Here is the UB combo deck:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
---|---|---|
Spells: 4 Gift’s Ungiven 4 Thirst for Knowledge 2 Serum Visions 1 Consume Spirit 1 Diabolic Revelation 1 Profane Command 1 Exsanguinate 1 Mind Spring 1 Raise Dead Artifacts: 4 Wayfarer’s Bauble 2 Dimir Signet 1 Crucible of the Worlds 1 Ensnaring Bridge 1 Mindslaver 1 Gilded Lotus 1 Lightning Greeves | Enchantments: 2 Freed from the Real Creatures: 3 Augur of Bolas 2 Synod Artificer 3 Drift of Phantasms Lands: 3 Watery Grave 3 Sunken Ruins 3 Drowned Catacombs 3 Ghost Quarter 2 Misty Rainforest 2 Verdant Catacombs 2 Tectonics Edge 2 Island 2 Swamp 1 Academy Ruins | Sideboard: 4 Duress 4 Thoughtseize 4 Wrench Mind 3 Negate |
EDIT:
Here is an updated list to the deck. The deck is no longer focusing on speed, bur rather consistency. The deck itself is now tool box of many things and so is the sideboard.
Compare it to other similar decks, namely control/combo decks: Splinter Twin and Scapeshift. The former races you with a 2 card combo, which they have 8 pieces of each, and the latter goldfishes T5 while playing disruption and cryptic command into a protected Scapeshift. Another similar deck is the Ritual Gifts deck, which is similar in that it wants to play gifts->win. The problem is that it's easier for that deck to win off gifts (Past in Flames is awesome), and again it runs more disruption and Merchant scroll for tutoring Gifts/silver bullets.
On top of that, Deathrite Shaman has made Gifts Ungiven strategies very vulnerable of late.
In terms of improving the deck itself, cut the Borderpost+Wayfarer. They don't do anything exciting at all. Secondly, you don't need so many big X spells. You're not running enough ramp for them to be playable outside of the combo, so they're dead draws (especially Diabolic Revelation). Devil's Play is probably good enough since it has flashback, or just use BSZ sunce Drift of Phantasms can find it. I'd consider cutting Gifts, since relying on it makes your already slow combo even slower.
Sorry to be such a downer, but the deck just doesn't look like it does anything as well as other similar decks
-1 Sand of Delerium
-2 Serum Visions
-1 Augur of Bolas
+1 Raise Dead (Gift package of Raise Dead. Freed from the Real, Synod Artifice and Drift of Phantasms gaurntess that I get what I need)
+3 Drift of Phantasms (Tutors for Synod Artificer and Freed from the Real. The two hardest components to get)
EDIT
Major updates to the deck. Please take a look and comment if you like too.
I will edit this post later (or just repost again later) when I have looked at all your opitions.
EDIT: The combo of the deck involves these cards:
Artificer Synod
Freed from the Real
Gilded Lotus
These three cards produce unlimited mana. Lightning Greaves is to assist with getting the combo off on turn five.
The ideal plays are this:
Turn 1 drop land and play Wayfarer's Buable or pass turn.
Turn 2 drop land and play Dimir Signet if Wayfarer's Buable was not played turn 1. Otherwise pass turn.
Turn 3 drop land and play Gift's Ungiven
Turn 4 drop land and play Gilded Lotus and Lightning Greaves
Turn 5 drop land and play Artificer Synod and Freed from the Real (attached to Artificer Synod). Equip lightning greaves and have inifinte mana.