Sacrifice your own permanents - and win!
A while back, when I was just getting back into Magic, I discovered
Worldfire
and decided that it was the coolest thing ever. I built a deck around it, which did moderately okay sometimes, and eventually I got bored and gave up on it. Then I discovered
Barren Glory
, which is just about the most awesome card I have ever seen. The sheer all-or-nothingness of it is awe inspiring. So I had to try and build something that would make it work.
The previous incarnation of this deck worked by only playing red direct damage spells. The idea was that this would keep the board clear and leave me with no permanents on the field when I dropped
Barren Glory
. It worked pretty well some of the time, but against some decks, particularly those with lots of big creatures, it really came down to how lucky I got with my draws. If the combo went off on turn four, no problem, but any longer and I quickly got run over. So I'm trying a new approach.
This time around, I'm going to make the deck much more white-heavy, and use pseudo-fog type cards like Dawn Charm and Intervention Pact to limit the damage my opponent can do to me while I'm assembling the combo. I'll use creatures this time too, but only ones that I can get rid of in a hurry: I still don't want anything on the board when
Barren Glory
comes down. The addition of creatures should hopefully mean I can make enough chump blocks to keep me alive a while longer.
The final combo works the same way as before:
Play until you have 2 Plains and 2 mountains on the board, and
Mana Seism
plus
Barren Glory
in hand.
Tap two Plains for 2 white mana. Tap two mountains to play
Mana Seism
, sac all your lands, use the 4 colourless generated and two white to play barren glory. Your opponent has 1 turn to respond.
Of course, there are still a million ways to stop this if you know it's coming - but I find it hilarious.