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.
2 days ago
Personally I find your deck better now than it was before, I really apreciate the shift to Esper, but I'll make some little changes:
I'd cut Rootborn Defenses, to get the synergy you need 7 mana, and what about if an opponent has a Remand? Obviously this isn't such big problem, but consider that Rootborn Defenses gives your creatures indestructible and puts only a 1/1 on the battlefield. If you really want to have that synergy in your deck I suggest you Make a Stand (because a +1 +0 to all creatures is better than a token), or Selfless Spirit.
Just one technical term: combo is something that goes infinite or that instantly makes you win the match (for example infinite mana with Basalt Monolith + Rings of Brighthearth or Duskmantle Guildmage + Mindcrank , synergy is when two cards have effects that do really well when used both.
As for the lands think about Godless Shrine, Hallowed Fountain, Flooded Strand, Glacial Fortress, Fetid Heath, Urborg, Tomb of Yawgmoth, Irrigated Farmland, they are very helpful if you need specifical colours. In my opinion you should reduce them, I find 24 too much.
Think about Zealous Persecution. It could be useful to boost your creatures and make less stronger the opponent ones.
I don't know if you want to add some things that will make you see your opponent's hand and discard some cards (personally I'd put some), but here are some names: Thoughtseize, Inquisition of Kozilek, Tidehollow Sculler, Duress, Despise, Kitesail Freebooter.
2 months ago
So I play a very similar deck, but on my combo turn I usually use Basalt Monolith + Rings of Brighthearth for infinite mana. In your videos you usually go for the Scrap Trawler route. Other than colored mana, what is the benefit of this because for me its time consuming and gets old to have to search out the creatures every game.
2 months ago
@Brewstorm I wanted to know why you put in Sky Diamond , Coldsteel Heart, and Star Compass . I really do think they're useless if you get into late game and you really need that one spec of mana to win, but you draw into one of these three cards.Also, why not Power Artifact in the deck? I know that you did take out the Basalt Monolith + Rings of Brighthearth combo out, so you'll have one less target for it, but you can still use it for Grim Monolith and Isochron Scepter, even though it doesn't decrease it to 0.
6 months ago
Akroma's Memorial - Well don't I feel stupid, it really is an obvious card to use for a deck like this isn't it.
Omnath, Locus of Mana - I only just looked up the ruling for him plus Kruphix, God of Horizons I had assumed that my commander's effect would take priority but apparently not, you were completely correct thanks!
Basalt Monolith + Rings of Brighthearth - Unfortunately without both cards on the field neither does anything useful as far as I can tell and I'm not going to throw out other cards to make room for the fetches needed to make it happen
Pristine Talisman - I'll think about it, I'm just not sure what I would drop for it.
7 months 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.
9 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.
10 months ago
10 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