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Freed Finals and the Infinite Mana

Modern Competitive Infinite Combo RGWU Show and Tell

wolfhead


Sideboard



Infinite combo based on getting an untap creature, a land enchantment, and Freed from the Real into play. Untap enchanted land with creature, untap enchanted creature with freed, demonstrate loop, then cast one of your x spells (or emrakul, if she's in your hand) for infinite/whatever wins.
It sounds like it's convoluted and a lot of parts, and it is.
But it can win on turn 2, it is literally filled with redundancy, and Drift of Phantasms is a 3-mana Demonic Tutor that ain't getting restricted any time soon.
And I am ALWAYS down for a transformative sideboard deck, though you can just run a regular sideboard if you feel like it, but I think it can be very powerful when your opponent is boarding against a combo that is no longer there.
Look, twin and pod ain't unbanned yet, guys. You wanna go infinite, youre gonna have to work for it.

But I'm not saying this list isn't competitive. You're just gonna have to slog through bolts and roll your eyes at what you topdeck every once in a while. But you can for sure take down an FNM with this list without having to draw really well or sequence perfectly. But both of those help, and that's the kind of deck that will win you that 5-round night.


Finale of Devastation : the easiest, most obvious win button. Cast for infinite, find emrakul, attack for infinite annihilator 6.

Emrakul, the Aeons Torn : I guess the simplest sequence, but doesn't ensure the win. But you are casting her instead of putting her into play so enjoy that extra turn before you attack for 15 annihilator 6.

Finale of Revelation : it ends up being sort of a funny sequence, but it does win on the spot unlike some of the other x spells. Could it be banefire? Sure, fine. Whichever you would rather cast for value when the game is going long. Anyways,
I generally like to cast revelation for 30-40 just to give myself a good chance to NOT draw every creature in the deck, and most likely end up with a devastation in hand. Then, proceed to devastate out whichever creature is left in the deck for infinite (after casting every creature in your hand if you wanna make a statement).

Drift of Phantasms / Blue Sun's Zenith : transmute drift for blue suns--or just cast blue suns--and cast it for infinite on your opponent. And yell STROKE OF GENIUS FOR 300! cause it's not like you're making friends with that combo deck that beat Steven turn 2 on game three two rounds ago.


- Finale of Devastation can tutor a mana creature if that's the piece you're missing. Arbor Elf is 3 mana, and Dryad Arbor is two! (gsz players nod nonchalantly).

- Drift of Phantasms finds Weirding Wood if you need a land enchantment, Blossom Dryad if you need the untap creature, and Blue Sun's Zenith if you need a win condition.
Most of you will probably roll your eyes, but if you've never played combo or tron, DON'T SEARCH if you're missing two or more pieces. Unfortunately, you might have to sit back and take draw steps for a little while.

- Trace of Abundance your non-basics against any deck running Field of Ruin . You only need two or three lands on the battlefield, anyway.

-If you're going to use the transformative sideboard, the basic "always out" package is:

  • -4 Freed from the Real
  • -4 Drift of Phantasms
  • - Emrakul, the Aeons Torn
  • - Blossom Dryad
  • - Weirding Wood (though the clue can come in handy)
    and any further cuts should probably come out of revelations.

    -You only need one untap creature and one land enchantment with freed to win. Keep that in mind against your opponent's clock. Even fetchlands can find dryad to throw in front of Thing in the Ice   to buy another turn. As long as you still have one creature one enchant land you can draw that last card you need and win.

  • Generally the lowest hand that's keepable has two different pieces of the combo and the mana to cast them. The worst two parts in conjunction are freed+win con, and that will get sent back a lot, but mana creature and basically any other part of the combo is pretty keepable. Never consider drift a piece of the combo unless you already have at least two in hand.
    A turn-two win only needs to see six cards, and since every nonland is at least one part of the combo and four (8ish) cards are tutors, you can topdeck yourself into a very good position very quickly.
    Modern is known for its mulligans, and you should mulligan pretty aggressively in this deck, too.

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    Revision 5 See all

    (4 years ago)

    +1 Beast Within main
    -1 Trace of Abundance main
    Date added 4 years
    Last updated 4 years
    Legality

    This deck is Modern legal.

    Rarity (main - side)

    9 - 4 Mythic Rares

    20 - 8 Rares

    5 - 3 Uncommons

    24 - 0 Commons

    Cards 60
    Avg. CMC 2.45
    Tokens Beast 3/3 G, Clue, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
    Folders playtesting, 2020 testing
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