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#16 |
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Experienced Mage
Join Date: Aug 2012
Posts: 66
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What about using that combo to get 4 Biovisionaries in play? All you would need is a fiend hunter, AoGR, Undercity informer, and BTE in your GY with a UB rites in the yard or hand and the mana to cast it... ok well that's a 5 card combo I suppose but it shouldn't be too hard in a rites deck with looting, mulch, salage/instincts, and flooding... right? You could add in multiple alternate wincons like devil's play and malcontents and whatnot. Just trying to think of way to abuse this so you don't have to risk waiting 1 more turn to win like you do sometimes with the current human rites decks.
Edit - It might also be wise to include some way to protect your combo vs hard hate like Rakdos charm/Counterspells/RiP/etc with some counterspells like negate/izzet charm/syncopate etc -- which means having to wait until you can keep 1 blue mana open before comboing off -- which also means including creatures that only affect the board as soon as they enter. Then again I might just be trying to clutter the deck up too much, but this does sound like a much better and more skill intensive deck to play. Last edited by Fhorar; 01-15-2013 at 01:41 PM. |
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#18 |
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Archmage Overlord
Join Date: Jul 2011
Posts: 1,665
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I don't like the idea of milling someone out with Undercity Informer, it just requires too many creatures. Say the game has gone on long and your opponent has 10 lands on the board, in a typical deck that means they have 14 left in their library. That means you need 15 creatures to fully mill them. Even in a reanimator deck that's too many.
On the other hand I do very much like the idea of Undercity Informer combined with Duskmantle Guildmage. That's a way to add some reach to a deck, and an alternate win condition without requiring many deck/sideboard slots. Maybe 2 for each creature. The guildmage, assuming your opponent is at 20 reduces the number of creatures needed for a "mill" win to a mere 7. High Priest of Penance seems a bit cute. I like that I can use it as artifact and enchantment destruction but most of the time it seems like it's just being used to set up a Nightshade Peddler/Izzet Staticaster style combo, except it's not usable every turn unless you stay in green for Mayor of Avabruck. Stilll, I think it's good enough to replace a Golgari Charm. This is what I think my deck will run after GTC is out. The MB has no changes but the SB sees 5 new cards in the guildmages, priest, and informer. |
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#19 | |
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Experienced Mage
Join Date: Sep 2011
Location: alpena
Posts: 90
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Quote:
1. angel of glory rise enters battlefield |
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#20 |
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Archmage Overlord
Join Date: Jul 2011
Posts: 1,665
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I understand using it after Angel of Glory's Rise. However that's still quite a bit of mana (14 in my previous example) to mill them out. Getting 14 creatures off an Angel isn't the most common thing in the world either. It happens sometimes but usually you're casting Angel for more in the 8 creature range, which means you need to Unburial Rites twice. Not to mention needing the rest of the mana to use it. If you're running Burning Tree Emissary the mana is a little bit easier but it's still a lot.
If you're referring to the idea of milling yourself, you're trading a card for 2.5 cards in the graveyard each time. That's a pretty bad trade when you look at the other methods of getting stuff in the graveyard right now so it won't be replacing anything. |
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#21 |
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Experienced Mage
Join Date: Aug 2012
Posts: 66
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I think you're not getting the idea of the combo Aazadan - if you cast rites on Angel you bring in undercity informer, burning tree emmisary, and fiend hunter. You exile your angel with fiend hunter, then using 1 of the RG mana added to your pool from BTE to sac the BTE with your informer (mill yourself or opponent) then sac the fiend hunter with the other mana (mill yourself or opponent) which then returns the Angel to play bring back into the hunter and BTE that you sac'd (and whatever else that you milled into your GY if you milled yourself). Rinse and repeat. If you get two BTEs in the yard you can create infinite red and/or green mana (add 4 mana to the pool, use 3 to sac 2 BTEs and 1 hunter). With a Zealous Conscripts in the GY you can take control of all of your opponents permanents or give your own permanents haste or respond (at instant speed) to something by untapping a blue mana source you have to counter something like RIP or other GY hate or counterspell. Or you can put 4 biovisionaries in your deck and use the above method to mill yourself until you have all 4 in GY (and bring then in with angel triggers). Or you can do infinite damage with a kessig malcontents.
The main thing is you need Angel of Glory's Rise, Fiend Hunter, Underworld Informer, and Burning Tree Emmisary. Really, I guess, you could just use those 4 cards to win by milling your opponent a million times and pass turn - the problem is how to survive until you can combo off along with how to protect your combo. |
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#22 | |
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Wizard Mentor
Join Date: Jul 2011
Posts: 651
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#23 | |
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Archmage Overlord
Join Date: Jul 2011
Posts: 1,665
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#24 |
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Experienced Mage
Join Date: Aug 2012
Posts: 66
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I played an early version of AoGR/human rites right after rotation that involved using a Falkenrath aristocrat as the sac outlet and the combo was surprisingly solid (though not as solid as the one that uses the static aster peddler combo with chronic flooding) - the tricky part was making sure I got aristocrat into play and protecting it until I could rites the angel, but it still worked a out 60% of the time in testing. Having the sac outlet that comes into play with angel and creatures that produce mana to feed it seems pretty solid if the aristocrat version was slightly durable.
I think a list would have to look like: 4 Huntmaster 3 AoGR 2 Informer 4 BTE 3 Fiend Hunter 2 staticaster 2 peddler 1 Zealous Conscripts 1 Goldnight 4 Looting 4 Chronic flooding 3 mulch 3 unburial rites 2 trackers instincts 22 lands Just an idea, with the main wincon being infinite mill and alternate ZC Goldnight shenanigans, or if you're really desperate, beat down. The SB can hold counterspells and other hate or alternate wincons. Just a rough draft that could probably use tweaking. I wouldn't mind finding a place for a couple I set charms MD. Last edited by Fhorar; 01-16-2013 at 06:14 AM. |
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#25 |
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Archmage Overlord
Join Date: Apr 2010
Posts: 1,770
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You guys are trying to be way to cute. Max out the combo cards and put in something as a backup plan. Thats the deck.
4 bio guys? why? 1 lab maniac does what 4 of those do. Figure out what plan b is. Is it goldlight? Slaughter Games and RiP are real cards. Is plan b just staticing all their dudes and beating them for small amounts? Angel, hunter, BTE, and informer are all 4 ofs or close to it. Plan b can be 2-3 of or what have you. Then win. Easy enough.
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Standard Deck Junk Striped
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#26 | |
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Ascended Mage
Join Date: May 2012
Location: Portland ME
Posts: 253
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Quote:
Testing a bit more with this list and I'm noticing a few things. Atleast with goldishing I'm finding that I really like the interactions with BTE. BTE into mulch has put me into some very nice positions. It makes me want to find room for trackers instincts which would put me in a 5th color. This would make me want to find room for deathrite shaman. Even though not a human he's still a baller. BTE into pilgrim+looting is gnarly too. Champion of the parish can win games on his own, but doesn't always interact with the combo. I almost always am hard pressed for white mana early on and would much rather drop Avacyn's pilgrim or faithless looting. I think subbing him for deathrite shaman would be ideal. Undercity informer is also incredible as a self mill route, I'm often finding myself putting enough meat in the GY to reliably combo by turn 5. His synergy with huntmaster is great, I think he'd be good with doomed traveler too. while GY hate exists I don't see how SB war priest wouldn't be enough for RIP and this deck can play north of the border with ease. Gimme a handful of Boros charms and some mayors of avabruck and we could easily run a straight aggro game while they board in a handful of dead cards.
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