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A friend wanted to use Lightning Runner's extra combat effect to gain infinite combat steps. The limit he set was Standard. So after much research into all the energy production cards, I came across Empyreal Voyager who gives {E} equal to the amount of damage it deals. Along with the 2x{E} from Lightning Runner attacking, Empyreal Voyager only needs to deal 6 damage to meet the 8x{E} required for extra combat steps, and with its base 2 power and flying, we need only boost its power by 4. There is a small problem of requiring 8x{E} for the first extra combat, which hopefully the rest of the deck can supply by the time these two creatures can attack.
Generate mana while waiting to assemble the combo pieces. Then, once the coast is clear and you have 8x{E} or more, pump Empyreal Voyager with Larger Than Life and attack with it and Lightning Runner, paying for Runner's ability to give an additional combat step. Runner gives 2x{E} when it attacks and Empyreal Voyager gives 6x{E} when it deals damage to the opponent, giving just enough {E} to pay for an additional combat step. Use Harnessed Lightning to get rid of anything with 3+toughness and / or first / double strike and / or flying. Because the extra combat ability untaps all your creatures, you can tap Channeler Initiate for mana to remove -1/-1 counters to make it bigger for the next attack step. {E} is a counter actually put on a player (you in this case), so Skyship Plunderer can actually put an additional {E} on you when it deals combat damage, provided you already have an {E}.Servant of the Conduit ramps. Lightning Runner is both mana heavy and {E} heavy. Rogue Refiner and Glimmer of Genius draws you cards and gives {E}, digging you into the combo pieces. I wanted to use Highspire Infusion because it's an instant and gives 2x{E}, but it only boosts Empyreal Voyager's power by 3, which is 1 short for the infinite combat combo, so I have to use Larger Than Life for the +4.
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NOTE: Set by owner when deck was made.
I like it! I don't really have any comments, except maybe to take out one to three of the lands (23 lands, 4 Attune and 6 other pieces of ramp is a lot) and replace them with ones that cycle, another glimmer or something similar.
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I second the removal of a few lands, but vote to replace with counters or burn spells. It'd be rather easy to get rid of Lightning Runner in base form.
What about Heroic Intervention or Blossoming Defense to protect the creatures from removal? Both are good, imo. Heroic Intervention protects them all, while Blossoming Defense doubles up as a pump spell for Empyreal Voyager.
yea I agree with Ded, your opponent just sits on a shock to blow up the runner, or gets spell quellered, or gets Harsh Scrutinied. I love the idea of fast folks and infinite combat, but it dies too easily in this format. Maybe out the plunderer for a couple uncounterable snake cats?
- Glimmer, +Blossoming?
I built a similar deck, however the deck I built used cards like Aethergeode miner, Aetherwind basker, and so on so you can get a lot of energy counters just when you attack, so you didn't need as much energy ramp.