Infinite Cryptolith Combo, suggestions please?

Standard Deck Help forum

Posted on Aug. 29, 2016, 10:36 p.m. by SorcerersBone

Cryptolith Rite Storm - EMN Standard Legal Combo!

Using Cryptolith Rite + Thermo-Alchemist + Zephyr Scribe and tons of cantrips/drawspells (and Learn from the Past to recur), this is one of the very few infinite combo decks in standard.

There are a couple ways to win. Infinitely recurring Geistblast, decking your opponent with Comparative Analysis, infinitely damage all opponents with Thermo-Alchemist, attacking your opponent 10 turns in a row with a Zephyr Scribe by tapping down anything in the way with Grip of the Roil.

Sadly, these all rely on comboing out. Are there any cards that can make the combo either more reliable, quicker, safer, harder better faster stronger? I'm not a competitive deckbuilder by any means, I just like to fit puzzles together.

EpicFreddi says... #2

Right of the bat: a 4 card, 3 color combo that costs 7 mana to start next turn is... well, pretty horrible. It can be interrupted by a single Fiery Temper or any other instant (or sorcery removal, since you have to wait at least one turn).
You would dedicate your whole deck to a wonky combo that won't work most of the time.

August 30, 2016 4:11 a.m.

SorcerersBone says... #3

Well, if you actually read the cards, you'll notice it's really a two card combo, Rite and Alchemist, OR Rite and Scribe. And of the 32 instants/sorceries in this deck, there are 4 Expedites. They grant haste. I don't always have to wait a turn. I won't always draw it, but I'll be anywhere between 1 and 5 turns closer.

And it's not 3 colors, it's 2 with a 3rd splash.

And because I'm running 24 instants, even if my opponent removes my creature, I can get some value out of it by casting a spell in response using a creature for mana, or digging an extra card (scribe), or dealing an extra damage (alchemist). Besides, that's the "dies to removal" argument. Would you say "Kozilek dies to Sinister Concoction, so bad"?

I know it's a bad deck. That's why I'm asking for help. Pointing out perceived weaknesses and offering nothing in return isn't helping.

August 30, 2016 5:06 a.m.

MollyMab says... #4

"I am not actually a 3 card combo. I am 2 cards and all these other spells that I need to draw at the right time and if I draw into too many lands I stall and die"

"I am not 3 colours. I am 3 colours."

"Sure my combo dies to removal, which is a fairly common thing to have main board but Kozilek dies to removal, lets just ignore the fact it can protect itself generally and has an on cast trigger of draw a bunch of cards"

The idea is neat but it isnt a 2 card combo. It is an engine to help you combo off and a fragile one at that.

The obvious change is focusing on 1 win con letting you cut down on cards that provide alt win cons.

August 30, 2016 6:36 a.m.

SorcerersBone says... #5

LeaPlath Ok, maybe I was overly optimistic with my first two points, but my third I stand by. There's always removal, and this is a combo deck so theres not much room for counter-removal.

Upon further analysis, the combo engine works a lot like Voracious Reader except instead of reducing costs by one generic mana, the engine reduces it by any color. In that case, for redundancy, I've added a playset of that card, and cut down on mana heavy cards.

And I've taken more of your advice to heart and cut down on cards that provide alt wincons. Geistblast is out, mostly because it doesn't inherently draw cards, and I've replaced it with Collective Defiance. It fills a similar role of removal, can push for some extra damage, and wheels a new hand if I "draw too many lands and stall"

I appreciate your input. I now combo on T4 regularly instead of T5. Any other advice?

August 31, 2016 11:38 p.m.

This discussion has been closed