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Paradox Engine Combo [KLD-M19 Standard]

Standard* Combo Mono-Blue UB (Dimir)

Peisistratos


Sideboard

Other (1)


Despite boasting reliability in winning not further than turn 6 when uncontested with a totally respectable turn 5 win rate, this deck loses to any counterspell, removal or aggressive strategy - that is, pretty much everything. Yet there is always a lot to learn in seeing where and how a combo deck could be built, and in taking it to its own limit. This is the limit for a Paradox Engine shell in the current Standard format (KLD-M19).

What the deck does

Exploiting Paradox Engine and mana artifacts, this deck chains draw spells together while netting up huge mana amounts until casting an humongous Walking Ballista . The main avenue for a turn 5 win sees a mana rock (the 3-mana artifacts) on turn 3 and Paradox Engine on turn 4. If you cannot find Paradox Engine before turn 5, as a fallback plan (apart from simply digging into your own library by means of your draw spell suite) searching for Paradox Engine via either Inventors' Fair or Mastermind's Acquisition on turn 5 lets you easily win on turn 6 (you can shuffle Mastermind's Acquisition back into the library with Memory in a later moment). Before casting Memory , be sure to cast all the draw spells you have access to with the intention of playing all the permanents you can from your your deck so as to increase the draw spell density of your deck once you cast Memory .

Options that didn't make the cut

Here are some notable build-arounds I barred off. As it stands, a build heavily skewed towards draw spells is better than: any version employing mana creatures; any artifact shell maxing out on the number of combo pieces; any version built around Refurbish ; or any version heavily relying on black tutors. You can skip this part if you are not interested in the reasons why those other builds are bad.

A or even build sporting mana creatures is about a whole turn slower than what I propound - either resorting to big card draw spells ( Pull from Tomorrow Overflowing Insight Commit / Memory ) or permanent drawers ( Lifecrafter's Bestiary Vizier of the Menagerie Vanquisher's Banner naming Druid) in order to keep casting spells. The added latency is mostly due to the fact that if you don't focus your build into giving haste to your mana creatures from the very start (jeopardizing such an already frail plan) your creatures cannot tap for mana immediately (that is, until you find and play your Samut, Voice of Dissent , which incidentally should also be your win condition allowing you to attack with your whole deck in the very combo turn); this means that all of the mana sources you need in order to kickstart the combo must be already deployed on the battlefield the turn before the one when you actually start the combo out - and, actually, before you can even start searching for your Paradox Engine when you didn't draw it naturally.

The issue with Whir of Invention is that it is very expensive, and on the whole it delays the combo start in a way too often unaffordable (namely, you cannot really win through it before turn 6). However, committing heavily to the artifact theme - enlisting cheap artifacts like Sentinel Totem , Prophetic Prism or Metalspinner's Puzzleknot - in order to be able to play Whir of Invention in a more reasonable time window is not a good plan: you wouldn't want to trim on the combo slots and neither on the land count because not even draw spells in this case would grant you enough card selection to make up for sporting less pieces of the kind you need! Also note that with a draw-heavy list you don't really need a clunky draw engine like Oracle's Vault , an occasional big draw spell like Pull from Tomorrow being more efficient and flexible overall and enough to keep the combo going.

Playing Refurbish in order to take advantage of the card selection only a graveyard focus could grant is a flawed prospect in that you would actually give up either to the amount of synergy the deck requires in order to go off consistently (that is, adopting a graveyard-based strategy), or to the advantage Paradox Engine has in being a 1-card combo when properly built around: even if you draw Refurbish you will still have to get a Paradox Engine either in graveyard or in hand. Additionally, like Whir of Invention , being an insurance against opposing answers is worthless since you really cannot win through them.

A black version gives access to Mastermind's Acquisition and Diabolic Tutor which would represent more virtual copies of Paradox Engine than any other build could ever offer. However, they make the fatal flaw Whir of Invention has extreme: it's impossible to win before turn 6 if you use them before starting the combo in order to find a piece you lack.

Some remarks on the maindeck choices

You could think that adding Reason / Believe could give you more explosives draws, being able to easily sneak into the curve at multiple point before the combo starts and setting you up undeniably well. However, due to the card-hungry nature of the deck it is frequent that merely scrying ends up being irrelevant because of you needing actual cards to start the combo with - which is even more important if you still have to build your Pyramid of the Pantheon up, or if you play Chart a Course . The Believe half is too mana expensive in the first part of the combo when you are striving to amass mana in order to cast your big draw spells and on top of that it works against Memory in that it exiles itself - which is extremely relevant in a deck that strives to draw the whole deck mostly by chaining puny draw spells; in other words, Reason / Believe lacks the capability of actually drawing cards in an efficient enough and not so counterproductive way. I'm really sorry for not being able to play Opt : Chart a Course takes its slots because, while being able to see roughly the same amount of cards, you always have redoundant pieces to discard and always happy to have the more real cards you can get.

There could be a concern that Pyramid of the Pantheon could be better than a proper mana rock (like Hierophant's Chalice ); so let's break down the card. The advantages of Pyramid of the Pantheon are several: when played on turn 1 it provides card advantage as it counts as multiple mana rocks while also allowing you to easily start the combo with as low as 3 lands in total, all that while giving you the possibility of casting more draw spells that you ever could otherwise before turn 5 in order to propel you towards Paradox Engine in case you didn't have it; and if you rely on Cultivator's Caravan and Manalith alone as your raibow rocks you end up turning a 1-card combo ( Paradox Engine ) into what actually resembles a 2- or more card combo (in that you need a minumum of 2 rainbow rocks for your combo to function - you could certainly play Prismatic Prism alongside Hierophant's Chalice , but then you would give up to the powerful effect early draw spells grant this deck (they digs towards Paradox Engine early and are chained together during the combo: this deck really needs a minimum of synergy). All such elements make Pyramid of the Pantheon a card that increases a lot the consistency of the deck if played turn 1. However, be warned that it is very difficult to play with Pyramid of the Pantheon without a proper set of support rules. You cannot win on turn 5 with Pyramid of the Pantheon (i.e. relying on its mana to turn the corner, that is to get to the point where neither mana nor cards are a concern) if you miss your turn 2 activation: you cannot start activating Pyramid of the Pantheon on turn 3, or you'll miss your turn 4 Paradox Engine (on the back of a turn 3 mana rock) and you'll be still unable to cast Paradox Engine on turn 5 and win on that very turn. A corollary of such observation is that if you cannot play Pyramid of the Pantheon on turn 1 (followed up by a second land), your next window to play Pyramid of the Pantheon will be as late as during the combo itself (it would be meaningless at best to cast it at any point before that); in that case, assuming you have as low as a single mana rock already deployed, you'll need to chain cheap spells with at least one 1-mana spell in the mix in order to get Pyramid of the Pantheon online - while if you have spare mana rocks in hand it is better to deploy them all before anything else unless you need them as covering the role of cheap spells for getting brick counters. So, when you have to play Pyramid of the Pantheon at the combo start, you'll need a lot of pieces in order to get it to 3 brick counters and win straight away - which makes Pyramid of the Pantheon pretty a narrow card. Gilded Lotus is a win more, as it needs a turn-3 mana rock anyway to take you anywhere in a timely manner. There's no point in playing it.

Beyond that, the deck simply plays the best of the best as for the elements it needs. I would not tamper with the ratios between the different elements of the deck: assuming you'll mulligan any hand containing less than 2 lands, such configuration returns the best chances of getting all the pieces you need on turn 5 at the latest.

If we didn't play Commit / Memory , Cut / Ribbons would be the endgame of choice thanks to aftermath: we wouldn't need to care if it ended up in the graveyard because of our own draw spells. With Commit / Memory too we don't need to worry of having our finisher go into the graveyard, letting us exploit in addition all the added assets that very finisher grants us by its own vitue. Walking Ballista allows for having a 0-mana spell to start the combo out of nowhere - or simply to net mana, more than any other dedicated endgame could - before being shuffled back with Memory . On the other hand - sanctioning its maindeck inclusion over Walking Ballista - Mastermind's Acquisition (which you could easily cast by means of your rainbow rocks at the very least) allows for not featuring the endgame in the maindeck (freeing up a much needed slot) possibly being any piece you may lack at that point: you will then shuffle it back with Memory and cast it again to get your actual finisher from the sideboard. You'd probably want other copies of Inventors' Fair weren't it legendary, but surely you don't want any other non- Island (-like) land because you need to make full use of your mana every time and you obviously want to keep 2-landers in whatever mix they come.

The chances of this deck working are so low already that adding maindeck disruption of our own (especially as for what is currently available in the format) will damage ourself more than it could ever hinder any opponent; so we will adopt no interaction on our side ( Commit doesn't really count, as it is an expensive spot removal/counterspell in a deck with no other forms of interaction - which makes it actually useful solely against slow midrange decks, control often having too much interaction regardless apart from some game 1s). And we don't need silver bullets for Mastermind's Acquisition , since we sport any piece we could reasonably ever need to fetch in the maindeck already apart from the finisher: Paradox Engine , little draw spells netting mana, mana rocks, removals or counterspells in Commit , big draw spells in Pull form Tomorrow or simply ways to shuffle the graveyard back into the library in Memory .

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Date added 7 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

14 - 1 Rares

8 - 0 Uncommons

20 - 0 Commons

Cards 60
Avg. CMC 3.51
Tokens City's Blessing, Energy Reserve
Folders Interesting Standard Decks
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