Heyo. Read below and you shall find one of my purest combo decks, Myr Incubator! Pretty darn budget friendly - artifact lands seem to be the only money within. It's done well in my group, but by its nature it's not very versitile. Who cares though? Combo out a few turns in and you have upwards of 30 1/1s to swarm. It's a little inconsisitent so I need to tune this a bit. Anyway, maybe you have ideas?
Goals are first, then the list, then possible evolution of the deck, then lastly, Tips and Tricks below.
Goals:
- Build around me rare: Myr Incubator.
- Incubating is expensive, use a pile of mana ramp and production.
- Deck must be very heavy artifact for Incubator. You want to flop out 90% of your deck to make 30+ tokens.
- Incorporate one back up plan.
Evolution:
- It's passed the ititial "viable in casual" test, but now needs to be made more consistent.
- KCI - I think it's probably the best out there for this. Should get more?
- Sisay's Ring offends me, got to be something better. Sol Rings are too expensive and even Thran Dynamo is too...
- Lurker goes for 4x Bottle Gnomes?
- 3x Seething Song seems better.
Tips and Tricks:
- Fairly pure combo deck. Gonna win some quick ones, but you'll get blown out sometimes too.
- Ok, this is a game of mana ramp. Ramp so you can play and pop Incubator as soon as you can.
- It's a bit tricky and you need to play smart:
1. If your opponent has sorcery artifact destruction, you may need to ramp to 12. IE Play Inc and pop if they try to kill it during their turn.
2. If they have instant artifact destruction, then absolutely ramp to 12.
3. If you don't think they do, then you can ramp to 6 and pop it during your next turn (or better, during their next turn after you untap)
3a. Pop during their combat phase if you need to, but only if they have no sorcery speed global creature wipe / damage. (You'd pop, then they wrath and you lose.)
3b. Typically wait till their end phase to pop and swarm on your next turn.
- Don't expect to win against instant speed creature wipe or heavy counterspell decks, mmmokay?
- Your alternate win condition is an insanely large Megatog. Play smart again! I have occasionally won a turn or two earlier than I think I could Incubate with "Sac everything - all-in Megatog" but don't do this versus instant speed removal. Barring instant speed removal you can sometimes combo out earlier.
- Atog is key to the Moonvessel / Cath mana ramp.
Hopefully this wasn't "TL;DR" but I needed to explain how to play this.
If you're ramping towards getting land-based mana, Expedition Map may help get your MVP, and its a good artifact to pop in your combo. If you decide Urza Land or Cloudposts are a potential mana route, this'll help too (though it doesn't seem you are).
Hope you don't mind me tossing a mass of cards at you ;). To me, the most fun of magic is searching cards and deck building...so I'm just diggin' up options.
What about Drafna's Restoration? I think that could be good. Obviously the Incubators remove stuff from the game, but if you're sacking stuff to things like the Krark Works then that would bring it all back to your library nicely for 1 mana...giving you more potential 1/1 tokens?
DLink123: Lolzers, I did not have any inkling that Incubator had any competitive play. That's awesome. I will study his list. I think I understand some of it. The anti-affinity things I won't need.
DrDRum: Hrm. I will take a look at what you run. Thanks for the suggestions. I definitley forgot about Powerstone. You know... what's that new one... Everflowing Chalice maybe?
boinknet: Okdokey. Moar KCI, I need. If I splashed blue, Restoration would be cool. No splash for now. (If I did, one would probably add some nice counter backup)
Vermy: Cute, but I think it would take an extra turn? It's expensive at 6 too.
Goals are first, then the list, then possible evolution of the deck, then lastly, Tips and Tricks below.
Goals:
- Build around me rare: Myr Incubator.
- Incubating is expensive, use a pile of mana ramp and production.
- Deck must be very heavy artifact for Incubator. You want to flop out 90% of your deck to make 30+ tokens.
- Incorporate one back up plan.
4x Myr Incubator
Alternate Plan
3x Megatog
Rampy
3x Myr Moonvessel
2x Iron Myr
2x Cathodion
3x Sisay's Ring (Pretty bad though, use Thran Dynamo or Sol Ring or probably something better here.)
1 Krark-Clan Ironworks (I think I can combo every time I get this, so I need more of these.)
2x Seething Song
4x Atog (Required to pop Moonvessel and Cath for mana)
3x Wall of Spears (Don't laugh it mucks up the ground)
2x Yotian Soldier
2x Bottle Gnomes
2x Anodet Lurker (I think I like the Bottles better)
3x Pyrite Spellbomb (Always useful for burn and cycle.)
10x Mountain
4x Geothermal Crevice (MVP in the land department for the +2 accel)
4x Darksteel Citadel
4x Great Furnace
2x Seat of Synod (Low red in this deck, so it's fine - 2+ to Incubator. Could be more if you want to push your luck)
Evolution:
- It's passed the ititial "viable in casual" test, but now needs to be made more consistent.
- KCI - I think it's probably the best out there for this. Should get more?
- Sisay's Ring offends me, got to be something better. Sol Rings are too expensive and even Thran Dynamo is too...
- Lurker goes for 4x Bottle Gnomes?
- 3x Seething Song seems better.
Tips and Tricks:
- Fairly pure combo deck. Gonna win some quick ones, but you'll get blown out sometimes too.
- Ok, this is a game of mana ramp. Ramp so you can play and pop Incubator as soon as you can.
- It's a bit tricky and you need to play smart:
1. If your opponent has sorcery artifact destruction, you may need to ramp to 12. IE Play Inc and pop if they try to kill it during their turn.
2. If they have instant artifact destruction, then absolutely ramp to 12.
3. If you don't think they do, then you can ramp to 6 and pop it during your next turn (or better, during their next turn after you untap)
3a. Pop during their combat phase if you need to, but only if they have no sorcery speed global creature wipe / damage. (You'd pop, then they wrath and you lose.)
3b. Typically wait till their end phase to pop and swarm on your next turn.
- Don't expect to win against instant speed creature wipe or heavy counterspell decks, mmmokay?
- Your alternate win condition is an insanely large Megatog. Play smart again! I have occasionally won a turn or two earlier than I think I could Incubate with "Sac everything - all-in Megatog" but don't do this versus instant speed removal. Barring instant speed removal you can sometimes combo out earlier.
- Atog is key to the Moonvessel / Cath mana ramp.
Hopefully this wasn't "TL;DR" but I needed to explain how to play this.
Comments / critique / what have you welcome.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
http://www.wizards.com/magic/tcg/productarticle.aspx?x=mtg_tcg_champdeck2004_themedeck#deck3
That particular deck is partially designed to battle Affinity decks, so I suppose not everything applies, but it's a good deck to take tips from.
R: Copypasta Sauce {Browbeat}
UR: Mana Cache , One Spell to Bind them All {Magnetic Theft}
UG: Epic Struggle , All-In-Poison {Metamorphosis}
UW: Planar Overlay , Decree of the Bailiff {Saprazzan Bailiff}
BG: Thought Gorger , Dark Chroma {Umbra Stalker}
UBR: Dwarven Shrine
WUBRG: Dissipation Field , Maelstrom Nexus
If you're ramping towards getting land-based mana, Expedition Map may help get your MVP, and its a good artifact to pop in your combo. If you decide Urza Land or Cloudposts are a potential mana route, this'll help too (though it doesn't seem you are).
I feel you on Sisay's Ring...but its not that bad. Other ramps that could help are the signets, Basalt Monolith, Fire Diamond, Chromatic Sphere (looks interesting), Implements of Sacrifice, Lotus Petal (I guess that's not really budget anymore, but they used to be nickel commons :(), Manakin, Thran Turbine???, Worn Powerstone (cheaper than Sisay's Ring, but CIPT...prolly better for you here). *furls brow* I was thinking there had to be better...hrm...
For stall/critters...howabout Phyrexian Walker, Steel Wall, Brass Man (always seems to work better than Yortian Soldier, IMHO), Shield Sphere...EDIT: After searching, Soultether Golem and Wall of Junk look interesting too? Red has some nice walls too, Cinder Wall, Wall of Earth and Wall of Razors. Ashnod's Altar is KCI's grandpappy...but I think KCI is strictly better in your deck.
Hope you don't mind me tossing a mass of cards at you ;). To me, the most fun of magic is searching cards and deck building...so I'm just diggin' up options.
dRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
What about Drafna's Restoration? I think that could be good. Obviously the Incubators remove stuff from the game, but if you're sacking stuff to things like the Krark Works then that would bring it all back to your library nicely for 1 mana...giving you more potential 1/1 tokens?
Reckless Waif; It's the red Delver of Secrets.
DrDRum: Hrm. I will take a look at what you run. Thanks for the suggestions. I definitley forgot about Powerstone. You know... what's that new one... Everflowing Chalice maybe?
boinknet: Okdokey. Moar KCI, I need. If I splashed blue, Restoration would be cool. No splash for now. (If I did, one would probably add some nice counter backup)
Vermy: Cute, but I think it would take an extra turn? It's expensive at 6 too.
Thanks all.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498