it is only flimsy if you get greedy and drop a combo piece too early. just have to bide your time, and then drop and combo.
November 8, 2013 2:18 p.m.
this is fuckin hillarious why is this not the top deck on the site lol
November 14, 2013 1:44 a.m.
I'm curious about how the whole Maze's End part of your deck is working out. Does it cause any slowness or does it act to confuse your opponent and have you actually won by Maze's End ?
November 14, 2013 11:14 a.m.
Maze's End works as a mana ramp and secondary win con. I have actually won a few matches using Maze's End itself, without needing to combo off with the mana dork game 1. In game 2 they sideboarded to try to stop the maze, and I was able to combo off with Elite Arcanist and Zhur-Taa Druid without fear.
Playing a combo deck relies heavily on patience and tricking your opponent. I have this deck sleeved up in the ruric thar sleeves, and carry it in a box that is labeled "Grixis. That alone starts messing with the opponents mind, and allows me to pilot the deck safely until I can combo off. The mainboard I have on here is to fight off aggro, but I usually mainboard 2 Syncopate and 1 Counterflux over the AEtherize to fight off all the devotion decks running around.
November 14, 2013 12:51 p.m.
Have you thought about using Lightning Strike and Magma Jet and Anger of the Gods over Druid's Deliverance , Fog and AEtherize as a more permanent removal of creatures instead of damage prevention for a turn?
Another question is do the Dissolve in sideboard actually work with the double U cost? It seems to me like it might not work.
November 14, 2013 1:28 p.m.
problem with Lightning Strike and Magma Jet are they are single target. Fog , Druid's Deliverance prevent all damage, so if they have multiple creatures coming at you, 1 green mana solves all of your problems. my rule of thumb for Fog is, I will eat the damage until I am at 12 or lower life, and then start using Fog to buy more turns. Usually against aggro, this is the time that they start puking onto the board while tapping out, so it sets up for flashing the combo in. Anger of the Gods could potentially have a place in here, but if they have fatties, its a dead draw.
November 14, 2013 4:14 p.m.
How often do you find Prophet of Kruphix get on the field, eat removal, and be worthless to you?
And Dissolve ? Does the 'UU' in the cost allow it to be played?
November 14, 2013 7:29 p.m.
Also, have you thought about Magma Jet over Izzet Charm ? You basically get the charms second two effects all in one except it can go to a player if there's no creature on the field.
November 14, 2013 7:32 p.m.
Izzet Charm can take away a threat, lets me dig to get combo pieces or it can help prevent counter a non-creature. a much versatile choice over Magma Jet .
Prophet of Kruphix actually lasts longer than expected, almost every time she lands turn 5 and I untap everything. if she eats removal, thats one less removal I have to worry about hitting the combo. Also, she allows the combo to flash in without requiring additional mana such as Savage Summoning
November 14, 2013 8:45 p.m.
My point on the Magma Jet was that it lets you do both take out a threat AND dig for combo pieces. In your case I would maybe take out your 4x Izzet Charm and put in a 4th Simic Charm and 3x Magma Jet
I may have to switch out Savage Summoning for Prophet of Kruphix in my version because it sound like she's really good.
November 14, 2013 8:53 p.m.
Draw 2 > scry 2. Cards in hand > cards to draw next turn. The counter option is invaluable
November 14, 2013 9 p.m.
True, my only thing is what if you have a hand full of cards you want and you use the Izzet Charm and draw 2 more cards that you really want? I think my equation would look something like this:
kill threat + scry 2> draw 2 + discard 2 or kill threat or counter?
cards in hand>cards to draw
cards in hand<cards to draw + 1 less creature
I agree that the counter option is really good, there's no way around it, I just think that Magma Jet is better in a lot of cases.
November 14, 2013 9:27 p.m.
through 4 aetherling in and copy the fog win the game
November 15, 2013 1:06 a.m.
If the double blue of Dissolve doesn't bother you, I'd mainboard it over the AEtherize . Otherwise I'd suggest Essence Scatter instead.
November 16, 2013 11:26 a.m.
Double blue hasn't been a problem, I might actually do that swap
November 16, 2013 12:51 p.m.
put more mana dorks in and then you can give them all infinite toughness if you dont draw into your zhur-taa
November 16, 2013 6:48 p.m.
ConoverBombJr says... #20
How often does this result in a Maze's End wincon? I'm interested in trying this out, but since I don't have the Gates I'm wondering how necessary they are.
November 18, 2013 6:13 p.m.
i have won a few matches with Maze's End as the win con. I am thinking about increasing it from 1 of to maybe 2-3 of to help fetch it faster.
November 18, 2013 6:39 p.m.
ConoverBombJr says... #22
I've been playing with Flashdance Hydras for awhile, and for this deck I think I'd like 4x Simic Charm and 3x Izzet Charm instead of the other way around. The point of both is to keep your combo creatures alive, but Simic Charm has the added bonus of bouncing one of your guys back against a Supreme Verdict .
But I love these kinds of non-Top-8 ideas, so +1 from me.
November 18, 2013 7:45 p.m.
ConoverBombJr says... #23
Another couple of questions... Against control, are you SB'ing all 15? And what are you taking out besides fog?
November 18, 2013 7:58 p.m.
against control, I usually take out all the Fog , Druid's Deliverance , and AEtherize and put in the counters. against control using blue, i usually bring in Counterflux and leave the Dissolve in the sideboard.
November 18, 2013 8:06 p.m.
ConoverBombJr says... #25
Any room for shocklands instead of basic lands?
valendras says... #1
Broken
November 5, 2013 4:41 p.m.