Blue Sun works, but those cards are all really slow sorcery-speed effects for before the combo turn.
Lastly, I would like Jace Beleren in here. It's good with Time Warp effects, and you can Repeal/Cryptic/Roil it and recast it to draw more cards. Perhaps it belong in the board, or a split between main and side is in order. Something worth noting is that you can play a turn 2 STE and decide not to sacrifice it, then turn 3 play a Beleren and use the STE as a blocker. That play will done one of the following:
-Force removal (which equates to mana not being used to play threats or burn your face)
-Force your opponent to overattack into Jace to kill it, functionally Time Walking
-Protect your Jace from one opposing attacker
1: The fireball kill plan (either Red Sun's Zenith or Invoke the Firemind) is way easier than trying to deck them with Blue Sun's Zenith 40+ mana can be a lot some times.
2: Reality Spasm, Magus of the Candelabra and time reversal make this deck so much more consistent as early harvest 5-11.
3: Utopia Sprawl is boss, T1 Forest, Sprawl it for blue, T2 Explore, Rampant Growth, T3 Heartbeat, Early harvest et voila, you win.
I'm not running any transmute guys right now but that may change for consistencies sake soon.
Anyways here's my deck so far
4 Explore
2 Disrupting Shoal
4 Heartbeat of Spring
4 Early Harvest
1 Blue Sun's Zenith
1 Rampant Growth
1 Repeal
1 Red Sun's Zenith
1 Raging Ravine
3 Ponder
2 Time Reversal
4 Reality Spasm
1 Invoke the Firemind
4 Island
2 Magus of the Candelabra
4 Scalding Tarn
4 Misty Rainforest
1 Mindslaver
1 Mountain
4 Preordain
3 Utopia Sprawl
5 Forest
1 Steam Vents
2 Breeding Pool
1 Gitaxian Probe