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sac engines include ones that dont need mana viridian emissary- rampant growth as many times as you want veteran explorer- everyone puts two lands into play as many times as you want sakura tribe elder- rampant growth as many times as you want blood throne- big mofo viscera seer-scry 1 as many times murderous red cap-infinite damage to any targets blasting station- with an infini dying creature= infinite damage to any number of targets genesis chamber- possible infinite myr token army spawning pit- possible infinite 2/2 spawn token army ashnod's altar- infinite mana to combine with engines that need mana altar of dementia- infinite mill and demonmail hauberk [you need atleast 2 creatures tho] - sac any number of creatures at sorcery speed to combine with other engines salvaging station is good for bringing back tiny artifacts? [the ones that search for land and draw cards and what not] and thermopod which you sac creatures to add mana to your pool which could fix your mana problem with the other below sac engines. just like ashnod's altar but worse sac engines that need mana birthing pod- [you also need to tap it][possibly need green mana] fertilid- [needs green mana] to ramp synod sanctum? [you get back stuff?] claws of gix + thermopod or ashnod's altar and a infini dying creature = infinite life carnage altar- draw power thoughtpicker witch- mill disciple of griselbrand- gain infinite life geralf's mindcrusher- mill geralf's messenger-infinite loss of life [only problem with the Geralf's is that you need double blue for mindcrusher, and 3 black for messenger] mikaeus the unhallowed- all your persist can die infinitely ok, now to describe some of the minor combos all the modular, sunburst or clockwork creatures/ect can persist and only die forever until end of turn if are they 1/1 or less like clockwork beetle or modular worker stinger slith/ ect. these are good for either blasting or salvaging stations, multiple artifacts to add plus counters to the persist creatures, genesis chamber or spawning pit and maybe just using the demonmail. if you want to/only have the option of keeping an annoying board presence then you can keep you persist/undying creatures alive with the various artifacts that either remove counters or put the opposite +or- counter so that it is able to die again. conspiracy is for the horde of notions so that you can resurrect anything that was able to die. tell me your thoughts or if you have an opinion of something that needs changing
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what happens when they blast your graveyard, wipe your artifacts, or counter/destroy your revive mechanic? i know in my EDH i run several cards to do those things at instant speed, tormod's crypt and fracturing gust being particularly prominent in my mind. my point is that with a deck that combos off like yours, you either need to in immediately, or make that combo a secondary advantage, your deck can be killed any way a combo deck can, but it doesn't have the innate advantage of winning immediately.
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your right, Idk maybe it was just a fun idea, but it would definetly never work unless it was fixed.