![]() Unfortunately, I would suggest against doing that, and the reason why is Duskmantle Guildmage and Maddening Cacophony. If you ever played this nonsense pile of a Johnny dream deck, then you may consider blindly selecting the combos before a game. (4,525 Inclusions, Near Infinite Lifeloss, Near Infinite Mill, Each Opponent Loses the Game) ![]() Don't worry, though: if you pull the trigger and things don't work out, there's also an Echo of Eons sitting there in your graveyard as a reset button! I did find room for a Dread Return you could Flashback to grab Laboratory Maniac, if you have enough creatures, but otherwise you're in for a rough time until you get all the proper pieces into your hand or onto the battlefield. In other words, you're likely to mill your win condition, at which point you're going to need to find a way to get it back. Alchemist's ability then resolves, untapping itself, so you can do it all again, as many times as you'd like!Īgain, though, there's a wrinkle here, and it's that you aren't drawing all these cards, you're milling them. If you were wondering why the deck was playing both Laboratory Maniac and Jace, Wielder of Mysteries when it was already going to be guaranteed to have Thassa's Oracle as one of its win-cons, then look no further than Mesmeric Orb and Aphetto Alchemist ! This one is a little simpler to map out, as far as the combo goes, with you only having to have both cards in play, at which point you can tap Aphetto Alchemist targeting itself, which triggers Mesmeric Orb. Of course, we could make life easier with a Gilded Lotus and a few Worn Powerstone equivalents, but it turns out when you try to make a deck work with ten different combos, you're a little strapped for space! It's not impossible, mind you, but it is going to be extremely difficult without getting down a ton of mana rocks, at least one of which is a kicked Skyclave Relic. In this deck, that's going to be beyond difficult, even playing eight different three-mana rocks. The only problem? Everything I just described costs six mana, and the combo only works if you have nonland permanents that can tap for five mana, as those are the only things Dramatic Reversal untaps. You then let the copy resolve and untap all your stuff, then copy the original again with the untapped mana. It's not quite as bad as the featured set of Nivix Guildmage and Reset, but it essentially does the same thing: gets Nivix Guildmage out, then casts Dramatic Reversal, then copy Reversal while it's on the stack with the Guildmage's ability. Let's start with the worst we'll see in the deck, the combo we'll pick out when we want the thing to operate a little more slowly. So I figure, why not play a deck that plays ten different combos, just to keep things fresh? You can roll a die before each game to randomly pick which two-card combo you're going to go with this go-around, or you could pick the specific combo out to try and match your deck's power level to the table! You won't ever get down to Battlecruiser level, but there's such a thing as a bad two-card combo, believe it or not!ġ0. Sure, the lead-up to actually getting them to go off can be exciting, but even that lead up gets to be a bit run-of-the-mill at times, with games feeling like the exact same over and over again. Why the non-repetition clause, you ask? Because I have another beef with playing combos: they're boring. This week, we'll be going by EDHREC score of the combos, as listed by Commander Spellbook! As is tradition, all results are ordered by EDHREC score. So, why don't we check out which cards will win us the game this way? Top 10 Grixis Two-Mana, Two-Card CombosĬriteria: Two-card combos whose constituent parts each cost two mana or less, fall within the Grixis color identity, and work if both cards are cast (sorry, Dramatic Scepter combo!), with only the most popular representative featuring a given card being counted (otherwise the whole list is just Thassa's Oracle variants). ![]() ![]() Obviously, if we do this, we'd want those specific cards to help us end the game. You see, if your deck only has one or two spells that costs two mana or less in it, and then you cast a three-mana spell with Cascade, then voila! You go get those specific cards. No, I'm not playing Keruga (although I would be if I could), I'm abusing Cascade! Less close observers probably still picked up on the fact that almost everything in the deck costs three mana, and nothing costs under three mana. Buy this decklist from Card Kingdom Buy this decklist from TCGplayerĬlose observers will note that this "deck" only has 98 cards in it. ![]()
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