Probably Need to Put Something Here...
Commander / EDH
SCORE: 39 | 147 COMMENTS | 21831 VIEWS | IN 7 FOLDERS
MagicalHacker says... #2
You asked how you would instantly win with Tasigur:
If you have infinite blue mana, you can cast Tasigur (you need a single , but that shouldn't be a problem), use his ability infinite times, which will mill your whole deck into your graveyard and return all nonlands in your graveyard to your hand, and then Blue Sun's Zenith each opponent for infinity. (This last step requires alternating between casting it with X being infinity and using Tasigur's ability to get it in your hand again.)
Note: Technically, you can't cast something for infinity, so just choose a really big number instead.
July 18, 2016 5:25 p.m.
Didgeridooda says... #3
If you are going to playtest Argothian Elder might as well replace a basic with Maze of Ith. They go infinite together, and maze provides very good utility.
Edit (explanation) - Attack with elder, maze it, tap elder to untap land + maze, tap maze to untap elder ect...
Unlimited mana, but need instant speed sink.
July 18, 2016 6:54 p.m. Edited.
Daedalus19876 says... #4
You need more ways to protect your combo once you have it out. Also, Gemstone Array can hold mana at instant speed. Also, Rings of Brighthearth goes infinite with several of the self-untapping mana rocks.
The deck is not terrible, but the clickbait title is still frustrating. How in the world do you win T1 reliably? Most combo decks can win T1 with the perfect hand, so what makes this one the best?
July 19, 2016 2:13 p.m.
@MagicalHacker thanks for explaining how to win with tasigur and the rest of your help:)
July 19, 2016 5:44 p.m.
@Didgeridooda thanks for all your help i relly aprecite it i have added Maze of Ith for yet another infinte combo!!!
July 19, 2016 5:46 p.m.
@Daedalus19876i will add Rings of Brighthearth and i already have Gemstone Array in the deck you seemed to like the deck better in your previous comments:) as for why this deck is the best it may not be the most consistent EDH deck ever but it has more combo options then other turn one win combo decks i have seen and i playtested this deck 10 times just now and won 5/10 turn lost 2/10 and won 2/10 turn 4 and won one game turn one this deck may not be able to win turn one all the time witch almost always gets it combo but it is still a pretty good deck over all and is still under constuction. its turn one win isent always but i can portect myself with this deck till i get one of the combos so what do you think:)!
July 19, 2016 6:18 p.m.
Raging_Squiggle says... #8
So what is your opening hand looking like in order to "win turn 1"? And is that for 1v1 only or multiplayer as well?
July 21, 2016 10:12 a.m.
my opening hand is see hand
there are a few others but i will get back to you latter on those to answer your other question it is for both 1 on 1 and mutiliplayer thanks for your comment!
July 21, 2016 3:24 p.m.
Raging_Squiggle says... #10
So you need an exact "God-hand" of 7 cards to win, and you get that relatively consistently turn 1-3? You understand my skepticism on this I'm sure.
July 21, 2016 4:25 p.m.
Daedalus19876 says... #11
It's also worth mentioning that, if you're playing this at a very competitive table, there is usually going to be at least one counterspell on T1: Force of Will or Mental Misstep. Or, if you combo off a turn or two later, you move into Pact of Negation territory.
July 21, 2016 4:39 p.m.
@Raging_Squiggle i dont need an exact hand of seven cards to win with combo one all cards but two have more then one option for the cards Gemstone Array will have more options soon and the win con has quite a few opotions so its not an exact hand of seven cards and the other card combo needs five card the amount of tutors in this deck allows you to grab your hand in a few cards if you not unlucky i get the hand relatively consistently 1-4ish or five this deck like all commander combo decks dosent always get its combo on the first few turns sorry for responeding so slowly i understand your skepticism about this:) i do not have this deck yet on paper as i am trying to perfect it before spending so much money on a deck that won't work so any sugestions you have would be greatly apreciated!! please +1 if you like thanks for all your help!!!!!:)
July 24, 2016 9:16 p.m.
@Daedalus19876 i dont plan to to play this deck at very competetive table with counter spells like this but if i do i have had Pact of Negation and F.o.W. in the deck in case i do!!!!!!!!!!! thanks for your comment!!!!
July 24, 2016 9:21 p.m.
Temerities says... #14
Protean Hulk + Flash = all your creatures out. but cool concept of a deck non the lease
July 25, 2016 6:50 p.m.
Raging_Squiggle says... #15
Except Protean Hulk is banned so that wouldn't work.
July 25, 2016 7:14 p.m.
PepsiAddicted says... #16
yeah... i have a 6-card wincon (with interchangeable pieces) i can pull of on turn1 with karn and that NEVER ever happened as far as i remember. so im like the others: very skeptic.
anyway, i like a good combo deck when i see it.
July 25, 2016 7:22 p.m.
I find it strange that no one else has suggested that you put in Urborg, Tomb of Yawgmoth to combo with your Crypt Ghast. Simply put, Crypt Ghast says that whenever you tap a Swamp, you add a black mana to your mana pool. Urborg makes all lands swamps, so even though you might still be tapping that land for a green mana (for example), you're still tapping a swamp for mana, and therefore the trigger goes off and you still get the extra mana from your ghast.
July 25, 2016 8:55 p.m.
i do not have this deck yet and have only got my combo turn one once in 10 games with playtests so yeah not that consistent:)
is there any cards you think i should take out as i need to remove 5 cards until im at 100 thanks in advance for any help!
thanks for your comment and +1 i really apreciate it!!!!
July 25, 2016 9:48 p.m.
thanks for that combo wish it were legal in commander so i could make my deck like my deck turn Turn two win:(
thanks for your comment!!!!:)
July 25, 2016 9:52 p.m.
wow good card i will put it in as soon as posible what should i take out for it?
July 25, 2016 9:54 p.m.
@FLATSO99
I personally would suggest a normal Swamp, considering that you have the option for multiple swamps instead of just one. However, I leave it to your judgement, you know your deck better than I do.
July 25, 2016 9:57 p.m.
Daedalus19876 says... #22
Perhaps Rhystic Study, to help you draw into combo pieces.
July 27, 2016 12:22 a.m.
finallegend says... #24
Just for my own curiosity, I'm wondering how two of your infinite combos work as they are listed. The two in particular are located in your first infinite combo tab (Under winning with this deck):
Minamo, School at Water's Edge + Utopia Sprawl, Market Festival, Wild Growth, or Fertile Ground = mana of any color or green
Arbor Elf, Argothian Elder, Krosan Restorer, or Voyaging Satyr + Pemmin's Aura or Freed from the Real + a land = infinte mana of the lands color
For the first combo, I think I understand the concept of using Minamo, School at Water's Edge to to untap itself, then use the mana produced by any of the enchantments to rinse wash and repeat the process. What I'm trying to understand is how this combo works for anything other than Market Festival unassisted?
Utopia Sprawl - Only can be enchanted to a forest and Minamo, School at Water's Edge only can untap a legendary.
Market Festival - I can understand how this works as long as one of the mana produced is blue.
Wild Growth - Gives you an extra mana per tap of Minamo, School at Water's Edge, but you need an extra to make the combo go infinite.
Fertile Ground - Goes infinite if you choose , but without another land enchantment or outside permanent, it would only prove to tap and untap itself.
Likewise, I think I understand the second listed combo as you tap the creature to untap a land, use that land to untap the creature, and go infinite. The only one that I can see that can go infinite unassisted is Argothian Elder.
Arbor Elf - Only would work if land is enchanted with anything listed in the first combo (Utopia Sprawl only in cases where there is a second enchantment letting it produce a or if enchanted forest is Breeding Pool or another forest/island).
Argothian Elder - I can see working unassisted as long as one of the lands can produce .
Krosan Restorer - Only if land can and is enchanted with one of enchantments from previous combo, or unassisted when Threshold is active.
Voyaging Satyr - Only if land can and is enchanted with one of enchantments from previous combo.
Long story short, it seems like a lot of that the combos are fairly conditional. I can see 5 specific instances where it works with just the 2 (or 3) cards listed:
Argothian Elder + Pemmin's Aura + (to start)
Argothian Elder + Freed from the Real + (to start)
Krosan Restorer + Pemmin's Aura (with Threshold) + (to start)
Freed from the Real + Krosan Restorer (with Threshold) + (to start)
The remaining combos listed seem like you would have to combine the two combos together to get it running.
If I appear to be overlooking anything regarding either of these combos, please let me know since I always had a fascination with various combos (especially ones that go infinite).
July 27, 2016 1:01 p.m.
Daedalus19876 says... #25
finallegend: WRT mana combos, something like Wild Growth would cause Minamo to tap for U AND G :) so that does go infinite. You're correct about Utopia Sprawl, though.
FLATSO99 says... #1
@Didgeridooda i will add Basalt Monolith, Alchemist's Refuge, and Wooded Foothills and take out one of those Verdant Catacombs thanks for your help!!!!
July 18, 2016 5:07 p.m.