Welcome to the #1 Oona deck on the site!
The deck is meant to be played in a semi-competitive/competitive environment. Like most decent combo decks, the win cons you will see here are fast, resilient and insanely easy to set up.
It makes use of combos with interrelated and interchangeable pieces as well as a small amount of recursion to make sure victory is never out of reach. With the deck's strong synergy, every move you make will always be a move towards the win.
WARNING: Lengthy Discussion Ahead
Win Cons
With Oona being the deck's commander, infinite mana is an obvious choice for a win con. There are many ways to achieve this. While I see a lot of Oona decks centered on artifacts, I opted to use creatures since they are easier to recur from the graveyard and allow me to combo off with less mana. That being said, the deck makes use of the following infinite mana combos:
There will be games where infinite mana combos will not be viable. In some cases, Oona might get stolen, or some cards such as
Pithing Needle
or
Nevermore
might be in play. In such cases, we can make use of...
The said combo, for those who have yet to see it, allows us to draw out our entire library. From that point, we can either cast whatever is needed (
Venser, Shaper Savant
,
Cyclonic Rift
, etc.) to allow us to resolve our infinite mana combo or use
Sickening Dreams
and discard 40-ish cards to kill everyone.
Enablers & Deck Tech
Combo decks require you to get your hands on all the combo pieces and play them ASAP (at least that is how I like to play). This is, however, easier said than done. Aside from the challenge of getting all the combo pieces out of the library and into your hand or the graveyard where it can later be used, any combo piece that hits the board will most likely eat some form of removal. That leaves you with two options: play a piece and protect it until you get to play the other half of the combo or play both pieces at the same time. Either ways, it will require a large amount of mana. These factors will determine how long it will take to reach that combo turn. This is also where the enablers come in, not to mention my own twist to the combos.
Insidious Dreams Show
Insidious Dreams
- The deck is practically built around this card. I have included a lot of cards that generate card advantage early in the game to prepare for an early to mind-game use of this. The drawback seems pretty discouraging for most players but in a deck that makes use of
Future Sight
, this card is practically a guaranteed win if it resolves. It can also setup the entire Future Sight (draw your entire library) combo.
What I usually do is cast it at the end of an opponent's turn, discarding a minimum of 3 cards, if none of the combo pieces are in your hand, pulling out all three cards needed for the combo. You want to have
Future Sight
on top so you can cast
Helm of Awakening
and finally,
Sensei's Divining Top
. There will be cases wherein you do not have enough mana to cast all three. What I sometimes do is to discard additional cards to grab cards like
Mana Vault
,
Lotus Petal
, the moxes or
Mana Crypt
so I end up having enough mana to play the entire combo. Just make sure you have the ramp cards/rocks after
Future Sight
so you can cast all of them.
Intuition Show
Intuition
- This one of my favorite cards in the deck. This card allows us to pull out 3 cards from our library, get one (opponent chooses), while the other two goes into the graveyard. Redundancies and some graveyard recursion is necessary to allow you to take advantage of this card's full potential. You can use this to pull
Archaeomancer
,
Peregrine Drake
,
Ghostly Flicker
. With a
Reanimate
or
Shallow Grave
in our hand, we will end up with the infinite mana combo regardless of what card is put in our hand via Intuition.
It would be important to note that if you have Shallow Grave in your hand and your opponent decides to give you Ghostly Flicker, make sure you place Archaeomancer on top of Peregrine Drake. You want to be able to use the reanimation twice. Can't do that if the Drake ends up on top.
Synergy
The deck has a lot of cards with good synergy. I will not discuss the obvious ones but here are some that sometimes gets overlooked.
Necropotence
and
Future Sight
- this essentially negates the drawback (not having a draw step) of Necropotence while allowing you to exile the top card of your library until you find the card you need. Think of it as some sort of
Lim-Dul's Vault
on a stick but in this case, you'll put all the cards you exiled at the end of your discard phase. Pretty sick if you're fishing for lands, counterspells or just to find that final combo piece to help you win the game.
Teferi, Mage of Zhalfir
and
Mystical Teachings
- I must admit that this hardly ever happens but people might benefit from knowing you can tutor for any creature using Mystical Teachings as long as Teferi is in play.
Turn Three Win
I've done this several times already so i'm pretty sure this combo is not that hard to pull off. It also does not require drawing a "god hand" to accomplish. All you need is:
T1. Land +
Sol Ring
T2. Land. Cast
Insidious Dreams
at the end of an opponent's turn.
You will need to discard 4 cards (your entire hand at this point) and grab
Future Sight
(top),
Mana Crypt
(2nd),
Helm of Awakening
(3rd) and
Sensei's Divining Top
(4th).
T3. Land, play Future Sight, you can now proceed to play the top card of your library. Mana Crypt, then Helm of Awakening then SDT. Win!
The deck wins around turns 4 to 6 with great consistency. Although I am always pushing to make it faster, improve its consistency and resiliency, I am pretty happy with the currently list.
If you guys have any questions regarding the deck or have some suggestions on how to improve it, please feel free to post your comments below. "Upvotes" are also much appreciated. Thanks!