Kich867
12-20-2011, 03:06 AM
I thought this up a bit last night and it kind of struck my fancy. For one, it's a three card combo which is pretty consistent with legacy standards for combos. Elves is a 3 card combo, solidarity is a 3 card combo, AdN is a 3 card combo...
So what cards does this deck need?
1: Training Grounds
2: Izzet Guildmage
3: Manamorphose
-- How it works: --
With a training grounds and izzet guildmage in play, play a manamorphose. Don't let that copy resolve, copy it, repeat, win. You net one mana per activation and draw a card. From here, you can have a 30-40 mana pool to either play a bunch of stuff and storm out, banefire them to the dome, whatever you feel like. For me, I'll be running a banefire, a grapeshot, and a brain freeze as win conditions.
-- The List: --
//Creatures: 7
4x Izzet Guildmage
3x Snapcaster Mage
//Spells: 28
4x Manamorphose
4x Ponder
3x Preordain
4x Brainstorm
4x Force of Will
3x Spell Snare
3x Spell Pierce
1x Banefire
1x Grapeshot
1x Brain Freeze
//Enchantments: 4
4x Training Grounds
//Lands: 21
4x Volcanic Island
4x Scalding Tarn
2x Arid Mesa
2x Misty Rainforest
6x Island
3x Mountain
There's a few downsides to the deck: the combo pieces have no redundancy. However, some of the upsides are the fact that once you go off, it's essentially unstoppable. If they counter the manamorphose you just copy it in response and win, if they discard it early, you can snapcaster it back if you can live that long (hopefully you can, there's a lot of protection and dig) or just dig deep for it.
I thought it'd be fun to play, I don't have all of the cards but I'll be playing it on cockatrice.
So what cards does this deck need?
1: Training Grounds
2: Izzet Guildmage
3: Manamorphose
-- How it works: --
With a training grounds and izzet guildmage in play, play a manamorphose. Don't let that copy resolve, copy it, repeat, win. You net one mana per activation and draw a card. From here, you can have a 30-40 mana pool to either play a bunch of stuff and storm out, banefire them to the dome, whatever you feel like. For me, I'll be running a banefire, a grapeshot, and a brain freeze as win conditions.
-- The List: --
//Creatures: 7
4x Izzet Guildmage
3x Snapcaster Mage
//Spells: 28
4x Manamorphose
4x Ponder
3x Preordain
4x Brainstorm
4x Force of Will
3x Spell Snare
3x Spell Pierce
1x Banefire
1x Grapeshot
1x Brain Freeze
//Enchantments: 4
4x Training Grounds
//Lands: 21
4x Volcanic Island
4x Scalding Tarn
2x Arid Mesa
2x Misty Rainforest
6x Island
3x Mountain
There's a few downsides to the deck: the combo pieces have no redundancy. However, some of the upsides are the fact that once you go off, it's essentially unstoppable. If they counter the manamorphose you just copy it in response and win, if they discard it early, you can snapcaster it back if you can live that long (hopefully you can, there's a lot of protection and dig) or just dig deep for it.
I thought it'd be fun to play, I don't have all of the cards but I'll be playing it on cockatrice.