Latest Decks
Discussion
BarfQuackers on Tax and halt
8 years ago
Okay so first I want to say sorry for the future word wall I'm really interested in the deck so I'm looking at everything, also I'm assuming this is a death and taxes type deal which I don't know whats what about but anyway, I'm not sure if you want to go more enchantment heavy because of Zur but Ghostly Prison and Propaganda work well with him. I also think there's some kind of combo at work here so tell me if I remove any combo pieces. Personally I like Consecrated Sphinx over Arcanis the Omnipotent he'll draw double the cards in a 4 player game and the triple blue might be hard to get but Arcanis also protects himself which is something to think about. Now what you definitely need are board wipes Cyclonic Rift is definitely one you should run and paired with Enchanted Evening you need Cleansing Meditation. Austere Command or Hallowed Burial/Terminus in a pinch. You're also pretty low on lands which will be fine if you get Winter Orb out but Land Tax is also an option that fits your synergy well. Oh I see the combo now Sword of the Meek + Thopter Foundry + Time Sieve , Tezzeret the Seeker might be good for assembling combo pieces however planeswalkers are always a target Norn's Annex is great against non-white players 2 life per creature adds up and if you go that route Liliana Vess is another great PW tutor. Avacyn, Angel of Hope is something I run to screw a lot of board wipes even though she's a little win more. Also if your doing Dark Depths you should have Thespian's Stage even though your running Vampire Hexmage I'd still run both. My final recommendation and this is if you want to cut down on creatures but Spreading Plague is hilarious to play (especially with Avacyn, Angel of Hope) but it doesn't really fit into either of your combosand would porbably hurt you as well. I'd definitely remove Boomerang in place of Cyclonic Rift it wipes for one and it can still be imprinted on Isochron Scepter. But yeah it looks like an extremely solid deck all together very lockdownesk cant wait to play against it. Sorry for all the suggestions I got excited looking at it lol. Magus of the Moat also comes to mind, so does Moat but aint nobody got cash for that. I haven't play tested it either so take em with a grain of salt.
Stefouch on Revenantmike
8 years ago
I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.
Look at my Maybeboard for cheaper ideas.
Budget version of Sharuum Engine
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...
Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).
Ancient Tomb may be replaced with Temple of the False God
Bazaar of Baghdad --> Geier Reach Sanitarium
Wasteland --> Tectonic Edge or Ghost Quarter
Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.
Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.
Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.
Command Beacon isn't trivial to the deck.
Petrified Field isn't important if you do not use those expensive lands.
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.
These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.
Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..
Those replacement can't allow you explosiveness unfortunately.
A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.
Utility artifacts:
Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.
Ensnaring Bridge --> another creature.
Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.
Sensei's Divining Top --> Crystal Ball
Tawnos's Coffin --> Conjurer's Closet
Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.
Mind's Eye --> Sandstone Oracle
Demonic Tutor: You should buy it.
Entomb isn't trivial to the deck, may be removed. Replace with Lim-Dul's Vault.
Vampiric Tutor --> Any spell that draws X cards.
Karn Liberated --> Spine of Ish Sah
Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard, or Sanctum Gargoyle)
All Is Dust may be replaced with any wrath effect, but it really shines in this deck.
You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.
Stefouch on Stefouch
8 years ago
I do not have a budget list, but here I can share some tips for a cheaper version of Sharuum Engine.
Unfortunately, it will be at the cost of explosiveness, and some cards have no replacement at all.
Look at my Maybeboard for cheaper ideas.
Budget version of Sharuum Engine
E.g.: Drowned Catacomb, Glacial Fortress, Isolated Chapel, Arcane Sanctum, Underground River, Adarkar Wastes, Caves of Koilos, Dimir Aqueduct, Azorius Chancery, Orzhov Basilica, Dimir Guildgate.., Dismal Backwater.. etc...
Artifact lands are important if you plan to use Time Sieve and Mox Opal or if your meta has land-destruction cards (artifact lands are recurrable with Salvaging Station).
Ancient Tomb may be replaced with Temple of the False God
Bazaar of Baghdad --> Geier Reach Sanitarium
Wasteland --> Tectonic Edge or Ghost Quarter
Academy Ruins, Cavern of Souls, Gemstone Caverns, Mishra's Workshop have no replacement.
Urborg, Tomb of Yawgmoth is here for mana-fixing and allows non-producing mana to produce. E.g.: Workshop or Bazaar. You may get rid of this land without those expensive lands.
Inkmoth Nexus can be removed easily. It's an alternate wincon, but I rarely won with it.
Command Beacon isn't trivial to the deck.
Petrified Field isn't important if you do not use those expensive lands.
Other expensives: Chromatic Lantern, Gilded Lotus, Lotus Bloom, Mana Vault.
These are our ramp options. They are fragile compared to land-ramp spells, but more faster options, and sometimes recurrable with Sharuum/Salvaging Station.
Replacement ideas (bolded are my favorite): Talismans and Signets, Worn Powerstone, Thran Dynamo, Solemn Simulacrum, Hedron Archive, Wayfarer's Bauble (needs more basic lands), Burnished Hart, Kyren Toy, Semblance Anvil, Basalt Monolith, Dreamstone Hedron & similar, Mind Stone, Lotus Petal, Helm of Awakening... etc..
Those replacement can't allow you explosiveness unfortunately.
A sidenote about Voltaic Key. The key is very powerfull with Grim Monolith, Mana Vault and Gilded Lotus. Without those, it loses some efficiency, but the key is still very good with your artifact creatures and your 2-manas-producing rocks.
Utility artifacts:
Crucible of Worlds may be removed. Without the expensive lands and the Fetchland, it is almost obsolete. Switch to Trading Post, or Clock of Omens.
Ensnaring Bridge --> another creature.
Rings of Brighthearth, like Crucible, it becomes obsolete without fetchlands. Also its power come from planeswalkers.
Sensei's Divining Top --> Crystal Ball
Tawnos's Coffin --> Conjurer's Closet
Sword of the Meek + Thopter Foundry + Time Sieve combo: This is our secondary combo for the win. It can be replaced by more creatures for a beating plan.
Mind's Eye --> Sandstone Oracle
Demonic Tutor: You should buy it.
Entomb isn't trivial to the deck, may be removed. Replace with Lim-Dul's Vault.
Vampiric Tutor --> Any spell that draws X cards.
Karn Liberated --> Any wrath effect or O-Ring effect.
Venser, the Sojourner --> Any blink effect reusable (e.g. Crystal Shard)
All Is Dust may be replaced with any wrath effect, but it really shines in this deck.
You may drop to 33-34 lands without Bazaar and Workshop. But keep 14-16 ramp sources.
PookandPie on Oloro the out there
8 years ago
Oloro is in your title, but you used the plural of deck in your comment. Do you want more than just Oloro combos?
Also, what kind of combos are you looking for? You say degenerate, but that varies by playgroup. Most combos the average player considers degenerate are garbage, competitively, and typically the best 'combo' at tables with powerful decks and knowledgeable players is A Good Deck + Ad Nauseam or Doomsday, or something. So, because I don't know what you're looking for and you gave practically 0 information to make suggestions simple, here's every single infinite combo I can think of or find in Esper (and some of these aren't even registered as combos on the site, so... I found that interesting. Had to go back and separate those ones card by card):
- Mnemonic Wall/Archaeomancer + Crystal Shard/Erratic Portal/Conjurer's Closet/Cache Raiders/Followed Footsteps + Time Warp/Time Stretch/Walk the Aeons = infinite turns. Add Proteus Staff + Selective Memory. (Exile all creatures from your library for infinite turns + any other instants or sorceries you want to recur and a stacked deck.)
- Tidespout Tyrant + cheap artifacts / mana rocks = infinite mana/storm, e.g. Sol Ring and any 0 drop, or mana Vault and any 1 drop.
- Palinchron + any passive mana doubler (e.g. Caged Sun, Extraplanar Lens, etc.) + at least six lands = infinite mana
- Palinchron + Phantasmal Image = infinite mana
- High Market + Nim Deathmantle + Palinchron /Diamond Valley = infinite mana, infinite life, and infinite gravestorm
- Contagion Engine + Filigree Sages + Magistrate's Scepter = infinite turns
- Knowledge Pool + Teferi, Mage of Zhalfir = lockdown (opponents can't cast spells from hand)
- Arcane Laboratory + Erayo, Soratami Ascendant flipped = opponents can't cast spells
- March of the Machines/Karn's Touch/Animate Artifact/Tezzeret the Seeker /Toymaker + Voltaic Construct + any artifact with CMC one or more that taps for more than 2 = infinite mana
- Academy Researchers + Fool's Demise + sac outlet = infinite sacrifices
- Umbral Mantle/Lightning Greaves/Shuko + Cephalid Aristocrat/Cephalid Illusionist = infinite self-mill
- Tunnel Vision + Vendilion Clique /Spell Crumple/Hinder/Proteus Staff + a creature owned by an opponent + know the top card of your opponent's library and they scry it away = mill target player's library
- Homarid Spawning Bed + Nim Deathmantle + Palinchron = infinite tokens
- Isochron Scepter with Mystical Tutor + Beacon of Tomorrows = infinite turns
- Amulet of Vigor + Patron of the Moon + Storm Cauldron = infinite mana/landfall
- Amulet of Vigor + Ghost Town + Patron of the Moon = infinite landfall during opponent's turns
- Amulet of Vigor + Meloku the Clouded Mirror + Patron of the Moon + 2 land = infinite tokens/landfall
- Krark-Clan Ironworks + March of the Machines + Salvaging Station + any 1 drop non-creature artifact = infinite colorless mana.
- March of the Machines/Tezzeret the Seeker /Karn, Silver Golem/Animate Artifact + Voltaic Construct + Dreamstone Hedron/Basalt Monolith/Everflowing Chalice with more than 2 charge counters/Thran Dynamo = infinite colorless mana.
- Banishing Knack + any 0 cost artifact + Mirran Spy/Battered Golem = infinite storm
- Aura of Dominion + Palladium Myr (on Palladium Myr) + Heartstone + Pili-Pala = infinite colored mana
- Basalt Monolith + Power Artifact /Grim Monolith = infinite colorless mana.
- Filigree Sages + Power Artifact + artifact that taps for xU = infinite mana
- Beacon of Tomorrows + Planar Portal for infinite turns
- Beacon of Tomorrows + Manipulate Fate + Mirror of Fate = infinite turns
- Magus of the Future/Future Sight + Etherium Sculptor (or other mana reducers) + Sensei's Divining Top = draw your deck
- Deadeye Navigator + Palinchron /Great Whale/Peregrine Drake = infinite mana
- Cloud of Faeries + Deadeye Navigator + mana doubler, Sol land, or Karoo/bounce land = infinite mana / ETB
- Intruder Alarm + March of the Machines + Myr Turbine = infinite tokens
- Omen Machine + Teferi, Mage of Zhalfir = spell lockdown (cards in opponents hand are still playable)
- Grand Architect + Pili-Pala = infinite mana
- High Market + Nim Deathmantle + Peregrine Drake = infinite life gain
- Candelabra of Tawnos + Magosi, the Waterveil + Rings of Brighthearth /Deserted Temple = infinite turns.
- Intruder Alarm + Meloku the Clouded Mirror + Walking Atlas + any land the produces more than one mana = infinite tokens, infinite mana, and infinite landfall
- Mistform Ultimus equipped with Oathkeeper, Takeno's Daisho + combat damage from Wanderwine Prophets out = infinite turns
- Mistform Ultimus + Notorious Throng cast for its prowl cost + Archaeomancer with either Riptide Laboratory/Followed Footsteps/Conjurer's Closet = infinite turns
- Archaeomancer (on the board) + Rite of Replication + Turnabout = infinite dudes, mana, and any other instant/sorcery in your graveyard
- Archaeomancer + Deadeye Navigator + 7 or more land + Turnabout = infinite mana
- Archaeomancer + Riptide Laboratory + 11/12 more land + Turnabout = infinite mana
- Minion Reflector + Palinchron + 9 basics = infinite mana and dudes
- Aphetto Alchemist + Illusionist's Bracers = infinite untaps
- Archaeomancer + Tidespout Tyrant + Turnabout + 9 land = infinite mana
- Mischievous Quanar + Turnabout = infinite mana
- Ensoul Artifact + Voltaic Construct + artifact that adds more than 2 = infinite mana
- Amulet of Vigor + Patron of the Moon + Pearl Lake Ancient = infinite landfall and infinite mana
- Tezzeret the Seeker + The Chain Veil + any artifact that can tap for more than 4 = infinite planeswalker abilities
- Ghostly Flicker + Mnemonic Wall + Gilded Lotus + Arcane Melee = infinite storm and infinite mana
- Ashnod's Altar + Geralf's Mindcrusher + Sage of Fables = infinite card draw and infinite mill
- Teferi, Temporal Archmage as commander + The Chain Veil = infinite mana, infinite planeswalker abilities, and infinite draw.
- Clone + Fatestitcher + Illusionist's Bracers = infinite mana
- Gilded Lotus + Master Transmuter + Pemmin's Aura + any artifact = infinite mana
- Gilded Lotus + Master Transmuter + Thran Dynamo /Heartstone/Training Grounds + Voltaic Construct/Filigree Sages = infinite mana
- Gilded Lotus + Master Transmuter + Voltaic Construct / Filigree Sages + Illusionist's Bracers = infinite mana
- Filigree Sages + Gilded Lotus + Heartstone /Training Grounds/Illusionist's Bracers = infinite mana
- Master Transmuter + March of the Machines + Thousand-Year Elixir + Intruder Alarm + any three artifacts, two of which produce = infinite mana
- Master Transmuter + Gilded Lotus + March of the Machines + Thousand-Year Elixir + Intruder Alarm + any artifact in hand = infinite mana
- Intruder Alarm + March of the Machines + Master Transmuter + any two manarocks that make blue + artifact in hand = infinite mana
- Academy Ruins + Mindslaver + 11U = Recurring Mindslaver (control of target player's turn)
- High Tide + Palinchron + two open U sources = infinite mana
- Master Transmuter + Mirrorworks + Ugin's Nexus = infinite turns
- Astral Cornucopia with more than 3 charge counters + Filigree Sages = infinite mana
- Helm of Obedience + Leyline of the Void (1,T: Exile target library)
- Mikaeus, the Unhallowed + Triskelion = infinite targeted damage
- Avatar of Woe + Thornbite Staff = destroy all creatures
- Necrotic Ooze + Palladium Myr + Pili-Pala = infinite mana of any color
- Mikaeus, the Unhallowed + Puppeteer Clique /any creature that enters the battlefield with counters + sac outlet = infinite sacrifices
- Magus of the Coffers + Umbral Mantle + 6 swamps = infinite B and an infinitely large Magus
- Gravecrawler + Phyrexian Altar + a zombie = infinite ETB triggers and infinite gravestorm
- Cinderhaze Wretch + Lightning Greaves + Mikaeus, the Unhallowed = infinite discard
- Ashnod's Altar + Nim Deathmantle + any creature that brings in more than one token when it ETB/dies (e.g. Wurmcoil Engine, Grave Titan) = infinite mana and infinite tokens
- Bloodchief Ascension + Mindcrank = infinite mill and infinite life loss to a player and life gain to you
- Conspiracy + Rotlung Reanimator + another zombie + Bitter Ordeal + sac outlet = infinite gravestorm for Bitter Ordeal
- Deserted Temple + Rings of Brighthearth + Cabal Coffers with at least 6 Swamps = infinite mana
- Exquisite Blood + Sanguine Bond + any damage or life lose = victory
- Mephidross Vampire + Triskelion = infinite damage to any number of target creatures
- Blood Tribute + Sanguine Bond = kill an opponent
- Blood Tribute + Wound Reflection = target opponent loses all their life
- Marrow-Gnawer + Thornbite Staff + two other rats = infinite rat tokens
- Carnival of Souls + Gravecrawler + Carrion Feeder + Blood Artist = infinite gravestorm and an infinitely large creature
- Phyrexian Metamorph + Sharuum the Hegemon or Sculpting Steel = infinite ETB and infinite gravestorm
- Two Soul Warden effects + Drogskol Reaver + Zombie Infestation = Large number of zombies and life, limited to your library size.
- Sharuum the Hegemon + Sculpting Steel/Mirrorworks + Glassdust Hulk/Arcbound Crusher = infinite damage
- Ashnod's Altar + Sword of the Meek + Thopter Foundry or Krark-Clan Ironworks = X: get X 1/1 fliers and gain X life. Add Ashnod's Altar for infinite mana
- Sword of the Meek + Thopter Foundry + Time Sieve = infinite turns provided you can make five thopters
- Mycosynth Lattice + Sydri, Galvanic Genius = 1: target land is sacrificed
- Sydri, Galvanic Genius + Voltaic Construct + Grim Monolith/Mana Vault/Gilded Lotus = infinite mana. See combos in blue and colorless that involves animating artifacts through other means. Sydri works as a replacement in most of them
- Spirit Mirror + Xenograft/Conspiracy = infinite destroy target creature
- Salvaging Station + Seat of the Synod + Sydri, Galvanic Genius = infinite gravestorm
- Ad Nauseam + Angel's Grace + Laboratory Maniac = victory on the next draw. Add Sickening Dreams to win the same turn.
- Karmic Guide + Reveillark + sac outlet = infinite sacrifices and ETB's for any creature with power less than 2
- Helm of Obedience + Rest in Peace = (1,t: Exile target opponent's library)
- Angelic Renewal + Sun Titan + sac outlet = infinite sacrifices
- Enduring Renewal + Ornithopter + sac outlet = infinite sacrifices
- Outrider en-Kor/Lightning Greaves/Shuko + Task Force + Worthy Cause/Animal Boneyard/Miren, the Moaning Well = infinite life
- Cryptic Gateway + Stormfront Riders + one other soldier creature = infinite tapped 1/1 Soldiers
- Adarkar Valkyrie + Thornbite Staff + another creature + sac outlet = infinite sacrifices
- Auriok Salvagers + Lion's Eye Diamond = infinite mana and get back any artifact with CMC 1 or less infinite times
And after this, I'm out. I'm going to go back to playing Fire Emblem: Fates. Fwiw, I hope this helps, and I just zoned out in a phone call with a person I didn't want to speak to for about 20 minutes while formatting this, lol.