TheG
09-04-2013, 04:36 PM
Renaissance: A Doomsday Combo Deck
http://img812.imageshack.us/img812/2069/ngr1.jpg
My Alteration for Sen Triplets based on The Primavera by Sandro Botticelli
0. Prefaction
Inspired by the topic on Scion / Heremit Druid Combo deck by Emether i wanted to build a focused and resilent combo deck that could work efficently in DuelCommander Environment. With the help of this article i figured out a deck that relies on 1 card that makes the dinstinctive (and challenging) element of commander a strength for the deck.
Note:This is a COMPETITIVE 1v1 (although could win on the spot also in multiplayer thanks to maniac) oriented deck.. made for winning (i hope so, lol) , so "spirt of edh" comments are irrilevant, maybe some advices for multiplayer games politics are welcome :)
Now i'm searching to improve creature hate (mass removal) to buy more time to close the match.
Please help me to refine this deck, all advices are welcome :)
1. Commander
Learning the lesson about the importance of orim effects from the legacy Doomsday/Fetchland tendrills, to protect our wincon that's easily distruptable (a creature), i wanted the most reliable and protective shell to play the deck. Usually Sen Triplets it's builded to play the enemy threats but this time it will be only a side feature (or an alternative plan) while play undisturbed our combo it's the main goal. Beside this:
Originally Posted by EZ19:
2. Win Con
As I already wrote the Wincon is Laboratory Maniac that wins drawing from our empthy deck with 1. A cantrip 2. A looter 3. Turn draw. To mill our deck we could use a prepared and failsafe Doomsday or a Demonic Consultation (Naming a card that's isn't in our deck) on our Upkeep and win right after.
The standard Doomsday Pile for winning uses the graveyard to save mana and it's:
(You need at least 1 card in hand)
Brainstorm
Gitaxian Probe
Thought Scour
LabMan
Unearth
And uses 2Life(Probe)+U(Scout)+B(Unearth)+U(Brainstorm) to win.
But piles could change depending on the Board/Hand state (Looters/Upkeepdraw/Jace/Combo Aviability/Counters)
If the combo becomes unaviable for some reason the deck could rely on a strong control package + Celestial Dawn/Sentriplets and play control-ish or directly the opponents' threats
3. The Deck @ 21/08/2013
Deck
Commander 1
1 Sen Triplets
Lands 40
1 Sunken Ruins
1 Tolaria West
2 Plains
1 Snow-Covered Island
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Darkslick Shores
4 Swamp
1 Mystic Gate
1 Fetid Heath
1 Reflecting Pool
1 Drowned Catacomb
1 Flooded Strand
1 Secluded Steppe
1 Marsh Flats
1 Command Tower
1 Underground Sea
1 Watery Grave
1 Seachrome Coast
1 Barren Moor
1 Isolated Chapel
1 Arcane Sanctum
1 Polluted Delta
6 Island
1 Scrubland
1 Volrath's Stronghold
1 Urborg, Tomb of Yawgmoth
1 Glacial Fortress
1 Godless Shrine
1 Hallowed Fountain
1 Tundra
Looting 3
1 Enclave Cryptologist
1 Thought Courier
1 Merfolk Looter
Draw 6
1 Dark Confidant
1 Skeletal Scrying
1 Phyrexian Arena
1 Dark Tutelage
1 Ancestral Vision
1 Fact or Fiction
Cantrip 7
1 Gitaxian Probe
1 Ponder
1 Peek
1 Serum Visions
1 Brainstorm
1 Thought Scour
1 Preordain
Tutors 8
1 Personal Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Lim-Dul's Vault
1 Grim Tutor
1 Perplex
1 Drift of Phantasms
1 Dimir Machinations
Counters 12
1 Pact of Negation
1 Dispel
1 Spell Pierce
1 Flusterstorm
1 Ertai's Meddling
1 Mana Leak
1 Remand
1 Delay
1 Memory Lapse
1 Countersquall
1 Counterspell
1 Force of Will
Reroute 3
1 Spellskite
1 Divert
1 Misdirection
DiScard 5
1 Inquisition of Kozilek
1 Thoughtseize
1 Duress
1 Castigate
1 Unmask
Orim's 4
1 Orim's Chant
1 Silence
1 Abeyance
1 Grand Abolisher
Bounce/Removal 4
1 Chain of Vapor
1 Sword to Plowshares
1 Into the Roil
1 Vindicate
Recursion 3
1 Unearth
1 Pull from Eternity
1 Snapcaster Mage
Combo 4
1 Doomsday
1 Demonic Consultation
1 Laboratory Maniac
1 Celestial Dawn
http://img812.imageshack.us/img812/2069/ngr1.jpg
My Alteration for Sen Triplets based on The Primavera by Sandro Botticelli
0. Prefaction
Inspired by the topic on Scion / Heremit Druid Combo deck by Emether i wanted to build a focused and resilent combo deck that could work efficently in DuelCommander Environment. With the help of this article i figured out a deck that relies on 1 card that makes the dinstinctive (and challenging) element of commander a strength for the deck.
Note:This is a COMPETITIVE 1v1 (although could win on the spot also in multiplayer thanks to maniac) oriented deck.. made for winning (i hope so, lol) , so "spirt of edh" comments are irrilevant, maybe some advices for multiplayer games politics are welcome :)
Now i'm searching to improve creature hate (mass removal) to buy more time to close the match.
Please help me to refine this deck, all advices are welcome :)
1. Commander
Learning the lesson about the importance of orim effects from the legacy Doomsday/Fetchland tendrills, to protect our wincon that's easily distruptable (a creature), i wanted the most reliable and protective shell to play the deck. Usually Sen Triplets it's builded to play the enemy threats but this time it will be only a side feature (or an alternative plan) while play undisturbed our combo it's the main goal. Beside this:
Originally Posted by EZ19:
2. Win Con
As I already wrote the Wincon is Laboratory Maniac that wins drawing from our empthy deck with 1. A cantrip 2. A looter 3. Turn draw. To mill our deck we could use a prepared and failsafe Doomsday or a Demonic Consultation (Naming a card that's isn't in our deck) on our Upkeep and win right after.
The standard Doomsday Pile for winning uses the graveyard to save mana and it's:
(You need at least 1 card in hand)
Brainstorm
Gitaxian Probe
Thought Scour
LabMan
Unearth
And uses 2Life(Probe)+U(Scout)+B(Unearth)+U(Brainstorm) to win.
But piles could change depending on the Board/Hand state (Looters/Upkeepdraw/Jace/Combo Aviability/Counters)
If the combo becomes unaviable for some reason the deck could rely on a strong control package + Celestial Dawn/Sentriplets and play control-ish or directly the opponents' threats
3. The Deck @ 21/08/2013
Deck
Commander 1
1 Sen Triplets
Lands 40
1 Sunken Ruins
1 Tolaria West
2 Plains
1 Snow-Covered Island
1 Snow-Covered Plains
1 Snow-Covered Swamp
1 Darkslick Shores
4 Swamp
1 Mystic Gate
1 Fetid Heath
1 Reflecting Pool
1 Drowned Catacomb
1 Flooded Strand
1 Secluded Steppe
1 Marsh Flats
1 Command Tower
1 Underground Sea
1 Watery Grave
1 Seachrome Coast
1 Barren Moor
1 Isolated Chapel
1 Arcane Sanctum
1 Polluted Delta
6 Island
1 Scrubland
1 Volrath's Stronghold
1 Urborg, Tomb of Yawgmoth
1 Glacial Fortress
1 Godless Shrine
1 Hallowed Fountain
1 Tundra
Looting 3
1 Enclave Cryptologist
1 Thought Courier
1 Merfolk Looter
Draw 6
1 Dark Confidant
1 Skeletal Scrying
1 Phyrexian Arena
1 Dark Tutelage
1 Ancestral Vision
1 Fact or Fiction
Cantrip 7
1 Gitaxian Probe
1 Ponder
1 Peek
1 Serum Visions
1 Brainstorm
1 Thought Scour
1 Preordain
Tutors 8
1 Personal Tutor
1 Mystical Tutor
1 Demonic Tutor
1 Lim-Dul's Vault
1 Grim Tutor
1 Perplex
1 Drift of Phantasms
1 Dimir Machinations
Counters 12
1 Pact of Negation
1 Dispel
1 Spell Pierce
1 Flusterstorm
1 Ertai's Meddling
1 Mana Leak
1 Remand
1 Delay
1 Memory Lapse
1 Countersquall
1 Counterspell
1 Force of Will
Reroute 3
1 Spellskite
1 Divert
1 Misdirection
DiScard 5
1 Inquisition of Kozilek
1 Thoughtseize
1 Duress
1 Castigate
1 Unmask
Orim's 4
1 Orim's Chant
1 Silence
1 Abeyance
1 Grand Abolisher
Bounce/Removal 4
1 Chain of Vapor
1 Sword to Plowshares
1 Into the Roil
1 Vindicate
Recursion 3
1 Unearth
1 Pull from Eternity
1 Snapcaster Mage
Combo 4
1 Doomsday
1 Demonic Consultation
1 Laboratory Maniac
1 Celestial Dawn