Matrixxx999 says... #2
Yes, it is a very famous combination. But I think it is pretty slow, and pieces of the combination individually practically useless in this deck.
This combo fits more for prison-lifegain decks I think.
Thanks for suggestion!
May 28, 2016 6:58 p.m.
Matrixxx999 says... #4
That is Oloro, Ageless Ascetic. He looks like that because he didn't sleep too well last night. :)
June 2, 2016 5:55 p.m.
Fiend Hunter is decent removal by himself, however with Karmic Guide or Sun Titan and Blasting Station it provides a win condition for the deck.
June 20, 2016 12:56 a.m.
Matrixxx999 says... #9
Thanks!
Here are the reasons why I use Fiend Hunter in this deck:
- It can be used in combinations to obtain infinite mana: Fiend Hunter + Karmic Guide + Phyrexian Altar - infinite mana / Fiend Hunter + Phyrexian Altar + Reveillark - infinite mana, you can add any creature with power - 2 or less to extend this combo / Fiend Hunter + Phyrexian Altar + Sun Titan - infinite mana
- It can be used in combinations to kill all opponents with Blasting Station: Fiend Hunter + Karmic Guide , Fiend Hunter + Reveillark , Fiend Hunter + Sun Titan
- It can be used with Flash to permanently exile target creature (you must place triggers on the stack in the correct order)
- It can be used to reuse ETB triggers of creatures (Gilded Drake etc.)
- It can be reanimated with Reveillark, and to transition in one of the combinations
- It is just a good removal tool by it self
June 20, 2016 12:57 a.m.
Matrixxx999: Fiend Hunter doesn't work with Reveillark. He's fine with the other two though.
June 20, 2016 1 a.m.
Matrixxx999 says... #11
Hi enpc! Thank you for your help in the discussion!
Could you clarify what you mean when you say that Fiend Hunter doesn't work with Reveillark?
June 20, 2016 1:59 a.m.
You cannot setup a recursion loop with Fiend Hunter and Reveillark in the same way that you could with Sun Titan. Let's look at this example for a second to break down exactly what is going on here:
So, let's assume you have Sun Titan in play along with Blasting Station. Let's call this state (A).
So Fiend Hunter enters the battlefield (either cast or brought back by Sun Titan). Now his first ability goes on the stack and targets Sun Titan. This ability resolves and Sun Titan has been exiled. Now there is only Fiend Hunter and Blasting Station in play. Let's call this state (B).
From B, we sac Fiend Hunter to Blasting Station. This puts Hunter's second ability on the stack. It is very important to note that unlike Banisher Priest's ability, Fiend Hunter's is broken into two separate abilities. Fiend Hunter goes to the graveyard before the ability resolves. This is also very important to note.
So now we let the ability resolve. This brings back Sun Titan, which in turn puts the Blasting Station untap trigger on the stack, as well as Sun Titan's return from graveyard trigger. We can stack the triggers as we like (since we control them both) so Lets set it up so that Blasting Station untaps and then Sun Titan returns something (so techincally you stack them in the opposite order). Notice that this is effectively (A).
One thing to note though is that Sun Titan's ability needs a target at the time it's put on the stack. Because Fiend Hunter is in the graveyard, we can pick it as a target.
So from here, we can easily loop between (A) and (B).
Now let's look at what happens with Fiend Hunter and Reveillark:
We start with Reveillark and Blasting Station in play. Fiend Hunter enters the battelfield and his first ability goes on the stack.
Now, if we were to let it resolve, this would put Reveillark's ability on the stack, allowing us to reanimate up to two creatures. Don't get me wrong, Fiend Hunter fulfils the criterion required, but the key thing to note is that it isn't in the graveyard when the ability goes on the stack. Therefore, it can't be a target for reanimation and straight away the chain is broken.
So to make it a legal target, we sac the Fiend Hunter to Blasting Station. Note that Fiend Hunter's first ability hasn't resolved yet or Reveillark would have already left play.
So sacing Fiend Hunter puts his second ability on the stack, above his first (with Blasting Station's ability between the two. Now, atch what happenes when we let the stack resolve.
Fiend Hunter's second ability resolves. Nothing has been exiled by this instance of him so nothing comes back into play.
Now we can deal 1 damage to something from Blasting Station.
And lastly, Fiend Hunter's first ability resolves, exiling Reveillark. Here's the problem though - because Fiend Hunter is currently in the graveyard, there's no way to un-exile Reveillark, meaning that not only is the combo dead in the water, but you've just exiled your own Reveillark with no way of getting it back.
June 20, 2016 3:14 a.m. Edited.
Matrixxx999 says... #13
Now I understand why it doesn't work with Reveillark. I had not considered the combinations with Huter and Llark really detailed and confidently believed that it is legal. Thank you very much for the detailed explanation!
June 20, 2016 7:09 a.m.
All good, happy to help.
Out of curiosity, is there any reason you don't run Cephalid Coliseum? It can provide additional digging, can be a good way to pitch things to reanimate and can get silly with Crucible.
June 20, 2016 9:42 a.m.
thanks for explaining,Matrixxx999, enpc love your deck matrixx, wish i could upvote again!
June 20, 2016 10:12 a.m.
Matrixxx999 says... #16
Thank you for your kind words, FLATSO99! I am very glad that you like this deck! :D
As for Cephalid Coliseum, enpc... I thought exactly the same as you, when I added it in the deck long ago. But I have often had a problem with the lack of colors, that's why I replaced it with City of Brass. At the same time, there were not so many situations when I used the second ability of this land (lack of cards in the GY, or GY hate online). Another problem with Cephalid Coliseum is that you need to sacrifice it, so you lose temp. And there are not so many situations when Crucible is on the table with Coliseum to reuse it. The thing is that after many tests I decided that for this deck is more important to have stable and fast mana base. That's why I cut all slow lands. I know that it is a good card, it is just hard to find a place for Cephalid Coliseum in my mana base. Dont know what to cut for it, maybe you would suggest some cuts?
June 20, 2016 8:49 p.m.
Honestly you could probably cut an Island for it. After all, the only thing that cares about basic land types is the fetches nad with the shocks and duals and 2 basics I think yo ushouldn't run into any issues.
The other thing is, it's no slower than any of your other lands. You get pained for using it but in Oloro I don't really know how much you care. And while the second ability may only be used once in 15-20 games, the game that you do use it, you will be thankful that it's there. I guess that's my thinking.
June 20, 2016 9:08 p.m.
Matrixxx999 says... #18
It is the most obvious to cut a basic land, and maybe you right, but in my meta blood moon and back to basics is a usual things. So maybe I just feel my self more safer with those basic lands. But anyway I will definitely consider to put back Coliseum.
June 20, 2016 9:26 p.m.
Matrixxx999 says... #19
Thanks again for your suggestions, and taking your time to look at the deck!
June 20, 2016 9:36 p.m.
No problem. There are always many more decks that I want to build than I have the resources (or time) to, so helping out on others' decks is the next best thing.
Also, speaking of lands - I notice you don't run Strip Mine. Is this a space issue or a deliberate decision not to?
As for finding space for Coliseum, a large part of me wants to recommend removing a non land card for it. Personally, I don't like running less than 36 lands and actually try to avoid running at least 37 in each of my decks. While yes, it means that you have less space for all the cards you want to run, it really can have a difference on opening hands. And especially with cards like Mox Diamond, making sure you have lands to both play and pitch is important.
I get why you're running Raven Familiar, but honestly I think he could be much better suited as an additional land. And if that land is in fact Cephalid Coliseum, then you still have the ability to dig the same number of cards (you just don't get it when you play the land). Just a thought.
June 20, 2016 11:07 p.m.
Matrixxx999 says... #21
I used Strip Mine in the deck. But I removed it from the deck because I already have to many lands with colorless mana. I just can't afford to use one more of that kind.
I understand that using 36 lands in the deck can improve it, and I will think about it, but I just can't cut Raven Familiar for Cephalid Coliseum. For this deck Familiar does a lot more than Coliseum. So if I decide to increase the amount of land cards as you're suggested, I think I will cut something else. But anyway it is morally difficult to take such a step as a reduction of nonland cards for puting more lands. Especially after the deck has passed many tests and showed no problems with a lack of lands and mana for implementing its main goals.
Thanks again!
June 21, 2016 6:21 p.m.
Matrixxx999 says... #22
So, enpc, I've been thinking hard about your suggestions about lands and decided to do the following:
- I will try to increase the number of land cards to 36 as you suggested, I didn't sleep half the night, thinking what to cut in the deck. :P So I decided to try to play without Disenchant, now I doubt what land should I add to the deck, should it be Strip Mine, or Riptide Laboratory (good interactions with some of my creatures), or maybe even Drowned Catacomb. What do you think?
- And I'll cut one Island as you suggested to add Cephalid Coliseum. So it is now in the deck again!
Thanks for suggestions, and for giving me the impetus to make those changes. :)
June 22, 2016 10:43 p.m.
I know that feeling. Far too many times I have found myself awake at like 1 in the morning trying to figure out subtle changes to a deck. I think you've made the right decision though.
I think your mana base can support the Strip Mine. Remember, you haven't actually gone down in coloured sources, you've gone up in colourless sources. And having land removal is really good to have. Say your opponent has a Gaea's Cradle in play any they're getting too far ahead. Or your go to Blasting Station combo and somebody Crop Rotations out a Glacial Chasm (ok, so this isn't very likely) or you are just trying to get a bit of damage through to keep the pressure on but somebody has a Maze of Ith out (this is much more likely). Or one I have actually come across is that you're trying to set up a combo but your opponent has just enough maan open for a counterspell or removal that would screw up the combo. Strip Mine the land, change phases and win.
Land destruction to me is one of those things that every deck should have access to. Doesn't need a huge amount, but just a bit is worthwhile.
June 22, 2016 11:43 p.m.
Avatar.of.Slaughter says... #24
Your friends must really hate playing against this deck! All-around very powerful list, and I like the combos/synergies. Unfortunately my moral opposition to Omniscience prevents me from being able to give an upvote here, sorry!
June 23, 2016 5:14 a.m.
Matrixxx999 says... #25
Thanks!
Well, one of my friends totally hates this deck. But he usualy plays with Zur + Infection + all standart stuff... Thus my deck brings the cosmic balance and justice to the table, when he plays Zur. :D
I know what you talking about. I heared "It's not fair" to many times when Omniscience was cheated on the table, well, what can I say, I trying to make this deck as competitive as possible, and there is no such thing like fair game on this level.
lil_cheez says... #1
The classic combo of Sanguine Bond and Exquisite Blood is mean, and the first works nice with Oloro. Also with Beacon of Immortality may mean a kill
May 28, 2016 6:19 p.m.