Hello, so I'm looking to make this deck as consistent as possible, it's a turn 4 kill if you curve out. You only need 1 U on turn 4 if you have the other combo pieces in play so you can spend up to 3 mana digging turn 4. Most other decks aren't going to kill you turn 4 so you don't usually have to win turn 4 but the less time you give to interact with your board the better.
Thoughts on cards not part of the combos: Vapor Snag Buys time by removing something important off your opponent's board or can get a Shield Sphere back to hand if you need to block with it. Counterspell I had 1 slot left and it's just a little more interaction. Fire//Ice Buys time and digs or can act as spot removal.
Everything else is just for digging.
Sideboard:
The deck really doesn't care what your opponent is doing and with the combo basically requiring most of the deck and needing just as much card draw as possible I don't know what I would even SB in. This deck really just wants to buy a few turns and then go off.
In play testing it was fairly resistant to land destruction as you only need 3 mana for 1 turn. Targeted spot removal or forced sacs are rough as you will usually only have 1 creature in play for that 1 turn that you just have to sit through to get past summoning sickness, but this does force your opponent to have removal right then and there as you usually wont drop the 3 cost creature unless you can win the next turn or have decent dig.
11 Island
6 Mountain
4 Silverbluff Bridge
Instant / Sorcery [24]
4 Brainstorm
4 Ponder
4 Retraction Helix
1 Banishing Knack
2 Vapor Snag
1 Counterspell
4 Deliberate
4 Fire//Ice
1 Reckless Fireweaver
1 Ornithopter
4 Shield Sphere
2 Mirran Spy
3 Nettle Drone
4 Impact Tremors
Hello, so I'm looking to make this deck as consistent as possible, it's a turn 4 kill if you curve out. You only need 1 U on turn 4 if you have the other combo pieces in play so you can spend up to 3 mana digging turn 4. Most other decks aren't going to kill you turn 4 so you don't usually have to win turn 4 but the less time you give to interact with your board the better.
Here's the main combo:
With either Reckless Fireweaver or Impact Tremors in play cast Banishing Knack or Retraction Helix on Nettle Drone or Mirran Spy, then cast Ornithopter or Shield Sphere. Then tap to return the 0 cost creature to hand and repeat.
Back up combo: This is turn 5 or later assuming you dropped the creatures on turns 3 and 4
With both Nettle Drone and Mirran Spy in plan cast Banishing Knack or Retraction Helix on Mirran Spy. Then ping for 1 with Nettle Drone, cast Ornithopter or Shield Sphere, untapping Nettle Drone, use Mirran Spy to bounce the 0 cost and repeat.
Thoughts on cards not part of the combos:
Vapor Snag Buys time by removing something important off your opponent's board or can get a Shield Sphere back to hand if you need to block with it.
Counterspell I had 1 slot left and it's just a little more interaction.
Fire//Ice Buys time and digs or can act as spot removal.
Everything else is just for digging.
Sideboard:
The deck really doesn't care what your opponent is doing and with the combo basically requiring most of the deck and needing just as much card draw as possible I don't know what I would even SB in. This deck really just wants to buy a few turns and then go off.
In play testing it was fairly resistant to land destruction as you only need 3 mana for 1 turn. Targeted spot removal or forced sacs are rough as you will usually only have 1 creature in play for that 1 turn that you just have to sit through to get past summoning sickness, but this does force your opponent to have removal right then and there as you usually wont drop the 3 cost creature unless you can win the next turn or have decent dig.