Phyrexian Dreadnought + Berserk + Fling (or Fling + Fork)
Some old, janky ones.
Iridescent Drake + Abduction + a sac outlet
(2.5/6/6+)
The Drake into play, getting Abduction from GY. now you got a crature that does not die. The combo is disruptable to any creature removal, as well as any GY hate, and things like Meddling Mage.
The most common sac outlet is Altar of Dementia or Goblin Bombardment.
Also, I'd like to note that 2 Karmic Guide(1 in GY and 1 in play) also have simiar interaction.
Goblin Charbelcher/Mana severance
(2/9/8?)
Belcher away with no land in library. Any Needle/mage effect kills the combo, but the deck will prebably be in control shell, so there.
She said, "You're broken."
"So is your face." replied the Tarmogoyf.
Gosh, I really never EVER seriously thought I would be directing people to this, but somehow here we are discussing it.
http://mtgsalvation.com/676-what-nex...ing-elves.html
Sensei, Sensei is very strong in CounterTop as the win condition despite it's 4-card dependency.
The key is that both Enlightened Tutor and Mystical Tutor function to find the pieces and so only 1 or 2 Helms and 1 or 2 Brainfreeze are required to run the combo. That leaves your 4 CB and 4 Tops and a hell of a lot of WU denial/removal. Both tutors function independently with Counterbalance, making them more than just search pieces for the combo, they're answers also.
With the amount of reshuffle effects in play it's not hard to find the combo, and with the theme of the deck it's not hard to live for the 6 or 7 turns it takes to assemble it under worst case conditions.
The last piece in the strength of the combo is that it totally invalidates the opponent's creature removal in game 1.
http://magicdeckvortex.com/DDB/locke...7_extended.htm
It's in extended, so with the Legacy cardpool, it could have some potential.
Grave dependency: Yes
Needleability: Yes
Stiflabitiliy: Yes
Forceability: Yes
Wastelandability: No
Swordsability: No
Disenchantability: Yes
Chaliceability: Yes
I'd use Chromatic Stars and Spheres for some deck thinning as well as more hits at cc1 with a "blind" counterbalance.
Can this have some potential?
4 Locket of Yesterdays
4 Chromatic Star
4 Sensei's Divining Top
4 Brainstorm
4 Ponder
4 Standstill
4 Force of Will
4 Artificer's Intuition
4 Counterbalance
2 Humility
1 Moat
1 Wrath of God
4 Mishra's Factory
2 Faerie Conclave
2 Mutavault
4 Flooded Strand
2 Polluted Delta
4 Tundra
2 Island
is it just too janky to leave behind? Remember, this is just a VERY fast decklist I just came up with. If it has a little bit of potential, I'll test and post within a couple of days.
"You're English is terrible and inconsistent."
-DownSyndromeKarl
You might want a win condition in there. Something that can benefit from the infinite storm you generate from the combo.
First off Standstil is horrible here, you want to dig for combo/ -whatever pieces in the first turns and keep control as good as possible, Thirst is definitly more powerful here.
Beside this, i also worked on the same concept, but there is one little thing that ruins your day in this kind of shell: Unlike SOTS you have no Squee like Artifact to create cardadvantage and dig for pieces at the same time.
If there would be a 0-1 CMC artifact that returns itself in your upkeep this type of deck would be in a pretty good position.
I would enable far more broken things though
So till then, you have to make sure that you can refill your hand, Thoughtcast and Thirst are a starting point.
Good luck with the concept, its pretty cool and i ll keep watching.
Lich+Nourishing Shoal has always been one of my favorites.
So here we go for one of my favorite and as old as it gets:
Enduring Renewal + Goblin Bombardment (2/6/1)
I would put that one at 2/6/1
Where the 1 is obviously a 0 artifact-creature (ornithopter, shield sphere etc...)
So effective for so many years, it has to be in the list.
Grave dependency: Yes
Needleability: Yes
Stiflabitiliy: Yes
Forceability: Yes
Wastelandability: No
Swordsability: No
Disenchantability: Yes
Chaliceability: Yes
Another one less well-known:
Niv-Mizzet + Curiosity (2/7/0)
Although arguably, I play it with a reanimator shell to offset Niv-Mizzet casting cost.
Very effective and stylish! And can win turn 3, that's a real cracker!
Grave dependency: No
Needleability: No
Stiflabitiliy: No
Forceability: Yes
Wastelandability: No
Swordsability: Yes
Disenchantability: Yes
Chaliceability: Yes
They are 2 combos I play over and over, and once it hits the table, that's game over in 95% of the cases.
Last edited by Lothian; 01-27-2008 at 08:08 PM.
Ok Ok...
Mea culpa
I actually didn't know about the changing in the rules from 2006 for Enduring renewal, where it is not a replacement anymore (weird...), so yeah you can stifle and tormod crypt it...
well, anything is forceable, I mean show me a combo where all cards are not forceable.
But well, is it all that important..
If you compare it to Finn's sock theory... or logic for that matter, it makes a lot more sense to play Loyal Retainers because you don't have to stretch the deck.
Something that should be taken into account (though I don't think it can be mathematically X/X/X/Y-wise) is how well the rest of the deck can function in the meantime / while assembling.
Crypt Champion opens you up to losing to Mogg Fanatic, Loaming Shaman, and tons of other opposing creatures. It also loses you two creatures instead of one if disrupted. Finally, Crypt Champion requires you to play 3-4 colors instead of 2.
Is there some way to represent this in our X/X/X/Y categories?
EDIT: A newer combo is Reveillark + Nantuko Husk + Saffi Eriksdotter... but 3 card combos are supposed to be better than this, and this is vulnerable to way too much, not to mention takes 3 colors.
With Loyal Retainers, you have to sacrifice Saffi targeting the Retainers, let the ability resolve, then use the Retainers' ability. If, in response to Saffi's ability, the opponent kills the Retainers (with Fanatic or anything else) or RFGs the Saffi, the combo is disrupted. You lose both creatures if a kill spell was used, and only one if it was graveyard hate. The colour point stands.
YOU'RE GIVING ME A TIME MACHINE IN ORDER TO TREAT MY SLEEP DISORDER.
Allright here a serious one. I don't know if I got the figures right: but Salvager Game
2/7/4
The two you need for the combo are Gamekeeper and Cabal Therapy/Innocent Blood. The cost is for casting Gamekeeper/ Cabal Therapy the first time and Returning the LED the first time with Salvager. The Chaff is Auriok Salvager, Lion's Eye Diamond, Chromatic Star and Pyrite Spellbomb
Grave dependency: Yes
Needleability: Yes (Needle on Salvager)
Stiflabitiliy: Yes(Gamekeeper trigger?)
Forceability: Yes (Gamekeeper, or sometimes LED)
Wastelandability: No
Swordsability: Yes(Gamekeeper or Salvager)
Disenchantability: No
Chaliceability: Yes(0 shuts of LED, 1 shuts of Spellbomb/Star)
You have Future Sight, Helm of Awakening and Sensei's Divining Top too. But that one is almost strictly worse than Sensei Sensei. The only advantage is that you have 1 piece less. 2x Sensei/Helm of Awakening/Brain Freeze is 4 pieces. And that Sensei/Future Sight, is pretty got by itself.
3/7-9/1
If you play Helm of Awakening first you can get a cheaper Future Sight and Top. You can get the CC down to 6 if you use Rector.
Grave dependency: No
Needleability: Yes (Sensei)
Stiflabitiliy: No( well they might Stifle Sensei)
Forceability: Yes
Wastelandability: No
Swordsability: No
Disenchantability: Yes
Chaliceability: Yes
This is not my combo( well the twoabove neither) I don't really know the real strenght of the combo: Academy Rector / Kaervek's Spite. You play Rector, EOT Spite. Rector searches for Barren Glory. Win in your upkeep.
2/7/1
Grave dependency: Yes(Rector Trigger)
Needleability: No
Stiflabitiliy: Yes
Forceability: Yes( note: countering Spite does nothing)
Wastelandability: No
Swordsability: Yes( although, you can always Spite in response and they can't plow in response)
Disenchantability: Yes
Chaliceability: No
BB
There's also straight Bomberman:
3/4/0
Combo involves Salvagers, Diamond and Spellbomb/Chromatic
Grave dependency: Yes
Needleability: Yes
Stiflabitiliy: Yes, but stops the combo for just a turn.
Forceability: Yes
Wastelandability: No
Swordsability: Yes
Disenchantability: No
Chaliceability: Yes (0 shuts of LED, 1 shuts of Spellbomb/Star)
Currently Playing: Nourishing Lich.DeckOriginally Posted by Tacosnape, TrialByFire, Silverdragon mix
Current Record: 1-83-2
I will probably lag behind quite a bit bringing the opening post up to date... sick and need to catch up with my course, but I'm appreciating the responses.
The numbers aren't the end of it all, especially not if the enablers are true engine cards like Survival that can squeeze out additional mana by tutoring up Rofellos or having Volrath's Shapeshifter come into play as a Palinchron... I generally make as few assumptions as possible while remaining realistic.
For the same reason, I generally don't count tutors-on-speed as one-card combo, and am equally reluctant to include non-foolproof methods like Gamekeeper - if you include something to ensure you get what you need in the yard the thing is so unwieldy it's not practicable.
Why not Orim's Chant and Isochron Scepter. per turn to lock your opponent out of the game (save a thresholded Barbarian Ring) sounds like game over to me.
There are currently 1 users browsing this thread. (0 members and 1 guests)