Hi, I am the creator of the 1-5 Trove Combo Deck.
This is a deck that can boost
Praxis Trove up to its fifth card in a single turn, and the entire setup for this combo is:
Have a 4-cost in your graveyard.
That's it!
Let's see how it works:
ONE:
Know When to Hold 'em, bringing up a
Broken Contract, as the
Sellsword has a cost of
2.
TWO: Celebration, amplified to cost
3. (okay, so technically another setup step is "have 2 mana free", but if you've dropped
Praxis Trove, you've got enough for a 1-drop and the 2 amplify)
THREE: Haunting Scream, targeting the unit in your void with cost
4.
FOUR: Evacuation Plan, schlorping up the unit you just summoned (and any other juicy target). The sentinel it summons always costs
5.
FIVE: Savage Incursion! The value of this kind of turn alone is usually enough to swing a game, but if you've got twenty cards in the enemy void, the three
Sapphire Dragons it spits out cost
6, so you can go EVEN. FURTHER. BEYOND!
*SIX* Solitude. This is your finisher. Congratulations!
It's frequently suboptimal to try to pull off this entire combo in one turn, but it IS possible!
Market:
The
Messenger Hawk is there as a 1-drop to execute the cascade and to unstick your deck if you draw your combo pieces, the
Essence Feast is there as a panic button once the 20-card void is established, and the rest are for digging up the cards you're itching for in each situation.
Can we go even higher?
Sadly, there doesn't exist a 6-cost spell in the game that can reliably summon a 7-cost creature. I've checked. I even experimented with
Unlock the Vault to no avail.
Eremot's Machinations would be hilarious for redundant troves and it does work like you'd hope, so maybe there's another deck in the future there. Look for yourself to see if you can spot the problems with the other 6-cost spells in the game. Honestly though, even if you could extend this combo to 7 I wouldn't want to. It's way too "win more" to justify including 1 more garnet. ("What's a garnet?" see below)
A Note On Garnets:
There are seven cards in this deck that you don't actually want to draw into, and would rather stay in the deck. Those are the six cards mentioned in the tiers above plus
Broken Contract. The Yugioh community calls these garnets, and I like that term, so I'm sticking with it. The only true garnet in this deck is
Evacuation Plan, as that's the only one that's an actual dead card. The rest can at least be played if you draw into them.
If you draw any of your garnets, you may have to execute some BIG BRAIN PLAYS,
such as:
-Marketing out
Strategize specifically to move Evac to the bottom of the deck, avoiding copies
-Stealing a
Combrei Banner from your opponent to hardcast Evac
-Shuffling more Krull into your deck to Hold 'Em out the missing link
-
Re-reading a
Celebration to set it to 4 (or 1 or 5)
-Forgetting entirely that your deck has Fire influence in it and becoming Discard Beatdown
-
Praxis Trove into
Messenger Hawk targeting
Essence Feast to (make a
Sellsword and) kill the board and move the combo up to 3. That won me a Gauntlet boss.
I've determined that Evac should never go above 1 or dead hands ensue, but the rest I'm still not sure how much or how little to include, so that's why I'm...
Calling all tuners!
I want to see this deck be the best it can be, so I'm putting a hit out for the best version of this deck possible! Is there room in the powerbase/deck for some face aegis to protect Trove? What are the best ratios of each garnet? Is
Darkwater Vines safe to include with the garnets we have? Do we go to 80 cards, knowing five of them will get pulled out? I'm excited to find out! Contact me and you might even get a prize for it!
Reminders:
- When Trove is out, any 1-drop you have in hand will trigger it. You may or may not want this to happen.
- When deciding amplify for
Celebration, remember that the number on your avatar is the cost of the unit summoned. So, "x3" means you summon a 3-cost unit. It's easy to forget this when you're in the driver's seat.
- Drawing
Solitude, or even both
Savage Incursions, isn't the end of the world. It just means the entire combo can't be made in one turn. It's still usually useful to build it up piece by piece, and/or hardcast your finishers.
- If you do draw Incursion though, currently the powerbase struggles to get to PPP, so as usual, focus on unlocking the cards in your hand before worrying about cards in your deck.
This was the most exciting deck I've ever made! Hope you have fun with it!
Cheers! ;)