Dark Design

Friday 3 December 2010

Breaking our Extended Combo

There are many ways to skin a cat or so my Grandma used to say, not that I think she ever skinned a cat,. In magic if cat skinning was a game winning bomb or sorcery, you can bet someone, somewhere  will figure out a way to sneak it through on turn three. Well we at Adventures In The Meta like nothing more than a good tinker with the rules and we’ve been busy this week...

Ramp, is an essential part of the game it’s the ladder rather than the snake., the hare over the tortoise and while slow and steady may often win the race, ramp will win it a lot quicker so long as there’s something other than tunnel at the end of the well... tunnel.   

Back in the day when colour meant something, each colour had its strength and whilst red and black had pops at it, ramp was really the secret squirrel of Green. From the heady days of Channel to  Rampant Growths and fertile grounds and an army of elves  tap dancing back and forth to super pump some enormous great green fattie, green has always been the king of Ramp...  Now there are a million ways to ramp and with the advent of non basic lands, everflowing chalices, infinite Myr loops, Lotus Cobras and Prototypeportallingvoltaickeythroneofgethproliferation basically any one can have a go...But hey this is magic and there’s always another way to do something...

So ladies and Gentelmen We give you Titan ramp Vader style and this is an exclusive combo break... Just remember you heard it here first...

Before we give the game away we’d like to make the following statements...

1.       We are presenting the fastest version (which may not be the smartest play)
2.       If you play it this way you invite answers and despite it being brand new your opponent will spot it in seconds
3.       This combo is unstable and you can make it safer and indeed possibly quicker with money, but this is a budget blog so this is how we do it (and how anyone can )

Titan Ramp...

Ther three main combo pieces are...



Inferno Titan  ( although this combo also works with any big red/colourless fattie... i.e. Wurmcoil Engine, Kargan Dragonlord (whom you can pump to madness with this trick)... Platinum Emperion... the list goes on... )

So turn by turn

Turn one lay an island – play the Training grounds

Turn Two – Drop a mountain and play the Flamekin

Turn three – Drop another mountain... because of training grounds you only need one mana to trigger the flamkins ability so  tap all lands to give the flamekin trample 3 times (it doesn’t say different targets) boom you get 8 red mana... use 6 to cast the inferno titan and the game is probably yours... You have so may options here it’s not funny...

If they have no blockers then as he comes in, direct the titan’s 3 excess damage to your opponent’s face, you can then give him haste with Burst of Speed for one extra red mana and double strike with Assault Strobe with the other red...  as he attacks deal the additional 3 damage to his face for 6 total then a 6/6 double striker and the 2/1 flamekin is game...

If he has blockers then do the same thing, but take out the defence as the titan comes in and use the additional 3 when he attacks to pick up the strays... They are still going to take 14 and they won’t have any creatures left...

Of course you could also give the titan trample instead of double strike or play any number of  1 or 2 point red instants.. . or any of the other fatties we mentioned above...

We haven’t printed a start hand or a deck list because this combo is really easy to play...it’s only two cards... build a deck with 3 or 4 sets of playable fatties and your chances of having the land , the training grounds, the flamekin and one of them is pretty good... So go wild...

This is a decent little trick and we know there are better ways to play it, but it’s fun and cheap and there is defiantly a strong extended deck in here somewhere so send us your lists and we’ll put them up...

Tomorrow we’re going to have a crack at standard and we’d love to hear your crazy ideas... Remember this is the week of madness and we want the barmiest suggestions ever We don’t want to know the deck’s deep analysis ...We want to know what madness was behind it... 

Does your deck win by losing... 

Do you have win a 4000/4000 ornithopteras a win condition?  

Can you win by forcing your opponent to scoop the first game and try to sideboard a solution for the second? 

Tell us how and why you’ve built your insane decks and we’ll share your ideas...


And one final word about our Krark’s Thumb deck... 

Thankyou for all the feedback... and we are glad you enjoyed the spirit of the build.... and thanks to Sarah form Ipswich for pointing out I misspelt Franc (a fact that will shortly be remedied. ) but it’s nice to have some girls following the blog.  We’ve actually got a special article coming up for girls who play magic, by a girl that plays magic, so keep your eyes out for that... Back to the comments though... Most of you seemed to notice our disclaimer at the bottom of the article, but a couple of you didn’t...

So for those that didn’t...

YES we know it’s still down to luck...

But having said that...

Although the deck is really cheap (which it is) and the one turn combo is unlikely (which it also is) it does do ok even in longer games because while the turn one kill may be unlikely...

Turn one... Thumb... Turn two... Game of Chaos is easy...

Also if you don’t get that... then turn one Planar Chaos will throw off most other legacy decks. 

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