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dark_knight_307
03-21-2005, 10:47 AM
Here's the combo:

Random arti-land
Fastbond
Crucible of worlds
Zuran Orb

And if infinite life isn't enough....

Disciple of the Vault
and/or
Horn of Greed

I think it could work as UGB with tutors, draw, and tinkering. Can someone help me conjure something up? Thx.

suffocation
03-21-2005, 11:42 AM
i figure it to be sumthing like this...

4 FoW
4 mana drain
4 brainstorm
1 ancestral recall
1 demonic tutor
1 tinker
1 time walk
1 time twister
1 fastbond
3 exploration
3 horn of greed
2 zuran orb
1 memory jar
2 crucible or worlds
4 disciple of the vault
4 thirst for knowledge
1 mox s
1 mox j
1 mox e
1 mox r
1 mox p
1 black lotus
1 sol ring
1 mana crypt
2 seat of the cynod
2 tree of tales
1 vault of whispers
3 polluted delta
3 island
1 swamp
2 tropical island
1 underground sea

this way you have all the combo pieces you talked about, ways to search them out, card drawing and enough blue sources to make FoW usefull.

-on the other hand i was not able ot fit in a single platnum angel to tinker for against random combo if you cant combo off in time.
-i also wanted to include a stripmine and maybe 2 wastelands, but was not able to find the room. darksteel citadel might be a good choice as an artifact land since it is indestructable making your combo just a little bit more stable.
- you also might want to SB if nothing else a few xantid swarms to help the combo. and once again i was unable to find room for duress.


we can use this as a base to work from.
tell me what you think.

Engine_number_9
03-21-2005, 01:30 PM
Try to get 2-xtreme to find Bowsers Animal Farm deck in the archieves. It is quite similar to the combo you are talking about. It won with barbarian ring instead of artifact land and disciple making it harder to counter.

2-Xtreme
03-21-2005, 03:09 PM
I'm currently sifting through the old forums, and I asked Chedy today if I can post links to important topics. (i.e. Animal Farm)

I should find out by tonight if that is ok.

policehq
03-21-2005, 03:47 PM
Personally, I don't like Horn of Greed in the deck since you can't go "infinite" without drawing out your library and losing the game. Instead of using it to get your combo pieces, why not use Intuition to fetch Regrowth, Fastbond, and Yawgmoth's Will/Reclaim/Nostalgic Dreams/etc. That way, you know that you will get the restricted card into play, and you essentially have 5 copies of Fastbond in your library. Then play Barbarian Ring for an uncounterable kill that you can run up to 4 copies of. You can tap it for red, sacrifice it for 2 life, play it, deal two damage, repeat until they are dead.

Barry

dark_knight_307
03-22-2005, 01:20 PM
Huh, ^^I've never thought of it that way. I was thinking of using regrowth, though. So you guys generally think that the ring with fastbond and crucible is the best way to go?

2-Xtreme
03-22-2005, 01:35 PM
It's still highly suggested (From experience playing with and against Animal Farm) that you play with Horn of Greed. You can kill it with Tinker / Engineered Explosives when you have drawn your deck and you want to combo out. Horn of Greed is absolutely amazing in this deck, and cutting it would make it considerably less powerful.

policehq
03-22-2005, 03:46 PM
It's still highly suggested (From experience playing with and against Animal Farm) that you play with Horn of Greed. You can kill it with Tinker / Engineered Explosives when you have drawn your deck and you want to combo out. Horn of Greed is absolutely amazing in this deck, and cutting it would make it considerably less powerful.
Any control player knows that if you're playing Horn of Greed, they only have to counter the Engineered Explosives. I don't see what's less powerful about Intuition, which costs exactly the same, and insures that you get Fastbond into your hand, as opposed to Horn Of Greed, which gives you a 1/~45 chance of drawing it each time you play a land AND gives your opponent a new card each time they play a land. Nevermind the fact that instant speed > sorcery speed.

I think the only people recommending Horn of Greed are those that aren't innovative enough to test Intuition/Gifts Ungiven in the same slot, which acts as a much better engine.

Barry

EDIT: And regarding the deck being "considerably less powerful," Animal Farm has nothing on turn 2-3 wins 75% of the time. Mishra's Workshop is too clunky in the deck, and using engines that require lands with which you can cast your controlling/searching spells is far superior to Horn of Greed.

suffocation
03-28-2005, 03:27 PM
ive been testing animal farm a bit of late and i really like the deck and im getting turn 1-3 kills almost every game. *1/2 the time its turn 1* the only thing i dont like about this deck is its lack of disruption and protection. it has no counterspells, duress, or even xantid swarms, although im SBing 1 to living wish for. it is still very hard to go off against sum decks. what could be done to improve this?

policehq
03-28-2005, 11:05 PM
ive been testing animal farm a bit of late and i really like the deck and im getting turn 1-3 kills almost every game. *1/2 the time its turn 1* the only thing i dont like about this deck is its lack of disruption and protection. it has no counterspells, duress, or even xantid swarms, although im SBing 1 to living wish for. it is still very hard to go off against sum decks. what could be done to improve this?
I refuse to believe any deck with Living Wish, a combo that requires a restricted card, and needs to cast a 3cc artifact is getting 50% first-turn kills.

Barry

suffocation
03-29-2005, 08:04 PM
believe what you want but i got a turn 1 kill 3/6 games.

i only tested against CS though. none the less i still love the deck, i just wish there was more room to fit in disruption.

HazaredTheOmega
03-30-2005, 05:25 AM
How does this get Turn 1 kill?

Green source Fastbond Work Shop HoG Zurans Orb WorkShop Crucible of Worlds?

*_* You need 7 cards?

apoc7k
03-30-2005, 08:56 PM
Suffocation, i have to side with everyone else. This deck really doesn't get turn 1 kills that consistently. I played around with this deck a lot and it never shined that well. Its a fun combo, but it really doesn't work that fast. A restricted combo piece really kills the consistency...

@police HQ - Barry, you're totally right in my opinion about Intuition and Gifts. They really are much more powerful in getting to the combo pieces. I mean, sure, you can gifts and then they counter your fastbond or something along those lines, but everything is potentially destroyed by a well-timed counterspell. If someone knows the deck well enough, and runs force of will, they potentially have the upper hand just because they know what needs to be countered, as well as what should not have to be countered.

Anyways, that's just a few comments i thought I'd throw out... hope the deck turns out well.

_Flame_
03-31-2005, 11:59 AM
Erm, I think Trade Routes is a must in this deck. Here is the list I`ve been running:

4 Mishras Workshop
4 Polluted Delta
4 Tropical Island
2 Wasteland
1 Strip Mine
1 Library of Alexandria
2 Underground Sea
1 Tundra
1 volcaninc Island
1 Barbarian Ring
1 Tolarian Academy
1 Glacial Chasm
1 Gemstone Mine
1 Black Lotus
1 Mox Emerald
1 Mox Sapphire
1 Sol Ring

4 Horn of Greed
4 Crucible of Worlds
4 Exploration
1 Fastbond
2 Zuran Orb
2 Trade Routes
1 Crop Rotation
4 Brainstorm
1 Demonic Tutor
1 Ancestral Recall
1 Regrowth
1 Yawgmoths Will
1 Merchant Scroll
1 Timetwister
1 Time Walk
1 Gush
1 Burning Wish
1 Cunning Wish
1 Death Wish

SB is just tools to a) get control, b) get rid of your Horn to combo off

There`s propably many cards that would be worth running, Tinker is one but what`s the target? If you really don`t like the Horn, drop 2 Workshops and add more Trade Routes and something..