4 Aphetto Alchemist
4 Birds of Paradise
1 Brawn
4 Merfolk Looter
4 Seeker of Skybreak
4 Thought Courier
2 Wonder
2 Careful Study
4 Exoskeletal Armor
1 Krosan Reclamation
4 Mesmeric Orb
4 Serum Visions
11 Island
11 Forest |
 Mesmeric
Mulch.
Description of deck by it's author
(quoted):
And now that I'm here on Tuesday, I guess I'll
settle in with some decks. In the Extended tournament environment, there
used to exist a deck called Angry Hermit II that let you dump your
entire library into your graveyard in one shot via Hermit Druid. (That
let you Reanimate a very large, hasty, tramply Sutured Ghoul.) Then
Hermit Druid was banned. The next generation was an Extended deck called
Cephalid Breakfast that uses Cephalid Illusionist and an en-Kor creature
to dump your entire library into your graveyard. The next next
generation way to pull off this feat is an Online Extended combo:
Mesmeric Orb and either Seeker of Skybreak or Aphetto Alchemist. Tap the
Alchemist to untap itself, and you're back where you started except that
you've milled yourself for 1.
I've known about this combo for a while now, but never
had a particularly compelling deck to abuse it. Kyle Kloster solved that
problem. Forget Sutured Ghoul: His win condition is Exoskeletal Armor. On
your upkeep step, after milling via the Orb for your normal untap, use the
combo to mill away the rest of your deck. Then flash back Krosan
Reclamation to put a couple of Exoskeletal Armors into your now-empty
library, draw one of them, suit up one of your creatures, and deal 20 in
one pop. Thanks to milling away Wonder and Brawn, your creature has both
flying and trample.
The deck has 23 total creatures, so you can afford to
have very few creatures in play or in your hand—they need to get in the
graveyard. And you need to find Mesmeric Orb or the dream is dead. Well,
that's what Merfolk Looter and Thought Courier are for, and while you're
still searching for the Orb, use your Seeker and Alchemist to untap them
for extra looting fun! An active Looter will let you draw both of your
cached Exoskeletal Armors on that last turn, just in case your opponent
has too much flying defense or something else goes wrong.
The two worst things that can happen while playing this
deck are 1) You deck yourself because you're not being careful with the
Orb, and 2) Your opponent bounces or kills your Armored-up creature. If
you're facing a control deck, play it slow. Hit with your weenie creatures
until your opponent has to tap out to respond. Mill only half your deck
and create a 10/11 Birds of Paradise—you'll be giving your opponent an
extra turn to live, but if she plays Echoing Truth or Glacial Ray in
response to the enchantment, you'll still have some cards in your library.
The deck can be blindingly fast. Turn 5 kills are quite
achievable. In my second solitaire game (a practice game against no
opponent), I created a lethal attacker on turn 3, though that's not
usually how it'll go. |
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