A build of Big Combrei which consistently ramps to Chains.
This deck is basically three parts:
Ramp:
Initiate of the Sands,
Icaria, Valkyrie Captain,
Auralian Merchant,
Worldbearer Behemoth,
Telut, Queen's Hand. These help us get to our top end quickly without sacrificing too much quality in our units
Big stuff:
Worldbearer Behemoth,
Mystic Ascendant,
Martyr's Chains,
Pit of Lenekta,
Sword of Unity,
Telut, Queen's Hand,
The Great Parliament. We should be throwing down threats every turn, so our opponent needs constant interaction. And our stuff should be bigger than his
Control and "slow your roll":
Awakened Student,
Defiance,
Vanquish,
Auralian Merchant,
Sheriff Marley,
The Great Parliament. These allow us to block and control more aggro themes until we play our big threats.
I've been getting regular wins with this deck in Masters since defiance hit. It's extremely consistent, and importantly, it has a shot against just about every other deck in the meta right now. That doesn't mean it's the best deck in the meta. It just means you have a shot regardless of the matchup.
Pros:
* It's fun to play
* I never break my monitor when I draw power. I've saved like $500 on monitors just this month.
* No "bad" matchups. Unless your opponent is me; then you should just concede.
* Two factions means influence screws are rare.
Cons:
* Site interaction is low. Worldbearer and Sword of Unity help, but it can be tough.
* It's not aggro, so Reanimator can get you sometimes.
* It's expensive to craft. On the upside, all these cards get used in other decks... so it's something good to work towards.
* Deadly units are annoying, 2+ power ones in particular. Telut and Enforcer deal with some, and defiance the **** out of them if they attack.
* Temporal is still annoying. Sorry, the deck isn't magic.
Breakdown:
You should be dropping power every turn. Toss hands that are power light more frequently than other decks. Your merchant will very often pull Find the Way from the market; that's NOT a waste. Hold Mystic Ascendant until you can drop power on the same turn, to ensure value. Brush your teeth at least once a day, that way you'll get more dates. Remember that Telut and Behemoth trigger half the cards in your deck, and factor that in to the order you play. Chump block with Icaria if it kills something or saves a bunch of life, but only after you've activated her ability. Drink lots of water; it really helps with energy and motivation and depression and... just everything, honestly. Parliament is a fine card to play at 4 power... but if you get to 7, hold off for another power draw.
Defiance: Addresses aggro in the early game. After turn 3, toss this into the market or use it liberally to stun a bigger unit.
Initiate of the Sands: I'm a big fan of sand and so is she, so this is an auto-include. If you don't like sandcastles, find another deck.
Awakened Student: This blocks early and creates a threat that can't be annihilated. Don't be afraid to trade this in combat; your next few threats are bigger. Toss it into the market late game, or leave it back as a blocker after Telut or Worldbearer hit the board.
Find the Way: Generates value and lets us hit our power drops. Pull this from the market often, and sometimes market away the second one for something better.
Icaria, Valkyrie Captain: Works great with Telut and Sword of Unity, and ramps us in the early game. But don't be afraid to trade her in combat. Just use her ability first for ramp.
Vanquish: Save this to clear the way for an attack or to deal with a threat you can't tolerate. There's not a ton of removal, so don't waste it on a unit you can live with.
Vanquisher's Blade: We usually have a unit and hit 5 power, so this works the same as vanquish, but with the added benefit of dealing with Reanimator. Don't play this without the spellcraft except to stall Reanimator.
Auralian Merchant: Ramp on turn 2 or 3. Often pull Find the Way. Second choice is Sword of Unity, especially if health is getting low. I rarely pull pit, unless I need a sub for chains.
Stand Together: This is a great card, but we don't have room for a lot of spells. Save it until you need to block removal. DO NOT use it to push damage or buff your units preemptively. It's a fast spell for a reason.
Valkyrie Enforcer: Silence on a stick. Try to get value by silencing something important and trading with something small. It's usually a mistake to play this without a good silence target.
Sheriff Marley: Don't worry about the tribute, but it might save your life in a rare case. Marley is an aegis unit that makes blockers and gives you value with your market. Leave it back to discourage attacks and market away his orphan children... they weren't going to be loved anyway. If your opponent is holding a fast spell, Marley should be your target for Sword of Unity.
Sword of Unity: An absolutely broken card. Lifegain puts you back in the game, overwhelm closes games out, and aegis kills removal. Throw this on something that will be attacking with Telut and the game is over. Careful about a last minute annihilate.
The Great Parliament: A fine spell at 4 power to block aggro, and a terrific spell at 8+ power to close out games. I play this early until 7 power, then I hold it back for a power draw. Play this after combat due to Telut/worldbearer ramps.
Worldbearer Behemoth: More ramp and overwhelm that is really hard to kill. It's usually a good idea to attack into a trade with this guy, because the ramp will help you later.
Mystic Ascendant: This is a priority target for removal, so hold him back until you are guaranteed value. If you play him before attacking via Telut or Worldbearer, the card draw will be crushing.
Telut, Queen's Hand: Never play Telut unless you can attack the same turn, and don't play spells in between. Telut should ramp you to Chains/Pit/Parliament or draw you cards with Ascendent. It also crushes aggro and smaller midrange boards. Activate Telut every turn until you see a clear path to lethal.
Martyr's Chains: This card is always broken, but play it on a turn when you have a power drop. Keep in mind that Worldbearer and Telut activate to kill your opponent's whole board on attack. I care about the Empower effect a lot more than the double stats effect; this should make a splash immediately, otherwise Bore into Harsh Rule will break another monitor, and your Mom will definitely ground you this time.
Power: We can probably cut this to be honest. Just take out all the power and there's more room for fun.
Find the Way: Immediate value and your most frequent market pull.
Lumen Reclaimer: Our best way to shut down Reanimator.
Sword of Unity: Pull this if your health is low or you're afraid of a Harsh Rule.
Passage of Eons: Killing relics is fun.
Pit of Lenekta: A sub for Chains if we've suffered through a Bore or simply haven't drawn it.
Fun "combos":
* Turn 1 initiate, turn 2 Merchant, turn 3 Worldbearer, turn 4 Ascendant and draw a card, turn 5 marvel that your opponent isn't playing removal. So weird.
* Play chains and attack with Worldbearer to clear your opponent's whole board.
* Turn 1 Seat and Initiate, turn 2 Awakened Student with a power drop for an early 3/3.
* Sword of Unity + Telut means a TON of life and no good attackers for your opponent.
* Ascendant very often draws you a BUNCH of cards. It's cool to play Combrei and have to discard stuff in the late game because your hand is too full.
* Icaria + Telut turns a 1/1 into a 7/6 with a single attack.
* Pit + Worldbearer can literally fill your board with 7/7s in a single turn.
Okay I've talked enough. Have fun!
The problem with this kind of decks (with no real tricky fast spell, no real draw, no real early control,etc ) is that they are soooo bad, that's it's all about luck. If you are among the lucky ones, glad for you. But any average decks will make you win. unfortunately, I'm sitting among the players who need to count on skills and trick to win.
I've never ramped ( or at least effectively). Even with mulligan, I used 1 Icaria's ability in 6 games. Just to notice: Telut is not a "ramp card"... a 7 power cost card is not a ramp card.
I never draw one single merchant in 6 game... Yeah, unlucky you will said...You right...that's my point. ;-)
3 games, I never reached 3 time power to play Behemoth...
FOr me , ti was a complete waste of time...
Telut IS ramp, even at 7. Chains, pit and parliament all demand as much power as possible, and if you keep Ascendent around, playing multiple cards a turn is possible late game to finish things off. Telut usually dies to removal, but he leaves behind ramp to close out the game, and that's how you should think of him (in this setup).
As for the time influence, I should have mentioned in the tech that you should always pull time sigils with Find the way, both to hit influence and because you want to leave Justice sigils in your deck for telut.
Good luck in your games! I hope you find something that works for you!
Telut is more "combo" that ramp for me.... anyway, semantic.
I already found mnay deck that works for me (I posted a Jeneev deck wich was OP since reanimator).
You right about time influence.
I replaced the Behemoths with Marshals, and they seem to be working really well. I really like the way the whole deck fits together.
Thanks for sharing this!
The deck's already taken me up three ranks with a great winrate. Seems like I can get Masters pretty easily, it's a really well put together list :)
For little vara, we have vanquish to kill her (and vanquishers blade to keep her dead every now and then). A timely defiance can also keep the lifegain down for a few turns. But I strongly prefer to sac something to keep off the deadly. Initiate of the sands, merchant, enforcer, little icaria, or one of Marley's children are all good targets. As a 3/4, she's not a huge threat. If she hits an empty board and you have no choice, then you're gonna have to pull vanquish or trade something. She can be hard to deal with sometimes, but honestly I haven't had any more trouble with her in this deck than any other.
For big vara, the goal is to ramp quickly, push damage while your opponent is fiddling, and pull reclaimer from the market to play at the right time. That's usually around turn 5, or when the good stuff hits his void, whichever comes later. If he pulls off a turn 5 Vara and azindel, it's game over honestly. Most of my wins against reanimator come from pushing damage quickly while he's searching for the right cards.
As for harsh rule... If he's playing control, I keep the board slim and slow down. He'll harsh rule in response to a single threat plus ramp... So don't play more. Sword of Unity is my first Target from the market once I hit 6 power and I try to throw aegis on two threats if possible to deal with spot removal.
The reality is you can't win them all. My winrate with this deck is good, but sometimes your opponent just has the right cards. You'll get them next time.
Until 8 power, Siraf is a good blocker and might push a few points of damage early, but that isn't worth cutting any of the 2-4 drops in my opinion.
Thanks for the comment! By all means try him out and tell me what you think.