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Thread: Possibility of Adventure

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  1. #1
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    Possibility of Adventure

    One of the Pioneer brews that caught my eye was the following https://www.reddit.com/r/PioneerMTG/...inner_of_a_30/

    The idea of the deck is:

    1. Play Possibility Storm
    2. Cast any Adventure sorcery. Possibility Storm finds the only actual sorcery in your deck: Enter the Infinite.
    3. Resolve enter the infinite, putting Borborygmos on top of your deck.
    4. Cast a 0-mana Walking Ballista, which possibilty storm makes into a Borborygmos.
    5. Discard all of the lands that you drew with Enter the Infinte, bolting your opponent repeatedly.

    Now, unlike Pioneer or Modern, Legacy has a bunch of 6 Mana combos already, but I just wanted to see how this list would look in legacy.

    Hypothetically, powering the combo out ASAP would look like:

    Turn 1 - Land + Mox/Mana Dork
    Turn 2 - Land + Mox/Mana Dork + [Enlightened Tutor]
    Turn 3 - Sol Land + Possibility Storm + Adventure Sorcery

    So at the minimum you need:

    7 Adventure Sorceries
    4 Enlightened Tutor
    4 Possibility Storm
    15 Lands
    7 Sol-Lands
    13 Mox Diamond/Mana Dorks
    1 Borborygmos
    1 Walking Ballista
    1 Enter the infinite

    That leaves about initially only 7 cards for Brainstorm, FOW, Daze and an Enlightened Tutor toolbox. Given that we can't fit that into the list above, I am initially assuming that we slow down for turn 4. So something that looks like this:

    Turn 1 - Land + Mox/Mana Dork
    Turn 2 - Land + Draw Spell + [Enlightened Tutor]
    Turn 3 - Land/Mox/Mana Dork + [Once Upon a Time]
    Turn 4 - Sol Land + Possibility Storm + Adventure Sorcery + FOW/Daze

    This lets us play something like the following:

    14 Lands
    6 Sol Lands
    8 Mox/Mana Dork
    3 Enlightened Tutor
    3 Possibility Storm
    6 Adventure Sorceries
    8 BS/Ponder
    8 Daze/FOW
    1 Once Upon A Time/Enlightened Tutor Target
    1 Borborygmos
    1 Walking Ballista
    1 Enter the infinite

    Another item to consider, what made the pioneer list so interesting is that it could play Aggro (or mid-game beats) until it combos off and wins. Essentially hitting from a two pronged Approach, given the mana acceleration. Not sure that we can take that approach, but it feels appropriate. We should try to find room for at least 8 efficient beats (other than lovestruck beast which is one of the Adventure Sorcery).

    Let me know if anyone has any ideas!
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  2. #2
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    Re: Possibility of Adventure

    Spitballing here...

    If you only have 8 slots dedicated to blue-based disruption, and sacrificing your cantrips on the altar of Force of Will, might it be better to play discard instead? It adds the 5th color to your mix, which is fairly sketchy given your need for Sol-lands already. Duress/Thoughtseize given Mox Diamond/Birds of Paradise might be perfectly fine, not quite sure.

    One of the most potent protection spells could be Silence. It's cheap, it's in your combo colors and doesn't require alternative costs like pitching a blue card or returning a land with Daze (which can make your turn 4 combo even slower.) An argument can be made for protection in the form of an enlightened tutor target as well (such as Defense Grid) but it doesn't seem quite as reliable.

    This seems like the perfect deck for Fae of Wishes if there was one for legacy. This really opens up a lot of protection options in your sideboard. Rosethorn Acolyte seems like the best 1 mana Adventure and the other playable one for a slower deck seems like Realm-cloaked Giant.

    Good luck with this, it seems to be a fun but challenging project to accomplish in legacy.

    EDIT: Wouldn't it be better to just play 4 Walking Ballista rather than leaning on Enlightened Tutor so much? With your mana dorks and Sol Lands it seems like a pretty powerful plan B all by itself.
    Brainstorm Realist

    I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner

  3. #3
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    Re: Possibility of Adventure

    Discard is definitely an option. Maybe instead of Cantrips. I can imagine a plan that looks more like the following:

    Turn 1 - Land + Mox/Mana Dork
    Turn 2 - Land + Discard + [Enlightened Tutor]
    Turn 3 - Land/Mox/Mana Dork + [Once Upon a Time]+ Threat
    Turn 4 - Sol Land + Possibility Storm + Adventure Sorcery

    So something more like:

    14 Lands
    6 Sol Lands
    8 Mox/Mana Dork
    3 Enlightened Tutor
    3 Possibility Storm
    6 Adventure Sorceries
    7 Threats/Beats
    8 Discard
    2 Once Upon A Time/Enlightened Tutor Target
    1 Borborygmos
    1 Walking Ballista
    1 Enter the infinite


    This lets us play 8 discard and 7 beats such as Goyf and whatnot.

    Edit: Mr. Safety, the tutor is for the Possibility Storm, not Ballista.
    Quote Originally Posted by Mr. Safety View Post
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  4. #4
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    Re: Possibility of Adventure

    Why not play a full set of Ballista for mid-game beats/value?

    Also: if you're planning on using Force just to protect your combo, don't forget Pact of Negation as an option.
    Brainstorm Realist

    I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner

  5. #5
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    Re: Possibility of Adventure

    Quote Originally Posted by Mr. Safety View Post
    Why not play a full set of Ballista for mid-game beats/value?
    We definitely could, but the tutor was for getting Storm into hand.
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  6. #6
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    Re: Possibility of Adventure

    Quote Originally Posted by Cire View Post
    We definitely could, but the tutor was for getting Storm into hand.
    I'm an idiot...of course that's what it's for.
    Brainstorm Realist

    I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner

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