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Cluster Bomb
First, my apologies for the extreme delay, many
things in personal life
have bogged down my responses.
This deck was sent in to me by John Hornberg. It's a
comboesque deck based
around killing your opponent quickly with fast mana,
Ashnod's altar, and
ghitu fire. He also requested a low amount of PS in the
deck.
Unfortunately, with combo decks there are not lots of
viable options
without obscene access to rares. First let's take a look
at some of his
card choices:
> Lands (21)
> 4 Rith's Grove
Good but slow, pain lands would be faster, and with a
combo deck
faster=better.
> 2 Shivan Oasis
> 2 Elfhame Palace
Same for these as well.
> 7 Forest
> 3 Plains
> 3 Mountain
>
> Creatures (14)
> 4 Llanowar Elves
> 3 Quirion Elves
Again birds are cheaper, thereby faster.
> 4 Thornscape Apprentice
> 2 Cinder Elemental
> 1 Rith, the Awakener
Rith would be a nice surprise to spring on an
unsuspecting someone who
thinks your all combo. The apprentice seems to be there
to slow people
down. But why do that when you can just win instead?
Cinder Elemental is
too expensive to see any use.
> Sorceries and Instances (12)
> 1 Enlightened Tutor
Cheap tutor effects add consistency and versatility. Run
4.
> 2 Saproling Symbiosis
Nice for combo setup, unfortunately only really useful
after a basket goes
off. And then less than useful
enough.
> 1 Worldly Tutor
Too few creatures to tutor for.
> 4 Ghitu Fire
Nothing like X to the head, eh?
> 4 Rith's Charm
Debatable. 3 Tokens is good, though there is a better PS
card if you can
get a hold of it...
> Enchantments and Artifacts (12)
> 3 Saproling Cluster
The combo of Cluster, Altar doesn't automatically win.
So the new version
focuses more on a different combo, with
this one synergistically kept in at one of's.
> 1 Fires of Yavimaya
> 1 Natural Emergence
A definite possibility in this version, unfortunately
not good in mine.
> 4 Ashnod's Altar
Cut to one.
> 1 Phyrexian Altar
Useful too keep combo going if you drew a sick hand,
other than that not
good enough.
> 1 Planar Portal
Way too expensive. At 6 Mana a combo deck best kill
someone, or do
something amazing *horrible attempt at foreshadowing*
> 2 Snake Basket
Allows you to do broken things with other cards in deck.
Have 4.
> Sideboard
> 4 Kyren Legate
> 2 Arms Dealer
> 2 Aura Shards
> 1 Light of Day
> 1 Rushwood Legate
> 1 Cho Arrim Legate
> 1 Moonlit Wake
> 1 Spidersilk Armor
> 1 Meekstone
> 1 Kismet
I'm not as good with sideboards as I would like to
think. I would advise
against playing any goblins in your sideboard. In any
deck. Ever.
John noted difficulties with consistency, and sometimes
he was just plain
outraced. The combo as it stood had only one defensive
mechanism, 1/1 guys,
and acceleration was limited to Elves, and combo
artifacts. A good combo
deck will do one of two things: Be incredibly
consistent, or make up for it
with an alternate plan. In Type 2 a consistently abusive
combo isn't
around(to my knowledge), but this can be made up for
with Jokulhaups. It
doesn't kill most of your combo components and combos
well with several
other cards in the deck. The new version focuses on
abusing Jokulhaups. I
present my new version which does have a few Planeshift
cards in it :(
4 Enlightened
Tutor
Basis of deck.
4 Saproling
Burst
Good during a 'Haups, as early defense mechanism, or
with altar mana
acceleration.
4
Overabundance
If you can run them this helps the deck immensely. If
you can't get them
then Run the Rith's Charms instead.
4 Jokulhaups
Who doesn't want to blow stuff up?
4 Snake
Basket
1 Ashnod's
Altar
1 Saproling
Cluster
Combo stuff.
1 Elfhame
Sanctuary
Recovery after 'Haups
1 Fires of
Yavimaya
1 Seal of
Cleansing
Just in case.
3 Ghitu Fire
Who explains Ghitu Fire?
4 Llanowar
Elves
4 Birds of
Paradise
If you can get birds do so. They help you get 3 mana
turn 2 consistently.
If not then Quirions will have to do.
5 Mountain
7 Forest
4 Karplusan
Forest
4 City of
Brass
4 Brushland
Faster more painful mana base. It shouldn't matter if
opponent is dead.
John mentioned it may be difficult to acquire 12 rare
lands. If so you can
run the Invasion Duals and Rith's Groves, the deck will
just be slower.
Who would expect combo in Type 2? Who plays combo in
Type 2? How many
emails with broken deck concepts can I get a week? All
these questions will
be answered when you email me with details of how many
1/1 creatures you
got into play at once...
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