Combo Deck:
Kazuul's Toll Collector 2R
Creature - Ogre Warrior
0: Attach target equipment you control to Kazuul's Toll Collector. Activate this ability only any time you could cast a sorcery.
3/2
---
4 Darksteel Citadel
4 Sacred Foundry
4 Arid Mesa
3 Mountain
3 Plains
1 Clifftop Retreat
1 Exquisite Firecraft
1 Idyllic Tutor
1 Wheel of Sun and Moon.
3 Path to Exile
3 Lighting Bolt
4 Manamorphose
4 Inner Fire
4 Sunforger
4 Steelshaper's Gift
4 Paradise Mantle
4 Spellskite
4 Puresteel Paladin
4 Kazuul's Toll Collector
---
Combo Win is:
1. Cast Sunforger and have RWW in pool, at least 3 cards in hand, and have Toll Collector or Puresteel Paladin and 2 other artifacts on the battlefield)
2. Pay {RW} to fetch and cast Inner Fire (RRRW in pool)
3. Pay {RW} to fetch and cast Manamorphose and generate WW (RRWW in pool, 1 card drawn)
4. Pay {RW} to fetch and cast Inner Fire (RRRRRW in pool)
5. Pay {RW} to fetch and cast Manamorphose and generate WW (RRRWWW in pool, 2 cards drawn)
6. Pay {RW} to fetch and cast Inner Fire (RRRRRRRWW in pool)
7. Pay {RW} to fetch and cast Manamorphose and generate WW (RRRRRWWWW in pool, 3 cards drawn)
8. Pay {RW} to fetch and cast Idyllic Tutor, getting Wheel of Sun and Moon. (RRRRWWW in pool)
9. Pay {WW} to cast Wheel. (RRRRW in pool)
10. Pay {RW} to cast Manamorphose infinity number of times to draw your deck.
11. Pay {RW} to cast Inner Fire for as much mana as you need.
12. Pay {RW} to cast Manamorphose to make equal amounts of R/W mana
13. Pay {RW} to cast Exquisite Firecraft as many times as you need.
Inner Fire is a sorcery.
Welp never mind :frown:
HammerAndSickled
01-11-2016, 04:05 PM
You might be able to rework it with Pyretic/Desperate Ritual, stops you from going infinite but you net one mana per activation.
You might be able to rework it with Pyretic/Desperate Ritual, stops you from going infinite but you net one mana per activation.
I think those two would let you draw the deck, but will not generate any mana.
rufus
01-11-2016, 04:45 PM
Idyllic Tutor is also a sorcery, you can't sunforge for it.
You can set up a RRWW-mana graveyard reshuffle with Signal the Clans + 3 Eldrazi/Whatever + Izzet Charm.
Fundamentally, the problem is that you only net +1 W from Manamorphose, and I don't think you can net better than +1 mana per spell with the rituals so you can only ramp the R portion of the W/R. If you can find a way to get WWW from an instant - like Faith's Reward for Lotus Bloom it would work. There might even be something if you can hit WW from Faith's Reward using fetchlands and chromatic eggs.
With a desperate ritual in hand, and suitable mana, you can also splice onto a desperate ritual from the sunforger, which opens up a loop. Sunforger even enables that by way of Naya Charm, but it takes a good bit of setting up.
Edit:
So... if you start with WWR and hit 4x Ritual, 6x Mana fixing, that would be enough to shuffle once and float WWR, but reshuffling doesn't play well with Faith's Reward either, though you'll want WW after the shuffle so it should be possible to leave enough fixers in play. That should also net +4 cards, and see 6 from izzet charm.
rufus
01-11-2016, 10:29 PM
I looked through the list of instants, and a particularly demented possibility would be to use boil and Faith's Reward. That's *much* worse without volcanic islands.
rufus
01-12-2016, 10:06 AM
I don't think the pieces are there.
Even if Seething Song were available, this would be a weak combo concept. At best you're spending 8 mana and 2 cards to start the engine.
You could run a value package maindeck:
4 Manamorphose
4 Desperate Ritual
2 Research // Development
And try to bring in the combo from the sideboard ...
Main Deck:
2 Izzet Charm
Sideboard (Research // Development pile):
1 Emrakul, The Aeons Torn
1 Ulamog, The Infinite Gyre
1 Kozilek, Butcher of Truth
1 Signal the Clans
thedogue
01-12-2016, 02:10 PM
RW Equipment Deck
(may SFM rest in peace for now)
YOU CANNOT CREATE A COMBO WITH SUNFORGER - BUT YOU CAN MAKE A COOL DECK ANYWAY
My brother (who is a very talented player - whose top 8'd before) has been toying with a similar deck brew:
Same colors as discussed in this forum, RW - and using the sexy new:
http://mythicspoiler.com/ogw/cards/kazuulstollcollector.jpg
Decklist Considerations:
Creatures:
Musts:
Stonehewer Giant : This guy is your mid-game drop that sets up your late game tutors. Vigilance is important on him. He's also a complete 2 for 1.
Leonin Abunas : Gives your equipment protection. A mid game drop, but 5 toughness makes him still valuable. Make no mistake, he's BARELY a must-have. He's your first cut if you need to cut something.
Kazuul's Toll Collector : The reason to brew this deck. Great to attach your high equip cost equipment onto him. Has tremendous synergy with Heartseeker, Surestrike Trident, Batterskull, and more...
Godo, Bandit Warlord : This guy is awesome. Yes... I know... He's a 6 drop. But he's your knock out PUNCH. If not, he's a sexy T5-T6 drop. He tutors any equipment and sticks it onto battle (Batterskull) anyone? Another combat phase? Yes please. Granted, there are ZERO Samurai Creatures worth shoehorning into this deck (I thought about Sensei Golden-Tail just because he can "make" other Samurai, but he's goes against the mana tempo for using the ability trigger, and almost every creature has vigilance anyway). When Godo comes into play, even though you aren't repping a field of the last samurai, you still have Batterskull, Stonehewer Giant, and most likely a Toll Collector or someone else with Equipment giving Vigilance.
Puresteel Paladin : Draw engine. He'll be plenty good earlier on, especially since the decks will run several 0-mana and 1-mana drop equipment and curve out at 3 cmc tops. Some 4 drops to consider, but that's all up to playtesting. RW isn't the best ramp, but planning your drops right and you'll have a good setup for dropping a Bandit Lord T5 and swing in for 20+ damage (on those 2 attack phases)
Mirran Crusader : Outside of Lightning Bolt and bounce effects, Crusader is going to rip up Jund and Abzan for you. If he's not in the mainboard, he's in your sideboard if you know what's good for you.
Simian Spirit Guide : For a deck that loves it's 4+ drops and doesn't ramp quickly, Spirit Guide is our answer. An un-counterable 1 red mana? Definitely helps the tempo of this deck.
Secondary Considerations
Kitesail Apprentice : If you really need to stop the early threats. I wouldn't put him in my 75, but I'd consider playtesting with him.
Kor Duelist : Also like Kitesail, Duelist is an early drop that has late game potential. The way you really want this brew to function should grant you hesitation to include these 1 drops. They should be the last thing you consider putting in the deck.
Sunspear Shikari : Same as above 2 creatures. Last consideration.
Brass Squire: A little slow for this deck. The whole purpose of the Toll Collector is to not have to play this guy. Still, I'm putting him here so you see what's out there.
Goblin Gaveleer : Another 1 drop. Requires too much effort to put equipment on him. Only good if Puresteel Paladin's passive trigger is working. I'd resist this goblin.
Kemba, Kha Regent : I think a little too slow. If I had to put an equivalent 3 drop, it'd be Brimaz, King of Oresko
Auriok Steelshaper : I know right? You'd think he'd be essential. Nope. You have much more important 2 drops in your equipment, and even though he reduces the equip cost, Puresteel Paladin can do that (although unlikely you'll get metalcraft - or at least hold it for long). Let's not forget, this brew is also meant to abuse what Toll Collector, Stonehewer Giant, and Godo do: Equip for nothing or cheat out your equipment. Steelshaper is just early cannon fodder.
Leonin Shikari : I sat back on this one. It's worth playtesting. You can move everything around quickly, but you opponent is just going to respond to any equip activation - and even if they are tapped out, the instant speed wouldn't make a difference unless you want to tack on combat tricks the opponent would already see coming. Again, the 2 drop spot is better used for Equipment, but consider this playtest worthy. Only a 1-2 of.
Spells:
Path to Exile : Removal. No-brainer.
Lightning Bolt : Removal. No-brainer.
Lightning Helix : Removal. More no-brainer.
Steelshaper's Gift : 1 Mana Equipment tutor? Yes, Please. Must.
Blood Moon : I honestly think we can mainboard this. We're repping 2 colors, and colorless equipment. Moon would be great. Maybe 1-2 Main. If you don't like it, stick it in the Sideboard (don't be an idiot - this card is amazing in this brew)
I don't have any other spell suggestions for Mainboard. Maybe I'm missing something. All comments and feedback appreciated. The Sideboard will be sexy b/c Red and White are some of the strongest board colors. I really don't think any planeswalkers would fit in here. Your important cards are higher cost and are going to need those turns to play instead of a turn you may lay down a planeswalker. Anytime inbetween that too you should be holding burn and having your next turn drop ready.
Equipment:
Musts:
Accorder's Shield : Great 0-drop. When Toll Collector comes out, you can quickly beef up his toughness to survive some removal. Also, being a 0-drop, you'll be getting a nice draw for nothing if Puresteel Paladin is out. The most important factor to me is that the equipment gives Vigilance. Vigilance in this deck matters later when Godo, Bandit Warlord enters the battlefield, and instead of only having poor, lonely Godo swing alone on the 2nd phase, we have all our Vigilance creatures going into a 2nd attack phase.
Swiftfoot Boots : Reason why I think we prioritize these over Lightning Greaves is b/c Greaves - although nice for 0-mana - has Shroud. Because of that, I can't protect my Toll Collector or other creatures AND be greedy like I want to and attach other equipment. Once Shroud is on your creature, you can't equip another equipment unless you un-equip first. It comes down to ordering your turn and actions right. Toll Collector can get around it, but Hexproof is better than Shroud and If Toll Collector isn't out, you'd rather have those Boots on your men instead of Greaves
Batterskull : No-brainer. Best equipment if it can be cheated out. Maybe I should say best equipment. Great synergy with Toll Collector, Stonehewer Giant, and Godo.
Sword of the Animist : Good for getting land out there. Best ramp option you have. Nice that it triggers on attack and no combat damage.
Mask of Avacyn : Great early drop, boosts your Collector out of bolt's way, hexproof is nice.
Surestrike Trident : Really good with Toll Collector.
Heartseeker : Also really good with Toll Collector.
Vulshok Gauntlets : Very, very good with Toll Collector. In fact, not good at all UNLESS on Toll Collector.
Slagwurm Armor : Great early drop to help beef your creatures when they come out. Starts to make Liliana of the Veil one of the only threats you may be concerned about
Loxodon Warhammer : Can't complain with the bonuses this brings. Stick it on Godo after he drops right?
Bonesplitter : Drops early, great to tack onto Collector.
Ogre's Cleaver : Really great cheap drop for Collector, but I still feel Vulshok Gauntlets are a bit better since you only lose 1 power but gain 2 toughness and either of these equipment are going to suck unless they attach to Toll Collector.
O-Naginata : Great with Toll Collector, Rodo and any other late drops
I won't list them all here, BUT all the Sword of Blank and Blanks. You know the ones I'm referring too. They may be better board options, with maybe 1 of them in the main.
Secondary Considerations
Empyrial Plate : Great early when you have a lot of cards. Hand disruption hurts it. It's a so-so drop if you don't have your engine pieces
Thornbite Staff : Not so bad in attrition matchups. Good only on Collector or if Paladin's ability is working.
Spellbinder : Also a decent equipment on Collector or anyone attacking, especially if you throw a Lightning Helix out for the imprint
Lightning Greaves : Alternative to Swiftfoot Boots. Could always stack them. If so, leave Mask of Avacyn out. Too much redundancy at that point.
Basilisk Collar : A surprise to not see it under "Musts" but collar is an okay 1 drop, considering what the deck wants to do, there is no real value added from this equipment. It's good on it's own - there's nothing to take advantage of. Mediocre in this brew. The fact it isn't beefing the creature is the biggest issue with it.
Sword of Vengeance : Decent Equipment. It's pushed down here b/c there are a lot of things competing at the 3 drop spot. Test it. It's good.
Godsend : Not bad. Probably better in the Sideboard. Really only helps mid-game plus you already pack a lot of removal.
Sunforger : Can be a finisher - don't like spending any mana, but there's a lot this thing can tutor for you. Great in a pinch.
Lands:
Plains : Duh
Mountain : Duh
Arid Mesa : Just to thin, don't worry about Moon
Sacred Foundry : Just a few.
Eiganjo Castle: Decent land that'll make you plains and protect Godo, Bandit Warlord from bolt. Is it really worth playing? Ehhhh... why not? If you're brewing with Brimaz, King of Oresko then I'd definitely put one in.
I wouldn't consider putting any other lands in the deck because of (a strong urge) maindecking Bloodmoon. If you MUST play man-lands, there are plenty of Utility Lands like Mutavault, Inkmoth Nexus or Blinkmoth Nexus, etc.
Sideboard/Maybeboard:
Ethersworn Canonist: Decent against combo and quick tutor and draw. Maybe even consider Mainboard.
Smash to Smithereens: vs Affinity (can't really play Stony Silence, Kataki, War's Wage, or Fracturing Gust very easily without tearing ourselves up now can we? (maybe Kataki can get around it...)
Kor Firewalker : vs Burn
Kitchen Finks : good with equipment - although very clunky handling the tempo with the deck. Needed if you're against something with a lot of spot removal.
Wrath of God: when you need that board wiped, and let your artifacts stick around.
Mirran Crusader: if he's not in the Mainboard.
Rest in Peace: great vs many deck that need to interact with the GY. This deck doesn't, so heck yea.
Pithing Needle : possibly needed if Planeswalkers prove a weakness for this deck
Blood Moon: if not in the Mainboard
Wear // Tear : no-brainer here
Combust : if really needed vs threats you're having a problem with
That's all the Sideboard/Maybeboard I have for now, I know there are a great many other to throw on there
Example Deck List:
Creatures: 14
2 Stonehewer Giant
4 Puresteel Paladin
2 Godo, Bandit Warlord
4 Kazuul's Toll Collector
2 Simian Spirit Guide
Spells: 8
4 Lightning Bolt
4 Steelshaper's Gift
2 Blood Moon
Equipment : 16
2 Batterskull
4 Accorder's Shield
2 Swiftfoot Boots
3 O-Naginata
2 Slagwurm Armor
1 Loxodon Warhammer
1 Sword of Vengeance
1 Mask of Avacyn
Lands : 22
4 Arid Mesa
2 Sacred Foundry
1 Eiganjo Castle
5 Mountain
8 Plains
Sideboard: 15
2 Kor Firewalker
3 Rest in Peace
3 Wear // Tear
1 Blood Moon
2 Mirran Crusader
1 Sword of Light and Shadow
1 Sword of Fire and Ice
2 Ethersworn Canonist
Keep in mind this is just an example deck list. My brother has a slightly different one (I don't have the list on me) - but using the same engine.
Please provide suggestions!
LMental
01-13-2016, 07:23 PM
Sunforger for Steam Augury? Seems strong.
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