Wobbles The Goose
12-25-2007, 08:31 AM
This is a deck based on sleep deprived delirium. I can not emphasize that enough. Basically, I was thinking about UB Faerie Stompy and that thread talking about aggro combos. One thing lead to another:
// Lands
2 [TSP] Island (1)
4 [EX] City of Traitors
4 [ON] Polluted Delta
4 [TE] Ancient Tomb
3 [B] Underground Sea
1 [IN] Swamp (3)
// Creatures
1 [SC] Shoreline Ranger
4 [LRW] Mulldrifter
4 [UL] Cloud of Faeries
4 [US] Priest of Gix
4 [FD] Trinket Mage
2 [US] Peregrine Drake
1 [MM] Rishadan Cutpurse
4 [AQ] Su-Chi
// Spells
1 [MR] Chalice of the Void
1 [FD] Engineered Explosives
1 [CHK] Sensei's Divining Top
4 [MR] Chrome Mox
2 [DS] Sword of Fire and Ice
3 [EX] Recurring Nightmare
4 [AL] Force of Will
2 [BOK] Umezawa's Jitte
// Sideboard
SB: 3 [DS] Trinisphere
SB: 2 [TSB] Tormod's Crypt
SB: 4 [P2] Sea Drake
SB: 4 [R] Serendib Efreet
SB: 2 [LRW] Shriekmaw
Ok, more testing has been done, including some basic math lessions so the deck can actually combo. Note that in order to go off, you need to have Peregrin drake/su-chi in play/yard to actually net mana on the nightmare. If you are netting mana though, it's really easy to draw lots of cards with either with mulldrifter or trinket mage and from there it's basically impossible to lose.
The combo game plan is really rather secondary to using free creature to play your entire hand by turn three and attacking with equipped creatures. In beatdown mode, nightmare can still quickly refill your hand off of mulldrifter or allow multiple trinket mage activations.
The combo allows for much better matchups against prison decks, and a fair share of wins out of nowhere in the late game against landstill/thresh.
Comments and feedback would be appreciated.
// Lands
2 [TSP] Island (1)
4 [EX] City of Traitors
4 [ON] Polluted Delta
4 [TE] Ancient Tomb
3 [B] Underground Sea
1 [IN] Swamp (3)
// Creatures
1 [SC] Shoreline Ranger
4 [LRW] Mulldrifter
4 [UL] Cloud of Faeries
4 [US] Priest of Gix
4 [FD] Trinket Mage
2 [US] Peregrine Drake
1 [MM] Rishadan Cutpurse
4 [AQ] Su-Chi
// Spells
1 [MR] Chalice of the Void
1 [FD] Engineered Explosives
1 [CHK] Sensei's Divining Top
4 [MR] Chrome Mox
2 [DS] Sword of Fire and Ice
3 [EX] Recurring Nightmare
4 [AL] Force of Will
2 [BOK] Umezawa's Jitte
// Sideboard
SB: 3 [DS] Trinisphere
SB: 2 [TSB] Tormod's Crypt
SB: 4 [P2] Sea Drake
SB: 4 [R] Serendib Efreet
SB: 2 [LRW] Shriekmaw
Ok, more testing has been done, including some basic math lessions so the deck can actually combo. Note that in order to go off, you need to have Peregrin drake/su-chi in play/yard to actually net mana on the nightmare. If you are netting mana though, it's really easy to draw lots of cards with either with mulldrifter or trinket mage and from there it's basically impossible to lose.
The combo game plan is really rather secondary to using free creature to play your entire hand by turn three and attacking with equipped creatures. In beatdown mode, nightmare can still quickly refill your hand off of mulldrifter or allow multiple trinket mage activations.
The combo allows for much better matchups against prison decks, and a fair share of wins out of nowhere in the late game against landstill/thresh.
Comments and feedback would be appreciated.