Maybeboard


First, let me tell you a bit about how I got into more competitive deck building and changing mindset on how interaction should look from my point of view. Playing budget decks, with highest possible power for quite some time was fine, but I've always felt like it needed more. Faster win conditions, more consistency and cool and sweet interaction. Natural transition was to cedh with decks that have high power but are somewhat different and interactive in a slightly more different way.

After seeing the list for Abzan Farm - Tymna Ikra Turbo Nauseam from Leptys I just fell in love with great interaction and fast combo deck that can win on so many different ways and with so much resilience. Since meta in which I play has a special hate for blue, this seemed like a perfect way to come on top, and taking advantage of somewhat bad threat assessment in some games. Since red isn't one of the colors I prefer, and blue is always frowned upon, Bad Farm as a archetype was the best possible choice.

With a lower budget, some compromises had to be made, so that the deck still had a fast combo and at least somewhat same level of consistency. Main difference, since my collection doesn't contain Earthcraft had to be compromising that part and having a second win condition, and it came in a form of Hulk pile.

Main pro for playing this deck is it's speed and consistency. Since it runs a variety of combos that can finish the game, your main weapon is knowing the deck, playing as optimal as possible, and being ready to take advantage of others mistakes. Since we are in Abzan shell, black and green came to front with acceleration and tutors, while white is there for protection and insurance our combo will be uninterrupted.

Like most of the decks, there are some things that will make wining really hard. Main problem this decks has is graveyard hate. Grafdigger's Cage and Rest in Peace being the two main problems. For that part, we run removals like Nature's Claim, Abrupt Decay and Assassin's Trophy

Main goal of the deck is to be as fast in comboing of, while maintaining protection with Silence, Autumn's Veil or Grand Abolisher. Mana dorks will accelerate the game, and removal package will help you keep your opponents in check. There are few different ways on how to win, it is up to you to assess, based on current situation what will work the best. Main win conditions are using death triggers from Zulaport Cutthroat, Sickening Dreams with discarding enough to kill the table, and playing card:Walking Balista for huge amount and killing everyone with its ability.

Easiest way in most cases will be by taking advantage of your dying creatures and their recursion to drain out your opponents. Here is the list of combos that use that to finish the game:

  • Of course Hulk line is the most complicated and needs most setup, but it has the most payoff. With Protean Hulk dying, your goal is to use his graveyard entering trigger to tutor up for wining combo. It will mostly look like this. In order to ensure this goes smoothly as possible having Grand Abolisher or playing Silence will help greatly. First death trigger will tutor up Karmic Guide and Viscera Seer. Guide will return Protean Hulk that you will sacrifice on Seer to ensure his second death trigger that will finish the game. This time cards you want to tutor up are Safehold Elite, Vizier of Remedies and Zulaport Cutthroat. With Seer in play as a sacrifice outlet, this will create a loop where you sacrifice Elite, its persist triggers and it will return to play with a -1/-1 counter that will get negated from Viziers ability so the Elite will enter the battlefield without it and you'll be able to repeat this process infinite amount of times. With Cutthroat in play, every time Elite dies, your opponents will lose life until you win the game.

Fast way to do this is by playing Entomb and put Hulk in your graveyard, then reanimate him at instant speed with Necromancy. At the end of turn he will be sacrificed and from there you just combo of using the Hulk line like you would in most cases.

  • Other way of taking advantage of those creatures is thanks to Leonin Relic-Warder and one of the reanimation auras. Entomb or Survival of the Fittest will help you put Leonin into your graveyard, and from there you will need Zulaport Cutthroatin play and reanimate Leonin with Animate Dead/Dance of the Dead/Necromancy and with its ETB trigger exile the aura that brought him into play. This will create a loop in which he will need to be sacrificed since aura left the battlefield and then upon it's return to play again reanimate him to create infinite death trigger that with Cutthroat will drain your opponents.

Another way to win with Leonin entering the battlefield is with having Altar of the Brood in play to mill out your opponents.

Since this deck runs Ad Nauseam/Angel's Grace shell, wining from it seems like an easy task. with deck:Dark Ritual and Cabal Ritual it is easy to accumulate enough of mana and from there your win line is to play Ad Naus, while holding priority to play Grace and draw your entire deck. With your deck in hand and Grace preventing you to lose the game, playing Sickening Dreams while discarding enough cards to kill your opponents will win you the game.

Since we are already running Vizier of Remedies as one of the main cards in Hulk pile, adding Devoted Druid seemed like a natural addition to ensure infinite mana. With that mana you sink enough of it to play huge card:Walking Balista and machine down your opponents. Take note that with Stony Silence, card:Nul Rod or Cursed Totem this won't be possible.

For obvious reasons, cards that form up combos are vital and the choice for them is self explanatory. Other, more notable cards are the ones that will help you up with wining the game faster and create a more consistent games.

Firstly, why Tymna the Weaver and Ikra Shidiqi, the Usurper? Reasons for playing Tymna is well known. She is awesome card advantage engine, and it will gain you a bit of life so that your draw doesn't compromise playing Ad Nauseam without Angel's Grace. Ikra is an awesome card to play, for few reasons. It's color identity allows us to stay in the Abzan shell, and with 3/7 body it can block pretty much any threat that will appear in a competitive meta. Also, her lifegain will come in really handy in playing Ad Naus.

  • Grand Abolisher/Silence/Autumn's Veil -are here to protect our combos and are vital in most cases for having a clean turn to win the game.

  • Survival of the Fittest -will be one of your MVPs since you will be able to tutor up for important creatures or just dump a combo into your graveyard to win from there.

  • Pattern of Rebirth -while a bit mana expensive, this card is just awesome. With decent amount of mana dorks, you will be able to play it early and then just sacrifice the enchanted creature to win from there with either Hulk or just tutor up a protective piece.

  • Boseiju, Who Shelters All -without blue, we need protection for our win conditions, and this is where Boseiju really shines. Tutoring it, when you are on a Ad Naus plan is really easy with Crop Rotation since it can be done at instant speed.

  • Phyrexian Tower -sometimes it will happen that you have Protean Hulk in play and have no way to kill him. In those cases, tutoring out Tower will really swing the game in your favor and finish it on the spot, since with killing Hulk you will be able to finish the game in response to anything that is on the stack and potentially is about to finish the game.

  • Krosan Wayfarer -this is a great utility card for more reasons and it was a pretty much auto include. Main reason is ramp that he provides, specially when you have Boseiju in hand and don't want to lose on game tempo. Other reason is, with its self sacrificing ability, he is a perfect target for Pattern of Rebirth

  • since this deck doesn't run any fast mana, in its place we have mana dorks that will accelerate the game, and with Tymna in play they will draw you cards and be a potential target for Pattern of Rebirth.

Out for now:

  • Praetor's Grasp -with many combo decks out there, this will usually be used to remove their win conditions and have an easier way to win, but it was performing very poorly, and I've swapped it out for Yawgmoth's Will so we can combo of if one of our key pieces gets milled or ends up in a graveyard for some reason.

  • Necropotence -while being a great on it's own, Necropotence turned out to be pretty slow card, and it got swapped out for Pernicious Deed which is by far better at gaining control and clearing board of fast mana that this deck lacks in a way.

With few different combos and setup they require, it is important to understand how this deck works. Assessment of your opponents will be important in playing out your combo pieces. Since we are running a fairly fast deck. Quick win is always and option. That plan can be achieved with Entombing Hulk and reanimating him at instant speed with Necromancy. Same, quick win can also be achieved with Leonin Relic-Warder. Of course, this won't be always possible, and in those cases it will take patience and proper timing to make the game as smooth as possible.

  • Early game will usually consist of playing one of the mana dorks, and having Tymna in play. With her, you can start planing out in what way you want your win to go. Draw with Tymna is crucial, and she will provide you with either pieces to win or with answers to possible threat that is coming from your opponents.

  • Mid game is something where you should be finishing the game, or if you are lacking some of the crucial pieces for wining the game, like missing tutors or having a stax piece that will disable some of your win conditions, your draw will be bread and butter in having answers to possible threat and keep you in the game. Sometimes, sandbagging will be your main way to win the game. Having your opponents waste their resources on each other, while you are assembling pieces to win the game is sometimes underrated and you shouldn't dismiss it.

  • Late Game is something you shouldn't be too often, but it will happen. With stax players and resource denial, or having your draw engine turned down will slow your game significantly and in those cases playing optimal is crucial. Sometimes, just waiting with pieces for wining the game and playing them at the right time will do the trick, but not always. In those cases, you will need to assess the most problematic thing in the game and have it removed, but in a way that it benefits you the most.

Of course with higher budget, most obvious part is to improve mana base with fetchlands, duals and pain lands. Fast mana is something that will drastically improve speed and ensure you will a lot faster. One other possibility is to remove the Hulk line and replace it lower mana combo, used in the original Bad Farm Blasting Station, Squirrel Nest and Earthcraft

Huge thanks to Leptys for help and suggestions, this would probably suck without him :) Also, thanks to matkomtg and sv_fedik for their support and help with tuning this deck, and to ShaperSavant for his guidance for presenting the deck in the right way.

Suggestions

Updates Add

Small change, since I've finally managed to get my hands on Dark Confidant.

-Pernicious Deed

+Dark Confidant

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Top Ranked
Date added 5 years
Last updated 4 years
Exclude colors UR
Splash colors WBG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

48 - 0 Rares

20 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 1.69
Tokens Spirit 1/1 C
Folders cEDH, cEDH, Neat, Farm
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