Todays Build is Designed for E.D.H. Multi-player; League Competition.

This means "infinite combos" are overlooked because in league competition the points earned during the game for a win barely outweighs the penalties incurred for "going infinite". As such, the Partner, Thrasios, Triton Hero functions as the backup to Vial Smasher the Fierce since there is no infinite mana combo to draw your whole deck for the Laboratory Maniac strategy.(Most of the time this will just be a thing to use excess mana on when stalling.)

This build primarily seeks to use alternate win conditions such as Thassa's Oracle effects.

Since we don't have access to white, we don't have things like Teferi, Time Raveler or Grand Abolisher to protect us as we combo off, so we will rely on the heavier mana investments of Tidal Barracuda and Teferi, Mage of Zhalfir . If all else fails we have solid counter magic and protection like Veil of Summer to fall back on.

Vial Smasher the Fierce is also a functional win condition by itself can can easily shut out one or more opponents with a large spell, or incremental chip damage due to how many alternative mana costs exists within the build.

While league format punishes "Infinite combos" this doesn't mean that the deck cant run some spicy card combinations.

The simplest win this deck can create is Demonic Consultation and Thassa's Oracle .

Alternatively, this deck has ported over pioneers' Inverter of Truth with Thassa's Oracle .

Tooth and Nail is often an piece that facilitates an auto win; however, this deck has a small hoop to jump through, as it facilitates the inverter-oracle combo and can target Laboratory Maniac if oracle is unavailable. In the event of Oracle, you simply need to be able to delv away a good portion of your grave prior to this hit or have a large devotion to blue already on board. (If you have to use Laboratory Maniac you will need any source of draw to close out the game. Jace, Wielder of Mysteries also wins with consultation or inverter, but has the draw built into the activated ability.)

Using Green Sun's Zenith on turn 1 for Dryad Arbor creates a cute 1 mana ramp spell that shuffles the Zenith back in to be fished out later.

Minamo, School at Water's Edge is able to untap Gaea's Cradle for spicy accelerators if you happen to have a decent amount of creatures on the field.

(This sections' line of thinking is constant with many of the cards that may seem like they are listed in a strange section.)

Cards like Dack Fayden listed in the ramp section. This is because 9/10 games the card might as well real "Gain control of target Sol Ring ".

Training Grounds is also listed as a ramp card even though it could also be considered Hand advantage / draw due to its seamless interaction with Thrasios, Triton Hero .

Crop Rotation is counted as ramp as the land tutor'd will always produce more mana than what was sac'd. Landfall triggers are just a plus.

Cards doing things like Dockside Extortionist , Lotus Cobra , ect... are fast mana and not ramp, but I did not want to make another section to distinguish "Fast mana"

Temporal Trespass is being counted as a draw spell due to the extra turns draw step and this seemed like the best place to place this card as there are time where its played to hit someone with Vial Smasher pretty hard and to draw 1 card and for nothing else.

Cards like Tooth and Nail or Finale of Devastation hit the field and not hand, I'm considering it hand advantage since you are playing a card from your hand that's effectively in the library. (also didn't want to make another section for cards like that)

This deck is fun, extremely powerful, very fast, and expensive... I would not recommend a build such as this unless you are looking to play at tournament level.

If you do intend to play at a more casual CEDH level rather than tournament level, consider cutting in some sort of easy infinite mana combo to add consistency.

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Casual

93% Competitive

Date added 7 years
Last updated 3 years
Exclude colors W
Splash colors R
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

31 - 0 Mythic Rares

48 - 0 Rares

14 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.80
Tokens Elk 3/3 G, Emblem Dack Fayden, Emblem Wrenn and Six, Food, Treasure
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