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I love this so much.
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I feel like I'm missing something here. When you cast Tainted Pact, you either have the Oracle in your hand or you don't. If you have it in your hand, you just draw out the deck, cast the Oracle and win. So you'd need 4 mana, the Oracle, and Tainted Pact. Makes perfect sense (even if the odds are low). If you don't have the Oracle, you mill till you find the Oracle, which almost certainly means you've got too many cards left in the deck to cast the Oracle for the W. You can't keep going, cause you'll eventually run into the other Oracle, which ruins the win condition. Thus, you'd want to use Thought Lash to deck yourself, then cast the Oracle for the W. Meaning you'd need Tainted Pact and Thought Lash in hand as well as at least 4 mana. Again, makes sense, but is even less likely, as there's only 1 Thought Lash and it costs 4, so you'd have to split turns to run this maneuver. Either case is unlikely, even with all the dig and fetch cards.There are some shenanigans you could pull with cards like Snapcaster Mage, such as running a Tainted Pact for either combo piece, then Snapping the Pact again to complete the deckout, but that just tweaks the math by a little bit, as it would require a Snap and Tainted Pact in hand, or a Snap with ether combo piece with Tainted Pact already in the grave. Certainly ups the odds of the combo going off, as you can use it to do whatever you need it to do, but since there's only 1 Snap and only a few ways to fetch him, again, unlikely.I also don't understand cards like Barrowgoyf and Reanimate (other than as a way to fetch back the Oracle if it dies), as both Tainted Pact and Thought Lash don't mill, they exile.All of this in a deck that can only run a handfull of ways to protect the combo, so if opponent can say 'no' to anything, the game's over.I am in no way trying to disparage the build, I think it's fun and creative as hell. I just feel like I'm missing something.
Appreciate the thoughts.Honesty, this isn’t my list and I only made it public to show a friend.I want to get into legacy and the idea of buying a deck with all 1 ofs is appealing to keeping the cost down.I do play a version of this deck on arena in timeless. But yea in that format you need to have both in hand — I’ve only ever had one instance where I played pact as a last resort and oracle was one of the bottom two cards (1st one was thoughtseized)Deck isn’t the best ever but is a ton of fun to play and I’ve come to accept that I’m not great at magic and a combo deck is best for me —- keeping a clean board and knowing what to look for when comboing out are where I can succeed.
Also, the creatures aren’t my fav —- I agree goyf and frog seem weird —- not committing to anything until ban announcement (reanimate, bauble, frog all could get axed)
I gotcha. Just clarifying my thoughts really, making sure I wasn't missing some internal combo that got around the problem. There are a few inclusions I can think of to help with the build as is (assuming things aren't banned, etc). Merchant Scroll would let you tutor a counter if you need one or Muddle the Mixture, which you can transmute into one of your combo pieces, basically trading 1.5-ish turns of tempo for a higher probability of the combo going off early. Or you could just grab Brainstorm, thinning the deck a touch and getting some tactics tempo. Shred Memory acts as another transmute tutor for the combo pieces (again, not ideal cause it's slow, but better than nothing), and its grave hate on its own mainboarded if you need it, so that's a nice tradeoff. Cunning Wish would let you grab a support card from the sideboard. If you need a counter, or recursion, or removal etc.Just some musings. My mind also immediately went to Lutri, the Spellchaser, both potentially for this deck and as another 1-off build to save some cash. I personally love Lutri as a concept, especially in a format like Vintage and Legacy were there are so many powerful cards that you can get away with 1-offs and not be bothered by it too much.Let me know how this goes when the bans come out and you start figuring out what you want to do, I'm still intrigued
I think this is about as well as you can build Pact in legacy at the moment, though the very idea of playing legacy in its current form is about as appealing as swallowing or boofing razorblades. Anyway,The only card that may really want to be here is Pact of Negation. Finding more or less any 2 of the combo cards (besides 2 oracles) equals a win assuming no interaction from the opponent, pact helps with this, but is shit in every other scenario so idk.
Waiting to see how legacy looks after bans —- if no bans I’ll prob just hold off