This deck is all about bending the rules to fit your demands by using the Sundial of the Infinite. So, for those of you who don't get it, Sundial ends my turn AND exiles the stack. If anything enters the stack, like a Doom Blade or Evolving Wilds, I can end the turn, and exile those effects. If a trigger enters the stack, like a recently killed
Geralf's Messenger
's undying trigger, I can end the turn and exile the trigger. Once a trigger enters the stack, it doesn't occur again. Thus, if a Mimic Vat's token's "end of turn" trigger enters the stack, I can end the turn with the sundial and never have to worry about losing my token. With that being said, here are the combos:
The main win condition: Geist of Saint Traft + Sundial of the Inifinite. To be honest, if you can get an unblocked geist in turn 3 while keeping the angel with the sundial, you have won the game. Only drawback is you HAVE to end the turn during the end of combat in order to exile the angel's trigger. So, be sure to play anything BEFORE combat.
Sundial of the Infinite + Venser, the Sojourner + Oblivion Ring: This is the oldest and funniest combo in the sundial playbook. You exile an Oblivion Ring with venser and end the turn in response to the trigger that would get them their stuff back. At the end of their turn, you can to O-Ring something else. Works the same way with Fiend Hunter. You pull this combo off, you got them by the testicles.
Sundial of the Infinite + Mimic Vat: I explained this one earlier. You end the turn and keep the token. Works great with your geist if they are heavy on board wipes.
Mimic Vat
+
Stonehorn Dignitary
: STALL. This combo can lock down black decks permanently (no MB artifact hate) and slows down most others. Gives you time to draw your combos.
Stonehorn Dignitary + Venser, the Sojourner: Simple combo that lets me get a venser up to 9 counters without fear of angry creatures. Often this combo, if executed well, will cause them to fear stonehorns on sight and try to remove them with o-rings or doom blades. Works great when he isn't your deck's main card by any means.
Sundial of the Infinite + Day of Judgment: No graveyard triggers. You know what has graveyard triggers? EVERYTHING IN INISTRAD. Sundial and DoJ get past
Doomed Traveler
, Somlemn Simulacrum, Wurmcoil Engine, undying, Diregraf Captain, etc. No one ever realizes that all their CA goes down the crapper when you have a sundial out.
Sundial of the Infinite +
Sudden Disappearance
: Have you ever wished you can exile every nonland permanent your opponent controls for 7 mana? The only reason I have a mere one SD in my board is because it is a dead draw without a sundial, and it often isn't THAT much better than a DoJ.
Ponders are in there for some digging and draw manipulation, because this deck desperately needs that.
Snapcaster Mage is a big DUH
Mana Leak is there for early game delay, so they don't kill you while you are setting up.
Leave some comments and critiques below. I want to know if you'd use this at your FNM, and if not, why.
UPDATE: I have since taken out two geists to make room for Batterskull. The early aggro hurts me, and once I wipe, I'm usually down to 10 or less life. So, I added the batterskulls for the lifegain. They have been quite excellent.