morgan_coke
07-13-2014, 09:16 PM
Well, it's not really a combo, it's just defense of the heart and 3 creatures under your opponents' control, but you get the idea.
Defense of the Heart 3G
Enchantment, Rare, Urza's Legacy
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to 2 creatures, and put those cards onto the battlefield. Then shuffle.
Basically it's a four mana Tooth and Nail that won't put things from your hand onto the battlefield. The two creature combinations I came up with are Iona, Shield of Emeria + Painter's Servant, and Emrakul, the Aeons Torn + Xenagos, God of Revels. The emrakul/xenagos combo hits for 30 trampling damage that turn, so that's generally going to be your choice. Iona/Painter is for times when you think that might not work. Both creature pairings are vulnerable to Karakas. So, that's a downside, but since this is only a 2 color deck, you can afford to run Wastelands. Or hell, Ghost Quarter would work just as well, since you simply need to kill the Karakas before your guys hit the field.
The deck runs the full suite of give-dudes-to-your opponent cards: Beast Within, Swan Song, and Forbidden Orchard. To minimize the damage from these while also keeping creatures in play for your opponent, the deck also runs the full four Moment's Peace. Jace, the Mind Sculptor acts as a secondary win condition and combines with brainstorm to put any creatures you draw back into your deck for DotH to find them. Ponder/Brainstorm helps find DotH quickly. DRS provides graveyard interaction and acceleration. Wasteland is pretty much literally there to hit things like Maze of Ith, Glacial Chasm, and most especially, Karakas. Here's the tentative decklist:
Creatures - 8
4x Deathrite Shaman
1x Painter's Servant
1x Xenagos, God of Revels
1x Iona, Shield of Emeria
1x Emrakul, the Aeons Torn
Planeswalkers - 3
3x Jace, the Mind Sculptor
Instants and Sorceries
4x Swan Song
4x Brainstorm
4x Ponder
4x Moment's Peace
4x Beast Within
4x Force of Will
Enchantments - 4
Defense of the Heart
Lands - 21
4x Forbidden Orchard
4x Tropical Island
4x Wasteland
1x Forest
2x Island
4x Misty Rainforest
1x Windswept Heath
1x Flooded Strand
Sideboard
1x Progenitus
1x Sundering Titan
3x Vendilion Clique
4x Spell Pierce
4x Tormod's Crypt
2x Nature's Claim
The board is basically hate for faster combos, hate for graveyards, some alternate creatures in case you need them, and some more ways to interact with blue control to ensure your DotH lands and stays in play long enough to pop.
Curious to hear others' thought's on this. Thanks in advance for ideas and suggestions.
Defense of the Heart 3G
Enchantment, Rare, Urza's Legacy
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice Defense of the Heart, search your library for up to 2 creatures, and put those cards onto the battlefield. Then shuffle.
Basically it's a four mana Tooth and Nail that won't put things from your hand onto the battlefield. The two creature combinations I came up with are Iona, Shield of Emeria + Painter's Servant, and Emrakul, the Aeons Torn + Xenagos, God of Revels. The emrakul/xenagos combo hits for 30 trampling damage that turn, so that's generally going to be your choice. Iona/Painter is for times when you think that might not work. Both creature pairings are vulnerable to Karakas. So, that's a downside, but since this is only a 2 color deck, you can afford to run Wastelands. Or hell, Ghost Quarter would work just as well, since you simply need to kill the Karakas before your guys hit the field.
The deck runs the full suite of give-dudes-to-your opponent cards: Beast Within, Swan Song, and Forbidden Orchard. To minimize the damage from these while also keeping creatures in play for your opponent, the deck also runs the full four Moment's Peace. Jace, the Mind Sculptor acts as a secondary win condition and combines with brainstorm to put any creatures you draw back into your deck for DotH to find them. Ponder/Brainstorm helps find DotH quickly. DRS provides graveyard interaction and acceleration. Wasteland is pretty much literally there to hit things like Maze of Ith, Glacial Chasm, and most especially, Karakas. Here's the tentative decklist:
Creatures - 8
4x Deathrite Shaman
1x Painter's Servant
1x Xenagos, God of Revels
1x Iona, Shield of Emeria
1x Emrakul, the Aeons Torn
Planeswalkers - 3
3x Jace, the Mind Sculptor
Instants and Sorceries
4x Swan Song
4x Brainstorm
4x Ponder
4x Moment's Peace
4x Beast Within
4x Force of Will
Enchantments - 4
Defense of the Heart
Lands - 21
4x Forbidden Orchard
4x Tropical Island
4x Wasteland
1x Forest
2x Island
4x Misty Rainforest
1x Windswept Heath
1x Flooded Strand
Sideboard
1x Progenitus
1x Sundering Titan
3x Vendilion Clique
4x Spell Pierce
4x Tormod's Crypt
2x Nature's Claim
The board is basically hate for faster combos, hate for graveyards, some alternate creatures in case you need them, and some more ways to interact with blue control to ensure your DotH lands and stays in play long enough to pop.
Curious to hear others' thought's on this. Thanks in advance for ideas and suggestions.