Welcome to Infinity with Affinity! The deck that delves into Infinity, With Affinity, to make a deck that does absolutely everything! Without Further ado, let's delve into the different mechanics that make this deck what it is!
-Arcum is a very slept on but powerful commander for Affinity in general. Without him as the commander, this deck would be impossible. The goal with him is to use your sacrifice fodder and then play "The Infinity Engine" Once you get your combo pieces out, it's almost always game for your opponent. Now lets get on to the different categories!
Sacrifice Fodder
-These are the cards that get targeted by Arcum when I have them on the battlefield, they aren't meant to be strong, the majority of them have triggers when they enter the battlefield or when they die to maximise synergy and card advantage.
"The Infinity Engine"
These two cards are the backbone of the deck. The entire purpose of Arcum Dagsson is to just get these cards out and then just sit back with popcorn as my opponents hopes and dreams are crushed faster than they can . My first step is to tutor Planar Portal to begin looking for cards in my deck. Paradox Engine allows me to use it repeatedly and once I get my mana rocks out, it can be used indefinitely to tutor anything in my deck forever and trigger my infinite combos at incredible speeds.
Mana Rocks
-These cards are arguably the most important behind only the Infinity Engine, without them this deck would be so painfully slow that winning would be nearly impossible. One thing I like to do when I have them out is to trigger Pili-Pala and Grand Architect and then kick Everflowing Chalice twenty or so times so I don't have to go through the monotony of tapping and untapping for 5 minutes at a time. I'm not that mean, the other rocks are equally important but in particular Caged Sun stands out in the deck. Tutoring him with Arcum Dagsson usually leads to me almost doubling my mana in the course of one turn at the downside that it lacks synergy with things such as Paradox Engine.
Infinite Mana
-This is the main combo of my deck, once I have my cards into play it allows me to choose how I want to win with my plethora of infinite combos and, most importantly, to trigger the Infinity Engine. What I do to trigger it is simple. After I've played Grand Architect and Pili-Pala. I'll spend and turn Pili-Pala into a blue creature, tap him using Grand Architect's second ability, and then untap him using his own ablity in an infinite loop. Using this I can go and abuse my many infinite combos
Hard Hitting Hunks
Please pardon the cheesy name, but these cards are so cool they have to be called Hunks! They're big, they affect the board in massive ways, they're popular, and most importantly, they're easy to play with this deck. A few of the more notable ones are Memnarch, Darksteel Forge, and Akroma's Monument. I can't talk about all of them but the four above are the ones the most worthy of talking about, they're the Super Hunks. Memnarch is my favorite for his ability, with the infinite mana combo, I can continously use his ability and take control of all my opponent's permanents leaving them helpless!. Akroma's Monument is another amazing one, turning all my creatures into double strike, haste, flying monsters that can't be hit with cards like Murder or Lightning Bolt for potentially no mana? Yes please! Any others that are a part of the "Hard Hitting Hunks" all serve to give a distinct advantage against the opponent.
Library Manipulation
-This is a very supplementary section of the deck meant to function in some case that I can't use Arcum Dagsson. If you would have any upgrades for this section to recommend than that would be greatly appreciated!
Infinite Combo's
-This is going to be a very quick explanation of the infinite combo's that can be triggered only with the Infinity Engine and the Infinite Mana Combo.
- 1. Beacon of Tomorrows: Play it, go to next turn, Repeat for infinite turns
2. Elixir of Immortality: Play it, activate ability, tutor it. Repeat for infinite life
3. Myr Matrix: PLay it, activate ability, repeat for infinite tokens
4. Walking Ballista: Play it, activate ability, repeat until you have a massive ballista that you can infinitly damage them with
5. Memnarch: Play him, turn a target permanent into an artifact and take control of it, repeat for memes
6. Capsize: A quicker but just barely weaker version of the above combo. Get your mana rocks and Paradox Engine, cast, buyback, repeat until they cry.
Strong Synergy
-These cards are more supplementary, they improve the functioning of certain mechanics in this deck and make it more efficient, in the case that my combos fail, I can still use these cards to hold my own and still win if necessary. It's better to look at the cards personally and see what they do instead of me trying to explain them. The only one in particular that I feel worthy to mention is Conqueror's Flail, it allows me to counteract cards such as Fog, Angel's Grace, Counterspell, and many others so if i'm playing against control or burn than this is usally a card I get out as fast as possible using Arcum.