New unbanning of
Fastbond
is nuts. After several versions, I've settled on this one, but Im always open to adapting it for meta reasons.
I cant decide on if going all-in creatureless is the best route, but I also don't really need to worry about creatures if I can just crop rotate into a
Glacial Chasm
or gain infinite life, which winds up happening in more games than not.
Anyway, much like a dredge deck mulls until they're holding a
Bazaar of Baghdad
, having
Fastbond
is everything. You can’t keep a hand that doesn’t have it, or a way to find it quickly. Luckily, the London Mulligan does a lot of our dirty work for us and
Enlightened Tutor
doubles our chances of a turn two win.
Into the combos:
Literally all of them involve having
Fastbond
AND a
Crucible of Worlds
in play. The variation in play will really just depend on the boardstate.
With
Zuran Orb
: Infinite life & infinite mana. Sac you lands for 2 life, replay them to lose 1 life, repeat for whatever mana you can produce. Be wary of opposing pithing needles here.
With a
Radiant Fountain
& a
Wasteland
/
Strip Mine
: Infinite mana. No net life gain here, but you still net +1 mana. Neat.
With
Horn of Greed
: Try to draw your deck without killing yourself. Really you should only have to do this until you hit a
Crop Rotation
into a
Glacial Chasm
, which prevents the
Fastbond
damage because of how it is worded. Alternatively, you could rotate into a
Radiant Fountain
to offset the life loss, and eventually you'll want to roll into
Rath's Edge
to pump the mana through and win.
Key lands include:
Buried Ruin
to grab artifacts from the bin. 1x is good.
Phyrexia's Core
to prevent decking yourself with
Horn of Greed
. 1x again.
Mishra's Factory
is for getting to 3 mana for the artifacts on the turn you win. 1x will do it.
Sol lands like
City of Traitors
and
Crystal Vein
are good here because they power through sphere effects and help power out our artifacts on the same turn we cast
Fastbond
. Their "downside" is also perfect for us here because we want to replay them from the yard, so they seem like a good fit. I originally ran 8, but these are getting trimmed with each evolution.
Lastly, I had a full set of
Dark Depths
and
Thespian's Stage
in the side in an attempt to transform the strategy in game 2 and to be more of a wildcard in game 3, but I have abandoned this idea. Honestly, having access to this line of play in game 1 is a nice emergency button against decks that we just cant beat. While a 20/20 bad boi isn't a guaranteed win, sometimes its just enough to eek out the W.
As always, I am open to ideas and suggestions. Thanks for reading and let me know what you think!