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Welcome to Hulk Inc.!

Hulk Inc. is a midrangey combo deck that uses Flash + Protean Hulk to gain infinite mana and win the game with spell loops, possibly at instant speed. The deck is built to be able to disrupt faster decks and grind along with slower ones until it can find a window to go for the win. The low number of dead (combo-only) cards we have allows us to keep our card quality very high while still having access to fast combo lines offered by Flash Hulk.

Generally the deck wants to play a slower, more controlly game where it can utilize it's value engines to bury it's opponents in card advantage and then go for the win when the time is right, ideally with protection. In very fast, more uninteractive pods however, it can be correct to aggressively tutor for combo pieces and try to race.

As one of the ideal scenarios for us is to have other people try to go off, fail, and then be out of interaction for our own win, dealing with card advantage engines as soon as we (safely) can is key to keep our opponents under pressure.

With that being said, a good hand for this deck generally contains a card draw engine, some early ramp, and ideally some interaction for the early turns. Pod composition and turn order will somewhat dictate what kind of engines are good and which are less ideal. (for example, Mystic Remora loses a lot of power with every player that acts before us, and Rhystic Study on turn 2 or 3 isn't amazing in a fast combo pod if we don't also have mana and interaction to survive while playing it)


Card Advantage Engines


Mystic Remora / Rhystic Study : while these allow our opponents to control how much value we get from them, the potential return heavily outweighs the investment. In addition, if our opponents choose to deny us cards by changing their plays, we get to slow the game down instead, which might result in more turns, which gives us access to more cards and more mana.

Seedborn Muse / Training Grounds + Thrasios, Triton Hero : also on the slower side, these two engines shine in the mid- to late game, where we can keep up interaction, and if we don't have to do anything else, feed our excess mana into Thrasios activations. Seedborn Muse is a ridiculous card and can absolutely bury games if we get to keep it around for a few turns.

Keen Sense + Vial Smasher the Fierce : requires us to have Vial Smasher out, which is a bit awkward sometimes, but the payoff is insane. The deck already wants to do most of it's things in other people's turns, so turning one spell per turn into a cantrip is great.

This deck wins the game by generating infinite mana and starting a loop with various spells that will result in a victory one way or the other. By not running a dedicated wincon (à la Laboratory Maniac , Aetherflux Reservoir , etc.) but instead using our interaction pieces we can free up slots while also being less susceptible to losing wincons to Wheel discards, exile effects or similar.

We primarily achieve infinite mana in one of 2 ways: Flash Hulk and Freed From The Real combo.

Standard Pile


Requirements: Flash and Protean Hulk in hand, available. Vigean Graftmage , Incubation Druid and Torch Courier in deck.

  • Cast Flash and put Protean Hulk into play without paying for it.
  • Hulk dies and let's us put Vigean Graftmage , Incubation Druid and Torch Courier from our deck into play.
  • Graftmage's Graft ability allows us to put a +1/+1 counter on Incubation Druid.
  • Sacrifice Torch Courier to give Incubation Druid haste.
  • Tap Incubation Druid for .
  • Use to untap Incubation Druid with Vigean Graftmage.
  • This allows us to gain an arbitrary amount of blue mana, which we can then use to generate mana in other colours.


Bloom Tender Pile


This line can also be done with Bloom Tender instead of Incubation Druid if we either a) have a red or black permanent on the board in addition to Bloom Tender and Vigean Graftmage (Torch Courier doesn't count as he needs to be sacrificed for the combo to start), or b) have Training Grounds in play, reducing the cost of Vigean Graftmage's untap ability to (instead ).

Using Bloom Tender has the downside of not having access to infinite , but there are still winning lines with it (see below).


When Things Didn't Go As Planned


As usual with hulk, one of the problems the deck can face is having a clean kill ruined by drawing the wrong combo piece before going off. However, there are solutions. The easiest being to use Brainstorm to put any combo pieces back into the library and then going for the combo. If Torch Courier isn't available, we can use Flash Hulk at the end step right before our turn, giving our opponents the least opportunities to disrupt the combo, and allowing us to untap and go infinite at any time.

Also, while it's not the greatest feeling to do so, if Flash or Hulk have been exiled, we can always assemble the combo manually, either with Torch Courier or without. One note of importance is to make sure that we play Vigean Graftmage before Incubation Druid/Bloom Tender, as Graft only triggers for creatures coming into play after the creature with the Graft ability. (If we can use Incubation Druid's Adapt ability however, the order is irrelevant)

If Incubation Druid and Bloom Tender got lost, we can use Arbor Elf to go infinite with Vigean Graftmage, but this line requires either a) a land enchanted with Utopia Sprawl or Wild Growth and Training Grounds in play, or b) a land enchanted with both Utopia Sprawl and Wild Growth. If the setup is there, this line also works off Hulk.


Value Hulk


Now, if Vigean Graftmage got exiled, all the above combos are dead. However, Flash Hulk can still be used as a powerful instant-speed tutor for different creatures that may be able to get us ahead enough to drown our opponents in card advantage, or set up a win with Freed from the Real (see below). Spellseeker (finding tutors, removal or protection), Seedborn Muse , Dark Confidant , Gilded Drake , Bloom Tender , Spellskite and Vexing Shusher are all useful options for "value" Hulk piles.

Freed From The Real Combo


Requirements: a non-summoning sick creature that is able to produce at minimum two mana, one of which has to be , Freed from the Real in hand.

  • Enchant the mana dork with Freed from the Real .
  • Tap for two or more mana.
  • Use the to untap the creature.
  • This generates an arbitrary amount of mana the creature can produce in addition to the needed to untap it with Freed From The Real. (for example, Bloom Tender + Freed will result in infinite and an untapped Bloom Tender that can produce one .)
In this build, the mana dorks that can combo with Freed From The Real are Bloom Tender , Incubation Druid (with a +1/+1 counter on it) and Arbor Elf (if it can untap a forest that is enchanted with Wild Growth or Utopia Sprawl to produce ).

The combo generally requires a dork to survive a turn, but can be speed up by using Torch Courier to give the dork haste.


Flash Hulk Into Freed Combo


Flash Hulk at the endstep before our turn can grab Spellseeker , Bloom Tender and Deathrite Shaman . Spellseeker gets us Demonic Tutor , which finds Freed From The Real. Given enough mana to cast the tutor + Freed, this gives us the win after we untap.

For a win in our turn we can also tutor up Torch Courier instead of Deathrite Shaman .

The core combo package of this deck requires 4 dead cards (Flash, Hulk, Graftmage, Courier), 5 if we're adding Freed from the Real. Having a small combo package gives us better topdecks, but also lowers our chances of randomly drawing into missing combo pieces, and can make us weaker to certain types of interaction and losing pieces to random mill or exile effects. By running additional combo packages we can diversify our threats and strengthen our proactive gameplan. This shell can support a fair share of different combos, so playstyle preference and meta expectations will determine if, and if so, what should be added.

Guildmage Reset


Requirement: Izzet Guildmage and Thrasios, Triton Hero on the board, lands able to produce , and a total of available during opponent's turn and not on upkeep. (old cards be weird on wording, yo)

  • Cast cast:Reset and hold priority.
  • Use Guildmage's ability to copy Reset.
  • The copy of Reset resolves, untapping our lands.
  • With the original Reset on the stack, copy it again, using the mana from the untapped lands, floating at least .
  • Keep copying Reset for infinite mana of all colours our lands can produce.

This combo offers another instant speed win, as well as some potential built-in protection, as any interaction with the combo can be responded to with another activation of Guildmage.

We can also assemble the combo at instant speed with Flash + Hulk by tutoring up Guildmage and Spellseeker (and whatever we want for 1 cmc). Spellseeker then grabs Reset for the win.

Note: With infinite mana we can also use Guildmage to copy our spells over and over, allowing us to stack our library with Noxious Revival after using any amounts of spells to clear the board, etc.


Consultation Lines


Demonic Consultation and Tainted Pact with either Laboratory Maniac or Jace, Wielder of Mysteries on the board can win the game by exiling our library and then drawing a card. Jace can also use his +1 ability to draw the card, giving us the freedom of not having to have additional cantrips or mana for Thrasios activations.

With a Labman or Jace out, these combos can also win at instant speed by having Consult or Pact plus any card draw in hand, giving us even more flexibility.

Consult lines also layer with Flash Hulk by tutoring up Laboratory Maniac + Spellseeker (finding Consult or Pact).

While Labman and Consult aren't the greatest cards per se, Jace and Tainted Pact are decent enough, and both lines ignore Cursed Totem effects, which are one of the more annoying things we can face.

Once infinite mana is achieved, Thrasios, Triton Hero can draw our entire deck, giving us access to whatever spells we want to loop for the actual win. The general infinite loop post-infinite mana will always look similar to this:

(assuming infinite mana of all colours and deck in hand)

  • Destroy a permanent with Assassin's Trophy .
  • Cast Noxious Revival on Trophy.
  • Draw Trophy with Thrasios and cast it again.
  • Cast Timetwister and shuffle everything back into the deck.
  • Draw the deck again with Thrasios.
  • Repeat infinitely to destroy all permanents our opponents control.

While Timetwister will also draw our opponents into new hands (and thus potential answers), having the ability to continuesly draw through our deck in response (and having access to Veil of Summer and Vexing Shusher) will let us win pretty much every fight after going infinite.


There are a lot of cards we can loop for various effects, depending on what we have access to: Assassin's Trophy : destroy all permanents we don't control. Winds of Rebuke + any creature/artifact/enchantment: infinite mill for everyone. (Sorcery speed only) Swan Song + any instant/sorcery/enchantment: infinite 2/2 Birds. Nature's Claim + any artifact: infinite life.

Deathrite Shaman + Torch Courier + Winds of Rebuke + Abrupt Decay : (requires Timetwister ) mill everyone out using Winds, then cast Deathrite, give it haste and exile a card from an opponent's graveyard. Now Abrupt Decay the Deathrite and loop. This exiles all libraries except ours and the last Twister will end the game.


Instant Speed Wins


All this can be done at instant speed by using either Alchemist's Refuge or Quicken to cast Timetwister as an instant. Quicken requires us to keep at least 1 card in the deck before casting it (the draw is not optional), but even if it's the last card in our deck, we can use Noxious Revival to put something else on top of our empty library before casting it. Alchemist's Refuge can be tutored out with Crop Rotation while going off, given that we find it before we reveal the Refuge (and have to put it into play tapped). If we hit the Refuge first, we can draw the rest of our deck, use Crop Rotation to sacrifice it and put it back into our library with Noxious Revival before letting the Crop Rotation resolve, allowing us to tutor it up untapped.


Going Infinite Without Access To All Colours


When going off with Bloom Tender or Arbor Elf, we'll need to either produce extra coloured mana after drawing the deck, or find ways to win without having access to all colours.

The easiest way to do this is to (after drawing our deck) play Chrome Mox or Mox Diamond for access to other colours and assemble Incubation Druid + either Vigean Graftmage or Freed From The Real (potentially bouncing it to our hand first if we used it to go infinite with Bloom Tender). Alternatively Arbor Elf + Utopia Sprawl can work if we have access to an untapped Forest.

Thanks to the addition of Finale of Devastation we can now also win with infinite by making all our creatures infinitely large and hasty.

Suggestions

Updates Add

Missed an update at an earlier point and don't remember the exact cuts, but the list and description are up to date again.

Noteworthy changes:

No more Guildmage Reset combo. I found I'm fine fighting through Flash or Freed, and having higher card quality is important to me.

Crop Rot was out for a bit and is in again, as another way to make instant wins happen.

Quicken is our second way of allowing instant speed Twister loops. Card has been great so far.

Cute AF dino is out because I didn't know what else to cut, might be back at some point. Spellskite is in because protective hulk lines are stupid and we should run them. Needs a piece on the board already, but that's fine. Skite is also just super annoying and blocks Tymna, so there.

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Date added 5 years
Last updated 2 years
Exclude colors W
Splash colors R
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

58 - 0 Rares

13 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 1.69
Tokens Bird 2/2 U, Spirit 1/1 C, Treasure
Folders Cedh, cEDH
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