I can surely see how things could work with it, but you'd need an infinite mana shell to run it, and I find it somewhat unreasonable to try to run. So of course, we're going to run the other combo suggested with Mindcrank. At least we get to run cantrips to find the cards, which is nice.
The one thing I don't like about this deck is that it straight up loses to Leyline of Sanctity. Not sure what removal cards exist in these colours other than bounce spells, but that's what you have the worry about. It's popular enough and stops your combo completely. At least with Storm, you can work around it, cause there's Empty the Warrens. At least with Pod, you can get around it, because you don't need to Murderous Redcap win. This deck could board into mill as well, but I really don't like mill.
It's still an interesting deck, but I'm just not sure it's going to be that good.
Reasonably costed 2-card instant win combos generally deserve at least a little playtesting. I could see the combo in a straight mill deck as an alternate win, as on its own it's probably too risky.
So this combo costs seven mana (or a third card), Is tied to a 2/2 creature with no evasion, an artifact that does little outside of combo?
There is a big difference between 2/2/3 mana and 7 mana. Kiki/Twin is 7 or 8, broken into 3/4 or 3/5, and it works. Granted, half the combo has Flash and each piece has redundancies, so it's much better. That's why I could see it residing within a deck designed to win another way as a win con in its own right.
Or your opponet managed to stick a creature with more than two toughness by turn four.
Worse: They have a creature also with two power.
This comment is not very intelligent. Of course it's not gonna happen often, but it will sometimes. There are many other ways to combo off if you have the 2 pieces in play. Your opponent can't play any spell that goes to the graveyard, lose any life, etc. And as already mentioned, ghost quarter is a pretty good one. With this I don't mean this deck will be good enough, because I still don't know. Melira is a 3 card combo and look how good it is.
Both can be tutored for with Muddle the Mixture...
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Of course it's not gonna happen often, but it will sometimes. There are many other ways to combo off if you have the 2 pieces in play. Your opponent can't play any spell that goes to the graveyard, lose any life, etc. And as already mentioned, ghost quarter is a pretty good one. With this I don't mean this deck will be good enough, because I still don't know. Melira is a 3 card combo and look how good it is.
People are toting this around like it's a two-card combo, and that's very dishonest. It's the same thing when Bloodchief Ascention and Mindcrank was uncovered: It's only a two-card combo in theroy land, and never in practice.
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What's the big deal? You could have played multiple Righteous Avengers for years now.
IMO this combo is overall worse than twin. If the guild mage had flash and the other combo piece wasn't an artifact. I just can't see this being better than any of the other combo decks in modern.
Twin is somewhat susceptible, but the first piece having flash is such a big deal. It allows you to win on "one" turn sitting on 4 mana.
Then other combo decks are faster like storm.
Then you have resilient combo decks like eggs or scapeshift.
What niche would such a deck fit?
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"And the day will come when the mystical generation of Jesus, by the supreme being as his father in the womb of a virgin will be classed with the fable of the generation of Minerva in the brain of Jupiter."
Solid SB solution. I feel a 2x of of Codex Shredder could be very solid if your combo goes south.
with regards to transmuting, unless they've got Aven Mindcensor present or something of that nature you get your pieces, and if you already have them in hand then tolaria west and muddle the mixture protect your combo.
I still feel this best fits in a teaching's shell and the more i think about it i think adding the lands up to 24 to smooth it out in addition to running Teferi, Mage of Zhalfir and Triskelavus of another alt win condition would serve it best.
may want to try spellskite over the snare since it also provides protection plays nicely with thirst for knowledge has a nice big butt and deals with abrupt decay.... so ill have to edit that now.
Its a resilient combo. It can generally go off with nothing but crank on the board and 6 lands, without being open to creature removal, not even sudden death does a thing. Its not the fastest combo ever, but its not vulnerable. Its not a 3 card win condition, the 2 cards on their own can win if they were all you had and lands. A 3rd card can speed it up, but all it takes is a ghost quarter that you were going to play anyway, or any of the numerous control spells you should have in the shell.
Its a resilient combo. It can generally go off with nothing but crank on the board and 6 lands, without being open to creature removal, not even sudden death does a thing. Its not the fastest combo ever, but its not vulnerable. Its not a 3 card win condition, the 2 cards on their own can win if they were all you had and lands. A 3rd card can speed it up, but all it takes is a ghost quarter that you were going to play anyway, or any of the numerous control spells you should have in the shell.
seems both slower and less resilient than scapeshift. For this to be viable it needs to do something better than other combo decks, or be a mixture of different aspects that works well. As far as I can tell this just doesn't do it yet. Also it is super weak to discard.
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"And the day will come when the mystical generation of Jesus, by the supreme being as his father in the womb of a virgin will be classed with the fable of the generation of Minerva in the brain of Jupiter."
Academy ruins as a 1-of to be fetched with tolaria west gives it some extra resilience to discard among other things. But is it better or worse than scapeshift? I don't know. Does it necessarily have to be better than scapeshift? It will be a deck, and playable, either way, but will nobody play it if it can't beat jund? Scapeshift needs to reach 7-8 lands, this can goldfish on 3 lands. Scapeshift is slow, this is slow too, but which is slower? Which is more consistent? This can run 12 of each of 2 combo pieces via tutors, scape has to hit 4 of single piece using dig spells. Scape goes off immediately, this doesn't whiff exactly, but can delay. Both get hit hard by discard and roll over to slaughter games, but scapeshift can pull out easier alternate win cons
Solid SB solution. I feel a 2x of of Codex Shredder could be very solid if your combo goes south.
with regards to transmuting, unless they've got Aven Mindcensor present or something of that nature you get your pieces, and if you already have them in hand then tolaria west and muddle the mixture protect your combo.
I still feel this best fits in a teaching's shell and the more i think about it i think adding the lands up to 24 to smooth it out in addition to running Teferi, Mage of Zhalfir and Triskelavus of another alt win condition would serve it best.
Seems like if you are all in, you can use Gut Shot to get things going.
I think a good starting point for this card is the Dark Depths / Thopter Foundry decks of yore. Perhaps it could finally be a combo / control deck where bob has a home?
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Modern Ux Whirza Rb Goblins
Legacy U Urza Stompy
Duel Commander
Sai, Master Thopterist
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The one thing I don't like about this deck is that it straight up loses to Leyline of Sanctity. Not sure what removal cards exist in these colours other than bounce spells, but that's what you have the worry about. It's popular enough and stops your combo completely. At least with Storm, you can work around it, cause there's Empty the Warrens. At least with Pod, you can get around it, because you don't need to Murderous Redcap win. This deck could board into mill as well, but I really don't like mill.
It's still an interesting deck, but I'm just not sure it's going to be that good.
Grixis Death's Shadow, Jund, UW Tron, Jeskai Control, Storm, Counters Company, Eldrazi Tron, Affinity, Living End, Infect, Merfolk, Dredge, Ad Nauseam, Amulet, Bogles, Eldrazi Tron, Mono U Tron, Lantern, Mardu Pyromancer
CG
There is a big difference between 2/2/3 mana and 7 mana. Kiki/Twin is 7 or 8, broken into 3/4 or 3/5, and it works. Granted, half the combo has Flash and each piece has redundancies, so it's much better. That's why I could see it residing within a deck designed to win another way as a win con in its own right.
CG
Third card = discard/mill/kill/anything that puts a card into the opponent's graveyard
The combo is either 2/2/1, 3 cards or 2/2/7, 2 cards.
| Ad Nauseam
| Infect
Big Johnny.
Aye, that's my mistake. Fortunately, the third card can have a lot of redundancy to where it's nearly a non-issue.
CG
Or your opponet managed to stick a creature with more than two toughness by turn four.
Worse: They have a creature also with two power.
This comment is not very intelligent. Of course it's not gonna happen often, but it will sometimes. There are many other ways to combo off if you have the 2 pieces in play. Your opponent can't play any spell that goes to the graveyard, lose any life, etc. And as already mentioned, ghost quarter is a pretty good one. With this I don't mean this deck will be good enough, because I still don't know. Melira is a 3 card combo and look how good it is.
Or you could just hit them Dimir Infiltrator
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
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Hermit Druid Combo:
You may also know me as the guy in the art of Dark Confidant. No, not Bob Maher, the OTHER one.
This comment poisions the well.
People are toting this around like it's a two-card combo, and that's very dishonest. It's the same thing when Bloodchief Ascention and Mindcrank was uncovered: It's only a two-card combo in theroy land, and never in practice.
So a third card?
That also acts a tutor for either pieces
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
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Hermit Druid Combo:
Twin is somewhat susceptible, but the first piece having flash is such a big deal. It allows you to win on "one" turn sitting on 4 mana.
Then other combo decks are faster like storm.
Then you have resilient combo decks like eggs or scapeshift.
What niche would such a deck fit?
Thomas Jefferson
Jefferson's letter to John Adams, April 11 1823
Solid SB solution. I feel a 2x of of Codex Shredder could be very solid if your combo goes south.
with regards to transmuting, unless they've got Aven Mindcensor present or something of that nature you get your pieces, and if you already have them in hand then tolaria west and muddle the mixture protect your combo.
I still feel this best fits in a teaching's shell and the more i think about it i think adding the lands up to 24 to smooth it out in addition to running Teferi, Mage of Zhalfir and Triskelavus of another alt win condition would serve it best.
4 Duskmantle Guildmage
2 Dimir Infiltrator
2 Spellskite
2 Snapcaster Mage
1 Teferi, Mage of Zhalfir
1 Triskelavus
Instants 18
3 Remand
2 Mystical Teachings
1 Cryptic Command
1 Dismember
1 Pact of Negation
1 Slaughter Pact
1 Surgical Extraction
1 Hideous Laughter
1 Mindbreak Trap
1 Echoing Truth
4 Muddle the Mixture
1 Gut Shot
4 Mindcrank
2 Codex Shredder
Lands 24
1 Academy Ruins
2 Marsh Flats
3 Misty Rainforest
4 Watery Grave
2 Sunken Ruins
3 Drowned Catacomb
1 Tolaria West
2 Ghost Quarter
2 Island
2 Swamp
2 Underground River
3 duskmantle guildmage
1 eternal witness
artifact creatures:2
2 spellskite
artifacts: 4
3 mindcrank
1 Engineered Explosives
instant/sorceries:26
3 thoughtseize
3 inquisition of kozilek
2 muddle the mixture
1 maelstrom pulse
2 abrupt decay
1 life from the loam
1 ravens crime
1 nature's spiral
1 noxious revival
3 thirst for knowledge
3 mana leak
2 gifts ungiven
2 beseech the queen
1 dismember
2 ghost quarter
1 urbog
1 tolary west
1 academy ruin
3 tar pit
3 watery graves
4 misty rainforest
2 breeding pool
1 overgrown tomb
3 catacomb
1 island
1 swamp
1 forest
may want to try spellskite over the snare since it also provides protection plays nicely with thirst for knowledge has a nice big butt and deals with abrupt decay.... so ill have to edit that now.
they can just echo him away EOT before going off.
seems both slower and less resilient than scapeshift. For this to be viable it needs to do something better than other combo decks, or be a mixture of different aspects that works well. As far as I can tell this just doesn't do it yet. Also it is super weak to discard.
Thomas Jefferson
Jefferson's letter to John Adams, April 11 1823
Interesting I like Codex Shredder as it can come down turn 1 and then just combo turn 3-4 when you need it
Loam package seems solid
I like the control shell everyone is putting the deck in, but it needs more glass cannon!
4 Duskmantle Guildmage
2 Dimir Infiltrator
2 Spellskite
Instants:
3 Muddle The Mixture
2 Dispel
3 Mana Leak
3 Remand
3 Thoughtseize
2 Duress
4 Sleight Of Hand
4 Serum Visions
Artifacts
3 Mindcrank
2 Codex Shredder
Lands
2 Halimar Depths
3 Misty Rainforest
3 Scalding Tarn
2 Marsh Flats
1 Blood Crypt
1 Steam Vents
4 Watery Grave
2 Underground River
3 Islands
3 Swamps
Red splash allows better artifact hate and Slaughter Games in the board
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
I think a good starting point for this card is the Dark Depths / Thopter Foundry decks of yore. Perhaps it could finally be a combo / control deck where bob has a home?
Ux Whirza
Rb Goblins
Legacy
U Urza Stompy
Duel Commander
Sai, Master Thopterist