Necrohulk (just a name I gave the deck, its connections are obvious) is a deck I've been building for myself ever since I enjoyed the old Bubble Hulk deck in an old extended season. That deck used Through the Breach to cheat Protean Hulk into play, sacrifice it at end of turn and win the game with a following combo of cards. This is a deck that takes that one as roots and builds it into a legacy combo shell. The deck is fairly quick, with god draws for turn 1 kill and fairly common turn 2-3 regular draws. Of course the deck can be built a number of ways, sacrificing speed for consistency and protection or vice versa, its all personal preference. There is another developing primer for this combo found here under the name Hulk Rebirth, but the decks are so completely different that the only thing they share in common is the win condition. But I employ you too also check that deck out, while its not as fast as this one it definitely has merits.
Alright into the meat of the deck.. First off, the objective of the deck is too cheat a Protean Hulk into your graveyard by either drawing one and discarding it to an outlet or by casting Entomb and placing it there. From that point you return it too the battlefield with either of your 3cmc spells of Necromancy and Footsteps of the Goryo, then proceed to sacrifice it at the end of your turn and you win(ideally). Here is the combo by which you plan to win the game:
The Combo:
Step 1: Protean Hulk hits the graveyard.
Step 2: Resolving the triggered effect, search your library for Body Double entering the battlefield as a copy of the Protean Hulk in your graveyard and a sacrifice outlet, usually either Carrion Feeder or Viscera Seer.
Step 3: You sacrifice the pseudo Protean Hulk to the activated effect of your sacrifice outlet.
Step 4: Resolving the triggered effect again, you search your library for Reveillark and a kill condition, usually Mogg Fanatic but there are a couple options.
Step 5: You throw that Mogg Fanatic at your opponents dome.
Step 6: You sacrifice the Reveillark to your sacrifice outlet.
Step 7: Resolving the triggered effect you return Body Double, entering as a copy as the aforementioned Reveillark, and Mogg Fanatic to the battlefield.
Step 8: You again, throw that Mogg Fanatic at the opponents dome like a boss.
Step 9: You sacrifice the pseudo Reveillark to your sacrifice outlet.
Step 10: Resolving the triggered effect from the pseudo Reveillark happens after the Body Double that was playing dress-up has already entered the graveyard and returned to its normal powerless(literal and important) self. You then return the same Body Double, entering as a copy of Reveillark again, and glorious Mogg Fanatic to the battlefield. You may now return to Step 8 and repeat this process until you are satisfied.
The Deck:
Putting it all together, there are a couple choices you have to make with the deck and the consequences from there. Lets start with the
This is your basic core and starting point, it can change a lot depending on where you go from here. You can either leave them as singles to open slots in your deck, or add additional copies too increase consistency and fight through removal.
The two reanimation spells are pretty obvious, both are your strongest ways to get Protean Hulk into play and sacrificed at the end of turn. Bonus on Necromancy is that you can play it on their turn and win at the end of their turn. An important note on Necromancy is that even you know you may choose to cast it as an instant on your turn, the wording states it has to be cast during a time when sorceries couldn't to gain the effect of sacrificing it at the end of your turn. To for-fill this requirement, you simply announce you are moving into combat step. There is always a combat step, regardless if you own any creatures, the only steps that are skipped are the declare blockers and combat damage, as soon as you enter the declare attacks step and proceed to not cast any. BUT always remember that mana dissipates between phases, it doesn't come up often...but imagine a circumstance where you have one land that generates black mana and your hand is Dark Ritual,Dark Ritual, Entomb, Necromancy with nothing relevant in your graveyard. You cannot double ritual, get Protean Hulk into your graveyard and then use Necromancy in your combat phase to then bring it into play.
Summoner's Pact is quite strong as it gets your Protean Hulk for free on the turn your going off...but since it puts it directly into your hand, its definitely a lot harder and requires additional cards to get it into the graveyard and then into play.
Land base:
Here you basically have two options, either Rainbow lands or Fetches.
And then there is Fetches, this route is obviously not the “Budget” option. But it gives you access to cards like Daze and Brainstorm. This land base can change depending on what you have available, but generally your going to still want to run two to three Ancient Tomb along side your four to five Dual or Shock lands. Obviously dual lands are better, but if you only have shock lands its not the end of the world, I'd really try to get at least one dual land if you run Daze so you don't hurt yourself. The fetches afterwords can pretty much be anything non-white, as you'll want to have mostly singleton lands so you can get any color with every fetch. For example:
The most important choices out of this lot are the looters, the Faithless Looting and Careful study, which both help you get deeper into your deck while also pitching Protean Hulk into the graveyard. Running a number of these is suggested for sure.
And lastly, its the choice to run the Living Wish or not. Its a fantastic spell that really gets you your monies worth. But its slow, very slow. Its another tutor for your Protean Hulk, or any of your combo pieces you may have lost, or give you access too sideboard hate cards. Here is a small list of some of things you would pack in the sideboard:
For protection its your flex spots, some people like more discard and others like counter spells. Both have their merits.
Discard lets you see their hand gives you the most information while also hurting a lot of other combo decks attempting to race you. While a counter spell is a much more definitive “No” and stops almost everything that could stop your combo. Personally I prefer discard as you can try to get most of the problems out of their hand in the first couple turns and then go for the combo, whereas with counter spells you get too spend more mana on dig spells early but you have to keep mana open while in combo. Well sometimes, Daze and Force of Will are exceptions, and between the two I much prefer Daze. Force of Will is a stronger protection spell for sure, but you really don't have a endless supply of blue cards and if your digging with card disadvantage spells like Careful Study and Faithless Looting then you can't really afford it.
Alright so that’s basically where I've taken the deck solo, and I'm really looking for some input. This is just a pretty bones Primer, but it helped me look at the deck from an outside view.
Some things I really want to discuss about the deck:
-Is the Reveillark combo the strongest finish? It requires the least amount of deck space, but it has issues with some graveyard hate and exile removal.
-Is the wish board/tutor options in Living Wish strong enough? It definitely adds another 2-3 Protean Hulks into the deck and really helps if trying to combo a second time after getting stopped. But is it too slow? Is having access to hate cards for other combo decks relevant or just slowing you down to let them go off first?
-Should the deck find room for Gitaxian Probe if I'm playing with Cabal Therapy?
-Should the deck be running Xantid Swarm maindeck?
Thanks for taking the time to read about my pet deck!
How is this win condition better then disciple of the vault and the x/x creatures that die to state based effects winning the game for you immediately without the chance/need for multiple iterations?
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------------------- Keep Abiding or Get Mangled ------------------
That win condition is solid, but does it not distort and dilute the deck too harshly? You reserve what, 12-15 slots in your deck JUST for the win condition?
Does the deck still remain as consistent? I'll have to test it, but it seems like a much more reliable combo once you've already got the ball rolling...but a much weaker shell surrounding the combo.
That win condition is solid, but does it not distort and dilute the deck too harshly? You reserve what, 12-15 slots in your deck JUST for the win condition?
Does the deck still remain as consistent? I'll have to test it, but it seems like a much more reliable combo once you've already got the ball rolling...but a much weaker shell surrounding the combo.
I'll test it.
I seriously doubt that version is more consistent than the one you presented. Beyond this, many of the creatures you present can be used in some way outside of the combo. the artifact version of the deck can say little to this.
Oh the deck built with the Disciple of the vault is MUCH less consistent, because it just doesn't have enough free slots for protection and digging...but the combo always wins. Where as with the combo I am using, there is still ample time for the opponent to win with a removal to exile (which they just would have used on the protean in the first place ANYWAY...) or instant speed graveyard hate.
Its probably worth testing if the deck can be built to sustain its high card slot demand, but I don't know if its viable.
How is this win condition better then disciple of the vault and the x/x creatures that die to state based effects winning the game for you immediately without the chance/need for multiple iterations?
I used to follow Flash Hulk in Vintage, Bubble Hulk in Extended, and actually tried to port it to Legacy. While going through that, I saw 3 main kills:
Disciple Kill - This kill takes 4 Disciples and 5 Dudes, or 3 Disciples and 7 dudes. That does 20 and 21 damage respectively.
Pro - Fairly difficult to disrupt. Short of Leyline or RIP, it's fairly difficult to actually stop it; there's 20 triggers being put on the stack.
Pro - Wins on the spot. No passing the turn or anything like that
Con - Fixed damage. It's entirely based on how many dudes you can kill
Con - Slots. You're definitely taking 4 Disciples and likely a minimum of 7 dudes. That's 11 cards just for the tutor pieces.
Sliver Kill - Grabs 4 Virulent Sliversand a Heart Sliver (or more appropriately for this build, Crystalline). With Flash, it made perfect sense; the Hulk dies immediately, you grab 5 slivers, attack for 20 Poison that turn. With legacy, we don't have an easy consistent way to kill the hulk immediately.
Actually, now that I think about it, you could do 3 Virulent, 1 Galerider, 1 Crystaline for 6cc. 5 creatures, flying, shroud, each with 3 instances of poisonous 1. 15 poison in 1 attack, and much easier to get through in a metagame with Young Pyromancer.
Pro - Dodges hate like LLoS
Pro - Does not die to grave hate (like Crypt, Extirpate, etc.)
Pro - With Crystalline, you can dodge targeted removal that would disrupt the Rev. kill.
Pro - Only takes 5 cards. Some substitutions can be made as appropriate, but those 5 are the basics.
Con - Doesn't win immediately. For this to work, you'd have to cast Necromancy at the end of their turn, or pass a full turn with your guys fairly exposed. This gives them a full turn to hit Terminus/Rough/any sweeper.
Con - requires an attack. This means blockers actually have an impact. Any more than 2 blockers will stop this combo from winning.
Reviellark Kill - My personal Favourite. Highlighted above.
Pro - "Infinite" damage. Kills quite easily through life gain.
Pro - Does not use the combat step
Pro - Can get a loose combo piece out of hand with Body Snatcher - would recommend as a 1-of
Pro - Not entirely cold to LLoS. At the end of the combo, you do have a huge Carrion Feeder, and they should have zero creatures.
Pro - Takes 4-5 cards at a minimum.
Con - Well timed removal can interrupt the combo
Con - Ditto for grave hate
Pretty much, just pick the one that works best for your needs (metagame, etc).
My biggest concern is your manabase: I'd try to cut it down to 3 colours max. I'd even consider cutting red (and subsequently Faithless Looting) for Careful Study. With the rise of Blood Moon, it might be worth including a couple basics (at least one Island and Swamp might help).
I've always loved the idea behind the hulk combo, and I'd love to see how this can turn out.
-:pops:
Edit: I really should save that huge stretch. I feel like I end up rewriting that every 6 months.
I used to follow Flash Hulk in Vintage, Bubble Hulk in Extended, and actually tried to port it to Legacy. While going through that, I saw 3 main kills...
...
I've always loved the idea behind the hulk combo, and I'd love to see how this can turn out.
-:pops:
Edit: I really should save that huge stretch. I feel like I end up rewriting that every 6 months.
Thanks for the input, I agree I really do prefer the 'lark combo.
And my mana base is definitely sub-standard at the moment, it was based on cards I own at the time unfortunately. I always did prefer the Faithless Looting to Careful Study because the flashback has enabled my combo countless times...but I can really see myself building a much easier land base (maybe even a Daze viable land base) by cutting red. On that note, what do you think about the Living Wish plan? I'm still fairly on the fence. Its slow but adds SO much utility.
Living Wish seems much better in a TtB/Sneak Attack build. Otherwise, if you could fit in 8 Careful Study effects, it'd seem a bit stronger. I'd just be afraid of Wishing for it with no way of getting it to the graveyard.
I agree, I was originally running the 8 looting draw spells in Careful Study and Faithless Looting, but I took out the blue one in favor of the red for the flashback. But I can see the attractive qualities of dropping red all together. One thing to note, Cabal Therapy definitely represents a way to ditch a card from your hand.
I built and loved Zenith Hulk. It used to be stickied here, but the deck died to the printing of deathrite shaman, and to a lesser extent RiP... I think it is strongerthan your shell due to pattern of rebirth, and academy rector being the bomb...
If you do want to choose a wincon, don't utilize anything that loops through the graveyard, i.e. the reveilark kill.
Other wincons - Hedron Crab and Dryad Arbors, Blood Artists and Body Snatcher...
There was also a thread on the source, but it wasn't as good. Its established over there I think.
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The very fact that Flamethrowers exist proves that someone somewhere said to themselves, "You know, I want to set those people over there on fire... But I'm just not close enough to do it"
Ya I pointed that thread and build idea in the first paragraph of my post, its just way too slow and requires too many pieces that are hard to stick for my liking. This shell is much more explosive, and you can run way more counters/discard/draw then green.
They hit and you mill them for 48. Then sac Tribe elder and they lose.
Pro: Wins right then and there.
Con: Takes 9 Slots, Tribe-Elder can be STP'd in resp, and if they have an Emmy it wont work unless you run 3-4 Extipate/Surgical Extraction.
just something else to think about.
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"You can't stop the signal, Mel." - Mr. Universe
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
They hit and you mill them for 48. Then sac Tribe elder and they lose.
Pro: Wins right then and there.
Con: Takes 9 Slots, Tribe-Elder can be STP'd in resp, and if they have an Emmy it wont work unless you run 3-4 Extipate/Surgical Extraction.
just something else to think about.
Ya that win con looks interesting, but just because of the fact it can't just win through Emmy...and there is a ALOT of Emmy in legacy haha. Show and Tell is just too popular for that win con too be viable imo.
This is my developing pet deck for legacy.
Introduction
Necrohulk (just a name I gave the deck, its connections are obvious) is a deck I've been building for myself ever since I enjoyed the old Bubble Hulk deck in an old extended season. That deck used Through the Breach to cheat Protean Hulk into play, sacrifice it at end of turn and win the game with a following combo of cards. This is a deck that takes that one as roots and builds it into a legacy combo shell. The deck is fairly quick, with god draws for turn 1 kill and fairly common turn 2-3 regular draws. Of course the deck can be built a number of ways, sacrificing speed for consistency and protection or vice versa, its all personal preference. There is another developing primer for this combo found here under the name Hulk Rebirth, but the decks are so completely different that the only thing they share in common is the win condition. But I employ you too also check that deck out, while its not as fast as this one it definitely has merits.
Alright into the meat of the deck.. First off, the objective of the deck is too cheat a Protean Hulk into your graveyard by either drawing one and discarding it to an outlet or by casting Entomb and placing it there. From that point you return it too the battlefield with either of your 3cmc spells of Necromancy and Footsteps of the Goryo, then proceed to sacrifice it at the end of your turn and you win(ideally). Here is the combo by which you plan to win the game:
The Combo:
Step 1: Protean Hulk hits the graveyard.
Step 2: Resolving the triggered effect, search your library for Body Double entering the battlefield as a copy of the Protean Hulk in your graveyard and a sacrifice outlet, usually either Carrion Feeder or Viscera Seer.
Step 3: You sacrifice the pseudo Protean Hulk to the activated effect of your sacrifice outlet.
Step 4: Resolving the triggered effect again, you search your library for Reveillark and a kill condition, usually Mogg Fanatic but there are a couple options.
Step 5: You throw that Mogg Fanatic at your opponents dome.
Step 6: You sacrifice the Reveillark to your sacrifice outlet.
Step 7: Resolving the triggered effect you return Body Double, entering as a copy as the aforementioned Reveillark, and Mogg Fanatic to the battlefield.
Step 8: You again, throw that Mogg Fanatic at the opponents dome like a boss.
Step 9: You sacrifice the pseudo Reveillark to your sacrifice outlet.
Step 10: Resolving the triggered effect from the pseudo Reveillark happens after the Body Double that was playing dress-up has already entered the graveyard and returned to its normal powerless(literal and important) self. You then return the same Body Double, entering as a copy of Reveillark again, and glorious Mogg Fanatic to the battlefield. You may now return to Step 8 and repeat this process until you are satisfied.
The Deck:
Putting it all together, there are a couple choices you have to make with the deck and the consequences from there. Lets start with the
Combo cards:
2 Protean Hulk
1 Body Double
1 Reveillark
1 Carrion Feeder
1 Mogg Fanatic
This is your basic core and starting point, it can change a lot depending on where you go from here. You can either leave them as singles to open slots in your deck, or add additional copies too increase consistency and fight through removal.
Combo Enablers:
4 Entomb
4 Necromancy
The two reanimation spells are pretty obvious, both are your strongest ways to get Protean Hulk into play and sacrificed at the end of turn. Bonus on Necromancy is that you can play it on their turn and win at the end of their turn. An important note on Necromancy is that even you know you may choose to cast it as an instant on your turn, the wording states it has to be cast during a time when sorceries couldn't to gain the effect of sacrificing it at the end of your turn. To for-fill this requirement, you simply announce you are moving into combat step. There is always a combat step, regardless if you own any creatures, the only steps that are skipped are the declare blockers and combat damage, as soon as you enter the declare attacks step and proceed to not cast any. BUT always remember that mana dissipates between phases, it doesn't come up often...but imagine a circumstance where you have one land that generates black mana and your hand is Dark Ritual,Dark Ritual, Entomb, Necromancy with nothing relevant in your graveyard. You cannot double ritual, get Protean Hulk into your graveyard and then use Necromancy in your combat phase to then bring it into play.
Summoner's Pact is quite strong as it gets your Protean Hulk for free on the turn your going off...but since it puts it directly into your hand, its definitely a lot harder and requires additional cards to get it into the graveyard and then into play.
Land base:
Here you basically have two options, either Rainbow lands or Fetches.
Rainbow lands will make sure you can always cast whatever you want, generally very rarely have an issue with mana. Very consistent. It will just be your basics, City of Brass, Gemstone Mine. Forbidden Orachard, and a couple Ancient Tomb as your Necromancy and Footsteps of the Goryo are conveniently both two colourless, this fits well.
4 City of Brass
4 Gemstone Mine
4 Forbidden Orchard
3 Ancient Tomb
And then there is Fetches, this route is obviously not the “Budget” option. But it gives you access to cards like Daze and Brainstorm. This land base can change depending on what you have available, but generally your going to still want to run two to three Ancient Tomb along side your four to five Dual or Shock lands. Obviously dual lands are better, but if you only have shock lands its not the end of the world, I'd really try to get at least one dual land if you run Daze so you don't hurt yourself. The fetches afterwords can pretty much be anything non-white, as you'll want to have mostly singleton lands so you can get any color with every fetch. For example:
3 Ancient Tomb
1 Volcanic Island
1 Bayou
1 Underground Sea
1 Taiga
1 Tropical Island
7 Fetch lands
Next up, lets look at the
Ramp Cards:
The decks combo actually has a very low required mana cost, one B for the entomb and 2B for the finisher. Not counting the Ancient Tomb[/cards] in the land section, the best options we have for immediate and sufficient ramp would be Dark Ritual and Lotus Petal. These both fit in nicely, especially Dark Ritual being able to ramp directly into the 3cmc reanimation spells. Other options include Chrome Mox, Simian Spirit Guide, Elvish Spirit Guide and basics like Birds of Paradise and Tinder Wall. What you feel is the best is up too you, the faster decks with less protection tend to run more while the slower decks with more dig and protection run less. Which brings me too the next section
The Dig:
There are a lot of great choices here in legacy, here is a couple that fit great in the deck:
1 Brainstorm
1 Careful Study
1 Faithless Looting
1 Ponder
1 Preordain
1 Impulse
1 See Beyond
1 Living Wish
These are all great search spells that really help the deck form its combo, and again which ones and the number are personal preference.
Certain ones play with the deck a lot nicer, Brainstorm[/deck] lets you put combo pieces right back into your deck so that when you go off you don't have to worry about them being stuck in your hand. This is also the case for See Beyond but the mana cost is a bit of a turn off, as well as the sorcery speed. Ponder and [card]Preordain[/deck] are both very strong dig spells and will probably find some room in most decks.
The most important choices out of this lot are the looters, the Faithless Looting and Careful study, which both help you get deeper into your deck while also pitching Protean Hulk into the graveyard. Running a number of these is suggested for sure.
And lastly, its the choice to run the Living Wish or not. Its a fantastic spell that really gets you your monies worth. But its slow, very slow. Its another tutor for your Protean Hulk, or any of your combo pieces you may have lost, or give you access too sideboard hate cards. Here is a small list of some of things you would pack in the sideboard:
1 Protean Hulk
1 Xantid Swarm
1 Ingot Chewer
1 Boseiju, Who Shelters All
1 Carrion Feeder
1 Mogg Fanatic
1 Reveillark
1 Body Double
1 Bojuka bog
1 Ethersworn Cannonist
1 Gaddock Teeg
1 Kataki War's Wage
1 Yixlid Jailer
1 Drake Familiar
1 Kor Firewalker
1 Spellskite
Next up we have
Protection spells:
1 Cabal Therapy
1 Pact of negation
1 Force of Will
1 Daze
1 Spell Pierce
1 Duress
1 Thoughtseize
For protection its your flex spots, some people like more discard and others like counter spells. Both have their merits.
Discard lets you see their hand gives you the most information while also hurting a lot of other combo decks attempting to race you. While a counter spell is a much more definitive “No” and stops almost everything that could stop your combo. Personally I prefer discard as you can try to get most of the problems out of their hand in the first couple turns and then go for the combo, whereas with counter spells you get too spend more mana on dig spells early but you have to keep mana open while in combo. Well sometimes, Daze and Force of Will are exceptions, and between the two I much prefer Daze. Force of Will is a stronger protection spell for sure, but you really don't have a endless supply of blue cards and if your digging with card disadvantage spells like Careful Study and Faithless Looting then you can't really afford it.
A sample decklist:
2 Protean Hulk
1 Reveillark
2 Body Double
2 Carrion Feeder
1 Mogg Fanatic
Enablers:
4 Entomb
4 Necromancy
3 Footsteps of Goryo
Ramp:
4 Dark Ritual
Dig:
4 Brainstorm
4 Ponder
4 Faithless Looting
4 Living Wish
4 Cabal Therapy
2 Duress
Land base:
3 Wooded Foothills
1 Steam Vents
1 Blood Crypt
1 Breeding Pool
1 Overgrown Tomb
4 City of Brass
1 Gemstone Mine
3 Ancient Tomb
Alright so that’s basically where I've taken the deck solo, and I'm really looking for some input. This is just a pretty bones Primer, but it helped me look at the deck from an outside view.
Some things I really want to discuss about the deck:
-Is the Reveillark combo the strongest finish? It requires the least amount of deck space, but it has issues with some graveyard hate and exile removal.
-Is the wish board/tutor options in Living Wish strong enough? It definitely adds another 2-3 Protean Hulks into the deck and really helps if trying to combo a second time after getting stopped. But is it too slow? Is having access to hate cards for other combo decks relevant or just slowing you down to let them go off first?
-Should the deck find room for Gitaxian Probe if I'm playing with Cabal Therapy?
-Should the deck be running Xantid Swarm maindeck?
Thanks for taking the time to read about my pet deck!
How is this win condition better then disciple of the vault and the x/x creatures that die to state based effects winning the game for you immediately without the chance/need for multiple iterations?
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Does the deck still remain as consistent? I'll have to test it, but it seems like a much more reliable combo once you've already got the ball rolling...but a much weaker shell surrounding the combo.
I'll test it.
I seriously doubt that version is more consistent than the one you presented. Beyond this, many of the creatures you present can be used in some way outside of the combo. the artifact version of the deck can say little to this.
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Its probably worth testing if the deck can be built to sustain its high card slot demand, but I don't know if its viable.
I used to follow Flash Hulk in Vintage, Bubble Hulk in Extended, and actually tried to port it to Legacy. While going through that, I saw 3 main kills:
Disciple Kill - This kill takes 4 Disciples and 5 Dudes, or 3 Disciples and 7 dudes. That does 20 and 21 damage respectively.
Pro - Fairly difficult to disrupt. Short of Leyline or RIP, it's fairly difficult to actually stop it; there's 20 triggers being put on the stack.
Sliver Kill - Grabs 4 Virulent Sliversand a Heart Sliver (or more appropriately for this build, Crystalline). With Flash, it made perfect sense; the Hulk dies immediately, you grab 5 slivers, attack for 20 Poison that turn. With legacy, we don't have an easy consistent way to kill the hulk immediately.
Actually, now that I think about it, you could do 3 Virulent, 1 Galerider, 1 Crystaline for 6cc. 5 creatures, flying, shroud, each with 3 instances of poisonous 1. 15 poison in 1 attack, and much easier to get through in a metagame with Young Pyromancer.
Pretty much, just pick the one that works best for your needs (metagame, etc).
My biggest concern is your manabase: I'd try to cut it down to 3 colours max. I'd even consider cutting red (and subsequently Faithless Looting) for Careful Study. With the rise of Blood Moon, it might be worth including a couple basics (at least one Island and Swamp might help).
I've always loved the idea behind the hulk combo, and I'd love to see how this can turn out.
-:pops:
Edit: I really should save that huge stretch. I feel like I end up rewriting that every 6 months.
Have any questions or concerns? Come take a dip in my pool.
Thanks for the input, I agree I really do prefer the 'lark combo.
And my mana base is definitely sub-standard at the moment, it was based on cards I own at the time unfortunately. I always did prefer the Faithless Looting to Careful Study because the flashback has enabled my combo countless times...but I can really see myself building a much easier land base (maybe even a Daze viable land base) by cutting red. On that note, what do you think about the Living Wish plan? I'm still fairly on the fence. Its slow but adds SO much utility.
Have any questions or concerns? Come take a dip in my pool.
I wonder if Cephalid Coliseum is playable after dropping red.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
If you do want to choose a wincon, don't utilize anything that loops through the graveyard, i.e. the reveilark kill.
Other wincons - Hedron Crab and Dryad Arbors, Blood Artists and Body Snatcher...
If you're interested...
http://forums.mtgsalvation.com/showthread.php?t=333355&highlight=hulk
There was also a thread on the source, but it wasn't as good. Its established over there I think.
Ya I pointed that thread and build idea in the first paragraph of my post, its just way too slow and requires too many pieces that are hard to stick for my liking. This shell is much more explosive, and you can run way more counters/discard/draw then green.
4x Hedron Crab, 1x Sakura Tribe-Elder and 4x Dryad Arbor
They hit and you mill them for 48. Then sac Tribe elder and they lose.
Pro: Wins right then and there.
Con: Takes 9 Slots, Tribe-Elder can be STP'd in resp, and if they have an Emmy it wont work unless you run 3-4 Extipate/Surgical Extraction.
just something else to think about.
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
RRImperial PainterRR
UUUUMonoOmniTellUUUU
BGURWDredgeWRUGB
Ya that win con looks interesting, but just because of the fact it can't just win through Emmy...and there is a ALOT of Emmy in legacy haha. Show and Tell is just too popular for that win con too be viable imo.
Does anyone think running MB Silence or Xantid Swarm is a good idea?