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The Art of the Combo Warrior
Gerald Linn

So it is that good warriors take their stand on ground where they cannot lose, and do not overlook conditions that make an opponent prone to defeat.” – Sun Tzu

An environment in magic is defined by its cards, the creativity of the players, and the willingness to use the tactics given.  As such, all magic environments are broken down into three categories of decks that overlap their strategies with one another.  We have Control, which is a counterspell or resource removal based deck, there is Beatdown, which is a creature\damage based deck, and finally we have Combo, our focus for today. 

Together we will be covering what combo is, what the types of combos are with quick summaries of how they function, and most importantly how you can develop and build a combo deck in any set.

PART 1: What is Combo???

There are not more than five primary colors (blue, yellow, red, white, and black), yet in combination they produce more hues than can ever been seen.” – Sun Tzu

Because combo decks can be divided into two parts, the combo and the combo engine, I found it necessary to give two definitions that encompass the two parts of a combo deck.

Combo: ~

  1. A magic deck whose primary win condition is based on the interaction of at least two cards which by themselves may not constitute a victory, but combined yield a clear and decisive victory in a single turn or series of repeating turns.

  2. Any group of magic cards that combined break the basic resource rules of magic allowing you achieve victory in a single turn or series of repeating turns.

First definition – the combining of cards

 

This means that you combine two or more cards that by themselves may or may not be of much power into a game winning play.  Examples of this are donate and Illusions of Grandeur, Cadaverous Bloom, Drain life, and cards in hand, and Replenish and enchantments in the graveyard, etc, etc, etc. 

Second definition – the combo engine

This means that a group of cards that you play breaks the resource rules of magic allowing you to achieve victory with resources (cards, mana, life) that would not normally be available.  Examples of this are Salmon Snack with early harvest, far wanderings, and other land acceleration, for large amounts of mana and Illusions\donate with Necropotence for large amounts of cards.

For Reference -

The Resource rules of Magic:

1)      You draw one card per turn

2)      You play one land

3)      Each land produces one mana

4)      You have one of each phase

5)      You win when the opponent is at zero, has no card to draw, or cannot continue play.

6)      Cards are played for their casting cost

You can see that many combo decks easily fit both definitions.  The point is that any combo deck will first seek or enable a group of resources and then execute a game defining turn or series of turns through the interaction of multiple cards.

There however are decks that we will not be discussing here that do employ combos.  These other decks Combo-control and Aggro-Combo cover far too broad of a deck construction range for us to properly cover and clearly define.  Instead we will be focusing on decks that use a singular defining turn or series of turns that yield victory.

Therefore, before moving to the next section, we will not be discussing decks where…

1)      The deck engine does not break one of the fundamental rules of magic.

2)      The kill condition does not require the interaction of several cards in order to achieve victory.

3)      The kill condition takes multiple turns and you are not the only person taking turns.

Examples these non-combo decks with combos include

1)      Finkula, a control deck, which utilizes the Ophidian, forbid combo. 

2)      Braids, another control deck, which uses the Braids and any creature it can sacrifice combo.

3)      Mon’s Goblin Sligh, a beatdown deck, which uses the combo of Goblin Lackey, Goblin ringleader, and Goblin Recruiter. 

4)      The Rock and his Millions, another beatdown deck, which uses about every

card in combination to achieve mana exceleration, creature removal, and to reduce 

casting cost of its creature spells.

PART 2: Types of Combo or Identifying the Engine

All warfare is based on deception.” – Sun Tzu

 

So far we have defined combo decks as decks that combine cards and break one or all of the Resource Rules of magic in a single play or series of turns to achieve victory.  In this section we will look at the different types of combo’s, give examples of cards that define these combo categories, and note representative decks of each combo type.

Now, there are as many types of combo decks as there are paths to victory and in order to get a better understanding of what makes a combo deck function and more importantly how to spot future cards with combo deck potential, I have categorized several noted combo decks into 4 basic combo types which are based on the engines that generate their win condition.  The reasoning behind this is that the engine of a combo deck can be brought from environment to environment.  The cards may change but the idea stays the same.  “Unfairly increase thy resources.”  We may not see another donate\illusions in the newest card set, but we can identify each of the following types of combo engines and determine if they are viable or not for delivering a combo win.

* Note – As you look at each of these combo decks you will notice that some of the engines overlap.

TYPE 1: Redundant Combo – You play the same card again and again

These are combo decks that cast the same cards over and over until victory is achieved.  These decks abuse the abilities of cards like Gaea’s blessing, Enduring Renewal, and Nostalgic Dreams to recycle cards that have been previously discarded or cast.  Deck examples of this combo group include:

Turbo Land – This deck Cycles Time warp with Gaea’s blessing for infinite turns and then achieving victory either with treetop village or morphling beatdown

Fruity Pebbles – This deck Cycles a single zero casting cost creature over and over in a single turn by utilizing Enduring renewal and Goblin bombardment to deal infinite damage.

Sushi Snack – This deck cycles Timestretch with nostalgic dreams for the free turns necessary to mill your opponent to death with Ambassador Laquattas.

Note:  To date I am unable to think of any combo deck that has successfully abused repeating just one of the phases in a turn.  However, relentless assault is still out there and hasn’t been broken.  Perhaps WOTC will entertain us in the future with other cards that grant additional phases to add to this group of combo decks. HINT!

 

 

TYPE 2: Miser Combo – Playing cards at a reduced casting cost

These are the power combos that allow players to pay less then or none of the casting cost for their spells.  Typically they revolve around getting a key artifact or enchantment into play that reduces the casting cost of other spells, or secondly spells that retrieve cards from out of play zones and put them into play.  Replenish, Alluren, Dream Halls, Living Death, and Fluctuator are all cards representative of this combo group.  Deck examples of this combo group include:

Alluren Combo -  This deck drops 3 casting cost creatures into play for free, drawing cards from the Raven Familiar, gaining infinite mana from the Wall of Roots, gaining infinite life from the spike feeder, man o war, raven familiar combo, and decking your opponent with the stroke of genius. 

Replenish -  This deck used Attunement and Frantic Search to search out for Replenish while putting the kill cards, IE the enchantments into the graveyard. Then it casts Replenish to put the enchantments back into play and stomp its opponents into the ground on the following turn.

Call of the Champions - Rarely would you consider a six, or eight mana casting cost spell a useful card for reducing casting cost.  However, with 18-24 casting cost of Champion coming out with Twilight’s Call, it’s a bargain, considering it removes 18-24 life from your opponent which usually finishes the game.

TYPE 3:  Mana Combo – Generating incredible amounts of mana and using it to cast your victory condition

This combo type goes the opposite direction of Miser Combos by generating incredible amounts of mana and then typically casting a single spell to generate a win condition.  Mana Flare, Gauntlet of Might, Gaea’s Cradle, and Ashnod’s Alter are cards representative of this combo group.  Representative decks of this combo classification are:

Academy – Broken is the only word that accurately describes this combo deck.  The combination focuses on putting out artifacts and untapping land, specifically untapping the Tolarian Academy and then using Stroke of Genius to deck your opponent.

Chimera -  This combo deck combined the cards Fecundity, Saproling Cluster, and Ashnod's Alter to generate unlimited mana and then use blaze or whetstone to get the win.

Salmon Snack – Almost pulling a page from turboland’s playbook by putting land into play as quickly as possible Salmon snack uses rampant growths, far wanderings, fertile grounds, and Early Harvest to generate obscenely large amounts of mana to deliver burn spells to the dome.

TYPE 4: Pony Combo – Victory is achieved by searching through the deck and getting into play the combination of two or more cards or a card that says I win.

This combo group is where you will find the alternate win condition combo decks and the broken cards or broken card combos which generate the one trick horse decks of magic. All of these decks have two things in common, a draw engine or search cards to go find the immediate win condition, and the cards that say You Win, lose 20 life, take 20 damage.  Representative cards for this group include Vampiric Tutor, Diabolic Tutor, Enlightened Tutor, Intuition, and Necropotence, as well as Coalition Victory, Illusions of Grandeur, and Battle of Wits.  Representative decks in this group are:

Donate-Illusions – Likely the most famous combo deck of all time, this deck revolves around donating a twenty point life swing from illusions of grandeur and then wait for you to try and maintain its upkeep or bounce back the illusions with capsize ending your game.  Donate may not say you win, but its close enough.  Key card is necropotence for draw

 

Absolute Tyranny – This deck revolves around the two card combination of puzzle box, phyrexian tyranny.  This deck uses its engine to kill its opponent with the combo lock.

Battle of Wits – The deck is so pronounced that the second you sit down across from your opponent you know what’s coming.  250 cards are really hard to hide so surprise may not be a factor, but you know the goal is to resolve Battle of Wits and if it sticks, it’s over.  This deck uses more tutors then a NCAA Collegiate Football Team.

 

Turbo Land – Remember this deck?  Not only did it utilize the redundant aspect, but it also adds a play from the Portal combo group by combing the redundancy of Gaea’s blessing with the card drawing power of the Horns of greed, Gush, Scroll Rack, and Impulse to insure redundancy would occur.

 

   Now, reviewing the decks shown above you can see that each of these decks contain cards that violate resource magic rules. Whether this is by gaining extra turns, giving more mana, giving you an automatic win, drawing additional cards, or letting you play cards for free.  This should give you an idea of what cards to look for in a set to create combos.  Let’s move on now to our next section.  “Building a combo deck in Any Environment”

 

PART 3: Building Combo in any Environment

Therefore those who skillfully move opponents make formations that opponents are sure to follow, give what opponents are sure to take. They move opponents with the prospect of gain, waiting for them in ambush” - Sun Tzu

 

  We have defined combo, identified combos and seen what types of cards make them function.  This leads us up to the question that we have been awaiting an answer to.  “How do I build a combo deck in any Environment?”  In this part of the discussion we will answer that question by example through building a combo deck from the Odyssey block by

A.     Defining the Environment

B.     Identifying the potential combo engine pieces

C.     Defining a good combo

D.     Building the combo

 

 

A) Defining the Environment

According as circumstances are favorable, one should modify one's plans.” - Sun Tzu

 

 

What makes a deck work in a format is what every Magic writer attempts to convey.  In order for us to create a combo deck, we must first grasp onto what will probably define the environment.  Fortunately for us most of the tier 1 decks have been discovered and played in Pro Tour Osaka or through various grand prix qualifiers.  Those decks that haven’t will probably be defined by specific cards.  Given this knowledge we can extract the metagame for a control deck.  It would appear there are five decks that we need concern ourselves with Black control, Black\Blue Psychotog, and Green\blue madness, Quiet Roar, and White Weenie.    

Now we will take a look at the three steps of analyzing an environment for a combo deck.  When, What, and How many?  Combo decks first concern is when will my opponent win or set up a win condition.  We will assume that we are going to play no creatures and have nothing to impede them from stomping us into the ground.  That way we can see how much of the combo deck needs to be solutions and what percentage of the deck needs to be set aside before they can eliminate us from the game.

In the mono black control deck our greatest concern is the turn 5 mindsludge for 5 or the turn 2 Natuko Shade coming across on Turn 5 for victory.

In the Black Blue Control deck we need to concern ourselves with the Turn 6-9 upheaval.  As this will set us back to turn 1 and probably kill us from the head start.

The Green\Blue deck is capable of taking us down on turn 5 with a turn 2 mongrel, turn 3 arrogant, rootwalla, turn 4 attack and beat, and turn 5 endgame. 

And now there is quiet speculation, the much hyped change of scenery.  This deck promises to beat us down on turn 6 with a turn 2 speculation, turn three catalyst stone deep analysis, turn 4 roar, roar, and the provide beatings for 2 turns. 

Finally, we have white weenie, which is capable of dropping five 1/1’s by turn 3 and casting divine sacrament, thus ending the game on turn 4 with the uber draw.

We can see from these 5 decks that the environment is trying to take us down on turn 5-6 with creature kill, and there is the possibility of the White Weenie deck getting an incredible draw to kill us on turn 4.  From a quick check on the cards in these decks we can now analyze “what” is going to stop combo, and then of course, how many of these cards we will need to plan for.

As all of the tier one decks are looking to win through creature beatdown most of the decks are heavy on creature control, dedicating up to 12 slots for creature removal.  Additionally, we can see that 3 of the top eight decks at Osaka ran no countermagic and of the remaining 5, four of them used 3 circular logics, with the fifth using 4 circular logics and 3 syncopates.  We can also count on several decks running a full contingent of envelopes as noted from several Quiet spec deck listings. This information will be useful later on when we are refining our combo decks.

Now that we have run an analysis of the environment we need to take a look at what cards are present in an environment for us to create a combo deck. This next section is by far the most important to the combo warrior.  Most combos are missed because careful checks in an environment are never made and the interactions that make combo broken are never found. 

 

 

B) Identifying your potential combo engine pieces

Concentrate your energy and hoard your strength. Keep your army continually on the move, and devise unfathomable plans.” – Sun Tzu

To identify potential combo decks we should categorize block cards into their best fit in the four categories of combo engines.  I have separated the Pony combo cards into the Search and I Win sections since it is very likely we will be using some of the search cards for other combo engines. 

Below I have sited cards from the Oddessey block and placed them into their respective combo categories.

 

DISCLAIMERS:

1) Not all of these cards are of any quality for any particular combo deck.  When doing an analysis of any block you should include all of the possible cards.

2) Flashback Cards - These cards are redundant, but they immediately eliminate any potential for a third or continuing redundancy by virtue of casting it with its flashback.  Cards like Recoup or call of the herd may prove to work themselves into a combo deck, but by themselves cannot generate the degeneracy that would make them fit in the redundancy combo group.  Of course WOTC had to print Krosan Restoration in Judgement to give me an exception here.

3) Note on Madness - Torment has the odd quirk of madness, which essentially makes several cards reduction in casting cost through their own discard qualify them the Miser Combo Card group.  Much like the Odyssey expansion has cards that are self-redundant through flashback. What differs with madness however is that all of the madness cards can be brought back through recursion.   

4) Inversion Combo Cards – These are cards that do the exact opposite of any one of the four combo engine types.  Several of these types of cards can be found in Judgment through graveyard recursion for you opponent “The reverse gear in the combo engine of redundancy” for example:  Forcemage Advocate.  Now, sometimes looking to cards that give the inverted effect in one of the four combo engines can often provide an engine in of themselves.  However they will not be mentioned in this article because almost without exception they are controling and not comboish.

Redundant Cards

A quick review – these are cards that allow you to play spells again and again.  A key identifier to cards in this group is the text “return card to play\hand\library from …”

 

Odyssey

 Anarchist, Scrivener, Cartographer, Auramancer, Holistic Wisdom, Mirrari, Malevolent Awakening, Petrified Field, Zombify

 

Torment

Anurid Scavenger, Gurzigoist, Ichorid, Nostalgic Dreams, Restless Dreams, Reborn Hero

Judgment

Krosan Reclamation, Nomad Mythmaker

Miser Cards

These are cards that reduce the casting cost of spells.

 

Odyssey

  Catalyst Stone, Mirrari, Verdant Succession, Zoologist

 

Torment

Arrogant Worm, Basking Rootwalla, Circular Logic, Fiery Temper, Cleansing Meditation, Violent Eruption, Chainer Demetia Master, Dawn of the Dead, Radiate

Judgment

Balthor the Defiled, Hunting Grounds

Mana Cards

These are the cards that allow you to play more land then the standard 1 per turn or provide you with extra mana.

 

Odyssey

 Charmed Pendant, Deserted Temple, Diligent Farmhand, Deep Reconnaissance, Milliken, Nantuko Elder, New Frontiers

Torment

Cabal Coffers, Cabal Ritual, Far Wanderings

Judgment

Mirrari’s Wake, Krosan Verge

    

Search Cards

These cards say search, get, put into play, or draw X cards

*Note – I won’t be mentioning all the cantrips. 

Odyssey

Buried Alive, Cephalid Broker, Cephalid Coliseum, Cephalid Looter,  Concentrate, Cephalid Scout, Diabolic Tutor, Gravestorm, Laquatus’s Creativity, Pendantic Learning, Peek, Predict, Shadowmage Infiltrator, Skeletal Scrying, Standstill, Tainted Pact, Think Tank, Unifying Theory, Words of Wisdom

Torment

Breakthrough, Obsessive Search, Compulsion, Deep Analysis, False Memories, Insidious Dreams, Plagiarize

Judgment

Browbeat, Burning Wish, Cunning wish, Living Wish, Golden Wish, Death Wish

Quiet Speculation, Hapless Researcher, Flash of Insight

 

I WIN

These cards like Illusion of Grandeur and Coalition Victory, say I win or automatically create a win condition.  Look for “you lose or win if” to identify these cards.

 

Odyssey

Battle of Wits, Chance Encounter

Torment

Mortal Combat

Judgment

Epic Struggle, Test of Endurance

C) Good Combo\Bad Combo – Is this a good combo?

The clever combatant looks to the effect of combined energy, and does not require too much from individuals. Hence his ability to pick out the right men and utilize combined energy.” – Sun Tzu

 

  It might seem odd that I would show you how to criticize good or bad card interaction before even building a combo deck, but I am a believer in putting you on the right path before I tell you to run.  What we will be covering in this section is mathematical probabilities for combo decks, using tutor cards to increase probability, and card drawing to increase probability.

Before we go any further with design, we need to look at the environment that we are playing combo in and ask the question “Will I still be alive to play turn X?, and how many pieces of a combo can I draw before I run out of turns.”  This is a question you need to ask for any combo.  You might have a combo that wins on turn 7 100% of the time, but if every other deck in the environment can kill you on turn 6, 80% of the time, then the combo is either in need of help from other cards to get you to turn 7, or the combo is worthless.

Here is where we will take a unique path in deck design. We know that with any combo deck we need to win by turn x, where turn x is the turn we get overrun by our opponent. So what is the mathematical probability of a combo succeeding on a given turn?

The easiest way that we can determine when our combo can go off is through the use of a hyper geometric distribution.  (Half of the audience suddenly flees to a new article)

For those of you sticking it out, Microsoft Excel happens to have this equation readily available for all you number crunchers out there.  The function in Excel is

HYPGEOMDIST = (x, n, M, N)

 

Where the equation is

 

H =

With the variables beingEquation

 x = sample_s  (the number of the particular card you want to see)

n = number_sample  (the number of cards that you have drawn)

M = population_s  (the total number of the card you are looking for in the deck)

N = number_population  (The deck size)

Now if we were looking to draw a single card in the first 5 turns the notation, where four of it were present in a sixty card deck.  The function would look like this in Excel

=HYPGEOMDIST(1,12,4,60)

 

This results in 0.42563 or a 42.6 percent chance that we would draw that card in the first five turns.

*Note: Cards like Vampiric Tutor, Diabolic Tutor, and Academy Rector completely change the percentage chance of cards entering play because they change the likelihood of drawing that card. 

Now the Hyper geometric distribution function in Excel is great for determining the percentage chance that we will be able to draw any one type of card in a deck, however we need to determine the percentage chance that two, three, or more cards will be drawn by a specific turn.

Fortunately Michael Moore has already created a program that uses hyper geometric distributions and provides the percentages of drawing a particular card or card combo and has been kind enough to allow us to reference his Deck-u-lator program located at http://www.implair.com/deckulator/deckulator.html.

Given open access to deckulator we now have a means of determining the percentage chance of drawing into a given card by turn X.  This means we can get an approximate likelihood for when we will draw into a card combo.  

A quick example – Using the Deck-u-lator

Quiet roar – going first

Turn 1 Careful Study probability

- 40% chance of  playing careful study on turn 1

Turn 2 Catalyst Stone or Quiet speculation probability

- 63% chance of playing it with no cards to help draw

- 77% chance if careful study was played turn 1

Turn 3 Catalyst Stone probability

- 49% chance of playing it with no cards to help draw

- 57% chance if careful study was played turn 1

- 67% chance if careful study was played turn 1 and quiet speculation was played turn 2

You can see clearly from these percentages as to why Quiet roars has Wurms flying everywhere in the OBC block.  Consistency is the signature of a successful deck. 

Therefore getting back to the point of good combo bad combo, we know we need to beat quiet roar before they get to turn 6.  

What kind of percentage are we going to need to have for drawing the cards to necessary to make the combo happen?  This is where things get subjective, and I apologize.  My theory has been that if a combo deck cannot yield a 66% consistency then it needs to be improved upon until either the consistency can be met or exceeded. 

We will use the Deck-ul-ator to determine the percentage chance that we will have the cards in hand for a combo going off   Going to Deck-u-lator lets say that we have a 3 card combo in a sixty card deck.  So we put in four of each card with no specific mana requirements and have us draw 12 cards.  In other words we went 1st and have drawn 5 cards so this is our sixth turn.  

Deck-u-lator results = 20%

That’s definitely not good.  Once in 5 times we are golden.

How about a 2 card combo going off on card 12?

Deck-u-lator results = 35%

Better, but nowhere near the suggested 66% likelihood of combo success.

Tutors – MAKIN’ COPIES to get to your combo

Tutors are those cards which effectively increase the number of a card that you are looking for in any given deck.  This has been by far the most effective way for increasing the consistency of any given combo, excluding necropotence cards.  Let’s look back at our two and three card combos.  Now Deck-u-lator doesn’t have a tutor option but we can approximate it by simply dividing the number of tutors among the cards that we are looking for. 

For example in the two card combo if we add 4 tutors for practical purposes we get 6 of each card in Deck-u-lator and find that we only need to get to *15 cards, or turn 8, to make the combo work.  If we add another 2 tutors to the deck we can get a 65% chance of the cards to go off on turn 5 or by the time we draw *12 cards. This is acceptable.

* Some tutors require you to put the card on top of the library requiring an extra draw.

What about the 3 card combo???

Let’s take a look at the 3 card combo by running it through the Deck-u-lator.  With no tutors we are at a 20% chance of the combo going off on card 12.  With one set of 4 tutors (Card count 5,5,6), we go to a 33% chance of the combo going off on card 12.  With two sets of tutors (Card count 6,7,7) we go to a 47% chance of going off on card 12.  In this last case we need to go to a third set of tutors (Card Count 8,8,8) just to get to a 60% chance that we will go off on card twelve.

At a cost of 24 cards in the deck to provide a reliable combo we see that a three card combo has to be incredible, where a two card combo requires a mere 12 cards and can allow us to supplement it with some defense to make sure the combo goes off.  This shows us what kind of commitment we will need to provide in a combo deck in order to make it function in any environment.

Drawing Cards – Taking extra turns to get to your combo

Ignoring tutors, the other solution for getting to the combo is to draw more cards each turn in order to get the combo to go off.  In the 3 card combo we need to get to 24 cards (Turn 17) to get at least a 66% chance and in the 2 card case we need to get to 20 cards (Turn 13).  

We start off at 12 cards, 7 plus the 5 draws, and we need to get to respectively 20 and 24.  To find a solution for this we divide the number of turns before the turn that the combo goes off by the number of cards that we need to draw up to. In the 3 card combo case we need to draw 12 cards over 5 turns or 2.4 cards per turn and in the case of the 2 card combo we need to draw 1.6 cards per turn over 5 turns.  (See why impulse was so broke?)

To make this solution work we will need to then check the environment that we are playing in for cards that will let us draw the needed number of cards in order to succeed by the turn we require. 

An example of a solution for these two combos would be

-         Turn 1 careful study, (2 cards)

-         Turn 2 Deep Analysis or Words of Wisdom (2 cards)

-         Turn 3 Hapless researcher, Flash of insight from the graveyard (1 card for hapless, 3 - 5  for the flash “careful study drops 1-2 blue cards into the graveyard”) total extra cards drawn = 8-10  The two card combo can go off

-         Turn 4 Concentrate (3 cards) total cards = 23-25 so close, but possibly 1 card off.

As you can see we have 2 turns to set up our 2 card combo but we are very harried to get our 3 card combo to go off, especially with at best 5 mana available. 

The extra time we have available, and the much higher consistency in the two card combo totally dwarf the 3 card combo’s capabilities. This all gets back to the purpose of this section.  Is this a Good or Bad combo?  We can see in both the tutor and the card drawing solutions that 2 card combinations are about as risky as we want to get without dedicating ½ of the deck to drawing or tutor cards in order to get the combo. 

Knowing this last critical bit of information on tutors and draw cards in combo deck construction along with the prior information on combo engine types and identification of combo cards is almost everything you will need in order to build a combo deck in any environment and could be the end of this article for just about anyone looking at the new Onslaught block, but what is good theory without proof? (Expletive about bad deck theory articles with no empirical evidence deleted)

 

D) BUILDING THY COMBO!!!

He wins his battles by making no mistakes. Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated.” – Sun Tzu

 

Welcome to our final section where we apply all of this knowledge and build a combo deck.  We will break the deck building down into five sections.  The engine selection, The win condition, The engine cards, Tutor or draw, and Delaying the game for the Win.

 

Engine Selection

In order to carry out an attack, we must have means available.” – Sun Tzu

Our first decision needs to be which Combo Engine we will use Pony, Mana, Miser, or Redundant. OBC has cards available for all of these combo engines, so to simplify the process I am going to select the Mana combo engine due to the abundance of reasonable mana accelerators in OBC and the author’s desire to give you a quality deck.

 

The card selection principles and deck building analysis would be the same if we had chosen any of the other combo engines. 

 

The Win Condition – Selecting your path to Victory

Knowing the place and the time of the coming battle, we may concentrate from the greatest distances in order to fight.” – Sun Tzu

 

To fit with the Mana Combo engine we will be generating silly amounts of mana and cast an X casting cost kill condition or a recursive spell repeatedly for the win.  Unfortunately, Odyssey block has offered us as many good X spells as there are good Homelands cards.   Our first question then is what do I want to cast for the win?

First we have the cunning, Ambassador Laquatus.  This card is one of the very few in OD block that will allow you to win in a single turn with X amount of mana. However, for those of you thinking ahead we will need up to 48 mana after casting the Ambassador in order pull the win.  That is way too much mana in order to go off on Turn 5-6.

Secondly we have Flaming Gambit, another X spell, but it only deals conditional damage, so this may be lacking in effectiveness as most players are playing a huge number of creatures and very little control.

Finally, we have my choice speedy, flaming kitties.  This card is one of the very few in OD block that will allow you to win in a single turn with X amount of mana.  We will need 22 mana in order to generate our 20 points of damage.  Therefore our secret win ingredient for today will be kitten.  On to our next section…

 

The Engine Cards

With a win condition and card selected we can now go about building the mana acceleration engine around it.  Doing a quick review of the Odyssey cards we can narrow down the most effective mana accelerators to the following.

Card Name

Advantage

Disadvantage

Diligent Farmhand

One casting cost

Can be removed by innocent blood and chainers edict which are very common in OBC

Milliken

Two Casting Cost

Can be removed by innocent blood and chainer’s edict which are very common in OBC and thereby never generate the mana we so desperately want.  Say goodbye to Mr. Milliken.

Krosan Verge

Can’t be countered

Two Words - Rancid Earth

Far Wanderings

3 land a turn is game breaking

It’s a sorcery and easily countered by envelop

Mirrari’s Wake

There isn’t much enchantment removal in OBC and it doubles the power of our win condition.

Its 5 mana to play

We should look at these cards and see what an Ideal win would be using the four Mana acceleration cards and then casting the kittens.

Turn 1: Diligent farmhand, or Krosan Verge

Turn 2: Play a Land or Sac the Farmhand after blocking, (Provided it lived this long)

Turn 3: Sac the Krosan Verge, play a farmhand and sac it, or play a far wanderings.

Turn 4: Play the Mirrari’s Wake

Turn 5: Play a land and Kill with Kittens.

Yes, there it is the ferocious little beasties go off and tear your opponent into yarn on turn 5, and as a bonus we can create a dumb list of the deck to date

4 Mirrari’s Wake

4 Diligent Farmhands

4 Far Wanderings

4 Krosan Verge

4 Firecat Blitz

23 other land to guarantee a 72% chance that I will put 5 into play by turn six (Using Deckulator) other then from the mana acceleration from the Farmhands, Wanderings, or the Verge.

That’s all but 17 of the cards for the deck.  What we will need from here is to have some ways to protect that combo and to insure that we draw the kitties and play the Wake to get through for 20.  First let’s try to assert that we will find the combo.

Tutor or draw?

“What the ancients called a clever fighter is one who not only wins, but excels in winning with ease.”

 

Our third section on building the Kitty combo deck looks at whether we should use tutors, card drawing or a combination of the two to get to our combo.

Let’s look at our tutor options in the colors.  We have Burning Wish, Living Wish, and Golden Wish.  Unfortunately in the colors we are currently playing, none of these wishes gives us the option of getting either an enchantment or sorcery for us.

While the Burning wish will allow us to go get one of the Firecat blitzes in the sideboard this would reduce us to three in the deck and four wishes.  The same could be said for Golden wish.  This would leave us with effectively 7 of each card in the deck and give us a 67% chance (Deckulator) of getting the combo off, however it is probably not going to be until turn 6-7 due to the delay from casting the wishes.

Let’s take a look at the draw option and see if things improve.

In the colors we are playing (G, R, W) there is exactly one reasonable draw spell, Browbeat.  This pretty much kills the Draw option to speed up our deck if we stick to the primary colors. So what we may have to do is go to another color to draw cards and there is no better color for drawing cards, than blue.

If we added blue we know that we will need to draw 7-8 cards (We need 20 and start with the opening hand of seven + drawing a card per turn) in order to get a 66% chance of pulling off our combo.  Looking at our combo we also know that we need to spend at least one turn before playing Mirrari’s Wake to play a farmer, a Krosan Verge, or a Far Wanderings.  That gives us 3 turns to draw the 7-8 additional cards.  This easily narrows down the qualifying blue draw cards to the multiple card drawers.  Doing the same Ben Franklin Table that we did for the Mana Engine cards

Card Name

Advantage

Disadvantage

Standstill

draw 3 cards

It’s a conditional draw

Concentrate

Draw 3 Cards

Two blue in its casting cost

Deep Analysis

Draw 2 Cards and draw 2 more later

3 life on the flashback

Breakthrough

Draw 4 cards

Discard the cards you couldn’t pay the mana for

Compulsion

Repetitive use

It costs us a turn to play and it doesn’t gain any cards for us.

Careful Study

Low casting cost to draw two cards

We have to discard two cards with it.

Words of Wisdom

Low casting cost to draw two cards and an instant

My Opponent gets to draw a card

Quiet Speculation

Two casting cost spell gets us flashback cards into the graveyard

Virtual card drawing, while not actually giving us 3 cards it is preventing us from drawing those cards.

We can eliminate standstill as a conditional draw and we can further take out Concentrate because of its double casting cost which could leave us with a dead card in hand because with a four color deck it is easy to be mana hosed.  This leaves Deep Analysis, Breakthrough, Careful Study, Compulsion, and Words of Wisdom.

Looking back at our perfect hand we see can effectively cast spells on turns 1, 2, or 3 depending on whether we drew a farmer or a Krosan Verge.  Turn 4 is of course the turn we cast Mirrari’s wake, and turn 5 is the Victory lap. 

Looking at the availability of mana we can eliminate Breakthrough at this point because at best we can hold onto 2 cards and thereby we won’t be able to put land into play and hold onto the Mirrari’s wake due to breakthrough’s discard requirement. 

Next there is Compulsion.  Now this card would be awesome with the Wake in play.  It will help us find our combo pieces and thereby help to guarantee the win.  However, that’s with the Wake already in play so we should sidestep this card as far card drawing is concerned for the first five turns. Knowing that we want this card after wake is in play though we should include 3 of it so that we have it ready to go once the wake is in play.  With the wishes this brings our deck to the following listing.

4 Mirrari’s Wake

4 Diligent Farmhands

4 Far Wanderings

3 Firecat Blitz

4 Burning Wish

3 Compulsion

4 Krosan Verge

23 other land to guarantee a 72% chance that I will put 5 into play by turn six (Using Deckulator) other then from the mana acceleration from the Farmhands, Wanderings, or the Verge.

Sideboard

1 Firecat Blitz

That leaves us with Deep analysis, Careful Study, Quiet Speculation, and Words of Wisdom.  Careful study interacts very well with deep analysis, and Words of Wisdom acts is an instant draw spell.  But, even if I had an opening hand of Careful study, Words of Wisdom and Deep analysis, I would still not get to the needed 7-8 cards and be able to cast the Mirrari’s Wake on turn 4 to have a 66% chance of the combo going off on turn 5.

It looks like the draw option is not going to fill the bill for getting my combo off on turn 5 with any guarantee so I am better off going with the ERRK!!!!! Golden Wish and taking some delay of game spells like Moment’s peace, Kitar’s Wrath, Aether Burst, Timestretch, Circular logic, Envelop, and Syncopate in order to survive the necessary 2 turns to get off the combo.

This leaves us with the following build

3 Mirrari’s Wake

4 Diligent Farmhands

4 Far Wanderings

3 Firecat Blitz

4 Burning Wish

4 Golden Wish

3 Compulsion

4 Krosan Verge

23 other land to guarantee a 72% chance that I will put 5 into play by turn six (Using Deckulator) other then from the mana acceleration from the Farmhands, Wanderings, or the Verge.

Sideboard

1 Firecat Blitz

1 Mirrari’s Wake

And now we move to our last section

Delaying the game for the Win

“To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself.”

When delaying the game in a combo deck you want to draw cast spells that will eliminate or nullify your opponent’s threats.  In the OBC environment those threats in the early turns are creatures.

The two best cards for eliminating threats in our colors are Kitar’s Wrath and Moment’s Peace. Wrath will eliminate a lot of the offense from our opponents and give us the necessary time to survive, where Moment’s peace will buy us potentially two turns to find the combo.

 

This would leave us with the following undiluted combo deck.

3 Mirrari’s Wake

4 Diligent Farmhands

4 Far Wanderings

3 Firecat Blitz

4 Burning Wish

4 Golden Wish

3 Compulsion

4 Krosan Verge

4 Kitar’s Wrath

4 Moment’s Peace

23 other land to guarantee a 72% chance that I will put 5 into play by turn six (Using Deckulator) other then from the mana acceleration from the Farmhands, Wanderings, or the Verge.

Sideboard

1 Firecat Blitz

1 Mirrari’s Wake

We should keep some alternative delay of game cards in mind for the sideboard, like syncopate, circular logic, Aether Burst, and Envelop. But before we go on to editing the sideboard we should do a bit of deck refining.

 

While I won’t go into the details of making the mana base, I feel enough deck strategists have covered this thoroughly, we need to isolate the combo cards and then make the mana curve in the deck efficient while adding the delay of game cards.

 

Currently our Mana curve stands as such

1cc – 8 Cards effectively (Diligent Farmhand, Krosan Verge)

2cc – 15 Cards Effectively (Sac the Diligent Farmhand, Burning Wish, Compulsion, and Moments Peace)

3cc – 8 Cards Effectively (Sac the Krosan Verge, Far Wanderings)

4cc – Nothing

5cc – 7 Cards (Golden Wish, Mirrari’s Wake)

6cc – 4 Cards (Kitar’s Wrath)

7cc and Above – 3 Firecat Blitz

Now looking at this deck from a long history of mulligan experience I can tell you that we have too many high casting cost spells and too many 2cc casting cost spells.  To even out the deck we should try to smooth it out a little in the 3cc or 4cc casting cost area.  We don’t want to touch any of the combo pieces as it would affect the consistency of the deck so the recommendation comes down to changing out the kitar’s wrath to the sideboard where we can fetch it with a burning wish as necessary and replacing it with another single defense card, Syncopate.  A second one of these would be highly desirable as well so in the final version I am going to pull out one of the far wanderings and send it to the sideboard as well in favor of another Syncopate.

This would give us our final build minus the sideboard (I have liberally added in the current mana base I am using)

3 Mirrari’s Wake

4 Diligent Farmhands

3 Far Wanderings

3 Firecat Blitz

4 Burning Wish

4 Golden Wish

3 Compulsion

3 Kitar’s Wrath

4 Moment’s Peace

2 Syncopate

4 Krosan Verge

2 Skycloud Expanse

3 Sungrass Prairie

1 Mossfire Valley

3 Mountains

5 Forest

4 Plains

3 Islands

Sideboard

1 Firecat Blitz

1 Mirrari’s Wake

1 Kitar’s Wrath

1 Far Wandering

AND there you have it, a combo deck for the OBC environment.  I have left 11 cards open in the sideboard as the environment in your particular location will greatly influence your card choices.  I will suggest a few options for you though.  Timestretch, Holistic Wisdom, Bearscape, Price of Glory, Still Life, Crush of Wurms, and finally the Sphere’s of grace and duty.

Go forth then and use this knowledge to defeat your opponents, crushing them round upon round and remember “To fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.”- (Sun Tzu) 

Until, my next article may you draw Aggravated Assault and Kamahl, Fist of Krosa for your infinite mana combo.

*A special thanks to Coyote Games, the Seven Samurai, and Sun Tzu for providing all the knowledge necessary to win.

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