igri_is_a_bk
03-03-2012, 04:14 PM
I'm trying to build an aggro-combo deck that revolves around this combo:
Training Grounds
Izzet Guildmage
Manamorphose
How it works:
1) Play Training Grounds.
2) Play Izzet Guildmage.
3) Play Manamorphose.
4) Respond to Manamorphose by activating Izzy and copying the instant.
5) Let Izzy's ability resolve. Add UR and draw.
6) Repeat steps 4 & 5 netting R and one card each cycle.
7) Nuke them.
My first attempt revolved completely around the combo. It used Dizzy Spell and Muddle the Mixture to tutor up the piece I needed. Otherwise, it was all draw and counters and a little bit of removal. Overall, it sucked. It lost too quickly to aggro and didn't have anything going for it that made it a superior choice.
This is my second attempt. I decided to put more emphasis on aggression and less on control. It definitely works better than v1.0 because I can fall back on Delver and Guide putting the opponent in burn range. Once there, Izzet and Grounds can turn a single Bolt into four and quickly end the game.
// Lands
4 [ZEN] Scalding Tarn
2 [ZEN] Arid Mesa
1 [ZEN] Misty Rainforest
3 [GP] Steam Vents
3 [UNH] Island
3 [UNH] Mountain
2 [EVE] Cascade Bluffs
2 [ISD] Sulfur Falls
// Creatures
4 [ISD] Delver of Secrets
4 [ZEN] Goblin Guide
4 [GP] Izzet Guildmage
2 [ISD] Snapcaster Mage
2 [MOR] Vendilion Clique
// Spells
4 [FD] Serum Visions
4 [ROE] Training Grounds
4 [SHM] Manamorphose
3 [ZEN] Spell Pierce
3 [DIS] Spell Snare
4 [B] Lightning Bolt
2 [ROE] Forked Bolt
1 [CFX] Banefire
Any suggestions? I was thinking Disrupting Shoal might be good since I can pitch extra Grounds and Izzets, but I haven't tried it.
Training Grounds
Izzet Guildmage
Manamorphose
How it works:
1) Play Training Grounds.
2) Play Izzet Guildmage.
3) Play Manamorphose.
4) Respond to Manamorphose by activating Izzy and copying the instant.
5) Let Izzy's ability resolve. Add UR and draw.
6) Repeat steps 4 & 5 netting R and one card each cycle.
7) Nuke them.
My first attempt revolved completely around the combo. It used Dizzy Spell and Muddle the Mixture to tutor up the piece I needed. Otherwise, it was all draw and counters and a little bit of removal. Overall, it sucked. It lost too quickly to aggro and didn't have anything going for it that made it a superior choice.
This is my second attempt. I decided to put more emphasis on aggression and less on control. It definitely works better than v1.0 because I can fall back on Delver and Guide putting the opponent in burn range. Once there, Izzet and Grounds can turn a single Bolt into four and quickly end the game.
// Lands
4 [ZEN] Scalding Tarn
2 [ZEN] Arid Mesa
1 [ZEN] Misty Rainforest
3 [GP] Steam Vents
3 [UNH] Island
3 [UNH] Mountain
2 [EVE] Cascade Bluffs
2 [ISD] Sulfur Falls
// Creatures
4 [ISD] Delver of Secrets
4 [ZEN] Goblin Guide
4 [GP] Izzet Guildmage
2 [ISD] Snapcaster Mage
2 [MOR] Vendilion Clique
// Spells
4 [FD] Serum Visions
4 [ROE] Training Grounds
4 [SHM] Manamorphose
3 [ZEN] Spell Pierce
3 [DIS] Spell Snare
4 [B] Lightning Bolt
2 [ROE] Forked Bolt
1 [CFX] Banefire
Any suggestions? I was thinking Disrupting Shoal might be good since I can pitch extra Grounds and Izzets, but I haven't tried it.