Maybeboard


Overview

This deck revolves around sacrificing and reanimating creatures. Wins come primarily through life drain combos, but mill and attacking with a mass of tokens are also options. Wins should come by turns 5-7.

This Chainer, Dementia Master build differs slightly from others in that it is more line-of-play focused with substantial card redundancy. Whereas other builds tend to incorporate stax elements, toolbox options, and a degree of life gain, I prefer a 'the best defence is a good offence' approach (i.e. keep threatening to close out the game and see if other players can answer, rather than try and answer their threats).

A full list of combos appears at the end of the page, however the main winning combos with infinite life drain are:

Generally high mana cost creatures are brought into play via the graveyard, and lower cost artifacts etc played from hand.

How the deck plays

Two reasons I enjoy this build are (a) it's consistency (b) the ways in which combos are assembled. The consistency primarily comes from the aforementioned redundancy of cards. There are so many cards aimed at achieving the same outcomes that the deck always largely plays as intended. Obviously you 'can't win them all', but turns consistently feel like they're building to a win and never stagnate or leave you hoping to top deck something useful.

In regards to the combos, there are over 90 included in the deck but they are mostly just different versions of the same style of infinite reanimation and life drain. As such, it is not the variety of combos themselves that keep the deck interesting, rather the ways in which the combos are assembled. That is, around turns 5-7 you usually have enough tutors, token generators and sac outlets to get things rolling but the path to get there and figuring out the order in which things need to be played is always different.

In the next section I ran two quick playtests to give some indication of how the deck plays. These were the first and only playtests I ran, which perhaps speaks to the deck's consistency of play in that no further runs were needed to demonstrate how the deck 'should' work. Test 1 could close out the game at turn 4, which admittedly is a bit earlier than normal. Test 2 could close out at turn 6. Obviously there's no interaction from other players in these tests but as mentioned earlier, the aim of the deck is to keep threatening wins a force other players to answer.

Opening hand (no mulligan):

Turn 1:

Turn 2:

Turn 3:

Turn 4:

{now have infinite life drain with Chainer, Dementia Master + Phyrexian Altar + Abhorrent Overlord + Blood Artist}

Opening hand (no mulligan):

Turn 1:

Turn 2:

Turn 3:

Turn 4:

Turn 5:

Turn 6:

{now have infinite life drain with Chainer, Dementia Master + Phyrexian Altar + Wurmcoil Engine + Blood Artist}

Card breakdown

Combos

Suggestions

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Casual

91% Competitive