honeycomb

You know what's busted? Thassa's Oracle. There, I said it. Don't hurt me. Just check out this nonsense: this deck's got turn zero win potential, redundancy out the [redacted], and runs smooth as butter. Gone are the days of running combo facilitation cards. What a joke! Now the whole combo is one creature! This deck is secretly Sultai, but partners are broken, and other such justifications...

Like SACRED GUIDE. Boom. Didn't see that one coming, did ya. Yeah, go look at this list. No white cards. That's right, a one mana creature Demonic Consultation. AND a better mana base! We'll get into that.

Thassa's Oracle represents the cleanest kill condition edh has ever had, and makes a variety of combos more slot efficient and more difficult to disrupt. Observe!

Thassa's Oracle is nuts. She represents a straight upgrade to Maniac, whose power was always somewhat checked by needing to finagle a draw effect. Oracle just immediately wins if you have an empty library, even if they remove her! And boy do we have some efficient ways to ditch our library!

Casting Thassa's Oracle and then responding to her trigger with Demonic Consultation, Tainted Pact, Hermit Druid, Divining Witch, and now introducing... Sacred Guide! (EDIT: and now also Mirror of Fate and Thought Lash! So many ways to get the deed done!)

Not only this, but these cards already comboed with the perfectly serviceable Laboratory Maniac... AND Jace. So now we have not only the most efficient combo package available, we're also among the most redundant. I'd say the main path to victory is trying to assemble this via Flash-Hulk, which conveniently grabs the whole package in a variety of ways.

The first combo you typically want to try and assemble is good ol' classic Flash-Hulk. Idk why they ever unbanned hulk, but whatever! In the past you had to do all sorts of bogus stuff like running 4-5 cards that did some stupid recursion combo or whatever... and we liked it! But now the kids are all:

Flash Hulk; Hulk gets Oracle, Sacred Guide, Lotus Cobra, Dryad Arbor, Blood Pet. Make white with Cobra off Arbor and sac blood pet to sac guide. This way you can't be stopped by spell hate.

And then here's some backup kills 4 ya:

Hulk into: Spellseeker, Thassa's Oracle, Blood Pet; find Demonic Consultation with Spellseeker then sac Boood Pet to Consult in response to the Oracle trigger. GG losers!

But wait, there's more!

If you have 1W available, a potentially EVEN SAFER line is: Hulk gets Sacred Guide, Oracle, Laboratory Maniac. Now you don't even lose to targeted draw! Also they can't counter guide! Great.

Here's some hulk piles if your opponent has Arcane Lab or one too many Thorn effects for ya:

Hulk into Laboratory Maniac, Hermit Druid/Divining Witch/Sacred Guide... options!; Flash on opponent's end step and you can untap and win with minimal response time.

Hermit Druid, Divining Witch, and Yisan all represent single-creature kills.

Hermit Druid can tap to ditch your library, then you can Dread Return Oracle. If that fails, you have Memory's Journey to set up 3 more attempts to win. Neat!

Divining Witch is slower, but on opponent's end step you Witch for Oracle, then on your turn cast Oracle and respond to the trigger with Witch FTW.

Thought Lash not only lets you lead the combo by resolving an exile effect, which doesn't exile until you choose; but with 98 card libraries and a lot of deck redundancy, this card can actually tank a lot of damage to play defense against things like other Tymnas or Edrics.

Mirror of Fate is an interesting addition; while it costs 5 mana, putting it at the tippy top of our curve; it offers a similar "resolve now and threaten to exile at will" while ALSO comboing with any other exile effect for a build your own doomsday. In fact, with Mirror of Fate and Memory's Journey, we can create a game state where we can threaten an increasing amount of kills per turn (but that's admitedly pretty niche; usually you can just use it to find something like Oracle//Jace//Memory's Journey and try to win twice, and then only get into that if you have to. Mirror of Fate also offers a sort of safety valve to recover cards exiled incidentally by Necropotence or opponent's effects or something, idk!

I guess I'll mention some typical Doomsday piles. Usually you can use Tymna to kick things off:

Cheapest: (Needs UU) Street Wraith > Gitaxian Probe > Thassa's Oracle > Jace > Memory's Journey

There's a bunch of variations; including ones that integrate Flash Hulk, but that's the main idea.

These combos are incredibly mana AND slot efficient, interlocking, and come out fast. Fastest is Flash. You can win turn zero if you get Gemstone Caverns and Spirit Guide and Flash and Hulk or Pact for Hulk or whatever. Good luck with that. Still, you can tutor into a turn 2 kill a surprising amount of the time. And all of this for the only filler cards being: Blood Pet, Memory's Journey, Thought Scour; and those are all "okay"; Pet can still accelerate, Scour can both help to draw topdeck tutored cards or mess up opponent's Vamps; Memory's Journey comically can stop opposing Oracles by putting 3 cards in their library! Thought Lash is actually an okay defensive card; people will be reluctant to attack knowing you'll prevent critical damage at will, and since the combo lines have so much redundancy, you can pretty much exile with impunity.

"booo! mana is BORING!"

Yeah, well frick off with that: With a combo this low to the ground and stable, one of the few ways you can trip up is not hitting that juicy juicy UUB mana with a four color deck.

Well we do that by actually being Sultai; Sacred Guide only works as another Demonic Consultation if you don't run any other white cards, so we won't! That only really loses us some cute defensive measures like Silence... and Grand Abolisher... And Teferi... but whatever! We get a cheap creature redundancy AND an excuse to heavily skew our mana towards Sultai.

See, the core combo costs at least UUB to execute, and we want to be able to do that on demand. We're in green, so we obviously also want access to a full suite of dorks; as they represent the most powerful acceleration we can pull off, while also getting some bodies to get in there with Tymna and fodder for Neoforms into Oracle and Evolution into Oracle and Dread Return... into Oracle. That means we need reliable G on turn one; while having reliable UUB later.

So the ask of Sacred Guide actually gives us an excuse to create a much more stable mana situation than most four or five color decks have; we want to always be able to cast our powerful things, and by removing the demands that cards like Grand Abolisher put on our mana base, we can have a much more pleasant average experience with our mana.

So I got us to a nice solid 36 land; full compliment of Dorks and the broken artifact mana so that we can be consistently rushing out our Fair Creature Cards.

Obviously, this deck is pretty hyper-focused on getting in there over and over again and just not stopping until we get the job done (if you catch my drift). But I think it's worth a few deck slots to think about protection here.

Now, kids: don't do spot removal, and don't do counterspells. They represent card advantage and tempo losses, and I hate to see so many end up using perfectly good deck slots on StP (which doesn't stop Oracle, idiots!) or worse... Force of Wills; but alas: here we are, and they do do that.

So normally I'd throw in Silence and Abolisher and Teferi and such; but we're doing the Sacred Guide thing, and I think the much more "on target" mana costed Veils do a perfectly serviceable job of messing up those players willing to cut off their own head just to try and stop you from winning! Healing Salve syndrome, I tell ya...

One thing to note is don't fret too much about the card from Veil of Sumemr: it's great, but often you want to lead the turn with it, which puts them in an awkward spot even if they do have two counterspells: Let it resolve and lose, or use their counter on a one mana spell. Other options for stopping cheap countermagic include: Defense Grid, Hope of Ghirapur, Pact of Negation

I use Force of Vigor (which is not the same as Force of Will!: yes it's still card advantage loss, but not as much; and it affords a much greater mana differential and CRUCIALLY: can be tutored for AFTER the resolution of some kind of Humility nonsense; you never want to before-the-fact tutor Force of Will, and after its too late. Also we're skewed green and pitching a dork is an easy ask.

Cyclonic Rift is hard to overload; but it's got blowout potential, while giving this deck access to a "catch all" card. May not be worth the slot! Most of these answer slots can be shuffled around. Idk man, I hate cards like this because if they're not truly universal they feel like they gum up hands, but I hate getting caught with zero options in a deck of tutors. Sometimes you just need to bounce Ashiok: speaking of.

Ashiok is for the mirror and pretty much everyone. Just a really good hate card right now.

Oh.. and Tangle Wire: Every deck should run Tangle Wire. Y'all are sleepin'. This card is straight busted. It usually feels like two to three free turns. Land this turn 2; it taps your opponents out for 3 turns usually and yet hardly affects you the way it works; plenty of time to set up and execute a combo while your opponents look at all their tapped sol rings and wonder just what happened with their lives.

Sick, so that's the list mostly. Here's some running questions:

Are these white cards enough to warrant the exclusion of the Sacred Guide plans (I vote no, but!) Silence Angel's Grace Grand Abolisher Teferi, Time Raveler Enlightened Tutor Eladamri's Call

Notably, Angel's Grace is a very good answer to opposing Oracles, and Gideon prevents the mirror from winning; and both combo with Ad Nauseam (which is totally absurd in this list btw: the curve is crazy low.)

Other lines would include: Defense of the Heart? Including infinite mana combos to go off with Thrasios? Perhaps some kind of Bloom Tender/Selvala/That Treefolk Dude + Freed from the Reel and that Superman enchantment. I feel like it doesn't warrant having the dead draws, but it is perhaps a "safer" plan to integrate.

Mystic Remora could finds its way in and is perhaps just too good; but I dislike how unreliable it is while gumming up your resources. I think Rhystic Study is too slow, but is a similar card.

Dipping back into white: this strategy could also be integrated into a more prison like shell; as it is a VERY efficient kill, but I wanted to see what the fastest possible variant of the deck would look like, and I think this is close to it. I'd love opinions on Sacred Guide, as that's a card that may as well have not existed prior to now I think. Btw, Hibernation's End fetches out the combo, but I felt it was too slow/unreliable. So much potential...

ALAS ALAS

Savage Summoning? Lightening Greaves?

1x Angel's Grace 1x Aven Mindcensor 1x Collector Ouphe 1x Defense Grid 1x Eladamri's Call 1x Enlightened Tutor 1x Gideon of the Trials 1x Grand Abolisher 1x Leyline of the Void 1x Lightning Greaves 1x Mirror of Fate 1x Null Rod 1x Orzhov Pontiff 1x Silence 1x Teferi, Time Raveler 1x Cyclonic Rift ???????????

a big point of inquiry I have is: I think that it is correct to have at least one card in the deck that can "answer" a thwarting permanent (Humility or something, although you can go the jace plan too so idk): to that end, I keep shuffling the card, currently using Brazen Borrower with the argument being that it can also serve as a flier to connect for Tymna. Other options include:

Void Snare Chain of Vapor Cyclonic Rift Abrupt Decay Assassin's Trophy Brazen Borrower Rushing River Rescind Venser??? Aether Gale?? Ashiok, Nightmare Muse Set Adrift? Discovery/Dispersal Temporal Spring Vanishment

Trying to settle on the best one. It is truly unfortunate that we don't have a spell such as "1U, instant, for each opponent, return up to one nonland permanent they control to its owner's hand". That would be much sweeter! Alas. this slot could also potentially be cut, since we do have a variety of approaches to win.

ME ME ME!!!

With a ton of insight & help from Paramount Elite.

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Casual

98% Competitive

Date added 4 years
Last updated 4 years
Exclude colors R
Splash colors W
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

60 - 0 Rares

19 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 1.89
Tokens On an Adventure, Spirit 1/1 C
Folders Top cEDH Decks
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