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Endless Ultimatums | Living Lore "Combo"

Modern Combo Competitive Cruel Control Midrange

JDMCRIB


Sideboard


This deck has recently went through some pretty big changes (see Updates), so I thought I'd rewrite the description.

This deck aims to do one of two things: Enter the Infinite + Lightning Storm + Living Lore or Cruel Ultimatum + Living Lore . Both of these combos grant us some serious advantage, and the former combo wins us the game (unless the opponent has a really high life total). Here's a card-by-card analysis:

THE COMBO(S):

  • Living Lore : The thing that makes this deck work. We slap a discarded Enter the Infinite, Cruel Ultimatum, or Kolaghan's Command on it and combo off for days. It also becomes an arbitrarily large creature as well; a 12/12. 7/7, and 3/3 respectively.

  • Enter the Infinite + Lightning Storm : This is our combo that wins us the game. Once we swing with Living Lore with this thing on its back, we essentially win the game. Of course there are some things that can get in our way, like a counterspell or some other dastardly trick, but we try to use this route only if they're tapped out.

  • Simian Spirit Guide: Allows us to cast Lightning Storm while we're tapped out after casting a hasty Living Lore .

  • Cruel Ultimatum: This card is an "infinite" loop with Living Lore . Basically, the "return a creature from your graveyard to your hand" effect on the Ultimatum can target our sacrificed Living Lore , so we can recast it and, as a result, cast Cruel Ultimatum as much as we want. Sometimes I win games with nothing but loops of this card.

  • Hall of the Bandit Lord: Technically this is a land, but it's important to the viability of the entire deck. Giving Living Lore haste is huge. Being able to not worry about spot removal on their turn following the turn you play Lore is awesome. The 3 life and only colorless is, however, a pretty big downside.

FINDING THE COMBO(S):

SUPPORTING CAST:

  • Kolaghan's Command: A 2-for-1 every time we cast it. It also loops with Living Lore (fun fact: recursion mode + destroy artifact mode = Affinity rekt).

  • Lingering Souls: We don't run , but it does have a Flashback cost we can manage. Combined with Faithless Looting and Izzet Charm , we can get some bodies on the ground while we find our combo pieces.

  • Tasigur, the Golden Fang: Speaking of bodies on the ground, Tasigur is a really solid creature in this deck. We can Delve away all the crap we discard to put a 4/5 into play. Pretty strong imo.

  • Noxious Revival: In the event that we have to discard something we like to Looting or Charm, this 2-life spell gets it back. It can also bring back anything that gets destroyed that we like.

  • Thoughtseize: Allows it to pick out any removal, countermagic, or other pesky threats to our combo right out of our opponent's hand, all at the cost of 2 life.

  • Pentad Prism: Fast mana is awesome, and acts kinda like a battery. It can also help us cast some of the more awkward cards to cast.

I hope the LANDS are self-explanatory.

EARLIEST POSSIBLE WIN:

T1: Land, Faithless Looting, pitch Enter the Infinite and another thing.

T2: Land, Expedition Map (optional Simian Spirit Guide to go fetch Hall of the Bandit Lord into hand)

T3: Use Map to get Hall of the Bandit Lord, cast it, do some stuff (Lingering Souls flashback, Thoughtseize, etc.)

T4: Cast a Living Lore with haste from Hall, exile Enter the Infinite with it, attack, sacrifice Lore, and combo off from there.

:)

Suggestions

Updates Add

In testing, I found that the Gifts Ungiven and Unburial Rites combo wasn't too consistent. The manabase was really weird when we needed to get that fourth color onto the field, and it just didn't work like it did on paper.

Thankfully, there is a pretty simple fix to this issue; another two-card combo: Enter the Infinite > Lightning Storm. We can Living Lore into Enter the Infinite and then use Simian Spirit Guides to cast Lightning Storm and discard all our lands to win as early as turn 4 at "instant" speed. So, the changes:

Mainboard:

Removed: 3x Gifts Ungiven, 2x Unburial Rites, 1x Sacred Foundry, 1x Hallowed Fountain, 1x Boseiju, Who Shelters All.

Added: 2x Enter the Infinite, 1x Lightning Storm, 2x Lingering Souls, 1x Hall of the Bandit Lord, 1x Blood Crypt, 1x Steam Vents.

Sideboard:

Removed: 1x Iona, Shield of Emeria, 1x Wurmcoil Engine, 1x Liliana of the Veil.

Added: 2x Fulminator Mage, 1x Echoing Truth.

We'll see if these changes work. Hope you still like the deck!

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Date added 8 years
Last updated 8 years
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

6 - 2 Mythic Rares

23 - 10 Rares

20 - 0 Uncommons

8 - 3 Commons

Cards 60
Avg. CMC 3.35
Tokens Spirit 1/1 W
Folders interesting deck types, stuff i like, Interesting Decks, Ideas, Modern decks, stuff, Modern (Lore)
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