I don't find Elixir of Immortality type cards to be a big problem with my mill deck since they have to actually draw them. There's a lot higher chance that I'll just mill them. OTOH, Cards that auto shuffle everything when they get binned from your library or anywhere like Gaea's Blessing or Eldrazis are a lot more difficult to deal with.
I run a couple Withered Wretchs to help deal with those problem cards. At the very least it's a grizzly bear.
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Jun 20, 2018I started workin on a similar list when I first saw Sarkhan's Unsealing. I was leaning towards a Jund build since I found the most applicable creatures in green.Posted in: Multiplayer
Some other possibly useful includes that you didn't already mention:
Ghalta, Primal Hunger
Since the deck is based on Sarkhan's Unsealing, the hard part will be finding one and keeping it on the battlefield. Luckily black has a slew of tutors. I'd almost want to include Razaketh, the Foulblooded for more tutor effects.
May 15, 2018Posted in: MultiplayerQuote from bleedin_eyeball »Sounds like an awful lot of fuss to make a 3-card combo.
That's where the fun in magic comes for me. I could use the same boring painters grindstone or dark depths hexmage combos that everyone else uses or I can try to come up with my own. I 100% know it's no where near as effective or consistent as other combos but that's perfectly okay with me.
That was one of the first cards I thought of to continually cast spells, unfortunately it only activates during your upkeep which if using with the Teferi's Protection, would cause me to basically skip my turn(s). Hypothetically it could work with something that win's during the upkeep such as Azor's Elocutors by stacking the triggers, but everything would have to be in play beforehand which is a lot more difficult to pull off.
Eye was also another card I'd originally considered when looking to recast protection over and and over but I quickly dismissed it due to the fact that it also worked for my opponents and I didn't want them also getting the protection.
However, after thinking about it more, two things sprang to mind. 1) Do I really care if they also get protection considering my win condition isn't trying to modify their life totals. And 2) I could set it up so that the Eye was never in play for it to even effect my opponents spells. As long as I was casting at least one instant or sorcery at the end of each of my turns, I could just stack the protection last and it'd be phased out during opponents turns.
The tradeoff to using Eye of the Storm over Elite Arcanist is needing to get to 10 mana and needing to fill my deck with an abundance of instants and sorceries to make sure I always had one to cast.
May 15, 2018So I recently discovered the existence of the card Teferi's Protection and added it to my UW plansewalker control deck and it has been nothing short of fantastic. So I thought to myself, "self, how can I get this fantastic effect every round?" And so the Teferi's Elite Solitude combo was conceived. While I have the main 3 combo pieces I want, the rest of the deck is still up in the air.Posted in: Multiplayer
The main combo pieces:
City of Solitude - (could be Grand Abolisher but city covers more and I'll probably need green for the ramp anyway)
With a City of Solitude in play, activating the Arcanist at the end of your turns will make it very very difficult for opponents to do anything to you, your life or your permanents. Then rinse repeat each turn setting aside 3 mana for the end of turn activation. Of course there are always exceptions that can break up the combo (Stasis, Linvala, Keeper of Silence etc) but they are very few and far between.
So I need to get to at least 7 mana ASAP. Cards like Wood Elves and Skyshroud Claim come to mind as I will be running duel lands so they can easily get me all the colors I need but also maybe some artifact ramp with Worn Powerstone or Thran Dynamo.
Once at 7 mana I can cast(4) Elite Arcanist and activate(3) Teferi's Protection. Ohh but wait, he needs haste to activate right away. I really don't wanna add red just to give a single creature haste on one turn. Some non-red options; Instill Energy, Thousand-Year Elixir, Lightning Greaves.
Win Conditions....basically I was just looking for the easiest "you win the game" card and these were the two that came to mind: Azor's Elocutors, Approach of the Second Sun.
So my question to you all is with those 3 combo pieces listed at the top, how would you build the rest of the deck?
May 10, 2018I used to have a Rakdos deck that comboed Heartless Summoning and Shirei, Shizo's Caretaker. Ran things like Perilous Myr, Mudbutton Torchrunner and Falkenrath Noble for dmg with Solemn Simulacrum and sac effects for value since I'd be getting it right back.Posted in: Multiplayer
It's "technically" not an infinite combo since the cards don't get returned until end of turn. My playgroup frowns upon infinite combos as well and they were okay with it.
May 6, 2018I run a jund version of this type of Hardened Scales deck. Managorger Hydra is by far the all star in the deck due to it's innate trample. The small red splash is for Taurean Mauler, Kessig Wolf Run and Chandra's Ignition. Adding the third color also lets me use Painful Truths more effectively for draw.Posted in: Multiplayer
Cauldron of Souls is also a lot of fun in these +1/+1 counters decks for some nice recursion.
Cards I could easily remove without a second thought; Lotleth Troll (good card, but not the right deck), Experiment One, Strangleroot Geist, Disowned Ancestor, and Slitherhead.
If you need removal, Retribution of the Ancients is a decent choice. If you want life gain (or more counters), Spike Feeder is good.
I believe those are all modern legal. Only card you're really missing out on in a deck like this is Forgotten Ancient.
May 3, 2018I always run Return to Dust as my white disenchant spell so you can at least get a 2 for 1.Posted in: Multiplayer
And I'd consider Grasp of Fate instead of Detention Sphere.
If you run enough legendary creatures and/or planeswalkers you could consider the new Urza's Ruinous Blast.
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