You know you could do this in just red/green, might work a little better. Presence of Gond+ Goblin Bombardment+ Goblin Sharpshooter works, untapping the goblin and doing 1 damage to an opponent an infinite number of times. Blasting Station works as a replacement or backup for Goblin Bombardment, but either way you get a three piece instant kill combo (if you get haste.)
Sigh, I thought Sharpshooter had been updated but apparently not.
At that point just play kiki pod. Ensnaring bridge is a nice idea though, and it works fine in green/white.
you know, we're on budget here. and last time I checked kiki wasn't budget. elemental mastery is a really good card tbh. I guess I would change the colors to WR and add bolt and helix to the party, there will be no tutor, sadly, but I guess it will still be a really solid budget deck.
shouldn't have answered so provoking, sorry. what I meant to say was making the deck WR instead of WG could be a good idea because elemental mastery makes hasty tokens, which I really like.
I'd probably build W/R as an aggro deck with the combo as a backup plan. That lets you take advantage of the increased access to burn spells. Then, run the full playset of heliod's pilgrim and some alternate tutor targets like Inferno Fist if you can't find the other half of the combo.
Birthing Pod is actually a great idea. It would be pretty cool since it would be like a Kiki-Pod deck but with a Splinter Twin/Exarch combo. Pretty cool. However, I suck at making Pod decks. What do you suggest?
I was thinking couple of mana dorks like Birds of Paradise, Noble Hierach or budget Elvish Mystic, hate bears like Spell Skite and Qasali Pridmage. That could easily pod you into Midnight Guard and Heliod's Pilgrim for the combo.
shouldn't have answered so provoking, sorry. what I meant to say was making the deck WR instead of WG could be a good idea because elemental mastery makes hasty tokens, which I really like.
I'd probably build W/R as an aggro deck with the combo as a backup plan. That lets you take advantage of the increased access to burn spells. Then, run the full playset of heliod's pilgrim and some alternate tutor targets like Inferno Fist if you can't find the other half of the combo.
That seems really cool. I would like to see if you could come up with a decklist.
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1. Try to run playsets of cards (meaning 4 of a card). This way your deck will win more consistently and you will draw your better cards more often.
2. Make sure to focus your deck on one single idea that can win you the game and make sure all the cards in your deck contribute to that idea. You have a limited number of cards so make sure all of them count. For example, your deck could be a Elf Tribal deck, an Aggro aggressive deck or maybe a Control deck.
3. Card advantage is very important. You need to understand that cards the draw you more cards are extremely helpful. The more cards you have in your hand the more options you have. With more options you have a greater chance at winning the game.
4. Removal is also quite important. Most decks more or less should run at least some removal.
5. Last but not least, make sure your deck is exactly 60 cards! Even 61 is not acceptable. Good luck in deck building!
Very true, but heliods pilgrim can be. It wouldn't be meant as the main win con, maybe as a few 1 ofs I'm the instance we can't do anything else except pound them out. Having a back up combo could be nice
What are your thoughts on Faith's Fetters as a 1 of which can be fetched with Pilgrim in case you need to shut down[insert random annoying permanent here]?
Of course, it's not an optimal choice, cause topdecking it might be bad, but at the same time, if we already have a tutor system for auras in place and aren't streamlined towards the combo win, we might as well include a tool box of useful auras.
Sadly, Oblivion Ring is not an aura...
Also, Precinct Captain + Breath of Fury is not an infinite combo without haste. The Captain's no Rabblemaster.
Fetters is a possibility, but it's a little expensive. Captain needs to be played before fury, but unless you're getting to 6 mana you can't play both the same turn anyway. Ideally, you play turn 2 captain and turn 3 pilgrim fetching breath, giving you everything you need to combo with just two cards rather than needing a third creature.
Unless I'm mistaken, the generated token needs to be able to attack for breath of fury to go infinite. Basically, you enchant the pilgrim, attack with pilgrim and the captain, captain deals combat damage, creating a token, pilgrim deals combat damage, gets sac'd, breath gets attached to token. In the extra combat phase, you attack with the captain alone(as the token carrying the enchantment still has summoning sickness) and get another token.
While this combination can deal a lot of damage, it's still not infinite and is weak to blockers.
You'd need a haste Token Generator(Rabblemaster, for example) to go infinite with Breath of Fury. However, Rabblemaster isn't really budget at the moment.
Elemental Mastery creates haste tokens, too, so there's still combo potential between our 1-of 4cmc auras, which seems pretty unlikely to ever be relevant.
Giving the tokens haste can be done with: Akki Drillmaster -Breath of Fury also untaps creatures, which didn't attack, so the Drillmaster can give haste to the fresh token each combat step Ogre Battledriver -bonus points for bringing a whooping 9 power to the board when enchanted with Elemental mastery and tapping Hammer of Purphoros -Seems weak in this deck Hellraiser Goblin
However, Breath of Fury still seems to be rather unwieldy. You need the enchanted creature to get through unblocked, then sac the creature and somehow have a fresh haste token at hand to keep attacking.
You're right. I'd heard the combo mentioned other places without haste enablers, and thought it worked. I really don't think any haste enablers are worth playing, so I'll remove that extra combo fron the deck for more hatebears.
EDIT: also updated the sideboards to add Kor Firewaker.
Just tried out the version in the OP, combo assembled on turn 5 with 2 altar's out, opponent rage quit when I combo'd off...
Update, game 3 resulted in fairly nasty abuse. so far, 3 matches, 2 rage quits, one fairly nasty incident of slander and one person saying they liked the combo.
You know you could do this in just red/green, might work a little better. Presence of Gond+ Goblin Bombardment+ Goblin Sharpshooter works, untapping the goblin and doing 1 damage to an opponent an infinite number of times. Blasting Station works as a replacement or backup for Goblin Bombardment, but either way you get a three piece instant kill combo (if you get haste.)Sigh, I thought Sharpshooter had been updated but apparently not.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
And 3 a color manabase with Birthing Pod and Chord of Calling are somehow more budget?
I'd probably build W/R as an aggro deck with the combo as a backup plan. That lets you take advantage of the increased access to burn spells. Then, run the full playset of heliod's pilgrim and some alternate tutor targets like Inferno Fist if you can't find the other half of the combo.
Well, Thrun, the Last Troll and Linvala, Keeper of Silence seem like good four-drops, Archangel of Thune the five to enable Spike Feeder as a backup win-con, the aforementioned cards from my post and yours, and cards like Qasali Pridemage, Grand Abolisher, Aegis of the Gods/True Believer, Ethersworn Canonist/Eidolon of Rhetoric, Phyrexian Revoker, Suture Priest, Imposing Sovereign, Auriok Champion, and Kor Firewalker as hatebears.
Those were just suggestions for the direction of the deck. Start budget, then go big if it works, eh?
That seems really cool. I would like to see if you could come up with a decklist.
When Autocarding a deck, type:
[Deck*]
Creatures: 1
4 Little Girl
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[/Deck*]
Once again, remove the asterisks to get:
4 Little Girl
4 Phyrexian Obliterator
Yay! Now people are actually look at your decklist properly and help you improve it! Excellent! You can tell that I love exclamation marks!
1. Try to run playsets of cards (meaning 4 of a card). This way your deck will win more consistently and you will draw your better cards more often.
2. Make sure to focus your deck on one single idea that can win you the game and make sure all the cards in your deck contribute to that idea. You have a limited number of cards so make sure all of them count. For example, your deck could be a Elf Tribal deck, an Aggro aggressive deck or maybe a Control deck.
3. Card advantage is very important. You need to understand that cards the draw you more cards are extremely helpful. The more cards you have in your hand the more options you have. With more options you have a greater chance at winning the game.
4. Removal is also quite important. Most decks more or less should run at least some removal.
5. Last but not least, make sure your deck is exactly 60 cards! Even 61 is not acceptable. Good luck in deck building!
Infinite Protections/ Mana Ramp
Phyrexian Dreadnought Aggro/Combo
Presence of Gond cannot be tutored up by Pod and is a pretty poor card on its own (without the Midnight Guard).
Intruder alarm is a 3-card combo, it requires a creature as well as the presence and alarm. There's better ways to abuse alarm than presence.
RLu-Bu, Master At ArmsR
Fetters is a possibility, but it's a little expensive. Captain needs to be played before fury, but unless you're getting to 6 mana you can't play both the same turn anyway. Ideally, you play turn 2 captain and turn 3 pilgrim fetching breath, giving you everything you need to combo with just two cards rather than needing a third creature.
You're right. I'd heard the combo mentioned other places without haste enablers, and thought it worked. I really don't think any haste enablers are worth playing, so I'll remove that extra combo fron the deck for more hatebears.
EDIT: also updated the sideboards to add Kor Firewaker.
4 Birds of Paradise
2 Heliod's Pilgrim
4 Midnight Guard
2 Stonybrook Schoolmaster
2 Sylvan Caryatid
4 Blasting Station
4 Elemental Mastery
4 Presence of Gond
Spells:
2 Ajani's Presence
3 Commune with the Gods
4 Gods Willing
3 Magma Jet
2 Ranger's Guile
It is possible, with a turn 3 win.
1) Forest, Bird.
2) Land, Guard.
3) Land, Ele-Master on Guard. Tap for haste, swing.
Update, game 3 resulted in fairly nasty abuse. so far, 3 matches, 2 rage quits, one fairly nasty incident of slander and one person saying they liked the combo.
hmmmmmmm
GW Emeria Titan
WB Tokens