Cire
07-08-2015, 11:03 AM
This deck is based on a simple idea:
Thopter Engineer, next turn shape Anew into Blightsteel Colossus and attack with 11/11 Trample, infect, indestructible, haste.
Thopter Engineer is a new card that reads:
Thopter Engineer 2R
Creature - Human Artificer
When Thopter Engineer enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.
Artifact creatures you control have haste.
1/3
There are better combo's out there especially since this one costs 7 mana and has no redundancy. Except the idea behind this deck - is that there is redundancy for shape anew in the old staple of polymorph. So this creates some interesting deck constraints: being that we can't run artifact so we can always shape into the colossus, and we can't run any other creatures but 1 thopter engineer and 1 blightsteel. Luckily legacy has 8 tutors that we can cast turn 1 into thopter: Worldly Tutor and Sylvan Tutor. Now since we need to cast the combo as soon as possible, and we can't run any creatures or artifacts, we need to turn to Ancient Tomb and City of Traitors for acceleration.
So the core of this deck is
1 Blightsteel Colossus
1 Thopter Engineer
4 Sylvan Tutor
4 Worldly Tutor
4 Polymorph
4 Shape Anew
4 Ancient Tomb
4 City of Traitors
If that wasn't weird enough - here are some other considerations. The first land we need to play must produce G for a tutor and follow it up with R for the Thopter. The 2nd land we play must be a 2 mana producing one, and the third must be able to produce blue. For the rest of the cards we simply need to think about the following - we need ways to shuffle collossus back into the deck if we draw it in our opening or during the next two turns (this is a turn 3 win combo deck) and we need protection. Honestly to make this deck worth it, we need to play as much protection as possible:
4 Pact of Negation
4 Force of Will
X Daze
Daze is currently an X, because I am unsure if running islands and fetchlands is the best move. The reason being is 1) fetch lands will lower consistency post mulligan due to the new scry rule (not that they lower consistency per se, but they take away the advantage of the scry during mulligan, and for a combo deck like this the scry is important) and 2) the land base needs to produce R/G the first turn, so the daze is only useful on the third turn. . . (but so is Pact. . . ). However, not running fetches makes brainstorm subpar.
As of now I will go the no-fetch route so the "shuffle" (since blightsteel shuffles back if sent to the graveyard) effects shall be
4 Brainstorm
4 Careful study
I thought about faithless looting, but we need to keep the blue count up for FOW. And while brainstorm is subpar, really we still need it since its an efficient shuffle effect (and it still digs 3 cards deep in case we need anything). Since we have chosen to eliminate daze, or at least I have chosen to eliminate daze, we now have 6 "flex" spots open in this deck. These 6 spots need to be used for protection, but it is unclear what we need to be protected from. The biggest offenders are what hurts combo decks always: discard, counters, removal and COTV.
We may run leyline of sanctity against discard, and hope for the best for everything else. I have chosen to do 4 leyline of sanctity and 2 gitaxian probe for now, but obviously this deck is a fun work in progress. I have no clue if my choices as of now were correct or what the sideboard could even look like. If you have any comments please feel free to make any.
Thopter-blight Combo Deck v.1
-2 Creatures
1 Blightsteel Colossus
1 Thopter Engineer
-38 Other
4 Sylvan Tutor
4 Worldly Tutor
4 Polymorph
4 Shape Anew
4 Pact of Negation
4 Force of Will
4 Brainstorm
4 Careful study
4 Leyline of Sanctity
2 gitaxian probe
- 20 Lands
4 Ancient Tomb
4 City of Traitors
4 City of Brass
4 Mana Confluence
4 Gemstone Mine
The game play is simple and straight forward.
Turn 1 = 5-Color Land + Tutor --> search for engineer
Turn 2 = 2-Mana Land + Engineer
Turn 3 = 5 Color Land + Poly/Shape --> Attack with hasted Blightsteel
Again - this deck is vulnerable to almost anything - but it's a fun idea I had that can win (goldfishing) reliably by turn 3. Does it have any more potential than that? Probably not.
Thopter Engineer, next turn shape Anew into Blightsteel Colossus and attack with 11/11 Trample, infect, indestructible, haste.
Thopter Engineer is a new card that reads:
Thopter Engineer 2R
Creature - Human Artificer
When Thopter Engineer enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.
Artifact creatures you control have haste.
1/3
There are better combo's out there especially since this one costs 7 mana and has no redundancy. Except the idea behind this deck - is that there is redundancy for shape anew in the old staple of polymorph. So this creates some interesting deck constraints: being that we can't run artifact so we can always shape into the colossus, and we can't run any other creatures but 1 thopter engineer and 1 blightsteel. Luckily legacy has 8 tutors that we can cast turn 1 into thopter: Worldly Tutor and Sylvan Tutor. Now since we need to cast the combo as soon as possible, and we can't run any creatures or artifacts, we need to turn to Ancient Tomb and City of Traitors for acceleration.
So the core of this deck is
1 Blightsteel Colossus
1 Thopter Engineer
4 Sylvan Tutor
4 Worldly Tutor
4 Polymorph
4 Shape Anew
4 Ancient Tomb
4 City of Traitors
If that wasn't weird enough - here are some other considerations. The first land we need to play must produce G for a tutor and follow it up with R for the Thopter. The 2nd land we play must be a 2 mana producing one, and the third must be able to produce blue. For the rest of the cards we simply need to think about the following - we need ways to shuffle collossus back into the deck if we draw it in our opening or during the next two turns (this is a turn 3 win combo deck) and we need protection. Honestly to make this deck worth it, we need to play as much protection as possible:
4 Pact of Negation
4 Force of Will
X Daze
Daze is currently an X, because I am unsure if running islands and fetchlands is the best move. The reason being is 1) fetch lands will lower consistency post mulligan due to the new scry rule (not that they lower consistency per se, but they take away the advantage of the scry during mulligan, and for a combo deck like this the scry is important) and 2) the land base needs to produce R/G the first turn, so the daze is only useful on the third turn. . . (but so is Pact. . . ). However, not running fetches makes brainstorm subpar.
As of now I will go the no-fetch route so the "shuffle" (since blightsteel shuffles back if sent to the graveyard) effects shall be
4 Brainstorm
4 Careful study
I thought about faithless looting, but we need to keep the blue count up for FOW. And while brainstorm is subpar, really we still need it since its an efficient shuffle effect (and it still digs 3 cards deep in case we need anything). Since we have chosen to eliminate daze, or at least I have chosen to eliminate daze, we now have 6 "flex" spots open in this deck. These 6 spots need to be used for protection, but it is unclear what we need to be protected from. The biggest offenders are what hurts combo decks always: discard, counters, removal and COTV.
We may run leyline of sanctity against discard, and hope for the best for everything else. I have chosen to do 4 leyline of sanctity and 2 gitaxian probe for now, but obviously this deck is a fun work in progress. I have no clue if my choices as of now were correct or what the sideboard could even look like. If you have any comments please feel free to make any.
Thopter-blight Combo Deck v.1
-2 Creatures
1 Blightsteel Colossus
1 Thopter Engineer
-38 Other
4 Sylvan Tutor
4 Worldly Tutor
4 Polymorph
4 Shape Anew
4 Pact of Negation
4 Force of Will
4 Brainstorm
4 Careful study
4 Leyline of Sanctity
2 gitaxian probe
- 20 Lands
4 Ancient Tomb
4 City of Traitors
4 City of Brass
4 Mana Confluence
4 Gemstone Mine
The game play is simple and straight forward.
Turn 1 = 5-Color Land + Tutor --> search for engineer
Turn 2 = 2-Mana Land + Engineer
Turn 3 = 5 Color Land + Poly/Shape --> Attack with hasted Blightsteel
Again - this deck is vulnerable to almost anything - but it's a fun idea I had that can win (goldfishing) reliably by turn 3. Does it have any more potential than that? Probably not.