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This is a total overhaul of an initial version of this deck which can be found here:https://www.mtgvault.com/reaperandross/decks/a-grave-mistake/Basically that deck wasn't up to scratch, with the main issue being hard to actually close out a game, and lacking enough lands and rocks to ramp effectively. This is a total overhaul after leaving the deck on my desk for a few months of not looking at it. Now I have an actual capacity to win a game. Hopefully.But, at least the core of the deck being Lhurgoyfs is still there, as well as some symmetrical mill effects to absolutely annoy my opponents!
The deck has moved slightly from just milling the board for effect to being a deck that tries to both mill, and filter through itself rather quickly to find one of the two infinite combos in the deck. Failing that, you have Muldrotha to recast stuff out of the grave and all the Lhurgyofs (and creatures with similar effects) that I could reasonably get my hands on.The combos that you're searching for are the following:Dina/Sanguine + Exquisite - This is honestly one of the oldest infinite combos out there. You gain life, so they lose life which gains you life. Repeat until everyone dies.Bootleggers + Time Sieve: - Now, this is a bit of a different one as you do require at least 6 lands in order to pull this off, but it is infinite turns to find a way to win the game. As long as you have a big enough creature or something with Trample, or Mending of Dominaria able to be played before you deck out for game, then you can take all the time you need to win!
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NOTE: Set by owner when deck was made.
One of the oldest infinite combos out there ???I'd like to butt in and say there's been infinite combos since unlimited, and they never stopped coming since then.They were clunky, obscure and forgotten by the average player, but a few of us remember stuff like the enduring renewal, ornithopter, ashnod's altar combo for example, which is old...It's a white combo, so perhaps it's better to mention intruder alarm, birds of paradise and shrieking drake.
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"One of the oldest" being more along the lines of the one that everyone learns of first, or at least within the first 3 infinite combos.If we're going purely off MtG release dates, then yeah. It probably isn't THAT old. But that isn't what I meant by "oldest". So, how's the rest of the deck looking anyway?
Not knowing commander may skew my judgement, but it does look like fun.There's a flying goyfish vampire, I think it might be from the second zendikar cycle, or maybe eldraine, I remember noting it during a time where mill gained a lot of actually cheap agressive creatures in modern.I'm also wondering why borderpost artifacts doesn't seem to be a thing in commander even though they are quite the ramp. Got any info on why people pass those by ?I mean you skip casting stuff on turn 1, but gain a manafix on turn 2. The more colors you play, the more outposts you get to play, and commander does seem to love having many colors in general. It's a perfect ramp concept.
Nighthawk Scavenger
I think that nobody owns the borderposts and it's the fact that they enter tapped, while setting you back on a land drop. I do have the red/black one (Veinfire?) and use it in my Obosh deck. It isn't a terrible card in there, but doesn't feel as good as a Rakdos Keyrune.