Bant Combokill (turn 3 win)

by RainbowPlatypus on 19 August 2013

Main Deck (60 cards)

Sideboard (15 cards)

Enchantments (3)

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Deck Description

This is the competitive version of my UG Infinite Combo deck. This deck takes off fast and pulls instant kills out of nowhere. It's designed to be resilient and still function as a control/stall deck if the main combos are hiding from you.

How to Play

I'm going to first explain the best combos and then explain how to play because it will make more sense.

Since multiple cards work for combos I'm going to define a few terms I will use throughout:
Mana Dork = Bloom Tender || Axebane Guardian
Mana Kill = Sands of Delerium || Increasing Confusion || Drift of Phantasms* (transmute into Sands) || Presence of Gond* (infinite mana => infinite untaps => infinite tokens)
* Only works with Axebane or restricted by available blue mana with Bloom Tender
FR = Freed from the Real

Turn 3 win: Bloom Tender + FR + Mana Kill. It's really quite simple. Play Bloom Tender turn 2. Play FR turn 3. Get infinite mana. Kill them with infinite green and 1 blue mana.

Alternate turn 3 win: Cathedral Membrane + Bloom Tender + Intruder Alarm + Presence of Gond + Mana Kill. Turn 1 shock in Cathedral Membrane. Turn 2 play Bloom Tender. Turn 3 play Intruder Alarm, then Presence of Gond on Cathedral Membrane. Get infinite mana and tokens, kill them if you have a mana kill in hand or wait till next turn to beat down with tokens.

Normal Combo: Mana Dork + FR + Mana Kill. Axebane can work in lieu of Bloom Tender as long as you get one of you other defenders out, and can also be fetched by Drift.

Alternate Combo: Presence of Gond + Intruder Alarm. Infinite tokens, kill them when they lose summoning sickness.

Simic Charms are there for 2 reasons, 1 obvious and 1 obscure. The obvious reason is hexproof. The obscure reason is a fairly strange situation: you have Axebane out with FR but no other defenders. Hard cast Drift, get infinite mana, Simic Charm to return drift to your hand, transmute for a mana kill.

Try to never take a hand without at least 2 combo cards. If you do, congratulations: you are now playing the control deck. Have fun stalling and hoping for good top decks. You rarely need more than 3 mana so you are looking for the 2~4 range for your opening hand. 5+ is an instant mulligan unless your remaining 2 cards are required combo cards.

Increasing Confusion is there as a defense against discard/mill.

Cathedral Membrane is in the deck for 3 reasons: 1) it has defender (Axebane) 2) it is an exceptional defender for 1 mana 3) it's white but doesn't cost white mana (Bloom Tender).

Deck Tags

  • Modern
  • Combo

Deck at a Glance

Social Stats

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This deck has been viewed 3,163 times.

Mana Curve

Mana Symbol Occurrence

9180017

Card Legality

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

Deck discussion for Bant Combokill (turn 3 win)

I really want to splash Black so I can add Perplex for more 3 cmc transmute and control, but I couldn't find any other reason to add it black (and it seems like a waste to add a color for a single card.

0
Posted 20 August 2013 at 04:29

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I see you combo with Bloom Tender and Freed from the Real doesn't provide enough blue mana on its own for Blue Sun's Zenith. Blue Sun requires 3 blue mana and you're spending all the blue the Tender makes on Freed to untap it. I have a possible solution to this: Orochi Leafcaller. Leafcaller turns any green mana into any other colour you want. And if you're going to use Leafcallers, you mite as well use Sachi, Daughter of Seshiro. Sachi + Leafcaller + Freed is an infinite mana combo that produces any colour mana you want :p

1
Posted 20 August 2013 at 06:04

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Oh, I missed that. When I thought of the combo I for some reason assumed it developed infinite of both blue and green instead of just green. I shall look into your alternates and revamp the concept.

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Posted 20 August 2013 at 06:46

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