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Habuki Arcana Kuragari

Dangerous Lunatic

PostPosted: Sat Nov 12, 2005 12:17 am


4/10 decent players will tell you not to set yourself up for a fall because of a stupid mistake in the building process.




Fakestreet is correct, you are pushing a stalemate all the while forgetting the fact that there are quite a few things out there that can kill your key component's without targetting.
PostPosted: Mon Nov 14, 2005 10:05 am


Habuki Arcana Kuragari
4/10 decent players will tell you not to set yourself up for a fall because of a stupid mistake in the building process.




Fakestreet is correct, you are pushing a stalemate all the while forgetting the fact that there are quite a few things out there that can kill your key component's without targetting.

Well its not like i center my entire deck on getting that combo out. There are many other less complicated combos in that particular deck that make all the worth playing. I have never.(to my memory) lost a game with that particular deck. lol But im sure many of you would wipe the floor with me. lol

Terentarno


GreenRose25

PostPosted: Mon Nov 14, 2005 12:12 pm


I'm a person who doesn't use combos just beat down decks or a simple deck. ps scepter sucks
PostPosted: Fri Nov 18, 2005 10:54 am


Terentarno
Alright what about this combo.
Mycosynth Lattice: Everything is an Artifact
Darksteel Forge: Artifacts you control are indestructible
Leonin Abunas: Artifacts you control can't be the targets of spells or abilities your opponents control
Platinum Angel: You can't lose the game and your opponents can't win the game


I've done that combo before (albeit there was no Abunas or Angel), so I know it can be done. HOWEVER, to get the combo off the ground EFFECTIVELY, you need Tinkers, mana acceleration, and flak (ie. creatures you can throw out just to stop damage, not to do it). Now, as I said, Tinkers will work to get you the artifacts you need, however, to play those artifacts (in a timely manner) you need mana acceleration. There's two ways to do this, which can both be merged together (suggested):
- Myrs
- Play green
I'd suggest playing green/blue, with this, but put in more green than blue when it comes to mana. Why? Because the green will let you go fetch and play the blue lands you need. Huzzah. Now, also play the myrs, they can be a tide-turning asset. Turn one, you Wild Growth a forest; turn two, a Myr mana producer, turn three, another two Myrs OR Myr and a mana accelerator like Rampant Growth. You get the idea.
Now, the beneficial part is that the Myr eventually serve as flak, blockers, to stop some damage from hitting you. So what if you lose a few, your life will be safe. You should look at throwing in 4 Copper Myr, and 4 Silver Myr, the Green and Blue mana producers. In addition, load up 4 Myr Servitors. They are the best flak of all. Why? Because they are the flak that doesn't stop coming back (provided one is in play at your upkeep). The only thing to really worry about: Tramplers. Big, green, tramplers. They could stick a major wedge in the cogs to get this moving... that is, unless you put in cards like AEther Spellbomb, Unsummon, and Boomerang. In a match where you need to speed up, while slowing your opponent down, Tempo is very important. Never forget that, because when you return to their hand that one creature that took all their mana to summon but that would kill you in two turns, you've done just that: delayed your death by an additional two turns. Now, they have to resummon it, and HOPE you can't get rid of it. Remove Soul would be another handy card to throw in.
In the end of it all, however, you're going to be left with a lot of defense, but no offense. I mean, you can swarm with all those 1/1 creatures, and the 4/4 flier too, but there's a much easier way, summed up in two easy words: Cranial Plating. Oh, how I love thee. It turns you weak, albeit effective, flak into X+1/1 Myrs of DOOM! Seriously, when you have 4 Servitors in play, even if they AREN'T indestructible, attach Cranial Plating, and swing for the BASE 6 damage (4 Myr, 1 Plating = +5). By then I'm sure, though, you'll have more Artifacts in play than just those 5. Throw in some Artifact lands, while you're at it, and you can make your opponenet wish they had slept in for the whole day.
With all these cheap cards you're playing, though, you're bound to run out of stuff to play. Solution: Skullclamp. Remember, those Servitors keep comin' back, providing you with nearly limitless drawing power, continuosly fuelling your hunger for Artifacts to help you out. I mean, who needs to Tinker a Forge when you can Tinker the 'Clamp and draw out the Forge, in addition to a lot of other useful cards.

All in all, this serves as one BIG combo. And I mean BIG. It's great when you have that one game-winning combo that can come up once in awhile, but when your deck acts like one giant combo, that's when you get your opponent growling "Why me?" Trust me. I've done it.

Though troubling to make, if you throw in all those cheap cards, your mana curve burden will surely be lifted. Those 6 and 9 costing spells become easily playable by turn 4 and 5. Enjoy.

Mikujin

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The Original Magic the Gathering Guild

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