stupid enough to work

by bloodmage2 on 01 November 2012

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

go second

1) forest, arbor elf, 20 life left, 8 cards drawn, 2 used
2) mountain, somberwald sage, 20 life left, 9 cards drawn, 4 used
3) mountain, abundant growth (draw 1 card, target forest), (tap elf to untap forest, tap forest for red), pillar of flame (target opponent), (tap sage for black), rakdos, lord of riots, 18 life left, 11 cards drawn, 8 used
4) forest, swing with rakdos, if rakdos would deal less than 4 damage, giant growth, on rakdos, worldspire wurm, <14 life left, 12 cards drawn, 9/10 used

(if rakdos deals 6 or more damage, do next turn now), 0 life left, 11 cards drawn, 10/11 used
5) fling (sacrifice wurm, target opponent), 0 life left, 13 cards drawn, 10/11 used

use lair delve and tracker to find needed cards
best case: 11 cards, worst case: 12 cards

swamps are unnessecary, the sage will always tap for black.

this might actually work.
probably not, though.

Deck Tags

  • Combo

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,141 times.

Mana Curve

Mana Symbol Occurrence

0081640

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for stupid enough to work

There are too many destroy/damage creature spells to play straight up ramp in 2012 RtR standard.

It seems Somberwald is the key to the deck and it's just too fragile.
If you don't have Somberwald then it's going to be slowed down to a turn 5-6 deck with little to nothing for protection. You're going to take a beating before your combo goes off. If you DO have Somberwald it's bound to die first.

Black/Green or Grixis - Abrupt Decay
Blue/White Control - Supreme Verdict/Azorius Charm/Detention Sphere
Izzet - Any burn spell

All of these are common decks for today and you're bound to face them in FNM and they all counter your early combo.

(Late game decks with early protection seems to be the most effective in tournaments nowdays - such as Thragtusk with Angel of Serenity and Supreme Verdict/Jace but obviously everyone isn't rich.... but adding creatures like Thragtusk can help you survive until you unleash your combo)

0
Posted 01 November 2012 at 21:53

Permalink

Thragtusk isnt early game protection for getting to a combo, it gets your board/life back even with a fast opponent, then works with another big creature to finish.

0
Posted 01 November 2012 at 22:20

Permalink