x3! Infinite Combos $18

by spudshaver on 28 December 2013

Main Deck (60 cards)

Sideboard (14 cards)

Creatures (5)

Sorceries (4)


Instants (5)

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

Heartless Summoning + Decaying Soil + Priest of Gix + Consume Spirit
OR
Heartless Summoning + Myr Retriever (x2) + Tendrils of Agony
OR
Heartless Summoning + Decaying Soil + Priest of Gix/Blood Vassal/Basal Sliver + Tendrils of Agony
OR
Heartless Summoning + Myr Retriever (x2) + Falkenrath Noble
OR
Heartless Summoning + Decaying Soil + Priest of Gix/Blood Vassal/Basal Sliver + Falkenrath Noble

Note: Insidious Dreams may be preferred over Sign in Blood, or in addition to it, to fulfill threshold and to acquire missing combo cards (curently on sideboard to keep the cost under $20)

Deck Tags

  • Mono Black
  • Infinite Combo
  • Budget
  • spudshaver

Deck at a Glance

Social Stats

77
Likes

This deck has been viewed 8,542 times.

Mana Curve

Mana Symbol Occurrence

004800

Card Legality

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

Deck discussion for x3! Infinite Combos $18

Not bad. Not bad at all.

All you need is to hope your opponent doesn't have counterspells.
Deck well built. +1 like.

2
Posted 29 December 2013 at 12:35

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I was thinking the same thing - I almost put in dash hopes to counter counters :P but then I thought that when it really mattered they would just take the 5life hit. It's always nice to hear your view on budgets :)

And as always, feel free to wrokshop it, if you like

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Posted 29 December 2013 at 19:34

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5 life is still a quarter of their health, though. Maybe get you close enough to finish it off without comboing off, yeah? Probably not, though. Not sure what you would take out, either. :/

Suppose you do have room in the sideboard, though.

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Posted 29 December 2013 at 21:55

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Blood artist as a secondary win con?

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Posted 29 December 2013 at 20:39

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Blood artist would die from Heartless Summoning...
Also.. just complaining for the sake of having nothing to do... Infinite is spelled with an 'i' not an 'a'
But anyways, good deck!
I suggest switching out Exsanguinate for Consume Spirit.
Cathodion and Myr Moonvessel also combos with Decaying Soil.

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Posted 29 December 2013 at 20:40

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I love me a good Blood Artist, but it's true :(
He's also a pricey date

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Posted 29 December 2013 at 20:41

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@suitangi

Thank you for the spelling note (I don't mind at all)!
I chose Consume Spirit to minimize the initial cost, but Exsanguinate is obviously better (and gives a multiplayer boost)! Cathodion is sideboarded, but Myr Moonvessel works very well (>bloodpet I think)!

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Posted 29 December 2013 at 21:19

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Instead of blood artist you could use Falkenrath Noble instead as an alternate win condition, same ability but it won't die to Heartless Summoning

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Posted 30 December 2013 at 02:31

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very nice! thanks for the advice.

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Posted 30 December 2013 at 17:39

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Just a heads up you would need two Myr Retrievers to set the combo off - as it's ability cannot target itself - But I love the idea with Heartless Summoning and I've actually been running a modern deck in Grixis colours around a similar combo, using Grapeshot or Bitter Ordeal as the win-con :)

http://mtgvault.com/buzzgsc/decks/heartless-storm-bru/

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Posted 30 December 2013 at 00:12

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Yours is very nice! And thanks for reminding me, I adjusted the description.

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Posted 30 December 2013 at 00:49

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Drop the Tendrils of Agony for Dark Ritual, gives you mana to start putting cards on the battlefield (and in the dirt) right away, because I think you are missing that for any of the combos to work u need seven cards in the dirt, and your removing one every upkeep means ur probably not going off for a few turns, perhaps also some draw spells, splashing Blue for Preordain and Ponder works, Sign in Blood (is still good) if you want to keep it mono black...

Exsanguate is better because Consume Spirit requires strictly Black Mana which ur Myr doesn't cover...

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Posted 30 December 2013 at 02:59

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Obviously one would not cast Decaying Soil and leave it in play "for a few turns" before letting off a combo.

Why drop Tendrils for ritual? Why not drop Consume Spirit? Tendrils is an easier combo to satisfy, so I'm curious why you want to remove it from the deck for mana ramping.

Noted above:
"I chose Consume Spirit to minimize the initial cost, but Exsanguinate is obviously better"
"If you play Exsanguinate instead of Consume Spirit, Myr Moonvessel can be used"

It is on the sideboard, already.

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Posted 30 December 2013 at 17:55

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The tendrils is actually the harder combo to satisfy, it costs an additional mana, which unless your ramping gives your opponent that extra turn for an answer over Decaying soil, and Decaying Soil as I said will have more Threshold fuel off of the rituals and the Sign in Bloods, also as much as it will be harder to pull off by putting out Decaying Soil early, it gives your opponent less chances to respond, and less time to get hit by a Hymn or Thoughtseize.

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Posted 31 December 2013 at 00:34

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Assuming you have an ideal (or near ideal) hand, you are right. If not, Tendrils can play off 16 creatures instead of 4, and if you have x2 Myr Retriever, you do not need Decaying Soil at all. In my experience (with budget combos), adding a turn via increased mana costs isn't as detrimental as suffering from higher pressure from less card options - it's a personal preference, I suppose. I would rather win turn 4 2/5 games than turn 3 1/5 games, for example. You are correct, I'm simply asking about the lesser of evils, in terms of card economy.

Personal Note: when I craft <$20 decks, I generally don't have a concern for cards like Thoughtseize (Hymn is a good point). If someone plays a card that cost as much as my whole deck, I was probably not going to win anyway. This deck could be completely rebuilt to deal with those kind of threats (most decks of this build are $200-500). I am personally most threatened by disenchant and Counterspell.

Thank you kindly, Rickell, for your thoughts. Without quality debates, decks wouldn't improve as much - mine especially ;)

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Posted 31 December 2013 at 01:46

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I have seen a similar deck to this, but I think your version looks much more consistent. well done. :)

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Posted 30 December 2013 at 10:24

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Why, thank you. My goal was to reduce the cost; most of "these" decks tend to be pricey; however, being consistent is also nice.

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Posted 30 December 2013 at 17:56

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yeah, that is true. price is a pretty big deal.

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Posted 31 December 2013 at 01:30

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Heartless summoning, havengul litch, pawn of ulamog, perilous myr.

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Posted 30 December 2014 at 03:16

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May I suggest for consideration Insidious Dreams (and possibly Sickening Dreams)? It will help you set up your combo in two ways; getting cards into your graveyard, and getting the right cards on top of your deck for the combo. I just feel this is in dire need of a tutor to make it more consistent, maybe Infernal Tutor (obviously not Demonic Tutor because lol$). Otherwise, I really like the main concept of the deck, nice work.

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Posted 30 December 2013 at 12:45

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Very true! I added Insidious Dreams as an alternate (or in addition to) Sign in Blood (currently on sideboard to keep the cost under $20), but I think if someone looks here and wants to build or alter this deck, they will likely choose to use it. Thanks for the tips!

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Posted 30 December 2013 at 18:07

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Nice fucking deck!

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Posted 31 December 2013 at 00:49

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w190487 has deleted this comment.

Posted 31 December 2013 at 12:26

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Moonvessel Myr nets you zero mana with the Decaying Soil combo (and Heartless Summoning), however it counts as an additional spell towards your Tendrils of Agony every time you cast it, generating infinite Storm copies. Same with 2 Myr Retrievers: play one for 0, it dies, play the second for 0, it dies, it's death trigger grabs the other from your graveyard, repeat. The Myr Retriever combo even has the added benefit of not needing Decaying Soil for it to work (just Heartless Summoning), it will still generate infinite Storm. And as you noticed, the other combos generate infinite black mana (and infinite Storm) so they can be used for either Consume Spirit or Tendrils of Agony. Hope this answered your question.

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Posted 31 December 2013 at 15:04

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w190487 has deleted this comment.

Posted 31 December 2013 at 17:31

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You are right, w190487. That's my mistake (something that slipped through during the changes of the deck).

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Posted 01 January 2014 at 00:34

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Oh, sorry. My mistake.

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Posted 01 January 2014 at 11:07

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This looks flexible on paper but if you look closer, all variants to "go off" need the same card, Heartless Summoning. 3 of them also all need the same card, Decaying Soil, while the other two need Myr Retriever ... twice! And then at least another card on top of it. In a deck without any tutors or library manipulation and virtually no defence. Have you playtested it? I really, really question this deck's consistency.

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Posted 31 December 2013 at 18:59

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For argument's sake, we will figure we draw nine cards - starting hand + 2 draws - because we would ideally play Heartless Summoning on turn 2. The short answer (not as accurate, its just an idea), in terms of stats, is this:

The odds of drawing Heartless Summoning from our first nine cards is about 60% (assuming no mulligan). [~4/60 chance x 9 cards]
Second, we would assume we draw Heartless Summoning, leaving us in need of x2 Myr Retriever (18.5%) OR x1 Decaying Soil (53%) from the remaining eight cards.
Finally there are a handful of options to finish off "a combo". This is all assuming you don't play Sign in Blood.

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Posted 01 January 2014 at 01:23

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Somebody did homework i see. I think you are correct but i am not sure. Can you do Some math om my deck too?
http://www.mtgvault.com/kingholldder/decks/burning-choice/

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Posted 01 January 2014 at 02:17

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It's only rough math, but it is a general idea. The exact math is a lot more to put up here.

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Posted 01 January 2014 at 02:59

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All I am saying is that you should maybe drop one combo component (and reduce the viable combos to 4 or 3) and add tutors/library manipulation instead.

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Posted 01 January 2014 at 22:47

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Going from top to bottom in your description's list of combos, combo number 3, and 5 do not work with myr retriever. You would be able to lay the creature down for free but if you wanted to add it back to your hand you would have to pay 1 mana every time, and seems how it isn't producing mana it isn't considered an infinite combo.

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Posted 03 January 2014 at 20:11

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Read the cards again. Retriever immediatedly dies because the Heartless Summoning gives it -1/-1. And it reduces the casting cost by 2. So, Myr Retrievers cost 0, die as soon as they hit play and every time this happens, one returns the other one from the grave to your hand.

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Posted 03 January 2014 at 23:23

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w190487 has deleted this comment.

Posted 03 January 2014 at 23:32

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Ah, got it. Coolwip just confused me with his "you would have to pay one mana you want a creature back" part. Myr Retriever only works on artifacts, so I automatically assumed 3 and 5 are the ones with the dual Retrievers :)

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Posted 04 January 2014 at 00:02

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I fixed it. I assumed people would assume a "x2" (as Puschkin did), but you are right. For clarity, I removed it from the description from 3/5. Thanks for the feedback!

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Posted 04 January 2014 at 19:12

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Posted 06 January 2014 at 14:35

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Pawn of Ulamog. Maybe?

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Posted 15 June 2014 at 03:33

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I think the tokens created from Pawn would die due to the -1/-1 effect from Heartless Summoning before you have the chance to sacrifice them for mana (if that was what you were going for).

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Posted 15 June 2014 at 10:07

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Crap...it looked like it wold combo with this deck.

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Posted 15 June 2014 at 12:21

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Lots of downvoting going on here ... I tried to rectify by upvoting those that have negative votes without apparent reason.

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Posted 30 December 2014 at 13:13

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