This deck is entirely based around getting infinite combo's as a win move. Skullclamp did used to be in here, but it didn't actually aid in any infinite combo's (from what I remember).I'm now trying to update it again with a few other bits from Dragon's Maze and M14, and I can't remember all the combo's. So I'll now go through, and list every infinite combo (that I know of) which exists here.
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Ok, never looked at magic workstation before (I assume thats what you're talking about)I'd love to have all my cards catalogued, but it's just such a long dull exercise. Be better than having them in multiple boxes in no particular order though... One day I'll get round to it... One day....
Testing..? I only play Commander these days, I find standard you spend so much money building a deck only to have it rotate out and become illegal soon after.For standard decks, I get bored quite fast of it as well, since all good standard decks do a few things, and the variation is minimal, requiring few tactics and a lot of repetition over multiple games. Commander on the other hand provides a much more varied game, even when playing the same decks against each other repeatedly.I find the joy of standard to be in the meta game, odds and deck construction, but thats just me.
Removed death's shadow. Thought it was still legal.Added 2 Desecration Demons and 2 Diregraf Ghouls in place.
Gah, thought death's shadow was still standard legal - my mistake. Sick with Varolz.Replaced with 2 diregraf ghouls + 2 desecration demons.
This is a very good build. I'd be concerned about board wipe effects, but other than that, this looks fast and painful. I'd consider adding 2 more varolz to take advantage of the scavenge, removing dreg mangler and adding slumbering dragon. Very nice as is though.I've made a similar build, with a lot of the same cards, but a different strategy: http://www.mtgvault.com/olafbiggles/decks/jund-smash/
Just built my new Jund deck, inspired by this: http://www.mtgvault.com/olafbiggles/decks/jund-smash/
Really like the combo of Vexing Devil with Varolz. I'm not sure why ur lol troll is SBed, I'd think that'd be in there by default, since slumbering dragon doesn't give enough return without it. Would be tempted to remove 2 shred-freaks, and 2 desecration demons for them to have a perma spot.I don't know why you've SBed Ash Zealot, since scavenge is not casting a spell.I would think about including undying evil, although it does change the nature of the deck... It works nicely with a vexing devil turn 2, for 8 potential damage. Of course it does clash with all of the unleashy stuff, so you'd need to replace with burning tree-emissarys, perhaps diregraf ghouls/lightning mauler in place of the cacklers.Overall, very nice deck though. You've inspired me to go put together my own list now :)
You should prob add some counter spells to this. All very well getting a token army, but a single wrath spell ruins you. Would at least add 4 Negate to SB.
I do like that it says max cost of this deck is $7.35, when it includes 15 black lotus!!!
Apart from being totally illegal in any format, you could just use 24 black lotus, 12 ball lightning, 24 berserk for optimum effect. That way you win the game with 2 lotus's, 1 ball lightning, 2 berserk in first hand. Even if u don't get first hand, muligan, and you're still likely to have a winning combo.
Can't see how you can take control fast with this deck. Most of the time, you won't get the empires combo.. The Urza land really needs to be a 4 of to come up... Think you'd be better running 4*glimmerpost and 4*cloudpost. That lets you ramp to primeval titan more quickly, then search for more locus's, exponentially increasing mana - if u have all 8 of ur locus's in play, thats 36 mana... But why would you need that much mana? The only thing you have to benefit is the hydra, and that's better off played early, to ramp itself without wasting ur mana...
This deck does a 1 turn win...... Play swamp and 2 memnite/ornithopter/shield sphere/phyrexian walker. Play Culling the weak, and sac both 0 cost creatures to it, for 8 black mana in pool. Play Cultist/taste of blood. Play wall of blood, then rite of consumption. Chances of this happening are very very slim. Could be improved by including demonic tutor, as only 6 of the mana from culling the weak is used for wall of blood + rite of consumption + cultist/taste of blood. Alternatively, this deck could win T1 with starting hand 3 dark ritual, 1 swamp, 1 wall of blood, 1 cultist/taste of blood and 1 rite of consumption. So really not sure why you've called it T2 Win....
adding 2 more fiend hunters to this would make it much more likely to hit the infinite. Also, you should probably include a couple of cyclonic rift (at least in SB), as well as SBing some negates (to stop ur creatures being wiped) and some detention spheres, as they're very useful for dealing with troublesome creatures/walkers and multiples. I'm not sure deadeye navigator works that well here. His ability is nice, and does have some synergy with champion of the parish, but perhaps not enough to be included. I'd be tempted to swap these for azorius charms or ghostly flickers.
Nice build, good curve. I'd like to see how this plays compared to my Bant flicker build. Seems like it will play slightly faster early game, but slow down slightly sooner. Thta's just a gut feel though. Issues might be with board wipe, but u have negate SBed for that, and flicker to save some non-tokens. I'm not sure what else u need to do to improve this, looking pretty good. But it has made me think Geist would be good in my build, since between cackling counterpart, parallel lives, seance and various flickers, it could really add quite a lot.
The angel is not a one hit wonder.. the cards are returned to owners hand, not to play.
As I said, WIP :) But thanks for the input!
This looks like a strong golgari build and will do well against creature based decks, but I think anything like this will struggle against control of azorius/izzet. Unfortunately I don't know how to improve this enough vs control styles. Creature-based decks are problematic, given the variety of mass removal available. U should SB another 2 abrupt decay - useful for getting rid of detention sphere/o-ring, as i think azorius gives the biggest threat to this. Also worth including thragtusk as previously stated, so in case of board wipe, u having something left. If u have a chance, check out my new bant standard combo.. http://www.mtgvault.com/ViewDeck.aspx?DeckID=398602
basically the combo works with the closet and angel/slime. The angel allows u to bounce 3 creatures per turn. The slime allows u to destroy the land. You can't do both at once without multiple closets. However, bouncing 3 creatures per turn is enough to lock down most, then perhaps every other turn, take out a land, until u have multiple closets. The problem really comes with non-creature decks, such as azorius/izzet control. In the event of facing a deck with no creatures, would prob be very handy having blue for counterspells. I think adding blue to this will really kick ass - The combo of ghostly flicker/cloudshift/conjurer's closet/deadeye navigator + acidic slime/angel of serenity/thragtusk is just a little ridiculous. Having the deadeye and slime = tap 2, destroy target land. If you get to this position, u can rape their mana. deadeye and thragtusk = tap 2 for 3/3 and 5 life. Switching in the closet in that combo then allows either effect at EOT. I think I'll create said deck now :D
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