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Aetherflux Reservoir Combo [BFZ-HOU Standard]

Standard* Combo Mono-Blue Storm

Peisistratos


The primary and easier goal is to combo out with Paradoxical Outcome in order to get a big Aetherflux Reservoir outburst. As a plan B, we get Commit / Memory which is functionally a weak Paradoxical Outcome since it is playable only lategame together with Inspiring Statuary ; nonetheless it can win on its own at that point, so it is pretty good overall (i.e. better than any other option).

Support plans that didn't make the cut

There are alternatives left out as for the plan B.

Why no value-pieces?

Prophetic Prism and Metalspinner's Puzzleknot would be perfect for this deck, even with only Paradoxical Outcome to get them back; yet there is no room for them. And Glint-Nest Crane can't find our most important combo pieces (since we need at least 2 of them most of the times, and can dig towards other pieces in a pinch anyway): the drawing/rebuying ones. Playing Glint-Nest Crane instead of Whir of Invention may grant you smoother plays against aggro as well as a blocker, yet it makes you more vulnerable to counterspells (you would get 8 Aetherflux Reservoir with Whir of Invention ); surely control is a bad matchup, but the aggro one is so much worse that I'd would lean towards having some resilience to counterspells than versus attacking creatures. An additional advantage of Whir of Invention over Glint-Nest Crane is that it grants us real play against random hate-cards like Abrade (especially pre-sideboarding, when they should count up at most to no more than a few), searching for a replacement for our lost Aetherflux Reservoir or Inspiring Statuary ( Glint-Nest Crane is so bad at that that it is irrelevant for such purpose). Nonetheless, the main reason to play Whir of Invention over Glint-Nest Crane is that the games in which you lose because you couldn't find Aetherflux Reservoir early enough (which is even more important when you are not heavily committed to Inspiring Statuary ) are more than the games in which Glint-Nest Crane actually grants you a turn by blocking (even adding to that the rare games in which you get busted Baral's Expertise draws that make full use of an in-hand Aetherflux Reservoir found by Glint-Nest Crane for a fast win which otherwise couldn't be carried out).

Viability in a competitive enviroment

In the end, I think this is the better Aetherflux Reservoir list available in Standard. Yet, though this strategy has been arguably brought here at its full potential, its overall effectiveness is not sufficient to make it good enough for the competitive scene (this also explains why I do not even suggest a sideboard). Every color and strategy packs real hate against us already in the maindeck: Abrade , Manglehorn / Dissenter's Deliverance , Cast Out , counterspells, discards and Lost Legacy / Dispossess ; leaving out that focused aggros like MonoRed, Zombies or Vehicles are a pain (=impossible) even when they don't sport any hate since they easily win on turn 4/5 while, on our part, we aren't quite able to affect the board in any way until that longed for turn 6 in which we win or quite so ( Commit / Memory as a counter/removal spell is very poor in a deck that cannot support it.. if it ever happens to be good in a particular situation, either the matchup is very good or your opponent is already losing to herself..). With the rotation into Ixalan, the best we can do to keep the same core as now will probably be taking out Bone Saw and Cathar's Shield for cost reducers like Foundry Inspector and tailor the deck accordingly. Yet such route is not good enogh to be even taken into consideration. The deck thus dies with Ixalan.

Tricks and tips

Anyways, if you are inclined to give it a try nonetheless, I can provide some tips:

  • While in theory it is possible to win on turn 4, that will never pan out. Turn-5 wins are very rare; on the other hand, turn-6 wins are very consistent and that is what you should aim to carry out.

  • Your turn 4, 5 and 6 are the ones in which you can execute your meaningful plays. That is not a lot of time (and mana), so make sure to actually make those plays; that is, if you spend your whole turn 4 digging for lands, you are probably losing - even if bouncing back your blocking Ornithopter s via Paradoxical Outcome is a neat trick that never gets old (though a bad one generally speaking).

  • It is fine to spend your turn 1, 2 and 3 making land drops for the most part; don't be embarassed to cast a Whir of Invention on turn 3 just to grab a Renegade Map : it is not an exiciting play, yet it can be good enough most of the times so to let you win on turn 6 anyway (cases where you need to do it come up often enough). In the same spirit, in rare occasions it is correct to fetch an Ornithopter on turn 3 just to block a single big creature and gain some precious time (at times you can throw away some resources just for a little edge somewhere else).

  • The golden rule is to make full use of your mana every time; that implies that you should try to cast at least one improvise spell per turn since it is hard to cast two of them in the same turn midgame. Another consequence is that casting Commit / Memory without Inspiring Statuary is a losing proposition.

  • Mulligans are the toughest decision (and happen to be very hard ones!) you have to make when playing this deck because, once learned the basic mechanisms, playing it is quite straight-forward. In keeping a hand, make sure to plan out your plays from turn 1 to turn 6 so that you can ascertain both (1) to be able to make your land drops and (2) to be able to carry out meaningful plays on turn 4-6 (i.e. good enough to provide you with your turn 6 win). Also remember that, differently from good decks (!!) as well as from fair decks like aggros (there are intersections of course), it may happen that this deck could not provide a clock with the cards in the starting hand alone: be ready to make a lot of guessing about what the first cards of your deck may be in deciding your lines of play and your keepings overall. I mean that an aggro deck could conceive its drawn cards as a support or follow-up of the cards in the starting hand; and a control deck can dominate the game until being able to represent a real clock - or at least it can, like a combo deck, delve deep towards a threat (which is something this deck cannot always accomplish because of the sheer amount of synergy it demands in order to work properly at least once started).

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Date added 8 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

20 - 0 Rares

4 - 0 Uncommons

20 - 0 Commons

Cards 60
Avg. CMC 2.82
Folders Copies, Standard, Standard
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