![]() ![]() I wanted to find a lot of cheap (mana wise and converted mana cost wise) ways to get aesi on board as fast as possible and as consistently as possible. In short, the deck ended up being a lean mean combo killing machine that brought me to my 22-0 finish. This made it much easier to jump over a hurdle when an opponent got rid of one of my pieces since there were plenty more and some of them were too hard to interact with because they were lands. These were the main combos in the deck, and while it seems like a lot to get all the pieces in play at once, the deck ran a lot of tutors and was able to draw an extraordinary amount of cards, so more often than not it was not hard to see all of these in a game, sometimes in multiples. Ghostly flicker + Lotus Cobra/Retreat to Coralhelm and a mana dork + Mystic Sanctuary + 3 islands in play + Aesi = Infinite mana and draw deck Add Aesi for infinite draw or lotus cobra or Retreat to Coralhelm and a mana dork for infinite mana. Kodama + Meloku + any land that enters untapped = Infinite tokens. Kodama + Landfall Token Generator + Bounce Land = Infinite tokens. ![]() Below are the combos that I was able to pull together in the deck.Īesi + Retreat to Coralhelm + Sakura-tribe scout or similar effect = draw deck and put all lands into play from your hand to put in lotus cobra and make infinite mana. The deck won a few different ways from drawing my opponent’s deck out, to milling them out, to attacking them for lethal. My team was able to help identify what cards we should probably all be sideboarding in against a variety of different opponents across the different pods, so that was a tremendous help to be able to have a list of cards that I could look forward to getting to help shore up the matchups I felt a little less than confident in. At the end, it was mostly just finding cards that would be useful in niche situation against a few decks archetypes that I had weaknesses against. Towards the middle of the league, I was adding in a few extra combo pieces as well as some tutors to find those and cutting down on the high mana value spells in my deck so that I was casting my spells earlier than my opponents could cast theirs. ![]() My main focus in the beginning was to get all of the tapped lands out of my deck that didn’t benefit my gameplan, get cheap mana cost ramp cards so that I was able to be ahead of my opponents on mana, and to fix my mana as much as possible as well as get the bare minimum for comboing so I could draw to that since Aesi did most of that work for me so long as I was playing spells to get lands. Getting to play 2 spells for the price of 1 or 2 lands for the price of 1 is just excellent anyway. Kodama, well he’s just good with almost any gameplan. Retreat to coralhelm letting me scry or untap my mana dork everytime a land enters play is already great for my gameplan. The fact that I could play cards that pulled lands from the deck and put them into play was already great with aesi. As you’ll notice, however, most of my combo pieces work well in my deck anyway and that was by design. Overall the upgrades all coordinated to do one thing and one thing in particular.
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