Nope, Still My Turn

by pain42 on 31 January 2015

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (3)


Planeswalkers (1)

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Deck Description

Standard Infinite Turns Combo

Sage of Hours + Sandsteppe Mastodon (replayed each turn, bounced by Primodox or Sabertooth)

Rest is control/protection, draw, and devotion boosts to increase likeliness of being able to recast the mastodon.

How to Play

The main purpose of this deck is the above mentioned infinite turns combo. Luckily, standard has provided an abusable way to draw cards through Eidolon of Blossoms, at the very least you can use it as a bounce target for the Sabertooth in order to draw an additional cards each turn to increase movement towards your combo pieces. Eidolon also works effectively in conjunction with the Sieges and Courser for more card draw, and the more Eidolons you get to stick the more fun the party gets.

If you're interested in other infinite combos in standard check out my Temur Ascendancy list through the following link:
http://www.mtgvault.com/pain42/decks/the-new-ascendancy-combo/

Always enjoy hearing feedback and suggestions to improve my deckbuilding skills.

Deck Tags

  • Standard
  • Infinite Turns

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,320 times.

Mana Curve

Mana Symbol Occurrence

080051

Card Legality

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

Deck discussion for Nope, Still My Turn

There doesn't seam to be an awful lot of control in here especially considering your late game win condition, 4 counterspells and 2 enchantments are hardly going to lock down the board. Id look into more removal and counterspells. It looks like your trying to accelerate the combo into play whilst at the same time trying to play a prolonged control game. I would pick one or the other and focus on that. If you want to accelerate the combo think turn 4-5 latest and plan how you will get there otherwise drop most of the acceleration and pack in the control.

2
Posted 01 February 2015 at 00:26

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Yeah, I suppose control really isn't the right descriptor for the deck, the bit that I'm running is predominately to ensure that my combo pieces survive (the stubborn denials being that bit). Everything else is primarily ramp and card draw to accelerate as fast as possible to the combo.

Perhaps two Dig Through Times, an extra Monastery Siege, and an extra Frontier Siege instead of the stubborn denials?

1
Posted 01 February 2015 at 00:29

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If its counterspells your worried about, swansong is great. You would have to play test It to see how much ramp you need. The dig through times are definitely a good option, id be weary about dropping too many enchantments though, your deck needs board presence to win and things like Anger of the gods, Whelming wave and Ugins second ability would cripple you especially as none of them target and so the sieges would be useless against them. It really depends on your meta though and what you expect to face.

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Posted 01 February 2015 at 00:45

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went with an extra courser over the monastery siege, and the boardwipes and spot removal were why I was considering the stubborn denials, but i think negate may be better. personally i've never been a big fan of swansong, didn't like giving my opponent something that could end up being the reason i lost later (the 2/2 flyer).

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Posted 01 February 2015 at 00:54

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Fair comment although if they don't get another turn To use it it doesn't matter. I actually have a similarly themed deck although I use grave strength and soulfire grand master instead.
http://www.mtgvault.com/sohlon/decks/to-infinity-and-beyond/

0
Posted 01 February 2015 at 01:03

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*devilish laughter*
*hits +1 like button*

1
Posted 01 February 2015 at 09:51

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The combo needs 3 creatures, you should add Chord of Calling to help you get them

1
Posted 03 February 2015 at 14:50

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Chord of Calling now +2, thanks!

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Posted 03 February 2015 at 22:31

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