My version of a Breakfast Hulk deck for Oathbreaker using Tamiyo, Field Researcher with Flash.

Let's start by walking through the combo. You need to cast Flash when you have Protean Hulk in your hand. Flash will put the Protean Hulk from your hand on to the battlefield. You can elect to not pay 3GG, which forces you to sacrifice the Hulk. Luckily that's what we want to do anyway. When you do, you'll go into your deck and get Cephalid Illusionist, Nomads en-Kor, Grand Abolisher, and Hapless Researcher. Nomads en-Kor activates its ability targeting Cephalid Illusionist, making you mill 3. You do this until your deck is empty. At this point, you need Laboratory Maniac in play. Then you sacrifice Hapless Researcher to draw a card from your empty deck and win the game. The Grand Abolisher is here to make sure nobody can interfere with your game plan once the Hulk trigger resolves. There are several very real weaknesses with this deck, but some things that look like issues can actually work out well, so let's go into both of those.

Weaknesses

1. Having your combo pieces in your hand. If your pieces aren't in your deck, you can't get them with Protean Hulk. I've tried to remedy this by running Brainstorm, but the next best effect for this (to try and double down) is Scroll Rack which is pretty expensive for our taste. At that point, it would be more efficient to just cast the pieces from our hand and fetch up what we're missing with Hulk.

2. Weak to discard. If we have one of our pieces in our hand and it gets discarded (targeted discard or something like Wheel of Fortune or Windfall), then we're in trouble. I run Memory's Journey to try and recover, but it can be rough. And if any of them get exiled, we're completely out of the game. I'm considering running Pull from Eternity to both recover any exiled pieces and to loop with Memory's Journey. For this loop, you flashback Memory's Journey targeting whatever you need, cast Pull targeting the Journey, then flashback the Pull and whatever else you might need. But if you have multiple pieces exiled, it becomes nearly impossible.

3. Mana hungry. In order to fully combo, we have to usually still cast Laboratory Maniac after the Hulk trigger has resolved. And most of those times, we'll also have to Memory's Journey the Maniac back, draw it, cast it, and then draw again. It's all pretty clunky and mana hungry.

Remedies

1. Lots of mana dorks. This gives us the acceleration we need in a lot of situations to power through our combo. Hopefully even with some countermagic protection.

2. Lots of creature tutors. If the Maniac is in our hand, then we only need to cast it instead of the Memory's Jorney, draw, and cast it. Cuts out a lot of the clunk.

3. We run Silence, which will often (but not always) function exactly like a Grand Abolisher. In the situation where you have Silence and one of your non-Abolisher, non-Laboratory Maniac pieces in your hand, you can get the Maniac. This frees your up to 3 mana, which any two of your other pieces slot into. Then you'd just need to cast your piece from hand and win on the spot.

I was going to type out what you would need for any combination of your pieces, Laboratory Maniac, Memory's Journey, and Silence between your deck and hand, but then I realized that's 128 possibilities and ain't nobody got time for that. I'm going to just assume you can count. You really need to plan out your turns before you act though. The worst thing you can do is go for it and be a mana short and die because you messed up the count or forgot you needed to hand a draw spell to get the Laboratory Maniac after you Memory's Journey it back. The lines make you really vulnerable, so you need to either win or not start it. From experience, I'd recommend using the time during your opponents' turns to figure out what you need and if you can go for it on your next turn. If you take the time on your own, your opponents might think "Oh, they're counting. They must be close to going off," whether you are or not. Once you get more experienced, figure up "Ok, I can't go off now, but if I draw X for my turn, I can." That way, once you draw for your turn, you're still minimizing the time while you figure, hiding how close you are.

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Date added 4 years
Last updated 4 years
Legality

This deck is Oathbreaker legal.

Rarity (main - side)

1 - 0 Mythic Rares

34 - 0 Rares

8 - 0 Uncommons

15 - 0 Commons

Cards 60
Avg. CMC 1.43
Tokens Bird 2/2 U, Emblem Tamiyo, Field Researcher
Folders Oathbreaker
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