Friday, 22 April 2016

Ascendancy Combo

Jeskai Ascendancy

*edit*

I have issued a correction for this article (2/11/2017) as I missed the mark so hard with this one! It can be found here;

http://mtgcube.blogspot.co.uk/2017/11/jeskai-ascendancy-dec-version-ii.html

*end*

This is the most recent combo to grace the cube. As with most combo decks this has strengths and weaknesses. The strengths are that there is a decent amount of redundancy for most of the pieces you want, it is very quick and fairly reliable. The downsides of the deck are that you need pretty much all the green mana dorks which can tap to produce multiple colours, you need a really good four colour mana base that can play green spells turns one and/or two and still cast an Ascendancy on turn three, and lastly you have only one Ascendancy, should it be dealt with your deck does nothing! You can also be disrupted on the Ascendancy side like a combo deck or the creature side like more normal decks. A red burn deck has nothing against enchantments and rather than play extreme solutions it can just play cheap instant burn. Sylvan Caryatid is great for getting the ball rolling safely against removal but you always need more than that if just for the ability to attack with it!


Sylvan CaryatidThe plan is fairly simple, have at least one active mana producing critter in play and make an Ascendancy. At that point basically every spell in your deck either produces mana or is mana neutral and typically is also draw two, discard one. You can rapidly draw your whole deck once in this position. Before near decking yourself it is wise to spend any spare mana you may generate on making further mana producing critters and use one of the haste spells to turn it on. At this stage every spell in the deck generates mana. You carry on doing this cast, pump, untap and bonus loot routine until you have enough damage to kill in one swing.


As this list is all so focused around the one effect there isn't room to go cramming extra combos in which is reasonably unusual for cube. Even the engine combo decks in cube tend to have sufficient overlap or utility from other combos in the cube to double up. There is also an argument to go black for the extra tutors because the deck is so reliant on having the Ascendancy. Black also lets you proactively take away their disruption for the Ascendancy and a 5th colour is not quite so hard when you are already packing lands that tap for all the colours. Deathrite Shaman is interesting in the list as it allows you to partially go off with him as a mana source but also exile lands so that reshuffling graveyards is even better. Treasure Cruise is another top rate card that helps remove unwanted graveyard cards prior to a reshuffle.

Crimson Wisps
25 Spells


Birds of Paradise
Noble Hierarch
Arbour Elf
Crimson Wisps

Expedite
Ceurlean Wisps
Retraction Helix
Enlightened Tutor

Gitaxian Probe
Ponder
Noxious Revival
Swan Song

Noxious Revival
Slight of Hand
Preordain
Path to Exile
Visions of Beyond

Faithless Looting

Sylvan Caryatid
Manamorphose
Rattleclaw Mystic
Spellskite

Fire / Ice
Gaea's Blessing

Jeskai Ascendancy

Visions of BeyondFate Stitcher

15 Lands

Mana Confluence
City of Brass
Misty Rainforest
Taiga
Tundra
Stomping Ground
Wooded Foothills
Temple Garden
Flooded Strand
Volcanic Island
Tropical Island
Savannah
Breeding Pool
UGR triland
UGW triland



Frontier BivouacAs part of your combo is having cheap spells to untap your stuff you are able to play a couple of useful utility spells which can be bounce, recursion, burn, removal, or countermagic etc. This list is greedy and even runs a Fire / Ice but at least it can draw. You don't want too many spells that don't draw cards as you will run out of gas when going off. The Gaea's Blessing allows you to go off forever, only if you get something exiled is it then a problem, Blessing can get things you need back but it is rather slow and clunky, Noxious Revival is a much more direct tool that is best at undoing things like Negate or Duress hitting you at a bad time. It is also handy as it doubles up as a mana producer when you are going off.

Spellskite is a card that in no way helps with the combo (I guess that isn't totally true as it can be part of the attack squad) however it protects you and usually all the different parts of your combo as well. Given that those are the decks main weakness I think this is a worthy inclusion. Modern versions of the deck run Glittering Wish and the 4th Ascendancy in the board giving them great security on that front. Glittering Wish is a consideration for this list in appropriate cube formats as you can get some really powerful gold cards when you are 4/5 colours and you can still have a fighting chance of winning should your Ascendancy somehow get exiled.

FatestitcherFate Stitcher is a cute addition to the list acting as one of the best mana producers in the deck, you only need it for one turn and so the unearth is incredibly powerful. It is essentially a Birds with haste and draw a card once you get going. The Retraction Helix is another cute addition allowing you to do several things. Either you can just stick it on a spare dork and clear their board of blockers and problem cards before your fatal swing or you can use it and two dorks (one of which can tap to produce blue mana) to loop untaps and pumps without needing you use your library several times over. Without the Helix this list would need more draw effects like Serum Visions and Treasure Cruise and less things like Path and Spellskite, you have way too high a chance of fizzling before you have fatal attacks in this list without it. In many ways Retraction Helix is the Upheval of this list compared to artifact based decks.

Retraction HelixThe deck is much better than its performance and levels of play would suggest. This is because the formats in cube where you have access to all the niche cards are also the ones which getting all the premium green mana dorks and all the premium lands is really hard and rare. On top of this those formats are also the ones which people are able to counter draft to your plan. Suddenly you find yourself up against Erase and Transgress the Mind and your expected win rates plummet. This deck is obviously best with an optimal mana base (which isn't miles of the one I suggested) however it is totally workable with weaker lands, likely it makes Arbor Elf unplayable which is a shame but not too damaging. Things like Vivid lands are fine if that is what you need.


What I like most about this deck is that you get to use loads of cards everyone has to read! It is always good to have something fresh and different at the table and this is very much both of those things. It may not be tier one but it is certainly competitive and makes up for much lost ground by being unfamiliar and therefor much harder to play against.

Rattleclaw MysticSwan Song

Tuesday, 12 April 2016

The Rotisserie: Conclusions and Results

The rotisserie was simultaneously somewhat standard yet also unusual. It was standard in that most of the common top archetypes were drafted with and impressively strong correlation between the top cube cards and the things picked. Most of the good cards were picked and the ones that were not were due to there not being a suitable archetype for them.

The rotisserie was unusual in there being very little competition or conflict. With most of the players going mono or mono with a splash there was only some minor overlap in things people were after. On top of people being well spread in colours the same was true of archetyes meaning even less overlap and conflict. Despite people being so self contained and needing less picks (the more basic lands you intend to play the more spare picks you have to use on hate picks) from being basically mono  there was very little hate drafting. Almost all of the hate picks were actually hedging ones, removing cards that were problems for themselves rather that ones that damage the archetype itself.

Another oddity with the rotisserie is that no one had any sort of blue based control deck. The most control player at the table was Copperline George with his Reccurring Nightmare Abzan deck while The Phyrexian had the most actual countermagic available in his Splinter Twin deck. There were very few wraths at the table making for an interesting meta. All told this wound up worst for Action Dan with his white weenie. Despite him looking like he had the best deck after the draft a meta with no classic control decks turned out to be a problem. White weenie benefits from a diverse and stretched meta. It is robust, solid and reliable and able to hedge against other decks very easily without hurting the list. Despite doing this better than anyone else with his draft it didn't come together for him on the day.

The matchups were generally very even, people had selected and built their decks so that we all had a close to 50/50 matchup in most cases. Copperline George and his Abzan deck was the only one which was quite polar, looking favourable against aggressive creature decks and quite weak to the combo decks. This was likely a sensible choice given 2 combo opponents to 4 aggro ones. This bias and acceptance of weaker matchups is again the likely result of there being no classic control at the table.

It was incredibly easy to predict archetypes and even final deck lists for people from very early on in this draft. It was this transparency which made it quite a standard and quite a friendly draft and also why the resulting decks were so incredibly balanced and fair looking. Regardless of the results I was very impressed with everyones efforts in the draft, there was a huge range of skills and experience sat at the table. A pie chart of total time spent playing magic would be 95% me and the remaining 5% the rest of the group. Remove me from that chart and Swanker and The Phyrexian have 95% of the area. I might have been playing magic for twenty plus years, I might have played more magic in the last year than four of the people in the draft have done in their whole lives combined and yet you couldn't really tell that difference from the picks.

We have already embarked on another rotisserie based on the fun and success of this one. This next one is an 8 man one with a new player with comparable MtG experience to myself joining the previous group. It will be interesting to see what different ideas he brings to the table. The draft is substantially more unclear where people are going and much more competitive over cards thus far. Partly this is because of the extra player but also I think due to some increased confidence in people having done it before with good success. I will post the draft when we are completed, hopefully in about three weeks time.

I highly recommend this "online" pre-draft way of rotisserie-ing a cube. It saves time on the day so that you can play more games but also gives you loads of time to think about your deck, plan, prepare and generally be involved in something in the long build up to it. The day we played the games felt like a tournament we had all prepared for and were all anticipating. It allows less experienced players the time they need to research or talk about what they should be doing so that they not only have a very competitive deck at the end of it but learn a huge amount in the process as well.

Before we move onto the results themselves I want to highlight some of the best picks and plans people made use of in the draft. I also briefly want to talk about some of the things I had considered while making my picks.

Sideshow Cob always intended to go affinity but had what looked like a very messy opener to the draft. His reasoning was very sound and generally a good plan in this format. His first picks of Mana Vault and Grim Monolith heavily lock other people out of artifact based decks so while they are weak cards for affinity they secure him the rest of the cards another artifact deck might compete for. It also removes the chance that there will be two artifact decks in the field which is good for him as well. Too many artifacts and people start to run main deck hate and make things more uncomfortable. His later picks of Tinker and some fat targets were a backup plan incase heavy hate came his way and made affinity too much of a stretch. Some very good draft strategy used there.

Flame Slash, Unsummon and Lightning Axe were exceptional picks from The Phyrexian. There were some problem cards for his combo in the field, many of which had 4 toughness. You really can't afford to be playing 2 and 3 mana removal against the kinds of aggro deck in this field. With damage to face being unusually irrelevant in his deck he could afford to go exotic and play rarely seen red burn spells that did the job perfectly. Unsummon is nice in this capacity too while also being able to protect his combo (after I stole his Spellskite!).

Pillar of Flame was pretty optimal from Swanker and won his some games outright. It turns out hitting a Kitchen Finks with this makes a Searing Blaze look low value and Swanker was good at doing that. I also really liked the balance of cards Action Dan picked and selected as main deck hate and hedging. I had myself planned to take away both his Thalia and the Aethersworn Canonist that Sideshow Cob stole simply because they are so much extra effort for me to beat.

I wanted to go High Tide from the outset as it is powerful, different and most importantly mono. Being mono means I don't need to fight for dual lands and I can have a lot of spare picks to allow me to tune the list or hate pick away things I fear. Storm is very hard to conventionally disrupt but plenty of cards exist that are very dangerous for you and I wanted to be able to steal the ones that seemed like they might be playable against me. Flusterstorm was one of the few I actually managed to take with the white hatebears going pretty quick and no decks able to support stuff like Mind Break Trap sensibly.

The risk with High Tide is that there is little redundancy in your stuff, you need all the key stuff, want most of the important stuff and a lot of that stuff is high powered high pick things. The things that aren't are really obvious and liable to be hate picked. I was lucky I managed to get basically all the things I really wanted and needed. The only one of my fist 12 picks that were not essential to the list was Treasure Cruise. Due to this fragility I had a vast number of backup plans and directions I could go at various stages of the draft.

I had to take the High Tide near the end of the important stuff so as to not fully give the game away and leave myself wide open to hate drafts but it is the most important card in the list. My back up for losing High Tide was going into green and perhaps even white for Heartbeat of Spring and potentially Mirari's Wake. A very similar sort of deck and thus able to use all my previous picks to good effect. Merfolk was my other backup plan. Had I lost any of the cards previous to High Tide I would have picked up Vedalken Shackles and True Name Nemesis as my next two picks and gone down that route. It worked quite well with my picks and remained an option for a long time given that I was mono blue. It would not have been an ideal backup given the meta and would have suffered far worse than white weenie. Being the aggro deck that has the weakest threats and the slowest clock, as well as the least removal, is not a place you want to be. Having some good tools against control decks is of little use when there are none!

A big part of Rotisserie is knowing not only what you are aiming for but all the alternate paths you can take once you have set upon that route. If something suddenly doesn't go to plan you want outs, being forced to play a significantly under par deck just because someone identified and took a key card from you is brutal. A good plan is one with lots of low cost high potency alternatives. I really wanted Sapphire Medalion but I left it late because it is a card I had backups for. It did get hated so I scooped up a Helm of Awakening as a quick fix direct replacement. After significant thought however I decided I was quite afraid of playing Helm in the meta and decided to splash white for Sunscape Familiar. Obviously I was very lucky to still have such a clean white splash at that stage of the draft.


Enough jabber, have some results;




Results

Swanker 6 - 0

Me 5 - 1

Copperline George 3 - 3

Old Fava Beens 2 - 4

The Phyrexian 2 - 4

Sideshow Cob 2 - 4

Action Dan 1 - 5



Sideshow Cob The Phyrexian Copperline George Me Action Dan Old Fava Beens Swanker
Sideshow Cob na 2 – 1 1 – 2 0 – 2 1 – 2 2 – 0 0 – 2
The Phyrexian 1 – 2 na 2 – 0 1 – 2 2 – 1 0 – 2 1 – 2
Copperline George 2 – 1 0 – 2 na 0 – 2 2 – 1 2 – 0 0 – 2
Me 2 – 0 2 – 1 2 – 0 na 2 – 0 2 – 0 1 – 2
Action Dan 2 – 1 1 – 2 1 - 2 0 – 2 na 0 – 2 1 – 2
Old Fava Beens 0 – 2 2 – 0 0 – 2 0 – 2 2 – 0 na 0 – 2
Swanker 2 – 0 2 – 1 2 – 0 2 – 1 2 – 1 2 – 0 na


Conclusion

The results may look a little one sided but that is what happens when you do a best of three rather than the thousands of games you need to get a relevant data set of how the matchups or players perform. The main thing I took from the results is a great example of the classic game mantra, to quote MFPallytime - "Success is a mindset".

Having seven players we had someone spectating each round, in the first round this was Swanker (we all had full decklists so he didn't get any free info). He lives with Copperline George and has been mentoring him and helping to some extent with the draft. I was playing against George and being invested in his results Swanker was spectating our match. What I did to George should really be censored. One sided isn'y even close to a description. It was a good matchup for me and my deck ran well. I hard cast Emrakul turn four game one and Brainfroze away his whole library turn three in the next. It was filthy, even I felt bad with my win.

Having seen this horror, this abuse unfold Swanker rightly wanted to punish me. He knows he can play, knew he had a good deck and had a strong incentive to avenge his fallen comrade. As George pickup up his cards Swanker got up and asked him to step aside with great purpose. He had a fire in his eye! Normally mild mannered and not overly competitive Swanker had new found reason to win. He played exceptional magic against me, took me down and carried on with that momentum throughout the rest of the day. To do well in Mtg or any other competitive game you have to believe you can win and have a strong desire to do so. Swanker knew he could win and I inadvertently gave him the desire to do so that day. You can practice hard, prepare loads, do your research and it all helps but wanting it is still the main thing in my experience. 

Saturday, 9 April 2016

Ad Nauseum Combo


Ad NauseamObviously as soon as I post my definitive list of combo decks in cube I remember one that has been done to moderate success and that merits mentioning. The Ad Nauseam combo reared its head in modern with Angel's Grace and Phyrexian Unlife however it existed in cube without these white things long long ago. They gimmick with this deck in cube was simply to have a sufficiently low CMC deck that you can basically just draw everything in one hit without the need of the silly white stuff. Yawgmoth's Bargain works as good redundancy for the Ad-Nauseam but it also a huge risk hit target at six mana, you may be better off running a Vampiric Tutor instead. The win condition was Siesmic Assult, a weaker version Lighting Storm generally speaking. Both are fine for this list but it is always nice to also pack a Tendril's of Agony. Not only does it give you a solid backup win condition but it also can provide valuable life when things are not going to plan and you still need to do the massive draw. There is a significant overlap between this deck and purer non-blue storm decks but it is a distinct combo deck from storm  in its own right even when you pack Tendrils.


Shadowblood Egg
The hardest part about this deck is swapping between red and black mana in pool as you are comboing off. A lot of the cards in the list are there simply to help solve that problem. The basic game plan is to find, cast, and resolve one of your big black draw cards. With cunning use of math and probability you can draw most of your remaining deck which should give you enough mana you can make for free to cast a ritual to play a win condition, which if it is a red one you should have sufficient lands in hand for the kill. One of the strengths of this deck is the speed it is able to go off at. For an unpowered decklist this is by far and away your best chance of a turn one kill in cube. Obviously those odds are pretty tiny still but the fact that they exist bodes very well for the decks ability to win on turns two or three.






Angel's GraceAs the deck is so driven by life total for its ability to draw deep into the deck there are some awkward things that are not nearly as playable as usual. This list has no sac lands, no pain lands and no shock land. It has no Vamp, no Thoughtsieze and so on. It makes beating turn one Bolt to the face really hard to beat. The speed at which you can go off is overshadowed by the fact you somewhat need to win before you take damage rather than before you take fatal damage. As such, perhaps Angel's Grace and Phyrexian Unlife is the way to go. White gives you Academy Rector which is a lovely tool to have access to but the Unlife and Grace do little with the Bargain, only the Ad Nauseam so there isn't actually great synergy there. The deck would need many more tutor effects and card quality effects to assemble the things, it would be significantly slower but it would solve the taking no damage issue. They would be completely different decks in look and feel, lifting the low CMC restriction changes how you can afford to build things. I have only played with this version of the deck, it is a great meta choice when there are not any super aggro out of the gate players. There is very little wiggle room in the list, you can add a little more card quality or a little more disruption than this fairly streamlined list but you can't differ more than a couple of cards from this general layout.



Cabal Ritual
25 Spells

Chrome Mox
Lotus Petal
Mox Opal
Mox Diamond
Zuran Orb


Chromatic Star
Chromatic Sphere
Shadowblood Egg
Mana Vault

Dark Ritual
Duress

Pyretic Ritual
Desperate Ritual
Demonic Tutor
Mana VaultTalisman of Malice

Rakdos Signet
Cabal Ritual
Grim Monolith
Pentad Prism

Simien Spirit Guide
Seething Song
Siezmic Assualt/Lightning Storm

Tendrils of Agony

Ad Nauseam

Yawgmoth's Bargain


Foreboding Ruins15 Lands

Great Furnace
Vault of Whispers
Darksteel Citadel
Ancient Tomb
City of Traitors
Urborg, Tomb of Yawgmoth
Graven Cairns
Dragonskull Summit
Badlands
Blackcleave Cliffs
Smoldering Marsh
Foreboding Ruins
1x Mountain
2x Swamp




Zuran OrbAncient Tomb and Talisman of Dominance are a little dodgy in the list because of the pain they cause you. You could arguably use more Signets that are just black or red and that would be better. Tomb I think is worth it, you are rarely forced into using it and it is pretty obvious when it is a good idea to speed yourself up by a turn with it at the cost of two life. 15 Lands is sensible, it is important to have options on what to lay, you need 10 for part of your win and you generally use 3. You could even go to 16 and add some utility with something like a Rishadan Port but there is so much stuff you want in the deck too I settled at 15 and was very happy with that balance. A deck with this level of non-land based mana could easily get away with 12 and usually wouldn't run more than 14 but that isn't wise here.

Zuran Orb is a godsend on the other hand, it helps with metalcraft and storm and lets you draw another 5 cards or so. The choice between Lightning Storm and Siesmic Assualt is a tough one, you can't really afford to run both and each has merits over the other. The Storm is 3 more damage which is very significant, with only 15 lands in the deck and only 20 life you tend to draw around 90% of your deck. If you lay three lands and don't draw a couple things get very tight indeed. Then lifegain from your opponent can be just as much trouble as direct damage! The Assualt you can pre-make, you can even use it to keep a bit of damage at bay and you don't run the risk of them having a handful of lands and killing you with your own combo! The RRR versus 1RR cost is negligible in this list, if you have one red you can almost always have three.

Lightning Storm
There are a lot of powerful and cute cards you can run like Goblin Welder, Yawgmoth's Will, Wheel of Fortune, Burning Wish however they don't really do that much with the deck. You are better off running more of the same sorts of things, Manamorphose and Elvish Spirit Guide would just be more useful. Helm of Awakening is another card I considered but when you can't afford to take much damage speeding up your opponent is scary. Elixir of Immortality is a card I wanted to run so that I could go off again if needed or survive disruption better. It seems like one of the better cute cards to run if needed. It also occurs to me that against all the odds Gamble might be a really good tutor for this list. You don't need to dump you hand early and the deck is fairly redundant. You can go fetch your big black draw spell and have good odds of keeping it while not discarding something key. It also has the added bonus of being able to pull out the second big black spell from your deck. This means you can go off with the Ad Nauseam with significantly greater comfort and security knowing there isn't a sixing for your face somewhere along the line.


Lions Eye Diamond and Lotus Bloom feel like they should be good inthe deck but the circumstances in which they become useful is just too rare. The Mox and the Lotus Petal are significantly more reliable and effective. A very fun to play deck that does loads of things but is substantially less complex than decks like eggs or storm to pilot. It is fragile to some common things and not overly capable of solving problems but it makes up for this with blinding speed and decent consistency. Most hands you get can cast a turn 3 Bargain, it is just about having the Bargain or Ad Nauseam (as well as the Duress if you fear counter magic) by turn three as well.


Friday, 8 April 2016

Top 10 Discard Effects

StuporDiscard is typically black's main disruption tool however it is not exclusively black. As top lists for a card effects go this is one of the most eclectic I have done. With counterspells I found I was ranking the cards as a counterspell rather than rating the card so to speak. That felt appropriate in that list however due to the nature of discard effects suffering from poor scaling and diminishing returns after a point considering the whole card is much more relevant to them.

I was also expecting to have to talk about has been cards and B cubers so as to make the list up to ten but quickly found plenty of discard effects still in the main cube getting lots of love and doing good work. As such there is an honourable mentions section at the end for those that time has not been so kind to.






Duress10. Duress

I card I associate both with old school formats like extended but also a card suitably balanced that it has seen countless reprints making it modern playable and periodically a standard card too. Duress is a very fair card, it is a preemptive Negate. For one mana you get pretty complete information, hopefully some options, a one for one trade and good proactive disruption. Eating a turn one Duress is still one of the worst things that can happen to most combo decks. It is pretty nasty for the control player too although Duress stays pretty good against them throughout the game.

The problem with Duress is that it sits dangerously close to being a hoser card. There are not a tonne of decks where I know I am keen to maindeck the Duress. It is usually a card I hedge with, I play it because I am already happy with the matchups where Duress isn't great but I am worried a bit about the ones where it will shine. There are a lot of creature heavy decks in the cube. Due to planeswalkers being so great almost all of these will have some Duress targets but the problem is that you don't have good odds on getting a hit, even on turn one, making Duress a bit dodgy. Even when you do get a hit in those matchups it is either a fairly irrelevant spell or something that wouldn't have effected the game for several turns. It is still more than fine when you only have one thing you can take, even if it isn't that great of a card. The information and going 1 for 1 is well worth the mana. Flat misses are a problem though. Discard already suffers from doing nothing on an empty hand, the fact that Duress can still do little on a full hand means you have to be quite careful how you build with Duress and where. Ideally I want to have reasons to play the card as well as ways to put it to use when casting it doesn't do anything.



Karn Liberated
9. Karn Liberated

Karn is not great discard at all. Usually you are doing that ability for the +4 loyalty and not the disruption or value. Seven mana Raven's Crime is pretty much the nut low for discard, even if it is exile and even if you can do it every turn! Karn is however a very potent card overall offering lots of off colour things to whoever wants them. Creature removal for green and blue, enchantment removal for black and red, hand disruption for the non-black decks etc. Karn solves problems and then sits there getting value every turn. Typically the discard is only that brutal in the slow control matchups which is not a surprise given that most other archetypes will be able to expend their hands or close the game before 7 mana planeswalkers enter the battlefield!





Wheel of Fortune8. Wheel of Fortune

Like Karn Liberated this is a card you don't really play because it discards your opponents cards. Occasionally I play it because it discards mine but mostly I play it to draw me seven cards for three mana. Despite this, when I play with the Wheel, for whatever reason, I fairly frequently find myself casting it simply because of what I know or think it will get out of my opponents hand. Some games they have a Courser and you see what they draw, sometimes you hit them with a Gitaxian Probe and find out the horrors that await you. Most of the time you can make a pretty educated guess about what is coming at you if they don't play much. You might find you are only getting like +1 card on your opponent through casting a Wheel but based on what you know or assume about their cards combined with what you know about yours often makes it a great play. Nothing is more delightful than seeing a bunch of Thragtusk style cards go directly to the bin without bothering you at all, likely being replaced with elves and lands! Magic is more about quality than quantity, draw seven is great quantity and so the quality aspects of Wheel are often overlooked. Don't do this! Forcing someone to ditch a hand of gas is a winning move and a fantastic extra way to apply Wheel of Fortune.





Mind Twist7. Mind Twist

The ultimate in game ending plays. Land one of these on some one for X = 3 or more where the board is pretty even and it is really hard to lose. It is like the Strip Mine free win except that you don't need your opponent to be a little screwed. Despite this I am not all that into Mind Twist. It is much harder than you think being able to dump at least four mana into a spell that does nothing to the board without being very behind on said board. It is even harder to do this before your opponent has reduced their hand size to below three. Mind Twist has quite a narrow window in which to end the game. It has a slight wiff of Hidetsugu's Second Rite about it! Very powerful but not very fun to win with or lose to and not exactly a skillful card.



Inquisition of Kozilek


6. Inquisition of Kozilek

Very comparable to Duress but rather than be stronger or weaker depending on the matchup it is much more so based on the stage of the game. Early on an Inquisition will basically never miss, if it does you likely have a free win anyway because your opponent only has land and top end. As cube is one of the cheapest formats there is Inquisition does a bit better than Duress. It is the best anti-aggro discard spell. Late game it is pretty weak but most discard is anyway by that point. You want to be able to handle these late game dud draws within your build but it is generally worth the payoff. A turn one or even two Inquisition really puts you in the driver's seat for the game.





Vendilion Clique5. Vendillion Clique

A lot of the logic I used to describe how Wheel can be an effective discard tool applies directly to Clique. You never reduce their handsize with it but you can drastically reduce the quality of their hand. Clique obviously makes up for being card neutral discard by coming with a 3/1 flying flash body. You can also use it on yourself for a bit of bad looting should you need to. As such Clique is one of the best scaling discard effects being useful in at least one capacity at any given stage. Instant discard is also particularly nice as you can interact with all the card they draw as well. Just being instant pretty much removes all diminishing returns from a discard card and so clique is a real winner with its ever so useful body.






Kolaghan's Command
4. Kolghan's Command

While the discard is fairly limp on this card the way in which it is packaged has allowed for some very powerful and more creative uses for the card. I saw a great puzzle where you had to use the Command to discard one of your own things to pump up Tarmogoyfs for the win. As with Vendilion Clique the instant speed of the Command greatly improves the discard aspect. Kolghan's Command has some situational effects but the fact that you can land a draw step discard hit ensures the card gets a 2 for 1 most of the time while still doing the useful things you need it to do. Kolghan's is very similar to Cryptic Command in the way it gets value, controls a game and keeps you safe. The draw card option on Cryptic is a big part of that and is the equivalent of the discard on Kolghan's.


Thoughtseize3. Thoughtsieze

When you absolutely positively have to take the thing out of their hand, accept no substitute! While never better than Duress or Inquisition in the right situation Thoughtsieze is also never a dud. Against creature heavy decks you will hit the most relevant thing, against spell heavy decks the same applies as it does to top heavy ramp decks. For your two life you get reliability and that is most of the time the thing you want in your discard. It is incredibly well balanced, without the two life it would just be the Lightning Bolt of the discard spells with no reason ever not to pick and play it first. Two life actually hurts, as do lots of other things in the cube, friend and foe alike. You need to consider how much you can pay for things, if your deck is able to fight off aggression while spending its own life. Against a burn deck you are generally doing them a favour by casting this. If the reasons you are wanting to play Thoughtsieze are entirely covered by another discard spell that doesn't administer pain then consider that instead. In most of your matchups the two life isn't going to matter and at the same time, most of the matchups will also be ones in which Thoughtsieze outperforms other targetted discard effects which is why it remains the best and most played of them.





Hymn to Tourach2. Hymn to Tourach

A nasty little spell that gives a cheap two for one as well as some really uncomfortable discard potential. As it is random it will be able to hit lands, including basics, which no other cheap discard does. Many a game has been won simply by landing a turn two Hymn on the two lands their opponent had in hand. It is functionally a Mind Twist with X=2 costed at BB instead of 2B. As such it does a lot of work in demonstrating quite how significant of a difference there is between a 2 drop and a 3 drop actually is. There are almost no 3 mana counterspells in the cube while the vast majority of the 2 mana ones are in the cube. The main weakness of getting card advantage through discard is tempo loss. Yes, that is also the main disadvantage to getting card advantage through drawing cards and yes, discard is also weakened by diminishing returns which card draw isn't, I am not comparing discard to card draw as a way towards card advantage, just stating the facts about cards in isolation. If you are getting card advantage out of discard effects then Hymn is the best of those because it costs you the least tempo. It is a fairly simple equation of cards per mana, you will find Ancestral Recall at the top of that list with Ancestral Visions and Treasure Cruise next in line, shockingly the best draw effects in the game! After that however you will find the Hymn sat atop the second highest level of efficiency.

Night's Whisper might do much the same for your card advantage situation for the mana and it wouldn't becomes useless as your opponent consumed their hand but that is entirely overlooking the disruption caused by discard. Even giving your opponent choices as to what they lose still has a significant disruptive effect most of the time. You choosing, even from a restricted selection of cards has a lot more disruptive capabilities and random can do worse still. On average random is probably the most effective but it is obviously more... random. As such sometimes it will be as weak as letting them chose. Hymn is a cheap two for one and it is disruption which isn't something you can easily find on other cheap card advantage cards.


Liliana of the Veil1. Liliana of the Veil

As a discard tool Liliana is kind of weak yet she remains atop this list because the function of the card as a whole is so rounded and effective. The discard is sorcery, costs 3 mana to get online and only does one discard per turn of their choosing while also forcing you to discard. If you cast Liliana and use the +1 then at that point you are pretty much worse of than you would be casting dribble like Mind Rot in terms of immediate impact on the game. The two big factors that make Liliana substantially better than Mind Rot and company are that she stays in play and that she can Cruel Edict for -2 loyalty. The edict function just gives your card options and utility and is good in much the same way Kolghan's Command is good.

With Liliana staying in play and gaining loyalty to force both players to discard she is a serious threat to a lot of decks. Like Karn but under half the cost! With Lili you get both some guaranteed initial disruption as well as having a threat left in play that most decks need to deal with. There are also obvious perks like the ability to turn the self discard into a positive thing. Liliana typically is a tempo play even when you use the discard effect. As she represents quite an annoying threat she is generally quite a priority target. Four loyalty is a big chunk to get through, especially if it is early in the game. Due to the urgency of killing her there is often some inefficient plays made, my general experience of making a turn three Liliana is that it eats my opponents entire turn to deal with her if they are even able.


Raven's CrimeThe honorable mentions section is rapidly growing as I do it but includes some fantastic cards. The first of which is Raven's Crime, the bane of control! One mana one for one discard isn't exciting when you gain little information from it and have no choice in what to take. Used on turn one it will hit the least relevant card and often have no impact on the game. Why Raven's Crime is so good is when you pair it with cards like Life from the Loam. Its ability to turn lands into useful spells in an ongoing way is difficult to disrupt and really hard to beat for any slower deck, even a deck that simply requires a certain mass of hand size to go off. You can only really play this in the most grind win orientated decks but it is an incredibly card economical way of beating and archetype. Often used with Worm Harvest as the win condition and Gifts Ungiven as a potent way to tutor for your land and graveyard abusing effects.

Despise
Despise looked good for a while but never actually came close to becoming a cube staple. It is basically a Duress but focused against creature decks rather than spell decks. The thing is that there are better things to deal with creatures, such as removal... Certainly Despise is one of the best ways to deal with a Thragtusk or Bloodbraid Elf but the odds on you having Despise and them having their few cards that are better to discard than kill are really low. This is more of a warning against playing with Despise than an honourable mention. Functionally it is incredibly comparable to Duress in power level, I suspect the odds of it hitting are also very similar to a Duress. Despise is doing something you can do more reliably with other cards though. Duress does what you want it to in the matchups you are playing it for and Despise somewhat fails at this simple test.


Transgress the MindTransgress the Mind is a subtle card that has been the backup discard spell, the Ponder when you wanted Brainstorm, the Searing Spear because you didn't get Bolt. Transgress does what you need it to with a little bit of a perk at the cost of some clunkiness. It hits all the big scary things and has generally the broadest target range of the discard spells. The exile can be terrifying for some decks and just a pain for others. The biggest issue with Transgress is that is misses most of the countermagic out there making it the weakest of the options in a Duress role. You will play things like Distress and Addle over it and they are pretty weak. Where Transgress shines is in those "can't beat that" situations. Your opponent wants to cheese you with a Worship, don't just pull it from their hand but exile it and turn their cheeky Auramancer into a Grey Ogre.

Nezumi Shortfang
Nezumi Shortfang was actually a thing in cube for a few years after its release. Things were slower back then and you could afford 2 mana 1/1s with 2 mana tap abilities. Back then it was the bane of (even) slower decks, it would lock down their hand and then turn into a decent threat once it was done sucking their resources dry. You could single handedly beat some decks with this guy. It was nice as it was one of the few cards then with an instant speed discard effect so you typically flipped it in their drawstep for that pseudo Time Walk feeling. Don't play this now though, bad idea.










Cabal TherapyI don't seem to be able to do an article without harping on about the wonders of Cabal Therapy. Now I do one where it could reasonably get some appraisal and I didn't even put it on the main list! As we have tended towards midrange things the quirky uses of Therapy have declined. Back in the day it was all about getting it in the bin with an Oath and then flashing it back to take their Force of Will while triggering your Academy Rector. Synergy has declined and power has increased, with that Cabal Therapy has taken hits. Less confidant players rarely take it and sensibly so. It is one of the hardest cards to use well in the cube. I can see it making a return but as a result of increased information from cards like Courser of Kruphix and Gitaxian Probe combined with more decently playable creatures you quite want to sacrifice appearing in black.

Therapy is a card I go on about and so is Death Cloud! Death Cloud has discard utility and so should appear on this list! You rarely play it specifically for the discard aspect. A symmetrical Mind Twist for BBBX does not a good spell make. The glorious thing about Death Cloud is how it reduces the overall resources in the game meaning that a small edge is relatively speaking quite a big one. Just having an annoying Bloodghast to recur can be game over if you wipe out their hand along with a bunch of lands. The discard aspect of Death Cloud works with the general theme of the card even when it isn't the specific part of the card you want to be using. Smallpox is much the same, for half the cost of Death Cloud you can play it with X fixed at one. Great if it misses one more of your things than your opponents and devastating if that is two things.

SmallpoxDeath Cloud



Ravenous Rats and Mesmeric Fiend were used a fair amount back in the day as disruption and value in Recurring Nightmare style rock decks. Now there is a bit too much removal for Fiend to shine and Rats simply isn't enough disruption to merit a 2 mana 1/1. Another discard creature that no longer see much love is the mighty Hypnotic Specter. This guy was the best value creature in all of magic for a very long time. Dark Ritual into Specter was good games unless they had the one mana burn or the Swords to Plowshares in hand. While still playable in the cube is it a bit too easy to kill and a bit expensive for 2/2 stats. Black has lots of quality in the three slot that is generally more useful in the roles they are needed for. Black is good against control which is where Specter shone most and so hasn't seen play since Vampire Nighthawk was printed. Even that doesn't see play now...


Ravenous RatsMesmeric Fiend


Finally we come to Blackmail, a surprisingly playable card in cube. Like Transgress it has always been a backup option when the better spells are gone but there really isn't that much redundancy in "targetted" one mana discard. Cube being so quick often means hand sizes are quickly diminished. I have played (on the draw obviously) Blackmail and had it be better than a Coercion (they had a land I could take!). Of all the one mana targetted discard Blackmail certainly scales the best into the game. The question is how close is it to Raven's Crime as a turn one play on the play? The answer isn't simple at all sadly. A lot depends on how good both players are and how much of a read the players have on each other. The short answer is that in general you get a reasonable amount of value over a Raven's Crime, both information and disruption, however there is a significant delay on the relevance of that disruption. You might take away their fourth land or their preferred three drop but that won't actually do anything for two or three turns which greatly reduces the value of Blackmail being one mana. Even costing two mana and not hitting one or two drops Transgress is more effective early game disruption than Blackmail. That said Blackmail is much more playable than it is generally given credit for and is a fun and skill intensive card to play with too.

BlackmailHypnotic Specter

Friday, 1 April 2016

The Definitive Guide to Combo Decks in the Cube

Our group has started to do more rotisseries and is gaining sufficient experience in cube play to be branching out and trying more interesting, creative, unusual and exciting things. Of such things combo decks tend to be the most so. The trouble with combo decks is that there are loads of different combos and loads of ways to approach those combos. There may be loads of ways to build white weenie but they all play very much the same and have huge overlap of cards. With combo decks you can have the same combo housed in such different shells that they play totally differently and have very few overlap cards. You can do a couple of storm decks that literally share no cards! Some combos are just the interaction with a couple of specific cards while others are engine based and the whole deck is the combo. Then there are those combo like interactions you can build into fairly normal decks and have it as a bonus extra that happens to win the games for you. There are also combos that you do build your deck around but that don't actually win the game outright. This attempt to categorize combos made me realize there is no clear cut off point between combos and synergy. If Reanimate is a combo then so too should be things like Stoneforge Mystic and Batterskull which is really just a powerful synergy you can include easily in a lot of places. Where I have stopped calling things combo is somewhat arbitrary

I was going to do a top 10 combos in cube list but realized that wouldn't scratch the surface. Instead I am just going to list all the combo decks that have been done in the cube and give a very short synopsis on that deck. Important stuff, variants on the deck, weakness and key cards. I am going to try and group the combo decks according to their theme as it were (2+ card comboa, 1 card + stuff for it or power play combos, and engine combos ). This is mildly useful but a little forced. The decks are so diverse trying to group them is a little futile. I am sure I will miss a couple but will add these in as I remember / am reminded! I am going to give each combo an out of 10 rating for its combined power and viability. I have tried to name the combo archetypes as generically as possible for clarity sake, there are many names they go by and some are not that informative! There are a sad selection of combos that simply don't translate into cube because there isn't enough redundancy in the parts. Amulet of Vigor for example is great when you have 4 copies of the card and can often make one turn one but when your whole deck relies on a single copy of a card and you need it early to do well then the deck is severely gimped by that. All cube combo decks suffer it a little but some far more than others. There are other combos that you could try and replicate in cube such as the Myr Incubator one from Mirrodin block however these are entirely superseeded by better alternatives in the cube. There are also thousands of combos that do exist but involve so many bad cards and different colours that they have never really been a thing in any format. As such this list will never be exhaustive but it should cover everything relevant and a lot that really isn't but I tried a few times anyway!
Crucible of Worlds

The 2+ Card Combos:


Fastbond-Crucible 10/10
Fastbond
This combo also requires at least one more card to actually do anything on top of Fastbond and Crucible of Worlds. It is also the only combo that requires a card I have banned - Fastbond, and as such is the only one not viable in my de-powered cube. The extra card is usually Zuran Orb which gives you on the spot infinite life and mana but it can be Strip Mine which land locks your opponent quickly and hard. You can use a simple sac land to empty your deck of targets and ramp pretty hard. The combo is cheap, all the individual pieces have strong merits and synergies on their own and the whole combo takes up very little decks space. You can basically cram it into any deck with green mana. It is one of the most classic cube combos yet remains one of the very best. As you don't warp your deck much to play it the combo is very robust and safe, as it is so cheap it is very hard to disrupt as well. A big strength to the deck is that the only colour you are tied to is green.











Auriok Salvagers
Auriok Salvagers 10/10*
Lion's Eye Diamond
This is the other top flight cube combo deck that is brutally fast, easy to put into a deck, hard to disrupt and takes up very little deck space. It is also the easiest combo to Tutor up the various pieces for. The Salvagers combo is significantly better in a powered cube although it is still possible in an unpowered cube unlike the Fastbond deck. While all combo decks typically get a chunk better relative to the aggro, control and midrange decks in a powered environment the Salvagers one is the most notable drop off. Despite this is is probably still a solid 7 out of 10 with no Black Lotus. Essentially you use the Salvagers with Black Lotus or Lion's Eye Diamond to generate infinite mana. This in turn makes it very easy to win the game using the ability on Salvagers with something simple like a Pyrite Spellbomb. This aspect is doubly important when you only have the LED as you won't have a hand to play with. Oath of Druids, Entomb and Reanimate effects all go very well with Salvager's decks as they allow you to both find and play your combo parts significantly quicker. Tutoring things into the bin is fine when you can Salvager them back. The deck is vulnerable to graveyard disruption and instant removal, particularly exile effects. Even when you do have Lotus it is nice to have the redundancy of LED as well.












Thopter Foundry-Sword of the Meek 8/10
Sword of the MeekThopter Foundry
This is a two card combo with bolt on improvements like the Crucible Fastbond combo. With just the Foundry and the Sword all you have is an engine to make 1/1 fliers and gain a life for 1 mana a pop, a lot better than a Bitterblossom but not always winning a game. Throw in a Time Sieve and for a mere five mana a turn you can have endless turns which generally means the 1/1s will take down the game. You can also bolt on a Krark Clan Ironworks instead and gain infinite life and 1/1s and mana which usually is enough to be winning that game. It is a very cheap combo with a lot of good artifact synergies while not being that demanding on your deck. You can go all out combo win, you can mash it together with another artifacty combo and have a backup win or you can just ram 2 or 3 of the parts into an affinity deck and get some really good value. The deck is always UB and often W for more tutor effects and due to the ability to recur artifacts red is also sometimes played. I typically find the deck looks like affinity in all ways except the threats and as such is it vulnerable to a lot of the same things, Pernicious Deed, Kataki, War's Wage etc. It is also vulnerable to graveyard hate and artifact hate but creature removal is no concern for it. The deck can be very fast and has a lot of options. While the mana may be all over the place you don't need to compete for top quality dual lands, instead you can settle for the kinds of things affinity fixes with and be fine, often better off.


Painter's Servant










Painter's Servant-Grindstone 9/10
Grindstone
A two part combo needing six mana to do but split in such a way you can do it without ramp of any kind by turn three. The combo is entirely colourless artifacts making building, finding and playing your parts much easier. It is vulnerable to various forms of spot removal but may be played more slowly for increased safety. If you could measure combos neatly with a ratio of the cards they needed and the total mana cost of the combo then this would come off very well, likely the best of the unpowered combo decks. As the strategy mills it is weak to cards like Emrakul and other mill protection tools but this is generally solvable with the time and space this little combo gives your deck.











Panoptic MirrorPanoptic Mirror-Timewalk 5/10

In a powered cube this is a seven mana combo, unpowerd it becomes ten although you can still do it just as quickly (assuming you are not ramping into the Panoptic Mirror with something like a Mana Vault). Once you imprint your Time Walk effect on the Panoptic Mirror you are good to go with infinite turns but your Mirror costs five mana and needs to live a turn. If they have instant removal they can blow up the Mirror and take out your Time Walk. There is no redundancy for it either so once your Mirror is exiled you are in a little trouble. This can be very quick with things like Tinker but it that little bit more vulnerable that the other good two card combos.




Erratic ExplosionDraco-Explosion 4/10
Draco
This is a combo that is quite hard to setup and disrupt and yet it doesn't even kill anyone! Draco hits for the most at 16 but Emrakul does 15 and can be of actual use in your deck. It is a unique combo in that you need two parts but one of them specifically needs to be on top of your deck. This means that a lot of library manipulation effects disrupt you pretty hard. Predict for example is a totally playable card in any blue deck and a hard counter to this combo. Tutoring things to the top of your deck is fairly hard in cube when there is only a handful of cards that put things there and all the cheap ones are really top rate cards. By the time you have built a deck with sufficient library control to play Erratic Explosion you can start to do all sorts of wacky things with miracles and Counterbalance I also tend to find that Show and Tell is a good partner for this deck as it works with all the tutor/manipulation effects and the Emrakul. Hard to build, not a great combo, very hard to play but lots of options and spare deck space. Only tied to red but almost always also using blue and either white or black for Vampiric/Enlightened Tutor. The main weakness for this deck is not that it doesn't kill people (15 often does still in cube) but that you need so many high quality support cards for it to be good. If you don't get most of them you probably can't go this route (Brainstorm, Vampiric Tutor, Diving Top, Scroll Rack, and Jace Mind Sculptor at a push). You can play Long Term Plans as some really weak redundancy but that does no favours for the power of your deck nor the ease of playing it.


Mana Severance






Severance-Belcher 5/10
Goblin Charbelcher
Hard to disrupt and fairly reliable but like Erratic Explosion this combo is prone to not killing people outright. With 40 card decks, by the time you get shot of all the land with Mana Severance you are usually left with under twenty in your deck and need to shoot them twice with the Belcher. While it is a nine mana total combo it is easily doable on turn five without ramp and significantly earlier with artifact ramp and Tinker. Often the deck splashes red, it allows you to leave a single mountain in the deck post Severance and increase your odds on a single shot kill with a less than 20 sized deck. Red also has good artifact utility cards to help you have a Belcher in play and quick. Blue is obviously the main colour for the deck and black always has things to offer the specific card combos. White has a little to help out as well if needed.


No-land Belcher 4.5/10

An alternative to playing with Mana Severance, an utterly awful card on its own, is to simply play very very few lands in your deck and lots of ways to pull them out. This turns the deck into more of an engine deck but themed around a single card and typically moves it away from the artifact heavy theme. Some are still used like Talismans and often Lotus Petal but mostly so the deck can cast green land search cards and take one and no land hands. It is a slower version of the deck  but does kill more reliably with the Belcher. I think it is a lot harder to get the balance right with this version but it is nice in that you can still do this version when the Tinker style cards are heavily contested which is a ball ache for the Severance Version. The no-land version is able to go entirely non-blue which is rare for any of the more pure combo lists. Land Grant is very strong in this list.




Swans of Bryn Argoll
Siezemic Swans 6/10


Seismic AssaultWhile the combo is theoretically a two card combo the odds on that going the distance are pretty minute and so you want to add a lot of support. In theory you lay a Siesmic Assualt and Swans of Brynn Argoll and start to throw land at your Swans, each one draws two new cards which you can turn into new cards until you have enough to throw 10 lands at the opponents face for lethal. The issue is that, even in a deck containing only land cards, if you start with a single land in hand you need to go nearly 20 cards into your deck to find that fatal damage. As soon as you throw some non land cards into the mix you massively increase the number of cards you need in your deck to find fatal, far beyond what you want to play in cube. You don't have to have that high a % of non-land cards before you run the risk of fizzling and not being able to draw more stuff. As such you need ways to put the lands you have in play back in your hand for extra ammo and be able to finish the game. Trade Routes and Sunder are great tools for this job but there are a few others. I have come across some very interesting versions of this with land counts in excess of 30 (in 40 card decks). These would use Cascade spells to tutor up some of the parts, they would use Treasure Hunt to draw immense numbers of cards and Manabond to occasionaly ramp better than you can with Fastbond. With loads of man and utility lands on top of a dangerous inevitable combo kill the deck was surprisingly good and resiliant. Certianly one of the slowest combos out there on average but lots of good interactions as the game goes on, very robust despite using a creature (you can go off at instant speed) and flexible in build. Its main weakness is the mana base, the best cards are all over the place, you can end up 4 colours with tripple red 3 drops and usually at least two other colours. It is also weak in that there is little redundancy, none for Swans and none quite so good for the Assualt. Get them exiled or fail to find them and you are going to have to win with lands. Comically that happens more than you might think.
Enduring Renewal


Pebbles 1/10

Goblin BombardmentThis combo is at least three cards and relies on the Enduring Renewal too hard. It is a 4 drop with no redundancy you need to find and resolve with all the other parts to get the win. There is quite a lot of redundacy in things you can use with it, there are many many 0 cost creatures and lots of ways to sac them to good effect. Goblin Bombardment remains the best kill card but you should run at least one more. The combo itself it quite good, it kills well and isn't that easy to disrupt. The deck has problems beyond relying on the Enduring Renewal. One is colours, it is already in two and those are two of the weaker combo support colours for this style of deck. The second weakness is that all the pieces of the combo are awful useless cards in their own right so when you don't have the combo you have naff all to be getting on with.
Illusions of Grandeur
















Illusions-Donate 2/10


DonateGreat in theory but not something I have ever managed to get working well in practice. In theory you cast Illusions of Granuer, gain 20 life as a buffer and then Donate it to your opponent so that they die when they can no longer support it. There are a lot of issues I have had in trying to do this deck. The combo is either seven mana in one go or four then five with none to spare. This isn't the worst by any means on this list but it taps you fully out over two important turns and doesn't end the game, it gives you a 20 life buffer and starts to Port your opponent down fairly hard. I have found that I quite often just get killed right through my 20 life shield before my opponent can't afford the upkeep on the Illusions. It is not the easiest combo to assemble and with no spare mana it is pretty hard to protect. It has been a while since I have tried it so perhaps cards like Baleful Strix will really help it but from my experiences it is one of the least effective translations of a constructed combo deck to cube.
Isochron Scepter


Scepter-Chant 7/10

Orim's ChantThis is an odd combo. It is technically good in that it is two cards, of which both are independently strong, and only five mana which can be split into a very convenient 2 then 3. The issue is that it doesn't win the game at all, it just does a lot to stop you losing the game. An awful lot of decks will instantly fold to it however it is fairly easy to include outs for it. As it doesn't end the game it gives lots of time to your opponent to find and play outs. This is one of very few combos that typically gets housed in a control shell rather than the conventional combo quickly shell or the occasional aggro plus combo deck. It is weak to most instant spells and any permanents that do damage without needing to attack. It is a little bit too easy to make a deck secure against Chant locks and so the real big weakness of this deck is when people know it is coming. If you do a format like Rotisserie you have to pick it as your last couple of cards or it will be very ineffective.


Channel











Channel-Fireball (Emrakul) 5.5/10

The original MtG combo deck is quite a long way from the best combo. Trying to rely on Fireball is a complete no no. It is a 2 card, 4+X mana combo where X is how much more life your opponent has than you. On the rare occasion they have less life you can pull it off for three mana. Mostly though you just can afford to do it and sit there getting further away from the mark as you die. There are many issues however, the main one being you put yourself within range of dying to a stiff breeze. Should they disrupt you in any way or have any instant damage you are going to be the one dying to your combo. Another issue is that red and green are two of the worst colours for finding spells meaning you need to play blue or black or both which causes your mana to be much rougher and your life total to take more of a beating. What is quite decent is Channel Emrakul where you don't have to pay all your life meaning you can use a sac land and still go off or not worry to much about the Bolt they could be holding. Emrakul is also able to be relevant regardless of your opponents life total. Emrakul is easier to find than Fireball in green and allows you the option on playing with other cards that can cheat in dorks. Channel is quite narrow and loses value quickly as the game goes on. It is wise to have some alternative things you can play off the back of a Channel other than your win condition. These could be powerful stopgaps like Wurmcoil, Karn and Ugin or more utility such as Memory Jar and Gilded Lotus. These are not nearly so likely to win the game as Emrakul but do keep you in games and make you more consistent. This is a strong combo, it is only tied to green, only costs two mana and is only two cards. It is not easy to disrupt nor is it that devastating when it is compared to a lot of combo decks. While neither piece is strictly playable in a vacuum they are both incredibly powerful cards that have lots of other synergies you can work with and should if you want to make the most out of your cards and deck.



PalinchronPalinchron 4/10

Typically a sub combo found in the kinds of combo deck that employ mana doubling effects. You can go all out on the Palinchron route but there is generally no call to do that. Essentially once your lands tap for two and you have six of them the Palinchron becomes infinite mana and storm count. For a non-green deck to get to six lands takes too long to be a good combo deck and so you almost always find the Palinchron in UG decks. Heartbeat of Spring is used a lot with Palinchron. Being enchantment  based and having an instant way to protect your creature makes it quite a robust combo but not without its drawbacks. Sometimes you have to give your opponents a turn on double mana which can often be game over for you. Getting to six land isn't a quick thing even in green so you trade quite a lot of potential speed for some robustness in your combo. You also still need a way to win with your many manas and storm, in the decks you find this that should be very easy to pull off but it is something that needs taking into account. I have certainly won games by turning my Palinchron sideways five times despite having infinite mana to use.



Dark Depths
Darkdepths-Hexmage 3.5/10

Vampire HexmageVery quick, cheap and easy to pull of and not very damaging to your deck. Sadly it is incredibly easy to disrupt making it a fairly unreliable kill. For two mana and a dodgy land lay you can instantly create a 20/20 flying indestructible. This one shots a lot of people however it is denied with Path, Plow, Unsummon, Diabolic Edict etc rather easily. Red and green struggle a little more but do have a selection of answers, Tinker for a Sphinx of the Steel Wind is far scarier for the red and green mages. This is not the kind of combo I would build a deck around as it is too unreliable, even a Lingering Souls prevents the combo doing much of anything for 4 turns. As it is so undemanding on cards, support and mana however it is exactly the kind of combo I would throw into an appropriate shell as a backup win condition. Urborg Tomb of Yawgmoth is a key card for this deck as it allows you to go off turn two by letting the Dark Depths tap for B mana and generally not be a terrible land to have to make. Spellskite is also huge as it gives your Marit Lage a much higher chance of staying in play.

Splinter Twin
















Deceiver Exarch


Splinter Twin 6.5/10

Reasonable redundancy on the parts and not too demanding on your deck or full of awful cards. It is a seven mana two card combo but highly conveniently you can play part of it for 3 mana at instant speed meaning you can go off turn four without any disruptable setup, you can in fact just hold off and go off whenever they might tap out. This is a combo that winds up with more control style cards in the list. Partly this is because the combo relies on creatures which are almost always disruptable. Having counter magic and the luxury of some time to ensure your combo goes off seems to be the right direction to take it. While the deck is always UR I expect it will start to be white more often in cube soon with even more redundancy for effects and some effective tutors for the harder to find parts.



Protean Hulk



Flash-Hulk 4/10

FlashFlashing in a Protean Hulk in the cube is OK but very rarely leads to a win. While there are loads of combos of cards you get get that will instantly end the game they are all pretty awful cards and if you draw any of them your combo doesn't work. You can put in several different combos of dorks to find but then you just draw bits from both and neither work. Technically Flash-Hulk is a 2 mana 2 card combo but in singleton 40 card lists the inclusion of the kill cards and then having sufficient tools to keep them all in the deck just ruins the combo utterly. Flash-Hulk is weak as a kill tool at present however it is one to keep an eye on, if a couple of stand alone good dorks that combo to kill and can be tutored arrive then the Hulk will be strong in cube. This does not make the Flash combo unusable in cube as there are better things you can Flash into play. Worldspine Wurm is my personal favourite, it is not a certain kill nor even threatening one the next turn but for 2 mana three 5/5 tramplers is better than most things you can Reanimate. I consider Flash to one of those cheat-something-in style cards with Show and Tell, Tinker, Reanimate and co, Oath of Druids, Sneak attack and so on and so forth. Flash has the most synergy with Sneak Attack from that group and is very much the sort of card you want to build into a deck with more than one option for cheating good stuff in fast.




Metalworker


Staff of Domination-Metalworker 7/10

Staff of DominationThe Staff has a lot of combo's that work with it although Metalworker is the easiest to setup. Wirewood Channeller, Preist of Titania and the like all work with enough elves in play but you generally have enough mana for things without going infinite in elves. Pemin's Aura is a cheaper way to abuse elves than the Staff is you really want. The great thing about Staff is that once you have infinite mana you also have all the cards and all the life making winning very easy. Metal Worker is a great card in its own right in the appropriate decks and Staff is OK, it has a lot of utility but is rather mana intensive. It reminds me a little of Bow of Nylea in that respect. This is a very easy combo to put into a deck, it is cheap, tutorable, quick and powerful. The one drawback it has is that it uses small creatures that are easy to kill and have summoning sickness. Giving your dorks haste is quite a boost to this combo but that is quite a bit tougher to include.


Melira, Sylvok Outcast













Melira-Pod 8/10

This is a combo that has a lot of redundancy options, most of which are decent cards. It is also possible to house it in a very solid Abzan rock style deck and just win the good old fashioned way. The combo is Melira, Sylvok Outcast, a persist dork with a comes into play effect and a free recursive sac outlet. The combo can also be Archangel of Thune and Kitchen Finks with the same type of sac outlet. Viscera Seer is popular sac outlet as it lets you find a finisher, Murderous Redcap being the best. There are other good interactions you can throw in should you wish. Devoted Druid is a way of gaining infinite mana alongside the Archangle infinite life and +1/+1 counters combo. Devoted Druid has some combos of his own in fact which hopefully we will get to. There are lots and lots of good tutors for this deck what with it being green based and using all creatures. It gains it name from Birthing Pod which is a great tool to get the parts together. There are lots of ways to go about assembling the combo and lots of ways to build the deck. You can go for as quick and safe a combo as possible or you can make a deck with the best cards and slot the combo into it or anywhere in between those extremes. The combo is a little slow and as a creature based one it is disruptable but as the deck that houses it is pretty solid and there is redundancy on the combo you don't much care about that.



Pili-Pala
Pili-Pala-Architect 3/10

This is a cute little combo that you can somewhat toss into a relatively wide selection of decks. It is a cheap two card combo that makes infinite mana. The issue with it is that both are dorks, one is very easy to kill and needs to not have summoning sickness to go off. While blue is good at finding artifacts it is not so well equipped to find creatures. As such the combo is more one that you should let happen rather than over focus. It doesn't seamlessly slot into any other deck perfectly and one part will always be a bit of a do nothing for you. That is kind of fine for a cheap little combo but it isn't reliable, safe or redundant enough to go all out on.


Miren, the Moaning Well



Grand Architect















Daru Spiritualist




Life! 1/10

Shaman en-KorThis is a pretty bad combo in cube, like Scepter Chant it doesn't win the game, it just stops you losing, but specifically to damage. Mill, infect, lose the game, win the game and any other infinite damage combo all still beat it. Unlike the Chant combo life doesn't even disrupt your opponent,they can get on with whatever naughtiness they like. There is a lot of redundancy for the life combo, it is a 3 card combo that uses creatures which makes it a little weak to some things but the cheapness and redundancy of the cards makes up for that a lot. You use one of many cards that can repeatedly target something for no cost such as Shuko to do just that to either Daru Spiritualist or Task Force to gain infinite toughness which you can use with Miran, the Moaning Well etc. to turn the toughness into life. The base of the deck is green and white and it doesn't need other colours to get it to work although it isn't the worst to play with them either. There are some ways you can proactively use infinite life to win the game but this obviously makes the combo even more cards. Doran, the Siege Tower has some synergy with how the deck works and isn't awful prior to you going off. I consider this to be just about viable and only really then in the right kind of meta. Not a deck I would advise on going for.











ReveillarkBody Double Reveillark 4/10
Body Double
Arguably one of the best things to do with a Protean Hulk (get either the Body Double or the Reveillark plus a Carrion Feeder with your Flashed out Hulk while having the other piece in the bin so as to go off. This is the same sort of thing as Brine Elemental and Vesuvan Shapeshifter in that is is the interaction of two expensive creatures making a combo. The advantage of the Body Double combo is that it isn't terrible. None of the cards are that useless on their own and you can setup the combo far more safely for far less mana. You do need something like a Mirror Entity or the Carrion Feeder to go off but even as a 3 card combo it is still wildly better. It isn't the quickest ever combo but it is relatively light on cards and those it does use can be effective on their own in a selection of different builds. Usually I would aim to have this as a backup combo that worked well with another rather than the main one as its strengths don't lend themselves to that so much.

Hive Mind

















Hivemind 3/10

A bit of a comedy combo. You play your Hivemind for six mana followed by one of the Pact cycle. You then pass the turn to your opponent who has to pay the Pact cost or lose the game. It is a two card combo with some redundancy for the second part. It is only six mana but cannot be split. It also isn't the easiest card to find in blue. On top of that a lot of decks can easily produce the mana needed to pay for the upkeep on a Pact and so really you want to be trying to go off pretty quickly. Acceptable but a bit slow and using some poor cards for your deck. Also very awkward when your opponent can simply pay, you might end up killing yourself with your combo!




ScapeshiftScapeshift Valakut 4

This deck can be pretty hard to stop, there is some reasonable inevitability to it. Once you hit seven lands the Scapeshift should always be fatal and can be from six which is obviously doable by turn four if needed. The biggest issue with this deck is finding enough space for all the mountains you need and sufficient useful red stuff to play with it. Black helps you find and resolve a Scapeshift which neither red nor green do that well. For what is essentially a one card combo you do have to quite heavily warp your deck. The way in which you warp the deck does give you some good opportunities to exploit other strong things in magic, you can do some RG rampy things, you can just beat control by laying lands. Vesuva is quite a nice tool so you can double up on Valakut and really apply the pressure. An archetype that allows for a lot of creativity and one that can avoid blue if it wants which are both nice.
Valakut, the Molten Pinnacle

Reckoner-Act (Charms) 3

Boros Reckoner and Blasphemous Act tend to be more of a synergy than a combo in how they are played but given that Erratic Explosion only does 15 most of the time in cube the 13 damage plus Wrath combo seems strong. Boros Reckoner used to be a reasonable cube card, it is already looking a bit limp but remains perfectly playable. If you just need a body and can do a miser's 13 with it now and again it is a reasonable include. I doubt anyone will ever start loading up on tutor effects to set this combo up but that doesn't mean it isn't a thing.

There is also a silly infinite life combo you can do with some targetable damage and a Boros Reckoner, you give it both indestructible and lifelink allowing it to loop damage to itself. Very hard to pull off and not even that big a reward however all effects than can be found on appropriate Jeskai coloured Ravnica Charms. A fine example of a combo far too convoluted to ever be played as such. I have had all the pieces in a deck before, I have never used it that way. It actually seems more of a tempting trap than a combo! Blasphemous Act is a good reason to play Reckoner, 4 card infinite life combos are not.

Boros ReckonerBlasphemous Act



Brine Elemental-Vesuvan Shapeshifter 1

This is one of the weakest going for two card combos in my book. It is like 15 mana to hard play the combo as it were and it involves keeping your guys alive. Then it doesn't even win the game, it just skips untap steps. Plenty of decks can win through that. You can cheat out certain aspects of this combo, I have seen Protean Hulk and flash used to find parts! For my money, play a Statis deck if you want to be like that.

Brine ElementalVesuvan Shapeshifter
 

Pande-Burst 4/10

This is usually a Replenish deck as both parts are pricey enchantments however you can just play your parts the normal way and win like that but it is slow. When you have a Pandomonium in Play Saproling Burst does 21 damage right away which should win the game. Simple! You can also use cards like Phyrexian Dreadnaught with the Pandomonium to get a lot of cheap damage in. A simple combo and despite being in two or three colours the mana is not too onerous. This is for the best as red and green suck at tutoring for enchantments. Slowish but few cards and not awful ones at that. Quite easy to include within an Opalessence combo deck usually resulting in a better overall deck.

PandemoniumSaproling Burst



Devoted Druid-Quillspike 2.5

This is a nice quick way to make an infinitely large dork. It is five mana to get going but you can break it down into two and three mana chunks. Quillspike is not a good card at all on its own but does have a little bit of synergy with stuff elsewhere. Both Spikey and the Druid are easy to kill with most removal and so this is much more of an extra addon combo than a main combo. Awkwardly best in Pod style decks despite having negative synergy with Melira! Also pretty decent in graveyard themed decks where you can use Necrotic Ooze to really good effect with these cards safely in the bin.

Devoted DruidQuillspike



Power Artifact - Basalt/Grim Monolith 5

A nice simple infinite mana combo that isn't overly pricey. Basalt Monolith is quite playable in its own right in the kinds of places you might chose to also play the Power Artifact. Grim Monolith is one of the best cards in the game! Power Artifact is a weak card but with the ability to find and recur artifacts easily and some redundancy in Monoliths you can still play the Power Artifact with no solid way to find it. You do however need some good uses for infinite colourless mana! Harder than it might seem while retaining a good deck.

Power ArtifactBasalt Monolith


Intruder Alarm 2

There are several intruder Alarm combos, all of them progressively weaker than using it with Kiki-Jiki, Mirror Breaker. It was the original Splinter Twin deck but it has less redundancy, cost more mana and cannot be done half at instant speed. It isn't really even worth running Intruder Alarm as some backup in a Splinter Twin deck. The card has some combo potential but as it presently stands there is nothing it exploits better than another card does and so it isn't seeing any play. One day they will print something like 1R for a 1/1 that has some annoying set theme mechanic like delirium-tap to put a 1/1 elemental with haste into play, sacrifice it at end of turn and suddenly Intruder Alarm will make Splinter Twin look slow and weak.

Kiki-Jiki, Mirror BreakerIntruder Alarm




The Power Play Combos and Single card Build Arounds



Kiln Fiend 5.5/10

Named as such because Kiln Fiend is the best card for the deck but there is loads and loads of acceptable creature redundancy for this deck, basically anything with prowess works pretty well. This kind of combo deck is good because it works well in tandem with a generic aggressive strategy. It is a lot like an Izzet tempo deck that is focused on one big quick turn rather than more consistent high power turns. This deck can easily win on turn three, it can win from a clear board from about turn four onwards making it a fairly hard deck to play around despite it being fairly easy to disrupt it. The hardest thing about the deck is getting the balance right. You need lots of spells like Gitaxian Probe and Lava Dart, you also want things like Reckless Charge and Assualt Strobe so as to threaten those big turns. You also need a bunch of dorks like Kiln Fiend to play these spells with. Lastly you need some utility or protection for your stuff so you don't just fold to things. Getting the right balance of these three elements is really hard to do. The deck has some great match ups and people are not often prepared for how dangerous it can be even when you should have a bad matchup.

Assault StrobeKiln Fiend

Infect 3

This deck can be done in two ways, the modern combo style big turn quick kill like the Kiln Fiend deck or more as a general theme, just a normal ish deck using only infect dorks. The latter isn't really combo to my mind but the former is. Sadly it isn't a great deck as there are not enough cheap and good infect dorks. You have to go into too many colours to find enough of what you need and you are still incredibly vulnerable to both removal and other disruption. You can win turn two with a Glistener Elf and you tend to punish people who stutter at all at the start but toe to toe I don't think this combo style holds up that well overall in cube.

Inkmoth NexusGlistener Elf


TinkerTinker 9/10

While Tinker is rarely the whole story in a combo deck it is commonly the most feared thing. It can be cast very early and is incredibly easy to do highly powered things with it. The most common is upgrading your cheap artifact into Blightsteel Colossus although many fat threats get the Tinker treatments from Sphinx of the Steel Wind to Sundering Titan to Myr Battlesphere to Inkwell Leviathan to the comparably small Wurmcoil Engine. Tinker even finds Gilded Lotus and Memory Jar a lot too. It is also a great too for finding some combo pieces even if they cost less than the Tinker itself. Due to the speed of having these high powered things a resolved Tinker is a big step towards winning the game. Even thought Tinker is highly powerful and pretty reliable you generally want some redundancy for it if you are not using it as a tutor which doesn't exist directly. As such you end up running it with Show and Tell, Goblin Welder or any of the other effects like that. Although Tinker is one of the most potent, versatile, useful and commonly seen combo cards in the cube playing it comes at a price. You need to load up on cheap artifacts so that you can reliably have something to sac. You might think you have enough artifacts with a count of 12 or more but unless most of them cost 2 or less you probably don't.



ReanimateReanimate (+Sutured Ghoul) 7/10

Loads of cards that reanimate dorks exist, you can turn one make something vast in an unpowered cube and do so very easily from turn two. The targets range from high powered things like Griselbrand that won't win the game right away but should put you in a good position to win, to cards like Sutured Ghoul which you can setup to be a one shot kill. Reanimate strategies have some of the highest redundancy and is very cheap as combos go. Removal and graveyard hate are a little bit of an issue for it and it is also a three card combo when you consider having to get things in the yard first. In terms of going off quickly nothing compared to Reanimate in cube however as it rarely ends the game right away I have actually found I have more success with slower more midrange or control style reanimate decks rather than those that just rush out a big dork. This is because too much in the way of outs exist for your game plan and having more control helps you secure the games with your big cheap threats. You can do wacky things like milling your whole deck into the bin with a Hermit Druid or Cephalid Illusionist and win just with chaff dorks in play and the stuff in your bin. Dread Return allows you to reanimate, you can have Dragon's Breath to give the thing haste if you like. All told, I like the more classic Entomb or Faithless Looting into Reanimate or Exhume most in cube. Reanimate is usually black in some way but every colour has something to offer and not just the reanimation targets.


Sutured GhoulEntomb




Show and Tell

Show and Tell 8/10

The common counterpart to Tinker as it works with all the things Tinker does and can do a couple even more powerful. Emrakul is the classic high power Show and Tell target but Progenitus and Worldspine Wurm are both decent. Show and Tell requires no artifact support but can be a risky play against decks with good targets themselves or a good control tool set. Show and Tell is the only card that hits all the creatures you can use in the Reanimate / Tinker / Sneak Attack / Welder decks and so is commonly found supporting those strategies.






Natural OrderNatural Order 6/10

The green Tinker is somewhat less useful than the blue. It costs a mana more and has a far smaller range of targets. Progenitus, Dragonlord Atarka and Worldspine Wurm as well as more standard cards like Craterhoof, Primeval Titan and even Hornet Queen are the kinds of things it finds. All fatties that each have a weakness. You can get yourself two for oned very easily with Natural Order against both removal and countermagic. Being green rather than blue black or red means you find a lot less of Natural Order in the cheaty decks with Tinker and Show and Tell. Typically it is just found thrown into a ramp deck. It needs a lot of little sacrificial dorks to be reliable like Tinker needs artifacts and so you really shouldn't be running both in the same deck, either or both will have no support and will likely be uncastable early when they are most powerful. It is not good with Oath either becuase of the need for many small dorks. This is one of the main reasons you don't really see Natural Order much in pure combo decks. It is too unreliable to have as your sole combo yet doesn't really work well with the other combo cards that also want fat creatures in the list. Because of Craterhoof however it is often a one shot kill right then and there which is most of why it is so good and dangerous.


Tooth and Nail
Tooth and Nail 2/10

I hate Tooth and Nail in the cube. Whenever I play it I always wish I was just playing another fatty instead of this 7+ mana spell. The trouble with Tooth and Nail is not the classic "can't do what I want because I drew the thing" issue as it it lets you find anything and play that or anything else you might have. The trouble with Tooth and Nail is that it is super top end and you can only support so much top end in any sort of deck. Ramp decks are already threat light and if all your threats are top end you have one less total in your deck by playing the tooth and nail. It is like a backwards sac land, rather than thin your deck of things you don't want to draw it thins your deck of the things you do want to draw. Yes, you play it on curve by turn five or something and you should win if it resolves however as the game goes on you get less and less value from it. You can use it to get all sorts of creature combos that do end the game right away but doing that makes your deck horrible as well so you are just better off getting two independently powerful dorks. Not really a combo card because of how bad it is and while better just as a tool in ramp decks I still find it lacking. It has none of the early utility of Green Sun's Zenith and by early I mean any turn before the turn you win or lose on in this instance...



Oath of DruidsOath of Druids 7/10

Oath can be brutal but it can equally do nothing or even just kill you. As combos go it is one of the cheapest and requires just the Oath most of the time. Even when you are playing against creaturless decks you have Forbidden Orchard and Swan Song to trigger it. It is quite easy to wait until they have a dork in play before laying the Oath if you like but most decks have to just play into it anyway so I am generally happy to throw out the turn two Oath regardless. Oath has lots of applications, you can use it to get specific creatures, you can use it to get brutal big creatures or you can just use it as a way to get free dorks and fill up the bin. Oath decks themselves tend to run Emrakul, Darksteel Colossus, Progenitus and Worldspine Wurm. This works fairly well with show and tell and even Sneak Attack but it is awful with the Natural Order - the other green card like this. You need little dorks to sac to the Order and playing them in your list makes Oath awful. I have seen it done using token generating stuff Khalni Garden and other dribble! Oath can be very handy in Salvagers decks as it puts the things you need in the bin for the Salvager to get back right away. The same is true of Eternal Witness and Oath, it becomes a bit like a Demonic Tutor. Most Oath decks are mainly non-green as green doesn't have enough good spells to create a good creature light deck for Oath to shine in.



Sneak AttackSneak Attack 6/10

There are a bunch of creatures that you can use with Sneak Attack to theoretically one shot your opponent however as Sneak Attack is not a persistent combo should they say block 2 points of damage from your Blightsteel Colossus you have basically done nothing. You have made the next time you draw your Colossus a bit harder to block and this is it. As such my preference is to use Sneak with solid creatures that can really devastate a game in a single turn. Emrakul, Griselbrand, Worldspine Wurm and even Wurmcoil and some of the Titan's are typically the best Sneak Creatures. Some of these are quite castsable when your plan is already to have four or five mana for the Sneak Attack. Sneak Attack goes well with Show and Tell as well as Oath. You can make it work with a number of the cheaty big dude strategies at a little cost to your consistency. Sneak Attack is a very scary thing to have in play on the other side of the board, it represents death at anytime.




Goblin WelderGoblin Welder 8.5/10

This little goblin is unreasonably powerful, he can do things that even the mighty Deathrite Shaman can only dream of. Recurring Nightmare is one of blacks best cards, it is used for value in midrange decks and also as a tool for pure combo decks. Goblin Welder has the same effect except it is a third the cost to play and has no mana cost to reuse! You can be winning with Welder just from swapping crap like Terrarion in and out of play or you can just make a turn two Wurmcoil that you instantly get back if they are foolish enough to kill. Welder is great with non-untapping artifact mana producers like Grim Monolith but can still be used to ramp with just artifact lands and Talisman style cards in the bin. Welder benefits hugely from haste, protection effects and discard effects. Part of why he can be so cheap compared to Recurring Nightmare is that a 1/1 is a whole lot easier to kill than an enchantment and the Welder has summoning sickness unlike the speedy enchantment. Welder is great, it goes really well with Tinker and can also go very well with Reanimate style decks. I usually run him in affinity, he offers too much utility and power to turn down whenever you have lots of artifacts and red mana. There are some specific combos you can do with Welder such as Memory Jar and Mind Over Matter. Provided you have a way to reshuffle your library that is an infinite mana, cards, tap and untap effect combo. It also mills them to death! Welder decks do exist with things like Daretti and Scrap Mastery but they usually have an artifact ramp theme too so as to be able to hardcast things and play powerful spells like Wildfire. These are reasonable decks however I think most of the best uses for Welder are as a really top rate support card for more specific combos.


Volrath's Shapeshifter
Full English Breakfast (Volrath's Shapeshifter) 3/10

Basically this is regarded as one of the hardest decks in all of magic. While Volrath's Shapeshifter is still a powerful and cool combo card due to their only being one copy of it you don't really want to rely just on it and so playing silly stuff like Phage the Untouchable with it isn't quite so wise in cube. Volrath's Shapeshifter actually plays a lot like a Sneak Attack. It is a bit quicker but a bit more disruptable. If played with free and instant discard outlets however trying to kill the Shapeshifter can be futile as it turns into something indestructible or hexproofing only to turn into something else that can hit like a train. A little too demanding on support and not quite enough convenient overlap with cards like Sneak Attack in the targets to be commonly seen in cube but an interesting card to keep in mind none the less.



Living DeathLiving Death 7/10

The Tooth and Nail Equivalent of Reanimate. With this you aim to win right off casting the Living Death, you used to have to rely on terrible rubbish like Flamekin Zealot but now there are things like Grey Merchant of Asphodel and Mogis Marauder. Both of which are still in black and both of which can be good cards on their own. Living Death gives you a lot of options on how you plan to build your deck as it gets all dorks back regardless. The bonus Wrath effect is usually good as well but it can make things more awkward to set up. Twilight's Call has never been used as back up as yet in my cube so the Wrath can't be that awkward. You can make decks entirely designed to get off a quick and fatal Living Death however I tend to prefer having good decks in which Living Death is also good. I often play it in Reanimate as a Wrath plus Exhume which is totally fine. Living Death loves cards like Scavening Ooze so that you can ensure your opponents are getting nothing back from it.


Patriarch's Bidding


Bidding 6/10

Patriarch's Bidding is a little narrower than Living Death but this does mean you can have it be incredibly safe and one sided in any sort of tribal deck. Goblin and Zombie bidding are the two classics and both should be able to easily kill off the back of a Bidding. Both are fine creature tribal decks as well, the goblins is the better deck but zombies are black which more direct synergy with the Bidding beyond having to die like the goblins typical route. Elemantal Bidding is possible but serves little benefit over Goblins or Zombies. Any sort of tribal bidding deck is fine but outside of these three tribes I think you would struggle to call it a combo deck.


DragonstormDragonstorm 0/10

You don't need to get much storm at all for this to work and so it isn't quite like other storm decks. What you do need is a deck with 4 or 5 fat dragons in it which makes it terrible. Dragonstorm is liek 9 mana and needs you to have other cards for it to do anything which is obviously horrible compared to cards like Tendrils of Agony and Brain Freeze which will do all the dirty work without ruining your deck. Dragonstorm is certainly fun, you do have the good backup plan of just casting your dragons and sending them at face. When your backup plan is better than your main plan you do have to worry a little.



Living End



Living End 3/10


By using the cascade mechanic you can cast a Living End easily on turn three and without a need of tutor effects. While having a Living Death that you can play for three mana and have effective multiple copies in your deck there are some serious issues with the list in cube. For the cascade trick to work you can't play any cards with CMC two or less, if you want more cascade cards then this can go up to three or less CMC. This gives you basically no early game interaction. The worst thing is that if you draw your Living End you have far fewer tools to put in back in the deck. Being able to only run one of each of the best cycling dorks also means you end up running some real dross in your deck. By far the least powerful, consistent and versatile of the mass creature recursion combos.



Cadaverous BloomCad Bloom 5/10

Cadaverous Bloom is an odd beast, it is not that quick nor that brutal but it is still viable and has one strong thing in its favour over a lot of these kinds of combo and that is that you don't need to be in blue. Prosperity was a card often used with the Bloom to fuel it and you can do that sort of thing if you like but there isn't a great need. I tend to find Yawgmoth's Bargain to be a plenty good day of fueling  my Bloom. You can get a turn three win with the deck if you have double ramp to cast a Bloom on turn three. Being typically Abzan colours you can afford to go slower than most combo decks with ramp dorks to hold off aggression and black discard to punch through control. I like to use Academy Rector in the list for a bit of extra burst and tutoring. I am also fond of Oath of Druids in the deck, it lets you have some interesting overlay with Eternal Witness, the Rector and Replenish. Another interesting card for the deck is Squandered Resources which can give you that bit of extra burst if you need and do some disgusting things with Balance. I tend to win using an X spell like Death Grasp but once you have a Cadaverous Bloom and a Yawgmoth's Bargain in play you should be able to find and play whatever you want from your deck. There are some comparisons to Dream Halls with Bloom. A big expensive card that lets you cast most of what you want. Bloom is good with X spells, is much better in multi coloured decks and can make use of lands too. The biggest issue with Bloom is that you must exile your card meaning you still cannot discard important stuff but you also only get one or two chances at best to go off with the Bloom, after that you have no deck left.


Omniscience

Dream Halls/Omniscience 6.5

Dream HallsDream Halls is a bit like Mind Over Matter, it is one of those cards that just has combo written all over it and there are indeed many things you can do with it. In cube the singleton issue does bite Dream Halls fairly hard in a couple of places it worked well in constructed. Storm decks barely ever want to discard cards, certainly not on mass, they need to play them to generate enough storm. Also, if you can cast a five mana enchantment and still have enough hand left to use it at all as a storm deck you should be winning whatever. Dreamhalls is a good enabler for things, it lets you carry on having more turn. The toughest thing about playing with Dream Halls is that you want to be as few colours as possible and have as few colourless cards as possible so as to maximise you ability to play the things you want as soon as you cast it. What with it being blue and five mana this makes the decks either very painful and slow or rather unreliable. My favourite use I have seen for the card in cube was in a mono blue deck that used some cheap artifact ramp to get to the Dream Halls and then used it to play just one or two brutally powerful cards like Time Stretch, Time Spiral and Omniscience which was in turn used to cast the occasional big Eldrazi and benefit from the when cast effect. Quite a silly deck but performed well above expectation. Show and Tell was obviously in the deck as it can lay out the Dream Halls, the Omniscience or the Emrakul.








Mind Over MatterMind Over Matter 3.5/10

A very big expensive card that can be used like Opposition on steroids to totally control the game however due to the untap effect you can abuse some cards silly and draw your whole deck. A weakness of the card is that most of the good tap effects are on creatures which have summoning sickness and are vulnerable to removal. Gilded Lotus is a great way to turn all your cards in hand into Black Lotus's. This can make daft things like Tower of Fortunes playable! It is kind of all the cards and all the mana but you will run out of library very fast! Arcanis the Omnipotent is a common ally for Mind Over Matter but I find the card a bit slow and weak generally. I much prefer cheaper cards like Goblin Welder and Metal Worker. Mind Over Matter works best with other abusive and powerful cards. Be sure to play it with lots of ways to draw, without things you can afford to toss you have spend six mana and a card to do a whole lot of nothing.


Laboratory Maniac
Lab Maniac 0/10

Put yourself within a millimeter of death, then make a Grey Ogre and hope both it and you survive to your next turn. Than in itself would be awful but the method by which you have to nearly kill yourself is milling which is slow even in 40 card decks. You can play lots of things to protect this but then you are light on ways to mill yourself and ways to not just die in the interim. I have not seen this in a while so perhaps the addition of the good delve cards gives some bonus reasons to do this sort of thing. Even if they make it better they will never make it good. It is a fundamentally weak combo.





EarthcraftEarthcraft     2.5/10

While Earthcraft does have some good ramp options in small critter decks it is unreliable and a bit of an awkward include. The classic combo for it is with Squirrel Nest where you can make infinite 1/1 tokens. An OK combo, all in one colour and fairly cheap. Both cards at least do something on their own as well. It is not the easiest combo to disrupt as lands and enchantments tend to be some of the hardest things to kill in magic however you have to give them quite a lot of notice with this combo. You can also get a bit silly and dump loads of things like Wild Growth on a basic land so that it taps for enough to churn out tokens with something like a Jade Mage as a more convoluted way of getting infinite dorks. A small aside with Earthcraft is that you do get infinite mana with any infinite dork combo even if it is repeatedly the same dork as can be found in Melira Pod or the Pebbles deck. Quite why you need the extra mana at that point... A great card but not one that I have managed to get working that well in cube.


Aluren
Aluren 6/10
Cavern Harpy
Technically this should be in the 2+ card combos section, in a lot of ways it resembles the Pebbles combo that uses Enduring Renewal. Indeed, the many years ago when I made my cube and Aluren was viable in the then extended format, Aluren was as bad in the cube as Pebbles still is for all the same reasons. You rely on a single copy of a 4 mana encahntment and even when you find and resolve it you still need multiple extra pieces to go off. The reason Aluren has gained so much power over the last decade is that you no longer need to play Raven Familiar, Soul Warden, Maggot Carrier and other such awful cards. You can now use a wide variety of really quite powerful <4 drop dorks to do some really cool things with the Aluren. You have things like Quickling to protect your dorks while Cavern Harpy is on the stack and acts as important redundancy there. You have Essence Warden in green allowing you to avoid white if you want, as well as plenty of other lifegain cards if you actually care about that. Geralf's Messengers are a sufficiently better win condition than Maggot Carrier that life isn't nearly so important. Coiling Oracle lets you ramp mana really hard, you can use it with the Harpy and the Aluren as a kind of Fastbond style effect if you need mana to play one of the few non-creature, non-aluren cards the deck runs for some reason. The deck should be Sultai colours and while almost every card in the deck should support the combo I find that the deck is entirely capable of winning most games heads up without needing to ever see the Aluren.









Replenish - Opalessence 5/10

Replenish is used a lot to support combos using Enchantments but it can be used as the main combo card as well. The plan is to fill up your graveyard with lots of enchantments including both Opalessence and Fires of Yavimaya or anything that gives haste to your stuff. Then like a Bidding deck you turn your enchants sideways and win the game! There are lots of great support cards for this with Attunement being the best. This deck is fairly consuming on space as you need most things to be enchantments and those that are not will be tutors and discard outlets. Despite this it is fairly solid as you can play a lot of generically useful cards like Pernicious Deed, Oblivion Ring, Paralax Wave, Mirari's Wake if you like! You can just win by playing these and hardcasting Opalessence and just attacking with big enchants, or you can replenish a load of useful stuff back and win off the back of that very powerful swing.

ReplenishOpalescence






Jeskai AscendancyJeskai Ascendancy 3

This is an awkward deck in a couple of avenues. Firstly, it has to be four colours, secondly, a lot of the good, important combo pieces are some of the generic top quality green cards. You need to get lucky or some kind of green monopoly to get the optimal build of this list which still isn't really doing anything better than other combo decks. There are two semi different takes you can have with the deck but all of them use the Ascendancy in combination with dorks that tap for mana. With a BoP and an Ascendacy in play every 1 mana spell generates 1 mana back, with a BoP and a Sylvan Caryatid in play each 1 mana spell generates 2 mana. You also get a loot with each spell which means in a deck with mostly one mana spells that draw a card you can quickly cycle through your whole deck. Using cards like Cerulean Wisps, Manamorphose and Gitaxian Probe you can generate mana from just having the one mana producer. Using cards like Crimson Wisps you can turn on further mana producers you find while you are going off to have even more mana. You can theoretically go off on turn two but you need things to be pretty perfect. Finding, resolving and keeping your single copy of the Ascendancy alive is a big part of why this deck isn't great. Retraction Helix is another way you can go off in this sort of way without having to have a deck full of cheap cycling cards but it is much harder to go off with exclusively. In cube I recommend having the Helix but not relying on it. As such your deck will be primarily cheap cycling cards which means you have little room for utility cards, outs and protection.



Food ChainFoodchain Goblins 6

Goblins is the deck that keeps giving, the aggro tribal deck that doesn't have just one combo you can do with it but two! Food Chain allows you to win a lot faster, with the right Goblins you can drop it turn two and then just chain off up and cast your whole deck. The interaction with both Goblin Ringleader and Recruiter means you won't fizzle by drawing non creatures nor will you run out of things to sac for more mana. The deck is unreasonably hard to play for what is primarily a beatdown deck. Sequencing and planning 20 cards ahead all in one turn is a mine field. The issues with the deck are those of consistency. Food Chain is pretty weak late,it does nothing on its own and it does nothing early if you don't have the right cards to go with it. You either run one and hope it comes at the right times or you have to go and splash black for tutor effects. Either is fine but neither is optimal.




Glimpse of NatureCombo Elves (Glimpse) 7/10

Elves have a lot of interactions within the best of them that do some pretty insane stuff. Most of the combos that have been used in modern and extended do work in cube but are no way near the same potency. I have never managed to get a Glimpse elf deck to work even with redundancy from Beck / Call. Too often you are disrupted before you setup for it or you just don't see it in time at which point it is a pretty dead card. Elves in cube is somewhere between a storm deck and a ramp deck, it is weaker than storm because mass removal is brutal for it and most things will interact and disrupt it. Left alone however elves is one of the most consistent, quickest and high powered decks in the whole cube. Throw a bit of Fire or a Toxic Deluge about however and the game is usually just over. The combo of Nettle Sentinel and Heritage Druid as a mechanism to generate ongoing mana as you play out elves and tap and untap them for mana isn't great because you can never get more than one Senitnel down to properly go off, you just kind of tread water overextending into a Wrath. Heritage Druid is still great in the deck but it is things like Gaea's Cradle, Priest of Titania, Rofellos, Wirewood Symbiote and Quirion Ranger that really steal the show in cube. You can draw and cast your whole deck but then you are dead if you are disrupted at all, I find it better to draw and play a bunch of your deck and just kill them with an Overrun effect as soon as possible. Elves is an odd one, you could call in an engine combo deck, it is a unique archtype at least, part combo of unclassifiable nature, part tribal weenie and part ramp. Cards like Concordant Crossroads to give your guys haste are more useful than Glimpse in the cube for going off, especially if you have Skullclamp to cover you on the card draw front. Thousand Year Elixir is a safer option than the Crossroads if you are not so worried about speed.



The Engine Combo Decks


High Tide Storm 8/10

High Tide
Frantic Search
There are three distinct types of storm deck and each of those, with the possible exception of High Tide, can be built in a number of quite different ways. They all cast lots of spells on one turn and then end it with a storm spell sufficient to be game ending. Commonly these are Brain Freeze, Tendrils of Agony and Empty the Warrens although both Grapeshot and Mind's Desire can also end the game, often more effectively than Empty the Warrens or the prepared player against the Brain Freeze. High Tide has to be heavy blue as it relies on islands. You can run green to ramp islands but you are very dependent on your Tropical Island and Breeding Pool. Likewise for black and tutors plus Tendrils or white for Sunscape Familiar. As you are so heavy blue you typically want to rely on the Brain Freeze for the win in High Tide. I have come to like pairing it with Show and Tell plus Emrakul as they both just work quite well in the deck. High Tide lists have often been known to play rubbish like Retraced Image, Solemn Simulacrum and Savour the Moment just as bad ways to ramp out islands quicker. High Tide occasionally plays Mana Vault and Grim monolith to give it a bit of burst but they are not that great in the deck and hurt your consistency. You can go off without High Tide but this is either really too late for most matchups or you have a high count of the mana reduce effects (Sunscape Familiar, Sapphire Medalion and Helm of Awakening, potentially Goblin Electromancer) as well as a very high count of untap effects (Turn About, Frantic Search, Snap, Cloud of Fearies, Teferi etc). Too much of these usually means you deck is lacking in sufficient draw and dig to have the consistency either. High Tide is nice because it is essentially mono coloured deck which makes certain kinds of drafting kinder.







Heartbeat of Spring
Heartbeat Storm 9/10

Mind's DesireHeartbeat versions of storm are actually very similar to the High Tider versions. They don't have to run such weak cards to get things going and can be fairly robust as a result. Rather than sticking to Islands so that High Tide is good they go for the more redundant and continuous replacement of Heartbeat of Spring, Mirari's Wake and even Mana Flare). Then they use many of the same untap effect cards and a few more from green (Garruk Wildspeaker and if you have been very lucky with mana fixing , Early Harvest sometimes too) to generate storm in the same way. With green recursion effects the deck is pretty safe and can survive a lot of disruption. With the more reliable ramp you can also play more expensive cards which doubles up with the ability to not have to play crap like Cloud of Fearies in making your deck just more powerful. Hearbeat Decks are typically the most consistent by a decent amount of the storm decks but they are also the slowest as you need, at best, to play a 3 mana sorcery before you go off and not a one mana instant. You can also just kill yourself if you tap out to play Heartbeat of Spring and pass the turn. Storm itself is quite hard to disrup, it is typically the best combo deck against control decks as counter magic is a weak answer to storm. Being so hard to disrupt with conventional cards you may well find more direct hate cards being played against you as the storm player. Thalia, Guardian of Threben, Eatherswron Canonist, Orim's Chant, Mind Break Trap and cards of this nature are very uncomfortable for storm and see a lot of play in the cube consequently.








Helm of AwakeningRitual Storm 8/10

Seething SongLastly for the storm decks we have the ritual based versions which obviously use rituals like Seething Song to ramp mana and generate storm but they also use a lot of other cards like Grim Monolith, any available Moxes, Lotus Petal etc. They can be be most colours and are typically at least two, heavy or light are both fine. White is the only colour they tend not to be. It is the only form of storm deck that can avoid blue all together which is nice. Red and black have plenty of good ways to draw cards, often more mana efficiently than blue which makes Ritual effects more potent than a lot of the untap effects. Ad-Nauseum, Wheel of Fortune, Yawgmoth's Will and Agenda are all top quality cards for this kind of storm deck. The hardest thing about this kind of storm deck is having the right colours of mana as you go off. If you tap out to cast a Seething song at any point you are locked into red mana unless you have things like Chromatic Sphere to fix which is well worth it even if it is consuming mana rather than generating it (and yes, Sphere is typically better than Star in this deck as it works better with Yawgmoth's Will, not Welder but then that is going to be some kind of combo medley deck!). Some lists will play Pentad Prism in this role. Manamorphose is as ever pretty great, even more so if you run Helm of Awakening. Usually you are too split in colours and artifacts for other Medalions to be worthwhile but you can go very heavy mono red or black and make them work. You get some benefits but of the mono storm decks the blue does seems top dog.


   
Second Sunrise






       


Conjurer's Bauble
Lotus Bloom
Eggs (Second Sunrise) 7/10

The least common of the three engine combo decks in cube. One of the great thing about eggs is that it wants for very few of the cards in most other combo decks. One of the weak things about eggs is that it is hard as hell to build and play. Getting the balance of stuff just wrong makes your life miserable. Also just finding enough of the obscure stuff that works with your theme can be a test on your memory, ability to care, spare time for research and available cards! Being singleton you literally find yourself running some of the Eggs, Sunglass or whatever the UW is called... The premise of the deck is to abuse Second Sunrise (and for redundancy's sake you also play Faith's Reward and often even Open the Vaults). This means loads of artifacts than can sacrifice for mana or at least no mana and that typically cycle in the latter case. You also use sac lands and even Ghost Quarter. Lotus Bloom works a treat in this deck as a way to go off really effectively and Reshape can be an effective tutor for it where in all other decks it is an abysmal laughable attempt at a Tinker. The combo is a little more awkward with only a single Conjurer's Bauble but you can get creative with infinite recursion, mana and cards, even if you do have to really work for them. The deck is surprisingly good despite all is difficulty to play and build. The one issue is your vulnerability to disruption. Certain things wreak your fragile combo and being an engine deck you have very little room for answers and outs. Unlike storm decks and other engine combo decks you can't afford to play things like Cryptic Command or Mystic Confluence and other generic good powerful out cards. A Duress or Counterspell can set you back two or three turns, a Pernicious Deed sat in play can just melt your brain and cause you to lose that way! A simple Scavenging Ooze will prevent you doing what you want and needs sorting out. Even unpowered cube has a lot to offer the eggs deck that modern doesn't offer, there is plenty of room to get creative with the deck and lots of things you can exploit that are a little more uncharted!




Eternal WitnessEndless Timewalk 8/10

Pretty much this is usually what I end up doing when my combo deck doesn't come together. It is not a specific combo but a deck built around a theme that tends towards doing a thing. It is most like storm in that regard and it is often storm that I was trying to go for before I wind up doing this. Obviously you need lots of Time Walk effects for this deck, at least two and ideally three although not ones that exile themselves. With enough dig, filter and recursion you can get away with just the one but as one of the few cube combo decks with lots of redundancy it is nice to actually take advantage of that. Once you have your timewalks the rest of the deck is usually just a bit of green ramp (primarily of lands so as to thin then deck), perhaps a stalling Wall of Blossoms, a bunch of card draw and then recursion and reshuffle effects. Eternal Witness, Elixir of Immortality, Time Spiral, Primeval Command and so on and so forth. You reach a certain critical mass, a balance of having removed lots of poor draws from your deck and having lots of mana, where you just never run out of gas, you keep having extra turns and can eventually find some way of winning. Historically this was so often the Eternal Witness getting in for 20, even a Fearie Conclave. I suspect you may need a more robust and effective win mechanism these days but it likely does a lot to work with the theme of your deck as well. Delve card draw can be nice as a way to thin your deck before a reshuffle making it increasingly likely to eventual certainty that you are just drawing more Time Walks. I like this combo deck a lot, there are lots of ways to play it. You can go the Horn of Greed route and focus on land drops getting your card advantage. You can try and abuse bounce effects with your recursion dorks such as Cryptic Command or even Crystal Shard for the lock on infinite turns or at least Counterspells. You have lots of redundancy making you hard to hate draft. Most importantly however it is one of the few true engine combo decks that you can do in cube, they are the most fun to refine and play with and offer a unique experience. They are also I find the hardest of the combo decks to play. Any "find the cards and play them" combo at least has a pretty clear plan and path.


Time WarpTime Spiral



I have realised after writing this that combo is quite an odd beast in the cube. As combo is inherently weaker in singleton formats it is a very different selection of decks that look good and do well in cube to those in standard/modern/extended/legacy/vintage/block. The cube versions often have to play very differently to their constructed counterparts due to lacking enough of a certain card or tool. The combo decks that shine the most in cube are those which you can fit into otherwise good decks very easily such as Goblin Bidding or Melira Sylvok Outcast, those which involve the whole deck as part of the combo to include all the engine combos, and lastly those which manage to overlay a couple of combos seamlessly and include other good synergies and creative uses for the obscure cards. At first sight a lot of these decks in the latter group look like a total mess, it is not until you really understand why the weird things are in there and how they work with the other cards that you can appreciate the full glory of such creations. One of the golden rules of constructed magic is not trying to do too much, a constructed deck should aim to do one plan as well as it can. This applies fairly well to aggro, midrange and control decks in the cube, and indeed some of the combo decks that do translate over to cube well. Most combo decks in the cube are not good translations and as such trying to do one thing isn't enough, you have the spare space to add alternative combos and can usually find filler cards that work well in both combos. You significantly improve the utility of a Demoinc Tutor in a two card combo deck if you add another two card combo. You have your combo with Tutor plus one of any four cards as opposed to one of any two. This logic applies to lots of the support cards in a similar sort of way if you can find the right combos to go together. While I love to mess around with combo decks and have dug a lot deeper than most to what you can do with them in cube it has become very clear to me that it is by far and away the widest open aspect of cube and the one with the greatest range by such a long way. I feel like I know pretty well the optimal ways to construct all the good aggro, midrange and control decks for cube in any given situation. I don't even know what all the combo decks are for cube, let alone how to build them optimally or vary those builds to suit certain metas! I know some of the stronger and more obvious combo decks fairly well but there is near infinite depth on this topic.