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BMoor's Magic
The
Gathering Deck Garage
I've usually made it a rule of the Deck Garage that I don't
build decks from scratch for you. The reasoning behind this
is that I'm here to help you develop and nurture your ideas,
not spoon-feed ideas to you and alleviate you of the need to
think.
I'm only made an exception for Dhruv here because he has
clearly done a lot of thinking already-- he's discovered a
combo he wants to build around. I don't mind filling in the
details from there.
Hi. Recently, I
came up with a combo
that uses Open the
Vaults, Mirror
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Okay, the first step is that we've got five unique cards
we need to find out of our deck. Step One is drawing and
tutoring effects. Fabricate is a perfect tutor for the
situation. See Beyond is a great draw spell, since it lets
you throw back extra copies of combo pieces you already
have, and it's cheaper to cast than Divination for what is
basically the same draw potential. Faerie Mechanist is also
a good card for fishing out artifacts off the top of your
deck, as well as a decent 2/2 body for blocking or swinging
in the air.
Attacking for 2 may be more useful than you think. You see,
with most "infinite" combos, you can just demonstrate to
your opponent how it works and then say "I do it enough
times to win". Various judges, however, have ruled that you
can't do that with infinite turns. The reasoning?
Technically, infinite turns doesn't win. It's what you do
during those turns that presumably gets you incrementally
closer to winning. If you make a play mistake on any of
those turns, or just plain don't do anything, then not only
does your combo not automatically make you win, it could
make you lose if you draw out your whole deck. So, when you
play this deck, you're going to have to manually go through
this combo over and over until you win. Since your current
win condition is repeated tappings of an Onyx Goblet turn
after turn, this could get tedious if your opponent is still
at 20 when you go off. I definitely think that a Faerie
Mechanist swinging in each turn could help out immensely.
Of course, that means that the
Mechanist,
or any other artifact creatures you play, can't be one of
the five you sack and re-sack to Time Sieve. If it keeps
leaving and entering play every turn, it'll have summoning
sickness and won't be able to attack. Unless it has a
sufficient enter-the-battlefield ability, like Parasitic
Strix, of course.
But if you want a creature to win via attacking, you
probably want something bigger than a 2/2. I personally like
Enigma Sphinx. It swings for 5, it's hard to keep dead (and
its ability will put it back in your library as extra
insurance against decking yourself once you're exiling your
whole library every turn-- with a little careful use of
Mirror of Fate and Faerie Mechanist, you'll have no trouble
getting it back), and it can cascade into basically any card
of your combo, making it card advantage as well.
Since the deck is three colors by necessity, you'll also
want to include mana-fixing. Fortunately, this is a forte of
artifacts. You could use the newly-printed Prophetic Prism,
but beware! If you sack it to Time Sieve in your combo, when
you Open the Vaults you'll be forced to draw an extra card,
and will lose if you didn't stack an extra card in your
library with the Mirror. In fact, any Prisms in your
graveyard when you Open the Vaults could cause this-- you'll
need to exile them all with the Relics before attempting to
go off if you play them. Faerie Mechaist has no such problem
because its ability is optional. However, before you go off,
the Prism's draw ability is useful to find combo pieces. But
if you don't want to risk running the Prism, you could also
use Mana Cylix, or Obelisk of Esper, or even just Arcane
Sanctum would help.
So, onto a decklist I suppose.
Spells:
4 Fabricate
4 See Beyond
4 Time Sieve
4 Relic of Progenitus
4 Open the Vaults
4 Everflowing Chalice
2 Mirror of Fate
3 Onxy Goblet
Creatures:
4 Faerie Mechaist
2 Enigma Sphinx
2 Parasitic Strix
Lands:
3 Arcane Sanctum
4 Terramorphic Expanse
3 Swamp
3 Plains
10 Island
I suppose that should do it. I added Everflowing Chalice so
you'd have extra sacrifice fodder, and to ensure you got
enough mana to cast your spells quickly.
The only problem is that none of these cards really slow
down opponents. You may want to take out a few cards to make
room for removal spells like Path to Exile, or anti-combo
strategies like Dispeller's Capsule, Suffer the Past, Perish
the Thought, et cetera.
Good luck!
~BMoor
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