This deck is very very simple. There is one wincon. One goal. The following combo provides infinite damage, infinite lifegain, and infinite landfall triggers.

Retreat to Coralhelm + Retreat to Hagra + Ruin Ghost

Requirements: All permanents on the battlefield along with any one land than can tap for and does not enter the battlefield tapped (i.e. Plains, Command Tower, Caves of Koilos, etc.)

Here's how it works:

  • Tap Ruin Ghost and a land that produces to activate Ruin Ghost's activated ability, targeting the land you just tapped.

  • The land flickers, coming back onto the battlefield untapped. This triggers the landfall abilities on the Retreat cards. Retreat to Hagra pings all other players for 1 damage and Retreat to Coralhelm allows you to untap Ruin Ghost.

  • With the land and Ruin Ghost both untapped, you are free to begin the process over again, infinitely flickering lands and pinging your opponents to 0.

Quick note about lands for the combo Show

Remember, Zur the Enchanter is our main tutor for the enchantments, so we really just need creature tutors, which black happens to have plenty of. Cards like:

These can all obtain Ruin Ghost and most can tutor for the other combo pieces also, so we don't _need _ Zur to win, he just makes it easy.

The easiest way to win is with Zur the Enchanter's help, so we need to be able to get him out quick. We do run a bunch of lands, but there's also this whole slew of mana rocks and whatnot, including:

And then there's some other ramp, like:

People aren't gonna like what you're doing. They're gonna want to take your enchantment tutor on a stick away from you, so these cards are here for you to prevent that:
In a deck that doesn't utilize very many creatures, it's a good idea to have some board-wipes to keep the board state open enough for you to work with. Because the only two creatures that really matter to this deck both have a power of 1, there's a bunch of options for wiping out all creatures with more power than ours. Cards like:

Beyond that, we also have some stax just to keep our opponents in check while we try to put our combo together. See cards like:

As well as some enchantment protections:

Cards that are synergistic with this deck offer multiple options for use or are some critical redundancy. See cards like:

But then there are others that make Zur the Enchanter unblockable, so they guarantee a free enchantment tutor.

In addition, they offer mana or card draw for cheap. Speaking of card draw...

These cards help you draw more cards!

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Casual

94% Competitive

Date added 1 year
Last updated 1 year
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

32 - 0 Rares

20 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 2.30
Tokens Treasure
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