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4 Aether Spellbomb
4 Lifespark Spellbomb
4 Pyrite Spellbomb
4 Index
4 Intruder Alarm
4 Serum Visions
4 Sylvan Scrying
2 Sensei's Divining Top
2 Second Sunrise
4 Trinket Mage
4 Auriok Salvagers
1 Vedalken Archmage

4 Tree of Tales
4 Ancient Den
4 Seat of the Synod
4 Glimmervoid
2 Great Furnace
2 Forbidden Orchard

Salvaging Spellbombs.

Description of deck by it's author (quoted):
Your mana curve will be quite low; in fact the only four mana cost cards are the Auriok Salvagers and the lone Vedalken Archmage. Quite simply the combo resides in these four parts:

Forbidden Orchard changed to a 3/3 creature that’s still a land courtesy of Lifespark Spellbomb. “But wait, doesn’t the Spellbomb’s effect end at EOT?” Sure it does but this turn is forever. The other two pieces are Intruder Alarm and Auriok Salvagers.

Forbidden Orchard says “T: Add one mana of any color to your mana pool. Whenever you tap Forbidden Orchard for mana, put a 1/1 colorless Spirit creature token into play under target opponent's control.”

With Lifespark Spellbomb the Orchard is in essence a 3/3 land/critter. With Intruder Alarm in play “Creatures don’t untap during their controllers’ untap steps. Whenever a creature comes into play, untap all creatures.” but when you tap Forbidden Orchard for any color mana it will put a 1/1 colorless Spirit token into play and since a creature came into play because of Intruder Alarm Forbidden Orchard untaps again. Okay, infinite ANY COLOR mana generator. Great! What can we do with this? Oh we can get into all sorts of shenanigans with this, just all kinds of trouble.

The best use for all that mana in this deck is to cast Auriok Salvagers and recur those Spellbombs. Recur the Lifespark Spellbombs to make all your lands creatures, better yet sacrifice and draw more cards. You’re basic kill condition is to recur the Pyrite Spellbombs and hit your opponent’s dome for 2 damage a pop and since it’s infinite mana and infinite recurring ability let’s just say it’s infinite damage to his creatures or to him.

How does it work 98% of the time you ask? You usually draw into the combo on your first hand of seven. If not, everything in this deck is built to sustain, support and help sniff out the pieces.

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by Randy Villarica @ www.cardshark.com

COMBO: Intruder Alarm - Forbidden Orchard / Spellbombs [INFINITY]

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