Inspired by a similar version played by
TRXRT, this my take on the 3F version of the
Praxis Trove combo. Inferior in many ways, it's advantages are in having more merchants, requiring only Trove from your market to start the combo, and being immune to void hate cards.
Setup Requirements:
5 Cards in hand: Praxis Trove, 1 cost unit, 2 cost unit, and two market fodder cards
Merchant on the board
6+ power
THE COMBO
Play Praxis Trove
Play a 1 drop
Praxis Trove plays Transpose (pops enemy aegis)
Use Transpose to pull Scattershot from the Market
Play a 2 drop
Praxis Trove plays Reweave
From here it's the same as the Skycrag Version.
Reweave>Target 3-cost unit, play
Howling Peak Smuggler from deck. Pull
Iceberg Scattershot/
West-Wind Herald from market as needed.
Praxis Trove plays
Display of Destruction
Target one of your units to get 6+ power
(if you have any units that you want to attack with, do it now)
Play Iceberg Scattershot
Praxis Trove plays
Harmony of Flame, giving you 3+ additional power AND critically reducing the cost of
End of Hostilities to 5
Play
West-Wind Herald
Iceberg Scattershot triggers WWH ability
Praxis Trove plays
End of Hostilities
Target
West-Wind Herald with
End of Hostilities
This is where it gets tricky
West-Wind Herald's ability lets you play a spell from the void. You now have 3 of these effects queued.
Your first two targets are
Display of Destruction on your non-herald units to make room for more heralds. Then your third effect plays EOH on a Herald.
Repeat EOH>Display of Destruction until your LAST WEST WIND HERALD TRIGGER. This requires you to keep track of exactly how many units you have on the board as you're summoning/sacrificing them. Make sure you're not Display-ing the herald you just tried to EOH, as it's a fast spell and will activate first.
Your objective with the WWH combo isn't to kill the enemy with pings. It's all leading up to ONE FINAL REWEAVE, and you need to have played enough heralds to get the opponent down to 15 or so.
Your last reweave is into
Iceberg Shineefinder and Amplify with your 49+ power to their face. If you've done this right, you won't time out before you're able to finish the whole combo and Shinee should be able to do 24 damage. Combined with the 19 units pinging face, you'll do at least 43 face damage (1 less if the had aegis, more if you started with more than 4 power or more than 1 unit on the field). If you've done it wrong, you'll end up with a ton of power and end your turn with nothing to spend it on, so it's better to err on the side of caution if you lose track. Don't screw up the combo trying to do 43 instead of 40 damage if its overkill!
Comparing this version with the Skycrag version, this version lack the 0/1 flyer that copy your hand. So drawing two copies of any of your spells is an instant lose. To fix it, maybe you want that over the 1/1 in the market?