Captain Hammer
02-12-2016, 05:46 PM
Warping Wail's printing made me want to revisit an idea I've toyed with before. The premise is to construct a deck that uses the Fairy Stompy shell (acceleration, disruption and protection) and pair with a consistent combo that can win in a single turn.
Here is the list I'm currently exploring...
6 Island
4 City of Traitors
4 Ancient Tomb
3 Khalni Garden - Could be Mishra's Factory instead.
4 Lotus Petal - Could be more Islands instead.
4 Talisman of Dominance - Could be Grim Monolith, Mind Stone, Sky Diamond or Crystal Vein instead.
4 Proteus Staff - Combo 1-4.
4 Polymorph - Combo 5-8 and more blue to feed FoWs/MisD in a pinch.
3 Intuition - Tutors up a combo component when needed. Adds to your blue count, and can even be used to tutor up a FoW at instant speed when needed.
4 Warping Wail - The card that makes revisiting this concept worth considering IMO.
3 Mortarpod or Abstruse Interference - Viable alternatives include Wind Zendikon and Flayer Husk but both are shut out by a Chalice at 1.
1 Emrakul, the Aeons Torn - Duh!
1 Blightsteel Colossus - Alternative to Emrakul that dodges Karakas and wins the same turn that it swings.
4 Force of Will - Duh!
4 Misdirection - FoW 5-8.
4 Chalice of the Void - Works well with FoW and MisD to shut down other combo decks and potential problem cards such as StP. If you don't feel like playing Chalice at 1 can win games by itself in your meta, you could opt to play Brainstorm here and Flayer Husks instead of Mortarpods.
3 Propaganda/Trinisphere - Yet more ways to slow your opponents to a crawl. Propaganda increases the blue count to feed FoW and works best in a creature heavy meta. Trinisphere is golden in a more combo heavy environment. Both cards should make it into the sideboard if not maindeck.
X Lightning Greaves or Swiftfoot Boots- Lets you win the same turn you combo out. Protects your token until you're ready to combo. Protects your Emrakul from Jace, Worldbreaker and Endbringer.
The build plays 10 token makers, 8 Polymorph effects, 3 tutors that can fetch any missing combo component and a crapton of ways to protect your combo for free. Hopefully, this is enough to make the deck consistent and simultaneously explosive thanks to all the mana acceleration.
The lack of options if I draw both Emrakul and Blightsteel is an issue. If I wasn't playing Chalice, Brainstorm would be a great option.
The manabase could also be an issue with my list. Not playing a lot of blue sources so I should probably find a way to squeeze in a few more. Talisman of Dominance is a great option for this.
Lightning Greaves might not be worth it. Intuition/Propaganda/Trinisphere maybe better options.
As a two card combo, the deck is comparable to reanimator but with the advantage that it doesn't rely on your yard, doenst cost you life to reanimate, doesnt need to devote several maindeck slots to creatures, can play chalice, Trinisphere and more countermagic and the token makers are all useful multipurpose cards.
It's advantages to Show and Tell is that it doesn't let your opponent play a threat off of your combo, it can play chalice, Trinisphere and more countermagic and the token makers are all useful multipurpose cards.
Being monocolored, it also has a more resilient manabase than both.
Optimization of the manabase is the main area that needs more development.
Here's the current build being tested...
10-11 Island
4-3 City of Traitors
4 Ancient Tomb
4 Khalni Garden
3 Mox Diamond
2-1 Mishras Factory/Crystal Vein
4-3 Polymorph
4-3 Proteus Staff
3-4 Intuition
2-3 Thirst for Knowledge
4-3 Warping Wail
3-2 Abstruse Interference
1 Emrakul, the Aeons Torn
1 Blightsteel Colossus
4 Force of Will
3 Misdirection
4 Chalice of the Void
Here is the list I'm currently exploring...
6 Island
4 City of Traitors
4 Ancient Tomb
3 Khalni Garden - Could be Mishra's Factory instead.
4 Lotus Petal - Could be more Islands instead.
4 Talisman of Dominance - Could be Grim Monolith, Mind Stone, Sky Diamond or Crystal Vein instead.
4 Proteus Staff - Combo 1-4.
4 Polymorph - Combo 5-8 and more blue to feed FoWs/MisD in a pinch.
3 Intuition - Tutors up a combo component when needed. Adds to your blue count, and can even be used to tutor up a FoW at instant speed when needed.
4 Warping Wail - The card that makes revisiting this concept worth considering IMO.
3 Mortarpod or Abstruse Interference - Viable alternatives include Wind Zendikon and Flayer Husk but both are shut out by a Chalice at 1.
1 Emrakul, the Aeons Torn - Duh!
1 Blightsteel Colossus - Alternative to Emrakul that dodges Karakas and wins the same turn that it swings.
4 Force of Will - Duh!
4 Misdirection - FoW 5-8.
4 Chalice of the Void - Works well with FoW and MisD to shut down other combo decks and potential problem cards such as StP. If you don't feel like playing Chalice at 1 can win games by itself in your meta, you could opt to play Brainstorm here and Flayer Husks instead of Mortarpods.
3 Propaganda/Trinisphere - Yet more ways to slow your opponents to a crawl. Propaganda increases the blue count to feed FoW and works best in a creature heavy meta. Trinisphere is golden in a more combo heavy environment. Both cards should make it into the sideboard if not maindeck.
X Lightning Greaves or Swiftfoot Boots- Lets you win the same turn you combo out. Protects your token until you're ready to combo. Protects your Emrakul from Jace, Worldbreaker and Endbringer.
The build plays 10 token makers, 8 Polymorph effects, 3 tutors that can fetch any missing combo component and a crapton of ways to protect your combo for free. Hopefully, this is enough to make the deck consistent and simultaneously explosive thanks to all the mana acceleration.
The lack of options if I draw both Emrakul and Blightsteel is an issue. If I wasn't playing Chalice, Brainstorm would be a great option.
The manabase could also be an issue with my list. Not playing a lot of blue sources so I should probably find a way to squeeze in a few more. Talisman of Dominance is a great option for this.
Lightning Greaves might not be worth it. Intuition/Propaganda/Trinisphere maybe better options.
As a two card combo, the deck is comparable to reanimator but with the advantage that it doesn't rely on your yard, doenst cost you life to reanimate, doesnt need to devote several maindeck slots to creatures, can play chalice, Trinisphere and more countermagic and the token makers are all useful multipurpose cards.
It's advantages to Show and Tell is that it doesn't let your opponent play a threat off of your combo, it can play chalice, Trinisphere and more countermagic and the token makers are all useful multipurpose cards.
Being monocolored, it also has a more resilient manabase than both.
Optimization of the manabase is the main area that needs more development.
Here's the current build being tested...
10-11 Island
4-3 City of Traitors
4 Ancient Tomb
4 Khalni Garden
3 Mox Diamond
2-1 Mishras Factory/Crystal Vein
4-3 Polymorph
4-3 Proteus Staff
3-4 Intuition
2-3 Thirst for Knowledge
4-3 Warping Wail
3-2 Abstruse Interference
1 Emrakul, the Aeons Torn
1 Blightsteel Colossus
4 Force of Will
3 Misdirection
4 Chalice of the Void