Combo decks are the best decks. Period. Not necesarily the most competitive, but the best.

But to trully understand this, you need to understand the different types (and subtypes) of combo decks.

Engines are the very best kind of combo decks. They require effort to play, suspense (will I be able to draw that Second Sunrise?) and have a high level of interest. Let's break them down.

Engines break down into three main subtypes: - Mana Engines (Krark-Clan-Ironworks) - Untap Engines (Jeskai Ascendency) - Recursion engines (Second Sunrise) (You can argue Grishoalbrand should be on here, I choose to exclude it from this list because it really didn't fit with the rest of them. Also, you can include Waste Not, but it hasn't proven itself in the modern metagame, even if I belive it has potential.)

The Similarities Between Them: All of them need mana/cost reduction to work. All of them have a way for new cards to enter the combo equasion. All of them have cards with additional synergy with their build-around.(i.e. Ichor Wellspring: KCI Fatestitcher: JA.) And all of them have recursion (If they use the graveyard. Exeption: Paradox Engine). To sum it up: All of them need Mana, Recursion, and Cards. The deck building just depends on what your Engine of choice already provides.

The Differences: Only Mana Engines can actually produce mana themselves, other Engine type decks have to rely on other sources. This decreaases consistency slightly, as you have to find multiple pieces to combo off. Typically they are more powerful to make up for the fact (WoTC hates printig Mana Engines it seems). Mana Engines typically don't play many creatures, where Untap Engines typically want to play as many as possible. Typically both Mana Engines and Untap Engines care more about certain types then Recursion engines, but recursion engines will typically play mostly one type of card because it is more efficient for the deck. Recursion engines are the most swingy (vary greatly in deck buiilding) and least popular kind of combo deck overall. (Typically, Wizards dosn't print many competitive recursion engines. Unless of course, you built 100% competitive roar of reclimation that is.) Also, sometimes Mana Engines will play infinite combos, this dosen't make them a Hybrid though, because they have many more ways to draw cards.

These are without a doubt, the most boring kind of combo decks in existance. But they also have a habbit of winning. Let's break them down.

Infinite Combos break down into (again) three main subtypes. 1. Kiki-Combos (Includes 4c-CopyCat) 2. CoCo Combos 3. Graveyard Combos (i.e. Bubble Hulk, Necrotic Ooze.) 4. Ad-Nauseam Combo (I choose to include Ad-Nauseam because it is essentially an infinite combo.) 5. Gift's Storm (I choose to include Gifts storm becuase it really is a two card combo, once they cast gifts with a manabear you are going to die, if you have no interaction or taxes that is.)

The Similarities Between Them: The most popular infinite combos are all creature based. Of course there are plenty of infinite combos without creatures, but the ones with Chord of Calling have an instant speed tutor for their combo piece, that even puts it onto the battlefield. They all require no more then 3 cards, exepting Bubble Hulk (What a terrible name!), which really only counts as 2.

The Differences: Co-Co combos are harder to win the game on the spot with, because typiacally they need 3 pieces (i.e. Devoted Druid+vizier of remidies+Walking balista.) This hasn't hindered them yet as they can still beat you down normally. Ad Nauseam combo and Graveyard Combos can't win fairly. Most of the creature based decks have their combo pieces, and then they have their Knight of the Reliquary and Kitchen Finks. But Graveyard decks and Ad-N are more foucused on comboing off then backup plans. They are typically less resistent to hate.

Hybrids are typically the worst decks in competivity and I can't decided where they go in terms of enjoyment.

I haven't really found many examples of hybrids in MTG, but, the characteristics of Hybrids is very few (4-8) ways to get new cards in the combo, and they use a mana/untap/etc. engine to fuel 3+ infinite card combos. They usally don't relly on drawing more cards, more so just having the infinite combo. This makes them probably the worst kind in terms of winning.

1. Second Breakast: A compleatly degenerate win perentage, and all that work and suspence to get there. (BANNED) 2. KCI: Same as above. (BANNED) 3. Jeskai Ascendancy: Mostly the same, ut number 3 because it's win percentage is not as high and you have less recursion/explosive plays.

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Said on There seems to …...


Your deck looks really solid!

August 14, 2020 4:32 p.m.

Said on yeago...


Can I get css enabled on my account?


August 14, 2020 3:16 p.m.

Sweetpea... You are so cute :)

August 14, 2020 3:09 p.m.

Small error: Fog and Mark of Asylum need to be switched when refering to what prevents fighting :)

Interesting article!

August 13, 2020 8:54 p.m.

Said on Omnitheism...


Some questions:

How much money do you want to spend on this deck?

How competetive do you want your deck to be?

August 13, 2020 4:29 p.m.

How has Hero's Downfall worked for you?

Do you think Murderous Rider would be a better replacement?

August 11, 2020 3:36 a.m.

Said on TappedOut Video!...


Ok lol :)

August 10, 2020 4:40 p.m.

Said on TappedOut Video!...


Could be an interesting video :)

August 10, 2020 4:37 p.m.

Said on Silent Scepter...


Reminds me of thoose Possibility Storm lock decks :)

Stick that with Lavinia, Azorius Renegade or Teferi, Time Raveler and you have the same effect.

I think that Imprinting a bolt is fine (see Punishing Fire), and most creature decks will struggle to deal with it.

August 9, 2020 2:15 p.m.

Well, another point is storm dosen't need a manabear to win. They can also fairly cast their rituals and a couple cantrips then Grapeshot-Remand-Grapeshot. It's harder to be sure, but it does mean that storm doesn't need the creatures around to win.

Being more vulnerable mid combo probably weakens T-storms control matchup, and it probably hurts more when Ponza destroys a land that could be sacrificed to Lotus Field. Damping Sphere forces you to deal with it before you can play Lotus Field, and Surgical Extraction/Lost Legacy are much better against this deck (you don't even nesecarily have to get Lotus Field, they rely pretty heavily on Psychic Puppetry).

psionictemplar: Yep! G-storm has a potential turn two win. It's pretty much Land, Land, Ritual, Manamorphose, Mana Bear, more rituals, Manamorphose, Gifts storm. It's pretty unlikley :) T-storm combos as early turn three (Land, Land, Tap both for flaoting mana, Lotus Field twiddle Lotus Field etc.) They for most intents and purposes have the same speed.

August 9, 2020 1:57 p.m.

Now, I can't say which is better, but here are some points.

With Gifts storm, resolving Gifts Ungiven with a manabear is basiclly GG. You won't fizzle. If you draw bad with Twiddle storm, you can go from winning to losing in the blink of an eye. This also gives G-storm a lucky topdeck that I'm not sure T-storm has.

Countering a crucial spell mid-combo can cripple T-storm if it cast Ideas Unbound while gifts can keep their hand.

People leave in removal for G-storm, which cramps their deck space furthur rather than just sideing in storm hate taking out creatures.

Probably missing some points but Twiddle storm is a cool deck! Glad more people are playing it :)

August 9, 2020 4:02 a.m.

Said on Go with the …...


How has 7 counterspells been working for you?

Search for Azcanta  Flip seems pretty spicy!

August 7, 2020 2:42 a.m.

Don't do modular, it only works if 50% of the creatures in your set are artifacts because of the way it's worded.

August 5, 2020 1:35 p.m.

Looking at your deck, there are some cards I would cut:

  1. All the creatures. While fun, none of them are very powerful or relevant to your gameplan. (I'm not against creatures, but these aren't the right ones)

  2. Your Banners and Crystals. Paying three mana isn't where you want to be if you're getting only one back in the exchange, and the card drawing isn't relevant either. I want you to look at the number of three drops in your deck, you have to play one of these instead of a planeswalker and you can't cast two three drops using the extra mana from a turn three crystal until turn 5. If you use ramp, it should be 1 mana.

  3. Call the Gatewatch. A fun card, but it's not great. It costs the same as most of your planeswalkers and I can't think of many scenarios you would rather have this than more copys of your best 3 drops. If you want a similarly fun card, Deploy the Gatewatch is a much more powerful card.

  4. Is Syncopate worth it? I'm not sure not having played pioneer, but I wouldsugest looking for other options just in case.

Finally, I would reccomend investing in good removal spells, your planeswalkers are useless if they just die. Good luck!

August 4, 2020 4:18 p.m.

What? Modern is the best format :)

August 4, 2020 4:14 p.m.

Sad to see someone go, good luck brewing!

August 4, 2020 12:53 a.m.

Said on Tranquil Terrarium...


As far as slowly upgrading, my best sugestion is cut strictly worse cards and improve mana.

i.e., Lightning Strike costs 1 more mana than Lightning Bolt and Yorvo, Lord of Garenbrig has a hefty tripple mana cost with a deck that doesn't have to many ways to fix mana.

I don't think many of the cards with Bloodrush are very good, so they could also be easy cuts.

Good luck with your deck! Feel free to message me whenever.

August 2, 2020 6:50 p.m.

Said on Phoenix's go brrrr...


It seems like your deck is good against decks with removal spells (assuming they don't also play a bunch of GY hate) but it might struggle against combo and ramp decks.

It sounds like your trying to get in to modern based on your description? If so, good for you! It's a great format.

August 2, 2020 12:03 p.m.

Said on Tranquil Terrarium...


So roughly this list?

I added snow lands and Into the North so you could play Ice-Fang Coatl, that should be a good card against flyers. It is far fromm necesary though, if you don't want to buy a bunch of snow lands. Ishkanah, Grafwidow is amazing at blocking creatures in the air and there are 5 lands that can help enable deliruim.

Against control you just have some powerful creatures that should help you power through.

This list is a lot more fine tuned, and it's much closer to the power level you were going for?

August 1, 2020 3:20 p.m.

gatotempo I beieve MrSilk has a post ban LC list.

August 1, 2020 2:54 p.m.


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