If you can manage to get 8 mana, equip and connect with a creature by T2, I wonder what kind of T1 that would be.
Urza land on turn 1, 2nd land on turn 2 then explore to drop another urza land, then t3 drop the 3rd urza land and go off. Assuming a god hand. this was not meant to be competitive, just fun
I don't think so. It seems straight out worse then other things you can do with that much mana.
Compare it to other combos that make OMG creatures like NO Progenitus, Hexmage/Depths, Stifle/Dreadnaught, Windbrisk/Emrakul.
Having to connect with an equipped creature in the early game is not easy.
They are easier to get online and the creature in most cases are harder to deal with and win in a faster safer way.
What about an illusions/spirit deck that takes advantage of evasion to allow a t2 swing to drop the 13/13? Also, off topic, I have been trying to break liege of the tangle, any thoughts?
What the heck does this do. I see no Synergy.
What with fetches being so common, you really do not need to cast Path to make this work.
Jace who?
1. After milling a decent amount you can cast bojuka bog and proceed to play time reversal. You will be able to get back all of the cards in your graveyard and draw 7 while they cannot get back anything and draw from what they have left.
2. Still worth using path as a backup and if you dont use it for the search use it for the spot removal.
3. Jace Beleren or Jace, Memory Adept
What tends to happen is they will only survive 1-2 turns against a good aggro deck.
*Disclaimer* The following deck ideas and opinions are heavily biased due to nostalgia and personal preference
I really am too lazy to write out a paragraph, so I will just write out the ideas
1. Bojuka Bog + Time Reversal
Pros
-Turn 2-3 possible
-Instant win vs. Combo
-Kills grave manipulation decks
-Card advantage/cycling for you
Cons
-Not quite as consistent as others due to the variation of ramp speed
-Bad against speed aggro
-No good way to both protect the combo and get it off early
2. Path to Exile + Archive Trap
Pros
-Turn 1 easily
-Can mill very fast for very little mana
-Spot removal as part of the combo itself
-Can theoretically mill 52 cards and win on turn 1
-Good against very fast aggro
Cons
-Helps your opponent ramp
3. (Any good mill card that can mill 3+) + Pyromancer ascension + (Snapcaster)
Note: Not a combo, just a good way to mill
May update if requested and people seem interested.
Hint: Do not run jace in maindeck unless you know the meta has very little aggro/spot removal.
Well, I am personally going to be running a heartless summoning deck, but I definitely considered an ad nauseam combo. Both decks are relatively cheap but I would recommend against the ad nauseam deck because if lightning storm gets discarded, you may as well concede. The only advantage would probably be the element of surprise. Ninjas will also be one of the cheaper decks seeing some play, though so far in testing only my heartless deck has beat living end due to it's speed and creature density.
After seeing the modern heart article in BoaB, it inspired me to refine the deck to a tier 1 competitive deck. After extended work, this is the list I have worked out.
Im pretty sure trickbind doesnt work.
I should mention, NEVER discard more lands than necessary or the opponent can discard one and change the target to you.
More testing:
1-0 vs Martyr Proc
2-1 vs Mono- Black Discard
1-1 vs Merfolk
Somewhat limited results
Against Merfolk, Game one is very difficult, but after SB for infests in G2 you can win quite easily.
The game dropped to Mono Black was because he got a liliana resolved and managed to discard all of my win conditions so I was forced to concede.
EDIT:
Testing
2-0 vs Mono- Black discard
Tough G2, but have I got a story for you:
G1 he got a resolved liliana on 6 and I managed to pull the win before he could ultimate
G2, though, is the real story
He discarded all of the combo pieces I drew, and got a batterskull and a 2/2 out. I was trying to stay alive, and With something like 12 available mana, I drew ad nauseam. I used it w/o unlife/grace and managed to draw a land, and then ANGEL'S GRACE. Dropped the angel's grace and won. Biggest- Risk- EVER.
Yep!
And to answer the second part, yes, actually
I currently am 7-5 on cockatrice. My opponent usually concedes if I drop archive trap. It is a really fun deck, though, trolls people like crazy :P.
Urza land on turn 1, 2nd land on turn 2 then explore to drop another urza land, then t3 drop the 3rd urza land and go off. Assuming a god hand. this was not meant to be competitive, just fun
Thoughts?
What about an illusions/spirit deck that takes advantage of evasion to allow a t2 swing to drop the 13/13? Also, off topic, I have been trying to break liege of the tangle, any thoughts?
Since, I have thought of a few possibilities
1. Elbrus+Urzatron=Turn 2-3 Elbrus
2. Lich's mirror + Suicide black + Withengar=26/26 flying intimidate trample
3. Ramp+ Elbrus can = T2 Witherngar
Any thoughts on if this will see any play in modern?
Answer always makes me reconsider.
Just the sheer power of archive trap is insane
1. After milling a decent amount you can cast bojuka bog and proceed to play time reversal. You will be able to get back all of the cards in your graveyard and draw 7 while they cannot get back anything and draw from what they have left.
2. Still worth using path as a backup and if you dont use it for the search use it for the spot removal.
3. Jace Beleren or Jace, Memory Adept
What tends to happen is they will only survive 1-2 turns against a good aggro deck.
I really am too lazy to write out a paragraph, so I will just write out the ideas
1. Bojuka Bog + Time Reversal
Pros
-Turn 2-3 possible
-Instant win vs. Combo
-Kills grave manipulation decks
-Card advantage/cycling for you
Cons
-Not quite as consistent as others due to the variation of ramp speed
-Bad against speed aggro
-No good way to both protect the combo and get it off early
2. Path to Exile + Archive Trap
Pros
-Turn 1 easily
-Can mill very fast for very little mana
-Spot removal as part of the combo itself
-Can theoretically mill 52 cards and win on turn 1
-Good against very fast aggro
Cons
-Helps your opponent ramp
3. (Any good mill card that can mill 3+) + Pyromancer ascension + (Snapcaster)
Note: Not a combo, just a good way to mill
May update if requested and people seem interested.
Hint: Do not run jace in maindeck unless you know the meta has very little aggro/spot removal.
Currently 10-2 on cockatrice
Heartless summoning
3x Wurmcoil Engine
1x Platinum Angel
4x Sphinx Summoner
4x Treasure Mage
2x Sundering Titan
4x Master Transmuter
4x Etherium Sculptor
4x River of Tears
4x Drowned Catacombs
4x Underground River
1x Urborg, Tomb of Yawgmoth
2x Island
3x Buried Ruin
4x Heartless Summoning
3x Titan Forge
2x Semblance Anvil
I should mention, NEVER discard more lands than necessary or the opponent can discard one and change the target to you.
1-0 vs Martyr Proc
2-1 vs Mono- Black Discard
1-1 vs Merfolk
Somewhat limited results
Against Merfolk, Game one is very difficult, but after SB for infests in G2 you can win quite easily.
The game dropped to Mono Black was because he got a liliana resolved and managed to discard all of my win conditions so I was forced to concede.
EDIT:
Testing
2-0 vs Mono- Black discard
Tough G2, but have I got a story for you:
G1 he got a resolved liliana on 6 and I managed to pull the win before he could ultimate
G2, though, is the real story
He discarded all of the combo pieces I drew, and got a batterskull and a 2/2 out. I was trying to stay alive, and With something like 12 available mana, I drew ad nauseam. I used it w/o unlife/grace and managed to draw a land, and then ANGEL'S GRACE. Dropped the angel's grace and won. Biggest- Risk- EVER.
That is one way, the other being the pact of negations which are WAY TOO EXPENSIVE!!!:mad:
The deck is actually very cheap minus the mana base and the pacts.