Hey guys, back again with a new deck. I have retired the Thrun deck as it just was not as resilient as I had hoped to make it. I have built this deck using some ideas from the board, EDHREC and various articles. I have decided to take the competitive combo route with the deck but am still finding it slow.
Here are the combos in it right now:
Infinite Mana;
There may be more that I have forgotten, but you get the concept.
Here is where I am looking for a little help, I need it to be faster, any suggestions?
It tends to be kind of slow and does not really get going until turn 5 or 6. I am wanting it to be faster.
I was considering taking out some of the lesser combos....and only keeping a few select ones.
Reason for Edit: Updated list and removed invalid combos.
there seems to be to many game plans going on here you can smooth it out by reducing the number on wincons to 1-2 and adding cantrips which is why breya decks usually focus on nimdeath mantle combo. sphinxs rev is very strong in a setting like standard its less good in a multiplayer environment, in edh however wheels typically are more efficient at 3 mana for 7ish new cards vs 10 mana for 7 life and 7 cards.
for instance if you wanted to capitalize on the metamorph/sculpting steel combos i would recommend just playing sharuum as its its faster than just slotting it in to your deck for breya
where your wincon is bitter ordeal/disiple of the vault
there seems to be to many game plans going on here you can smooth it out by reducing the number on wincons to 1-2 and adding cantrips which is why breya decks usually focus on nimdeath mantle combo. sphinxs rev is very strong in a setting like standard its less good in a multiplayer environment, in edh however wheels typically are more efficient at 3 mana for 7ish new cards vs 10 mana for 7 life and 7 cards.
for instance if you wanted to capitalize on the metamorph/sculpting steel combos i would recommend just playing sharuum as its its faster than just slotting it in to your deck for breya
where your wincon is bitter ordeal/disiple of the vault
You make a valid suggestion with the Thopter Spy Network and the Aetherflux Reservoir being slow. I had the Reservoir in there because of the infinite life combo, I could just ping the other players for 50 or more life to win. It is kind of intensive to set up, so I will remove it and see how it fairs without them. The Spy Network was in there to combo with the Mindslaver, but I honestly haven't used the combo once if I can recall since putting it in there.
As far as the Thopter Assembly, that is a late game infinite turn combo maker with Time Sieve to give me more time to fetch or set up the combos.
Probably my main combos to go for are these:
Breya, Etherium Shaper + Ashnod's Altar + Nim Deathmantle
Breya, Etherium Shaper + Grand Architect + Nim Deathmatnle
Sharuum the Hegemon + Phyrexian Metamorph + Disciple of the Vault
Sharuum the Hegemon + Sculpting Steel + Disciple of the Vault
Sharuum the Hegemon + Sculpting Steel + Blood Artist
Sharuum the Hegemon + Sculpting Steel + Reckless Fireweaver
Sharuum the Hegemon + Phyrexian Metamorph + Bitter Ordeal
Sharuum the Hegemon + Sculpting Steel+ Bitter Ordeal
The other combos are just there because they can be I suppose.
If I made the above my go too combos, how do you suppose I restructure the deck? I can add in the cantrips, I have most of the blue cantrips and I have a few more wheel effects too, possibly for cycling my hand and disrupting my opponents? I was toying with adding in counterspells but I thought that might slow me down even more then I am now....
getaxian probe plays dual roles as a cantrip and a check for counter play when you want to go off
and your wheels like wheel of fortune windfall
its up to you if you wana run things like timetwister or Time Spiral as they mess with many graveyard plays there are other wheels of course but I will let you investigate a bit
as for which combo to keep i will leave that up to you however i will mention that the most cutthroat decks usually have commanders that are either the game plan,plan B, or protect your combo in some manner, remember that if your commander is part of your combo it is one less piece you have to lookfor.
counter spells are a good addition for any combo deck running blue
keep the manacost low 2 or less unless you have a realy good reason to run the higher costing ones counterspell remand spell pierce if your going fast enough less effective as the game progresses Flusterstorm swan song
are some examples. i recommend looking at some of the really competitive decks that are listed all over the internet for a comprehensive list of things that are run.
its all about efficiency and your meta for cutthroat decks
getaxian probe plays dual roles as a cantrip and a check for counter play when you want to go off
and your wheels like wheel of fortune windfall
its up to you if you wana run things like timetwister or Time Spiral as they mess with many graveyard plays there are other wheels of course but I will let you investigate a bit
as for which combo to keep i will leave that up to you however i will mention that the most cutthroat decks usually have commanders that are either the game plan,plan B, or protect your combo in some manner, remember that if your commander is part of your combo it is one less piece you have to lookfor.
counter spells are a good addition for any combo deck running blue
keep the manacost low 2 or less unless you have a realy good reason to run the higher costing ones counterspell remand spell pierce if your going fast enough less effective as the game progresses Flusterstorm swan song
are some examples. i recommend looking at some of the really competitive decks that are listed all over the internet for a comprehensive list of things that are run.
its all about efficiency and your meta for cutthroat decks
I have taken a look at a few othyer Breya decks, but I think they are geared for 1v1? In any case, I think there are valid points here that I may be trying to do to many combos and that is what is slowing me down. Having a plan A, B and C might be better then then having the whole alphabet.
I will playtest some changes today and report back.
Changes are:
- Thopter Spy Network (Did nothing outside of enable one combo, and provide fodder.)
- Mindslaver (Nice, but I want to combo off and win, this was to expensive to do so with)
- Aetherflux Resivoir (I read the card wrong thinking it was enter, and not cast)
- Sphinxs' Revelation (Mana intensive, replaced with a cantip effect)
- Mana Crypt (Removed due to most of my combo pieces require specific mana, often times it was not useful enough)
- Diabolic Revelation (High costed, I want to combo off before I hit 6+ lands)
- Vampiric Tutor (Mill decks have become prominent in my meta, removed to avoid combos being sent to the graveyard)
+ Brianstorm (Cantrip and filter)
+ Gitaxian Probe (As suggested, target the counter player to check if combo is clear)
+ Counterspell (Protection of combo)
+ Windfall (Cycle hands for combo and possible disruption)
+ Swan Song (Protection)
+ Mox Diamond (Replaces Mana Crypt, allows for a color of any type)
+ Remand (Protection and card draw)
+ Snapcaster Mage (Recursion of protection, tutor or wheel effect, or Bitter Ordeal)
The following changes have been made per suggestions and are still in testing. So far I have not seen the cards come up in play, but I have not missed the ones I removed either. So I feel positive about the changes.
I am open to any other suggestions. It still is not fast enough, even with dropping a few of the other combos. I cant seem to combo off until around turn 5 or 6.
After scouring the web for a few hours I found a build that I feel is superior in terms of speed and efficiency, and that is what I am after.
I am not sure how I did not find it earlier, but I will be modeling my deck after the one above, minus the duals lands (Replaced with pain lands for budget reasons) and other expensive cards that I do not wish to acquire as of yet, such as Imperial Seal.
The deck in its current form functions well, just is not as fast and cut throat as I want it, the "Doomsday" seems to be the way to go.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
1x Academy Ruins
1x Adarkar Wastes
1x Ancient Den
1x Arcane Sanctum
1x Arid Mesa
1x Blood Crypt
1x Boseiju, Who Shelters All
1x Cavern of Souls
1x Caves of Koilos
1x Command Tower
1x Crumbling Necropolis
1x Flooded Strand
1x Glimmervoid
1x Godless Shrine
1x Great Furnace
1x Hallowed Fountain
1x Inventors' Fair
1x Island
1x Marsh Flats
1x Mountain
1x Mystic Monastery
1x Nomad Outpost
1x Plains
1x Polluted Delta
1x Sacred Foundry
1x Seat of the Synod
1x Shivan Reef
1x Steam Vents
1x Swamp
1x Underground River
1x Urborg, Tomb of Yawgmoth
1x Vault of Whispers
1x Watery Grave
1x Impact Tremors
1x Mana Echoes
1x Rhystic Study
Artifacts:
1x Altar of the Brood
1x Ashnod's Altar
1x Azorius Signet
1x Basalt Monolith
1x Chromatic Lantern
1x Dimir Signet
1x Izzet Signet
1x Krark-Clan Ironworks
1x Lightning Greaves
1x Mox Diamond
1x Nim Deathmantle
1x Orzhov Signet
1x Rakdos Signet
1x Rings of Brighthearth
1x Sculpting Steel
1x Sensei's Divining Top
1x Skullclamp
1x Sol Ring
1x Spine of Ish Sah
1x Sword of the Meek
1x Thopter Foundry
1x Time Sieve
Instants:
1x Anguished Unmaking
1x Cyclonic Rift
1x Dispatch
1x Enlightened Tutor
1x Muddle the Mixture
1x Mystical Tutor
1x Path to Exile
1x Brainstorm
1x Remand
1x Arcum Dagsson
1x Disciple of the Vault
1x Eldrazi Displacer
1x Felidar Guardian
1x Goblin Welder
1x Grand Architect
1x Padeem, Consul of Innovation
1x Phyrexian Metamorph
1x Purphoros, God of the Forge
1x Reckless Fireweaver
1x Restoration Angel
1x Sharuum the Hegemon
1x Sydri, Galvanic Genius
1x Thopter Assembly
1x Wurmcoil Engine
1x Blood Artist
1x Snapcaster Mage
Sorceries:
1x Bitter Ordeal
1x Demonic Tutor
1x Diabolic Tutor
1x Wheel of Fortune
1x Open the Vaults
1x Vandalblast
1x Vindicate
1x Windfall
1x Counterspell
1x Gitaxian Probe
1x Swan Song
Planeswalkers:
1x Dack Fayden
1x Daretti, Ingenious Iconoclast
1x Daretti, Scrap Savant
1x Saheeli Rai
1x Tezzeret the Seeker
Hey guys, back again with a new deck. I have retired the Thrun deck as it just was not as resilient as I had hoped to make it. I have built this deck using some ideas from the board, EDHREC and various articles. I have decided to take the competitive combo route with the deck but am still finding it slow.
Here are the combos in it right now:
Infinite Mana;
Infinite Card Draw;
Infinite Turns;
[cards]Win Condition Combos;
Here is where I am looking for a little help, I need it to be faster, any suggestions?
It tends to be kind of slow and does not really get going until turn 5 or 6. I am wanting it to be faster.
I was considering taking out some of the lesser combos....and only keeping a few select ones.
Reason for Edit: Updated list and removed invalid combos.
for instance if you wanted to capitalize on the metamorph/sculpting steel combos i would recommend just playing sharuum as its its faster than just slotting it in to your deck for breya
where your wincon is bitter ordeal/disiple of the vault
btw Felidar Guardian+ Saheeli Rai is an interesting combo i have not seen b4
What cantrips would you suggest?
Which combos would you keep?
I literally want this to be blistering fast for a combo deck.
I tend to have many possible combos in my opening hands and only ever have to go get 1 or 2 cards if ever when I play, it’s just slow to set it up.
Maybe put in some counter spells? Though that would probably botch my mana base a bit.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
You make a valid suggestion with the Thopter Spy Network and the Aetherflux Reservoir being slow. I had the Reservoir in there because of the infinite life combo, I could just ping the other players for 50 or more life to win. It is kind of intensive to set up, so I will remove it and see how it fairs without them. The Spy Network was in there to combo with the Mindslaver, but I honestly haven't used the combo once if I can recall since putting it in there.
As far as the Thopter Assembly, that is a late game infinite turn combo maker with Time Sieve to give me more time to fetch or set up the combos.
Probably my main combos to go for are these:
Breya, Etherium Shaper + Ashnod's Altar + Nim Deathmantle
Breya, Etherium Shaper + Grand Architect + Nim Deathmatnle
Sharuum the Hegemon + Phyrexian Metamorph + Disciple of the Vault
Sharuum the Hegemon + Sculpting Steel + Disciple of the Vault
Sharuum the Hegemon + Sculpting Steel + Blood Artist
Sharuum the Hegemon + Sculpting Steel + Reckless Fireweaver
Sharuum the Hegemon + Phyrexian Metamorph + Bitter Ordeal
Sharuum the Hegemon + Sculpting Steel+ Bitter Ordeal
The other combos are just there because they can be I suppose.
If I made the above my go too combos, how do you suppose I restructure the deck? I can add in the cantrips, I have most of the blue cantrips and I have a few more wheel effects too, possibly for cycling my hand and disrupting my opponents? I was toying with adding in counterspells but I thought that might slow me down even more then I am now....
Thirst for Knowledge
Compulsive Research not instant but not bad either
Tragic Lesson borderline but instant speed
getaxian probe plays dual roles as a cantrip and a check for counter play when you want to go off
and your wheels like
wheel of fortune
windfall
its up to you if you wana run things like timetwister or Time Spiral as they mess with many graveyard plays there are other wheels of course but I will let you investigate a bit
as for which combo to keep i will leave that up to you however i will mention that the most cutthroat decks usually have commanders that are either the game plan,plan B, or protect your combo in some manner, remember that if your commander is part of your combo it is one less piece you have to lookfor.
counter spells are a good addition for any combo deck running blue
keep the manacost low 2 or less unless you have a realy good reason to run the higher costing ones
counterspell
remand
spell pierce if your going fast enough less effective as the game progresses
Flusterstorm
swan song
are some examples. i recommend looking at some of the really competitive decks that are listed all over the internet for a comprehensive list of things that are run.
its all about efficiency and your meta for cutthroat decks
I have taken a look at a few othyer Breya decks, but I think they are geared for 1v1? In any case, I think there are valid points here that I may be trying to do to many combos and that is what is slowing me down. Having a plan A, B and C might be better then then having the whole alphabet.
I will playtest some changes today and report back.
- Thopter Spy Network (Did nothing outside of enable one combo, and provide fodder.)
- Mindslaver (Nice, but I want to combo off and win, this was to expensive to do so with)
- Aetherflux Resivoir (I read the card wrong thinking it was enter, and not cast)
- Sphinxs' Revelation (Mana intensive, replaced with a cantip effect)
- Mana Crypt (Removed due to most of my combo pieces require specific mana, often times it was not useful enough)
- Diabolic Revelation (High costed, I want to combo off before I hit 6+ lands)
- Vampiric Tutor (Mill decks have become prominent in my meta, removed to avoid combos being sent to the graveyard)
+ Brianstorm (Cantrip and filter)
+ Gitaxian Probe (As suggested, target the counter player to check if combo is clear)
+ Counterspell (Protection of combo)
+ Windfall (Cycle hands for combo and possible disruption)
+ Swan Song (Protection)
+ Mox Diamond (Replaces Mana Crypt, allows for a color of any type)
+ Remand (Protection and card draw)
+ Snapcaster Mage (Recursion of protection, tutor or wheel effect, or Bitter Ordeal)
The following changes have been made per suggestions and are still in testing. So far I have not seen the cards come up in play, but I have not missed the ones I removed either. So I feel positive about the changes.
I am open to any other suggestions. It still is not fast enough, even with dropping a few of the other combos. I cant seem to combo off until around turn 5 or 6.
I am not sure how I did not find it earlier, but I will be modeling my deck after the one above, minus the duals lands (Replaced with pain lands for budget reasons) and other expensive cards that I do not wish to acquire as of yet, such as Imperial Seal.
The deck in its current form functions well, just is not as fast and cut throat as I want it, the "Doomsday" seems to be the way to go.