Sideboard

Creature (4)

Sorcery (1)


This deck is highly redundant with very high synergy and boils down to a few basic card types:

Creature Protection (16 Cards) - because our creatures are our wincons and we can't afford to lose them.

  1. Gods Willing - Protects against just about every removal except Far / Away or Celestial Flare .

  2. Boros Charm - Protects against any destruction effects like Dreadbore, Doom Blade, Hero's Downfall, or critical damage (i.e., blocking Guttersnipe to Voice of Resurgence.

  3. Silence - Cast preemptively during your own upkeep to ensure your combo hits, or cast during your opponent's upkeep to force him to either counter or burn his hand in an untimely fashion--or just land and pass.

  4. Izzet Charm - Counter an early or mid-game removal spell or some early spot removal on an opposing creature.

Card Ramp (15 Cards) - because our combos each require several cards.

  1. Divination - Generic 2 card ramp, since we generally don't want or need to drop on turn 3.

  2. Quicken - light card ramp to generally be used either when you need that extra draw, or to enable instant-speed Armed / Dangerous or Wild Guess.

  3. Izzet Charm - net loss of one card for a two-card cycle. This is a weaker Wild Guess, but its ability to flex as a protection spell is why we run a playset of this instead.

  4. Gods Willing - the scry ability here is an underrated addition to our deck, since we can't afford to miss our first 4-5 land drops, and can't benefit from more land than that. This helps on both ends.

Wincons (8 Cards) - Our creatures are the backbone of the deck. We've only got 8 because we trust our card ramp and our creature protection, and because generally having more than two in hand spells doom.

  1. Nivix Cyclops - Our primary combo is to swing for game as soon as is safe. This doesn't mean tap out to drop him on the third turn (a novice mistake!). Instead, if you can wait until turn 4 or 5 to bring him out, or when your opponent taps out (depending on the deck you're playing), you've got a much better chance to follow up with a game-ending combo. Here, our goal is Boros Charm or Armed / Dangerous + any two other instants or sorceries. If needed, we'll want to clear the board which will require the unblockable Gods Willing in the combo (or Teleportal as needed).

  2. Guttersnipe - Just one of these bad boys can really put the hurt on since half the cards in our deck are now shock spells. If we land a guttersnipe, our goal is to burn the opponent via draws. It's not uncommon to combo draws into more draws and end the game that way, e.g. Quicken into Wild Guess into Boros Charm, for 10 quick damage. Armed / Dangerous is also an underrated play because when used with Guttersnipe , it becomes a 3/3 double strike with a 2 damage shock (8 in all).

Lands (26 Cards) - We run 26 here because in a combo deck, speed is key, and we simply can't afford to miss any early land drops. Late early game while we're preparing our game-ending combo, we can use the lands as ammo for Wild Guess or scry them away with Gods Willing. The choices of Boros Guildgate over Temple of Triumph and Izzet Guildgate over Steam Vents are purely budgetary, and would slightly add to the overall effectiveness of the deck.

Sideboard

Against Control - 4x Dispel

Against Mitigation - 4x Skullcrack

Against Aggro - 3x Teleportal, 4x Spellheart Chimera

TL;DR - Win the game by casting a defensible Nivix Cyclops or Guttersnipe and subsequently casting one of several possible game-ending combos.

Suggestions

Updates Add

Updated for Theros standard. I was pretty sad to see Artful Dodge rotate out because it was amazing in conjunction with Wild Guess, but Gods Willing is a pretty nice substitute. This janky combo deck will only get better in the next expansion.

Comments

Date added 11 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 4 Rares

19 - 6 Uncommons

20 - 5 Commons

Cards 61
Avg. CMC 2.23
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