Manticore Mound 2
Artifact - Lair 3: Put a 2/2 Manticore token artifact creature with haste into play.
At the end of any turn, sacrifice each manticore you control. For each creature sacrificed this way, you get a poison counter.
Stormsong, First to Fall 4UR
Legendary Creature - Dragon
6/6
Flying, Haste, Flash
At the beginning of each attack phase, Stormsong's controller becomes the attacking player for that phase.
At the end of your turn, sacrifice Stormsong.
I never thought I would play Door to Nothingness, but when I realized that three-card combo, I had to try it. The four-mana Mishra gets out the five-mana Door and a copy to survive some artifact hate, then, when the doors untap, I get all the mana they need from a six-mana doubled Composite Golem. It just...fits. Goldfishing, Mishra usually comes out on turn three and the win comes by five, with occasional turn four wins. Goldfishing, though, doesn't mean much in combo decks.
One of the first things I did before making this deck was buy up my play group's Karakas and Echoing Ruins/Truths (We generally stick to the Type 1 lists). A way to avoid those cards without what is essentially bribery would be nice. More nice would be a way to deal with disruption; the deck, right now, is very, very brittle. It can actually win some without Mishra and/or the golem; with that much mana acceleration, it can still beat the slower decks around here. Yet it still dies to Meddling Mage/Cranial Extraction set to Door. Pyrite Spellbomb or Cabal Pit might be an option for the mage, but the Cranial?
Card Choices:
Mishra's/Urza's Bauble: Before Mishra, you're playing a 52 card deck. After Mishra, they're actually free card advantage.
Conjurer's Bauble: The next best thing to the other baubles. Can also save your combo against some disruption. 4 would be nice, but there's no room.
Talisman of Dominance/Indulgence: Coldsteel Heart might be better, but after Mishra, these immediately pay for themselves.
Sol Ring: It's a one-of artifact in a Mishra deck, but hey, it's sol ring. If it's in your opening hand, it almost guarantees a turn 2 Mishra.
SDT: Very interesting with Mishra. A great dig for the last piece of the combo.
BotBD: Really, he could have been in with the means, but I couldn't resist having the Mook category. Works well with all the lands (even the academy), and if worse comes to worst, you can use a Golem to get him out. Not the optimal plan, but it's good to have a backup.
Card Options: Second Sunrise or Roar of Reclamation with the baubles is just fun, and it can counter some disruption. Also nice if you're trying this deck in multiplayer. Lotus Bloom with Mishra (and the above) is always nice, but it just didn't fit into the structure of the deck. Enlightened Tutor is nice until you realize you have to show your opponent a piece of the combo. I stick it in a sideboard.
Busywork
UUU
Sorcery
Draw two cards.
While you control an untapped legendary blue wizard, you may tap that creature to play ~ without paying its mana cost. That creature does not untap during your next untap step.
2
Artifact - Lair
3: Put a 2/2 Manticore token artifact creature with haste into play.
At the end of any turn, sacrifice each manticore you control. For each creature sacrificed this way, you get a poison counter.
Land
T: Add R to your mana pool. ~ deals one damage to you.
RR, T, Sacrifice Rumbling Slum: Destroy target artifact.
Next: Joven's Ferrets
Trinket mage...hm. Interesting. Searching for mana or the SDT... I'll think about that.
RE Sol Ring: Because it also usually means you can cast a turn one mana stone.
Stormsong, First to Fall
4UR
Legendary Creature - Dragon
6/6
Flying, Haste, Flash
At the beginning of each attack phase, Stormsong's controller becomes the attacking player for that phase.
At the end of your turn, sacrifice Stormsong.
4 Mishra, Artificer Prodigy
The Mana:
4 Tendo Ice Bridge
4 Glimmervoid
4 City of Brass
4 Forbidden Orchard
1 Ancient Tomb
1 Tolarian Academy
4 Talisman of Dominance
4 Talisman of Indulgence
4 Fellwar Stone
1 Sol Ring
3 Sensei's Divining Top
4 Urza's Bauble
4 Mishra's Bauble
2 Conjurer's Bauble
1 Demonic Tutor
1 Vampiric Tutor
2 Bringer of the Black Dawn
The Method:
4 Composite Golem
4 Door to Nothingness
One of the first things I did before making this deck was buy up my play group's Karakas and Echoing Ruins/Truths (We generally stick to the Type 1 lists). A way to avoid those cards without what is essentially bribery would be nice. More nice would be a way to deal with disruption; the deck, right now, is very, very brittle. It can actually win some without Mishra and/or the golem; with that much mana acceleration, it can still beat the slower decks around here. Yet it still dies to Meddling Mage/Cranial Extraction set to Door. Pyrite Spellbomb or Cabal Pit might be an option for the mage, but the Cranial?
Card Choices:
Mishra's/Urza's Bauble: Before Mishra, you're playing a 52 card deck. After Mishra, they're actually free card advantage.
Conjurer's Bauble: The next best thing to the other baubles. Can also save your combo against some disruption. 4 would be nice, but there's no room.
Talisman of Dominance/Indulgence: Coldsteel Heart might be better, but after Mishra, these immediately pay for themselves.
Sol Ring: It's a one-of artifact in a Mishra deck, but hey, it's sol ring. If it's in your opening hand, it almost guarantees a turn 2 Mishra.
SDT: Very interesting with Mishra. A great dig for the last piece of the combo.
BotBD: Really, he could have been in with the means, but I couldn't resist having the Mook category. Works well with all the lands (even the academy), and if worse comes to worst, you can use a Golem to get him out. Not the optimal plan, but it's good to have a backup.
Card Options:
Second Sunrise or Roar of Reclamation with the baubles is just fun, and it can counter some disruption. Also nice if you're trying this deck in multiplayer.
Lotus Bloom with Mishra (and the above) is always nice, but it just didn't fit into the structure of the deck.
Enlightened Tutor is nice until you realize you have to show your opponent a piece of the combo. I stick it in a sideboard.
So. Thoughts, comments? Be brutal.
UUU
Sorcery
Draw two cards.
While you control an untapped legendary blue wizard, you may tap that creature to play ~ without paying its mana cost. That creature does not untap during your next untap step.