The Butcher Dance

by GrandCateran9 on 15 August 2016

Main Deck (60 cards)

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Deck Description

Good old fashioned completely batshit infinite combo time. If you cant get one of the other guys out to keep the combo going, you can end the game purely on irritation.

Deck Tags

  • Infinite Combo
  • Legacy

Deck at a Glance

Social Stats

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This deck has been viewed 1,385 times.

Mana Curve

Mana Symbol Occurrence

2503000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for The Butcher Dance

I'm having trouble seeing the infinite combo. What is it?

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Posted 15 August 2016 at 16:47

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the step by step is ridiculously convoluted to put into text, but it involves 2 faceless butchers and 2 fiend hunters (or journey to nowhere + oblivion ring, either can replace either). Short version, they bounce each other in and out of play, with Geralf, Rager, Simulacrum, etc coming in and out of play along with them

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Posted 15 August 2016 at 18:16

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I still don't see it. I see some nice combos, just not infinite. You need 6-9 mana each turn to pull it off and eventually you wont be able to continue after you get all those creatures exiled. If you had spells to return creatures/cards to your hand would work better but it's still not infinite. Eventually you'll have to stop and start it up again. It's more of a repetitive combo.

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Posted 16 August 2016 at 00:07

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I think i fucked it up. I don't think it would be able to pop the other creatures on the field either way, but with three butchers and 3 hunters you can continue rotating removals on them to keep them coming into play infinitely. So, with Carnival of Souls, and Soul Warden you produce infinite black mana, but cant gain life without a second soul warden. Would also need something for draw power, like Mentor of the Meek. Can draw indefinitely with the mana from Carnival of Souls, but the other creatures would basically just be left in the dirt.

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Posted 16 August 2016 at 19:00

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Conjurer's Closet might help too. At your endstep you exile target creature then return it to play. With enough creatures on the field you can pull of the combo twice on your endstep. Plus, it's a triggered effect so most spells can't counter it.

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Posted 18 August 2016 at 15:40

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