This combo generates infinite colourless mana.
- Have all permanents and any other source of two mana on the battlefield.
- Tap Basalt Monolith to generate .
- Spend that mana to activate Basalt Monolith's untap ability and put it on the stack.
- Generate two mana from any other source to pay for Rings of Brighthearth triggered ability, copying the untap ability from Basalt Monolith, and putting that copied ability on the stack.
- Let one untap ability resolve, and tap Basalt Monolith to generate in response to the second untap ability.
- Let the second untap ability resolve and tap Basalt Monolith to generate for a total of six colourless mana floating.
- Repeat steps 3-6, using the mana generated by Basalt Monolith to pay for every iteration after the first.
1 month ago
Hi darleen, I'm a fan of Memnarch and have listed it some tima ago but dismantled. I see you dont run + and Sensei's Divining Top to combo out with Mycosynth Lattice. But Scrying Sheets would be great. For all other things the deck seem realy solid so a +1 is a must for me.
3 months ago
: You use + to make infinite mana. Activate Top's draw ability, copy with Rings, let the ability resolve, drawing you a card and putting SDT on top of your library. You still have one Top ability on the stack, so that one resolves and you draw the Top and since Top is no longer on the Battlefield, you don't put it on top of your library. Cast SDT again and repeat.
3 months ago
3 months ago
Breya is stupid combo heavy, but that can also be her downfall.
When i made her the first time around i had sooo many combos like yours, but when i started playtesting i quickly realized that the deck was trying to do too much and had to cut alot of the combos out and put in more things that helped me either get what i needed or added cards that did the same thing to help with consistency. Because breya herself is a token generator, sac outlet, and both artifact and creature, we can abuse this better than if we put in 10 different combos that are stupid powerful but dont help the deck as a whole. Taking extra turns is great, or making a big army is terrifying, but having 30 different combos doesnt make you consistent, and therefore its ineffective.
I ended up cutting out of my deck most of the discard as an additional cost, only really keeping Faithless Looting because of its 1 CMC and its flashback ability and putting in instants with CMC 2 or less that either spot removed threats from the table, or protected the combo, and threw in an Isochron Scepter. What this allowed me to do was not only add in another artifact I could sac for later, but also gave me the option to put a little control in the deck without wasting a bunch of slots so i could further add in stuff that either was consistent or got me where i needed to be.
The 2 combos i decided to stick with for the deck to work was the breya combo and the sharuum combo.
The breya pieces are as followed:
The best part about this is that every piece here is a threat on its own as the rest of the deck benefits from them. We can easily swap breya for a Myr Battlesphere and get the same effect and go infinite, or we could individually use each piece to help us get to where we need to be for certain cituations: having that little extra mana or blinking an ETB effect to abuse it again. Each piece is just as powerful alone as they are together.
And the best part about both of these combos is that we have creatures ETBing constently. So we throw in things that further abuse this:
These are all generally low CMC cards thats bully our opponents relentlessly and effectively. Having just 3 in the deck or 4 if you habe an extra slot available can easily cause your opponents to panic and miscalculate. Plus being able to keep up a threat or baiting out the counterspells only to have more of the same thing in your hand improves your chances of comboing out and winning the game or get extremely ahead. Both combos can abuse these cards, making them double efficient. The same goes for Bitter Ordeal, low CMC and is equally terrifying as even if you dont go infinite, the ability to pull the only answers your opponents have in their decks is poweful, even only getting a gravestorm count of 5-6 can be the deciding factor in a game.
The rest of your deck should synergize together as a whole.
Tutor/ recur/ or cheat out your combos with cards like:
- Arcum Dagsson
- Daretti, Scrap Savant
- Tezzeret the Seeker
- Transmute Artifact
- Goblin Welder
- Open the Vault
- Scrap Mastery
- Demonic Tutor
- Enlightened Tutor
- Master Transmuter
- Trash for Treasure
More synergy with cards like:
Wurmcoil Engine (deathmantle combo, plus value in being a threat that generates 2 more threats upon dying)
Myr Battlesphere (discussed above as a breya replacement for her combo)
Darksteel Forge (high CMC but we can drop it consistely with mana cheating or accelerants, plus value)
Padeem, Consul of Innovation (remember Mycosynth Lattice? Plus this protects all but 1 of our main combo pieces: Eldrazi Displacer is the only one Padeem cannot protect...unless Mycosynth Lattice)
Unwinding Clock (this is bonkers if the game goes slow, with all the artifact lands, mana rocks, thopters, myrs, and tap abilities...welcome to Valuetown)
Ethersworn Canonist (this can make or break a game. This is nonartifact prison and shuts down alot of other decks while we continue to combo off without fear of them stopping us. HIGHLY recommend)
Metalworker (this guys is bonkers...he can easily tap for a bunch of mana to help cast cards, activate abilities...all with a single tap)
The rest of the deck is really just left up to mana base/rocks and general protection (i.e. spot removal, boardwipes, draw power, etc...) and personal flavor.
The mana base is important. Because this is an artifact deck, we can abuse artifact ramp: arguably the most efficient ramp in the game/format. Mana rocks replace alot of land slots and itll still run just as well. 30-32 lands with about 6-7 rock will get you there no problem. Remember Unwinding Clock? Or colorless mana loops like + ? Youll get there. Run all your artifact lands, run fetches and fixers and whatever duals you have access to. But you wont need to go over 32 lands.
Academy ruins just synergizes well with 80% of the deck, plus Mindslaver is wonderful.
Prototype portal is wonderful synergy with mana rocks, artifact lands, and ETB creatures
Your combos like time sieve/ sword of the meek/ thopter foundry, or cards like Saheeli, Scrapheap, Sydri, chief engineer, pili- pala/grand architect. Yes these are all good cards, but they dont synergize enough to the point where they will impact the game. By focusing on what the deck want to do and helping it do that rather than throw this combo in or that combo in and calling it a combo deck is what seperates the good from the bad.
Lower the land count, remove the extra combos that dont help Breya, and throw in synergy, protection, and ways to get what you need from where it is.
Thats my input atleast, hope this skeleton helps with what your trying to accomplish
4 months ago
What about adding basic wastes to the landbase? Could make use of Wild-Field Scarecrow for more ramp. And it could replace the do-nothing colorless lands like that one that boosts Griffins lol.
4 months ago
Thank you all for the wonderful suggestions. Vandalblast has been something I've heavily considered.
Another hilarious instance I've accidentally stumbled upon. With Breya and Mycosynth Lattice & the Infinite Loop with + on the board, + with the steel acting as a copy of Spine, we can sac both to Breya and recast them an infinite number of times, destroying the board as they both return to your hand.
One thing I'm really working on now is just land-fixing. I'm in the process of adding in the appropriate shock lands, Mana Confluence and City of Brass.
4 months ago
Sorry, didn't reply when you asked for suggestions...
I see you already play Sol Ring, which is one of the most powerful artifacts (2 for 1 mana, no drawback) but you won't draw it often. You should put in all of the similarly powerful artifacts to have a better chance of drawing at least one of them early or on the starting hand: Mana Crypt, Mana Vault, Mox Diamond, Mox Opal, Chrome Mox, Grim Monolith, Voltaic Key, maybe Lotus Petal, Coalition Relic and Thran Dynamo.
That should be your basic package for speed. Depending on the deck you might want to add Dark Ritual, Mind Stone, Everflowing Chalice, Worn Powerstone, + and the signets and talismans in your needed colours.