10 times isnt a big enough sample size. you have a 3 card combo that also requires 2 mana ramps to go off turn 1, which is ridiculously unlikely.in order for a turn 1 you need in your hand- land, dark ritual, simian spirit guide, rite of flame, waste not, and wheel of fortune, and another card. mass hysteria must be drawn by the combo or be that other card. on top of this, you have no guarantee that your opponent is running creatures, or in what proportion they are to the deck, or if they are running many lands at all. plenty of vintage and legacy decks dont run many lands but are pure speed combo decks that go off with only 1 land on the field. so, even if you get your 7 part combo off turn 1, which is highly unlikely, your opponent still needs to discard the right cards in order for you to either draw the pieces necessary to complete the win, or pump out enough tokens to swarm. either way, you have no way of knowing on here whether it worked or not.i realize that grapeshot is your alternate combo, in case you end up drawing through the deck off of waste not instead of producing tokens, but thats also unlikely to hit correctly. you would need to play 19 other spells that turn to get the otk, and thats extremely unlikely, even with running 3 demonic tutors. again, the entire combo is contingent on what the opponent discards.and since this is a casual deck, there are much better choices than elixir of immortality and reforge the soul (which will almost never work as you wont draw it first that turn but because of your combo.
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good point, subbing in dictate for glory right now
ive built at least 10 decks using the cards and combos you describe above. this one is meant to be different in that it relies on dumping your hand for burn then refueling it with diminishing returns. scepter is awesome indeed, but if you don't build the deck around it, it falls flat. I wanted this build to be able to operate without it. same thing with snapcaster
banning it in legacy is just another instance of the bullshit format control magic does
whoops, got in the habit. its modern
its not an edh
baneslayer angel is a must in here. he is your win condition and gives you massive lifelink. i prefer nyx-fleece ram over lone missionary
i made a modern white red build of this concept here- http://www.mtgvault.com/dknight27/decks/modern-eidolon-burn/
absolutely. what a devastating blow. sac a creature, get your token, opponent loses a creature, scavenge the creature, double up your creature in 1 swing. im not sure i can make it fit though, especially since it costs 3 black. im always afraid of trip costs in modern cause the lands arnt that good
fated conflagration is a must in here. it is an absolutely devastating burn card, and it lets you set up your next 2 turns (hopefully), which is super important in a burn deck. you are right in your description, your curve needs some serious work. i would suggest going RU so you could use 4 ponders and 4ish preordains. i dont really know why the rest of the magic community isnt as in love with those card as i am, but its hard to find a better turn 1 in mtg than throwing out a ponder. i know they will burn you late game, but its worth it to speed up the deck and your own development. diminishing returns is an excellent consideration for blue in here, as it wont hurt you and will reset your hand (which is always in trouble in burn decks), but the best news, it gives your opponent more ammo to hang himself while giving you the burn power you need to finish him off. the hand reset is of extra importance if you run pyrokenesis and fireblast cause they murder your card advantage and development, both of which always hurt with burn.anyway, thats how i would handle the burn version of this deck. another way to do it would be to go RW and use baneslayer and assemble the legion and do a longer version of the build
i find myself leaning toward control decks that have a long game win condition. i absolutely love assemble the legion and bitterblossom. just sit back and hate on everything and let them pump out your win.
i checked all those out, gave the opponent too much time to react is my only concern. the combo i have going is a 1 turn thing.damnit. i love turn 1 green sun into dryad arbor. this must have been a recent change. thanks for the heads up
i tried to branch out from the traditional builds
whoops. aura of silence it is
this deck would be a lot more consistent if you made it black and blue, so you could add in ponder and careful study
ponder and preordain speed things up greatly, as do the cheap creatures and counterspells. basically it doesnt matter what the board state is once the combo goes off, which isnt that hard to do. if you snag a stasis but not a will and are in a bad spot, just wait till they tap sum stuff out and drop stasis for a few turns to freeze the field until you can get what you need. its more flexible than you would think. stasis is one of the best stall cards out there, even without a way to continuously use it. should buy you at least 3 turns if you have out a few lands, which can be all the difference in a combo deck. that being said, there are more reliable decks out there. i wouldnt take this to a tournament
nature's will works pretty well too. I wish stasis was modern. That would make an unstoppable combo on turn 5 in modern
it would be awesome if it did though
stasis is meant to slow the game down long enough for you to set up the rest of the control base. i realize it doesnt untap you for stasis.
there are different variations, but the general gist is slowing down the game long enough to get out smokestack or an equivalent which decimates the field. since i built in multiple ways to get permanents to sacrifice each turn (crucible and awakening zone), the stax doesnt hurt me, but it devastates the opponent. once i get 2 counters on it, its pretty much game. basically stax decks are prison builds that seek to disrupt the fast pace of legacy. ive built several of them actually. they are very fun to play
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