Unlimited Power? Barely allowed in any stretch of the rules?

This deck is an ultra casual deck that is barely legal even in casual, but completely breaks the game of magic to your whims. The deck itself does not do anything because no opponent would ever dare face its power, but if you have a friend playing a tough game send him one of these combos to help out.

Ok so this deck has 6 combos, 5 of which are mine and one I found while looking at decks. Here is a description of each combo, they will be explained later. The cards above are sorted by combo, and cards are in multiple combos but that does not mean you need more than one of a card, though for combos in the File share combo you will want an extra copy of the card; one to send and one to use.

- File Sharing

The file sharing combo is something I developed to send cards to other games, and the original combo was infinitely repeatable, but for this version I decided to make it just fire once. This combo is used to send cards to another player's game, so that if your friend is playing a really mean player you can give them a little boost.

- Rip and Tear

Rip and Tear was the first truly game breaking combo. my friend built a deck he called death star, which used Weight Advantage to make 0/3 for 0's into 3/3's and hit for a lot of super fast damage. Our meta has always been a really slow meta, so death star would aggro out people out by turn three. That did not stand for me, so I decided to make rip and tear, a turn 1 combo that would allow you to rip up your opponents cards.

- Own the Game

The Own the Game combo was the next combo I developed after learning about the Ante format. The combo itself is relatively simple, you use cards that make players ante their library, the hard part was the turn 1 launch. This is because the ante has you ante 1 RANDOM card. This made it so that for each card in the launch combo you needed 1 extra card. This meant the combo was impossible as far as I knew, until I added some more conspiracies.

- Buy a Drink

This combo is not one of mine, but I think it fits amazingly into this deck. The combo came from Two MTG players walk into a bar.... I was reading through combos and saw this deck, and I thought wow that was so amazing. It actually inspired me to make this deck. The combo works with Ashnod's Coupon and R&D's Secret Lair(Link broke :( ) to make your opponents buy you drinks.

- Add a Friend

So the unstable card Better Than One allows you to rope in a player to your game. So this is less of a combo and more of adding friends.

- Do What you Want I Don't Care

Ok this combo is pretty much as sketchy as things can get. This combo uses un-cards, really sketchy rule interactions, and is definity NOT supported by wizards. It lets you change any rule.

How to play?

The deck's power comes from its turn 1 launch combo, which if you can get someone to actually play against them acts as an unstoppable Turn 1 combo off guaranteed.

Conspiracies:

Each Advantageous Proclamation makes it so that your deck needs to have 5 less cards. Stacked together you only needs to have 5 cards in your deck.

Why pay for spells? Brago's Favor takes off 1 colorless mana from a spell, which is pretty cool. 15 of them allows you to cast Mox Lotus for free.

This conspiracy is pretty neat cause it lets you go first. This just makes the combo even more stable and unstoppable.

Deck:

So one component of breaking magic is infinite mana. There are many different combos for infinite mana, but I figured this deck is so broken why not use Mox Lotus ? It 's for , and you can pay 100 for a color mana. Plus with Brago's Favor you can cast it for free.

Mastermind's Acquisition is a super cool card, and is my favorite tutor and wish. Sure there are cheaper tutors and wishes, but this one is both in one card. This deck doesn't use the tutor function, but it is still my wish and I chose to use it.

This card is pretty neat because it allows you to cast your spells as many times as you want. Pretty simple: cast Mastermind's Acquisition then replicate it and grab your sideboard.

The one weakness of my previous combos was the lack of counter-magic. Against most decks this kind of counter-magic is pretty much useless. Legacy decks are really the only decks that can go toe to toe with this deck, but four pacts of negation throw up a shield that only a deck with 4 packs plus other free counters in their opening hand can hope to stop.

The deck has a few combos that act as utilities and allow you to do stuff. I will reference the action resulting from the combo to save time in the future.

Utility cards

  • Silence This is a great utility spell to stop people from casting pesky spells at you, and with Vedalken Orrery you can play it on their turns for memage.

  • Reliquary Tower This land allows you to have as many cards in your hand, quite useful for holding spells

  • Platinum Angel This angel makes it so you can ignore game losing effects.

Utility combos

  1. Spell return: use Eldrazi Displacer to Flicker Archaeomancer to put a spell in hand. When I don't state how I got spells back this is how.
  2. Permanent return: use Reminisce to put the cards back into your library then Mastermind's Acquisition them to your hand.
  3. Put all cards in library:
    1. Spell return Mastermind's Acquisition into your hand.
    2. Scroll Rack the Mastermind's Acquisition to the top of the library.
    3. Harmless Offering a Chaos Wand and Djinn Illuminatus to them.
    4. Mindslaver to take their turn.
    5. Make them use Chaos Wand to use Mastermind's Acquisition to grab all the cards from their sideboard and an other zones (or their collection ;) ) to their hand.
    6. Pass back to your turn and survive the draw loss with Platinum Angel .
    7. Boomerang all of your opponent's permanents to their hand.
    8. Mind Shatter all of their cards from hand to the bin.
    9. Pull from Eternity any cards they have exiled.
    10. Reminisce their graveyard into their library.
    11. Karn's Touch your Chaos Wand to make it a creature.
    12. Dominate the Chaos Wand to get it back.
  4. Manafest:
    1. Put all cards in library
    2. Sylvan Offering to give the opponents a bunch of creatures(more than the number of cards in their deck)
    3. Reality Shift the tokens to manifest their library
  5. Un-Manifest: Use Ixidor, Reality Sculptor to turn cards face up and Vedalken Mastermind being untapped with Filigree Sages and Mycosynth Lattice to put the spells in hand.
  6. Win: Play Laboratory Maniac and use Azure Mage to draw for the win. This is the included win condition to end games once you have used any combos.

random text

  1. Manifest their library.
  2. Dominate their board to get their cards.
  3. Karn's Touch your Blacker Lotus .
  4. Mirrorweave to make all their morphs into copies of Blacker Lotus .
  5. Activate all the fake Blacker Lotus es.
  6. Win.
  1. Manifest their library.
  2. Dominate their board to get their cards.
  3. Mindslaver to take control of their next turn.
  4. The Chain Veil Karn Liberated allowing him to gather the future combo pieces: Mindslaver , Vedalken Orrery , Rebirth (can be gotten using Scroll of Fate , turned into a morph, then unmorphed in the new game with Vedalken Mastermind ), and Vedalken Mastermind for the next game and Contagion Clasp for extra loyalty.
  5. Karn Liberated their morphs to save for the next game.
  6. On their turn have them decide the next game is ante, then restart the game.
  7. Mindslaver them on the new game.
  8. Rebirth their library and make them ante all their cards.
  9. Win.
  1. Tap Scroll of Fate to manifest the cards you want to send from your hand
  2. Use Filigree Sages to untap Scroll of Fate
  3. Repeat 1 and 2 for each card you want to send
  4. Cast Side Quest for each morph card and animated artifact you want
  5. While Side Quest is on the stack cast Sleight of Mind to change silver to black. This allows the spell to target any game instead of just un-games
  6. Un-Manifest the cards in the new games

Make sure to transfer a Mox Lotus for mana

  1. Play R&D's Secret Lair(Link still broke :( )
  2. Karn's Touch Ashnod's Coupon to make it a creature, but it would die so play Benalish Marshal to boost it and keep it alive.
  3. Tap Sac Ashnod's Coupon to make your opponent buy you a drink, but they pay because of R&D's Secret Lair(Yep broken)
  4. That untaps Salvaging Station , which can be tapped to return it to the board.
  5. Repeat for desired drink count.
  6. Win.
  1. Cast Better Than One to grab a player
  2. Give them what ever you want its up to you
  3. Use the do what you want combo to trap poor players
  1. Play R&D's Secret Lair
  2. Play a card that you have written your rule changes on
  3. Because of R&D's Secret Lair your written changes take effect, and as cards have priority over rules you can now change any rules

If you have any questions, see any flaws or have a combo, please comment as I would love to make this deck even better!

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Date added 4 years
Last updated 4 years
Legality

This deck is not Casual legal.

Rarity (main - side)

6 - 0 Mythic Rares

26 - 0 Rares

23 - 0 Uncommons

17 - 0 Commons

Cards 73
Avg. CMC 3.16
Tokens Elf Warrior 1/1 G, Manifest 2/2 C, Treefolk X/X G
Folders AAAAAAAAAHHHHHHHHHHHH - time to ruin the game
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