Lands:
4 Hallowed Fountain
4 Island
2 Mountain
2 Plains
4 Sacred Foundry
4 Steam Vents
4 Terramorphic ExpanseCreatures:
4 Ronom Unicorn
4 Wild Cantor
Other Spells:
4 Enduring Renewal
4 Grapeshot
4 Hatching Plans
4 Muddle the Mixture
4 Perilous Research
4 Remand
4 Wrath of God
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  Enduring
Plans.
Description of deck by it's author
(quoted):
Fear combo decks. While you sit there trying
to win through normal means - attacking with creatures, throwing Char at
their head, etc. - combo just does it's own things, then kills you in
one turn. You could be blissfully ignorant as to what your opponent's
playing, then BAM!!! it hits you, and you look at your hand, unable to
stop it.
For too long aggro decks have had free reign in
Standard, pausing only to ponder whether or not their opponent has a
Shining Shoal in hand. Even Heartbeat decks had trouble with random aggro
decks. Now Time Spiral brings with it one of the most obtusely broken
combo engines ever: Enduring Renewal. Prepared players are digging their
counter spells, Disenchants, and Naturalizes out of their boxes of cards,
fearing another combo winter.
Don't just fear the combo winter, embrace it! Or at
least be prepared by knowing what you'll be facing.
To begin with, let's review the combo:
Step 1: Play Enduring Renewal
Step 2: Play Wild Cantor
Step 3: Sacrifice Wild Cantor for R, return to your hand with Enduring
Renewal.
Step 4: Repeat Steps 2 and 3 until you have a large storm count.
Step 5: Grapeshot.
Thus, the deck needs 3WWR to go off, 2WW for Enduring
Renewal, R to Wild Cantor, who in turn provides one red upon his final
death to combine with the last colorless for Grapeshot.
Now, let's take a quick look at the combo variants that
have been abandoned for this deck; that's right, rejected combos:
* Pandemonium + Enduring Renewal + Wild Cantor
Benefits: Adds redundancy.
Drawbacks: While costing more than our three part combo, Pandemonium
doesn't really work well when you have few creatures and your opponent is
playing an aggro deck.
* Enduring Renewal + Soul Warden + Wild Cantor
Benefits: Gain infinite life while you wait for your Grapeshot. Also,
simply win the game if your opponent has drawn more cards than you have.
And it gains you life when you play Soul Warden early and your opponent
doesn't kill it.
Drawbacks: Infinite life is fun, but all you've done is make a few people
sideboard in Biorhythm to beat you. Or they simply wait until you've
decked yourself. While this is a nice combo, the sad thing is that if your
opponent can't stop it, you should probably be winning anyway - gaining
infinite life still sets you up for losing from decking. At least with the
Pandemonium Combo, you had another win condition, instead of a stave off
losing condition.
* Enduring Renewal + Mindlash Sliver + Basal Sliver +
Consume Spirit/Grapeshot/Demonfire
Benefits: Infinitely large Consume Spirits are fun to play, and Consume
Spirit doubles as removal if you need to buy some time. Demonfire is also
great if you have no other cards in hand, as it's an uncounterable
finisher.
Drawbacks: While having double the finishers is cool, having double the
creatures you need in play before you finish is not.
* Enduring Renewal + Thermopod + Ornithopter +
Grapeshot/Demonfire Benefits: Demonfire can be uncounterable, and you can
certainly use all that many any number of ways to kill your opponent.
Indeed, you could effectively run lots of X burn spells and mana
acceleration, and use the combo as an extra win strategy… but in such a
deck, Thermopod and Ornithopter are only great if you have Enduring
Renewal. Still, having an alternate path to victory would be nice.
Ornithopter also blocks 1/1s all day long…
Drawbacks: Thermopod costs 5 and Ornithopter can be shattered (while
Enduring Renewal can't, and creatures can't.)
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