I love COMBO. Set a few cards in motion, and watch the interactions leave your opponent in the dust. Playing a combo deck is a thrilling experience, as you watch yourself spiral towards victory or burn out before victory can occur. Hands down, Its probably one of the most fun aspects of Magic and one of the reasons I still stay in the game
However, It does have its dark-side. It's a side so menacing that it threatened to destroy the game outright on multiple occasions and has led to player frustration and even in one case an emergency ban. That is the dreaded quick kill with no defence. Sometimes its turn 1, other times its turn 2 to 4. It doesn't matter, the deck WILL go off, it WILL win. Short of a really really bad hand (less likely with the modern Paris Mulligan rules), the deck transforms the metagame into: People playing the broken deck vs. People playing the anti-broken deck. Not exactly a fun environment to play in is it?
Now, we are going to have to make a distinction here about what constitutes a Combo deck and what kinds of Combo decks we are talking about here. First off, its easy to say that any deck in which two or more cards DO something together can be viewed as a combo. (ie. Casting Giant Growth on a Scryb Sprites). While technically correct the true hallmark of a combo deck is when the deck is when these interactions either: A) allow you to win immediately upon their resolution, or B) Grant you a massive advantage that is continuous throughout the rest of the game. Traditionally,'A' is known as 'Fast-Combo' while 'B' is 'Slow-Combo' but for most players its the former that they regard as the true Combo deck.
And its the 'Fast-Combo' that we will be talking about today, in all its horror and glory. Lets not waste time, and dive right in!
The Early Combo: Man were they crazy
Combo has existed since the games earliest days. Back in those now mythic times it was possible to pull any of the Power 9 in a pack for about $3. Also the banned & restricted list, and even deck building rules, had yet to come into being. As you can imagine, this made the game very very skewed and lead to monstrosities like this:
Twisted (40 card-version)
Instants & Sorceries:
4x Ancestral Recall
4x Timetwister
4x Time Walk
4x Wheel of Fortune
4x Psionic Blast
4x Lightning Bolt
Lands:
4x Volcanic Island
Artifacts:
4x Black Lotus
4x Mox Sapphire
4x Mox Ruby
Proxy it and play it. It will go off almost always on the first turn. Likewise it requires minimal skill to play.
Basic strategy is like this:
- Play land, Moxen or Lotus as able.
- Cast hand, ending with Timetwister.
- Repeat.
You can also wait a turn thanks to Timewalk, and Wheel of Fortune is there if you don't draw Timetwister.
Making the jump to 60 cards was easy too. Just add 4 Demonic Tutor, 4 Underground Sea, 4 Mox Jet, 4 Black Vise, 4 Fork. You still win.
As you can see, this early combo monster and others like it let to the creation of the first Banned & Restricted list.
And here it is:
Banned:
All ante cards.
Shahrazad
Restricted:
Ali from Cairo
Ancestral Recall
Berserk
Black Lotus
Braingeyser
Dingus Egg
Gauntlet of Might
Icy Manipulator
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Orcish Oriflamme
Rukh Egg
Sol Ring
Timetwister
Time Vault
Time Walk
As you can see, this list was idiotic. Sure it eliminated some of the most broken cards from the game, but it ignored others and restricted cards that had no business being on the list in the first place (Dingus egg!? Orcish Oriflamme?!!). And so much of the list was changed some four months later.. but that was not before this card lead us to our second combo deck:
Tragically in modern play, Channel is effectively dead. Its too good as a 4-of to be reprinted or unbanned in most formats, and as a 1-of in Vintage its unplayable due to its double-green casting cost. Its an amazing card though, and if you play with it you will be amazed as to its sheer power.
The classic Channel-Fireball style post-restriction was best shown in this deck from Bertrand Lestree in the first Magic World Championship (He came in 2nd). Its not really a combo deck - but its a fun one to see none-the-less.
"Proto-Zoo" - Bertrand Lestree (Decklist from www.classicdojo.org)
Land:
4x Mishra's Factory
2x City of Brass
2x Bayou
4x Tropical Island
4x Taiga
4x Volcanic Island
Creatures:
4x Kird Ape
3x Birds of Paradise
3x Argothian Pixies
2x Whirling Dervish
Instants & Sorceries
4x Lightning Bolt
4x Chain Lightning
4x Fireball
2x Psionic Blast
1x Control Magic
1x Time Walk
1x Ancestral Recall
1x Channel
1x Sylvan Library
1x Regrowth
1x Demoic Tutor
1x Mind Twist
Artifacts:
1x Icy Manipulator
1x Chaos Orb
1x Black Lotus
1x Mox Sapphire
1x Mox Jet
1x Mox Ruby
1x Mox Emerald
It still has the chance to go off turn 1 thanks to Channel-Fireball, but even so it's really just a powerful aggro deck.
Classic Era - Mirage
Combo slowed down drastically when the format's split into Type 1 (Vintage) and Type 2 (Standard). The removal of the older powerful cards left 'Fast-Combo' with limited options. The increased number of restrictions in Vintage also helped pare down the possibility of truly broken possibilities.
Ice Age saw the rise of the Necro deck thanks to Necropotence - but that was less a combo and more an extremely powerful card warping the format. (And will be the subject of a later post). Fallen Empires gave us the amazing High Tide, but that card would not emerge as a powerhouse till the Tempest & Urza's blocks became legal a few years later.
Then into the combo field came Mirage block, an excellent and varied set unfortunately mired by the mess of bizarre rules calls and other problems that came out of the, at the time, new 'Phasing' ability. However, one of the strongest classic combo decks emerged thanks to several new cards but largely thanks to this:
Squandered Resources effectively doubled your mana supply for the low low price of sacrificing a land. Combining this with land fetch cards like Land Tax gave you a massive game edge, but it was not until it was paired with this one that it became a powerful mana accelerating engine:
By itself its not a particularly good card: Its effect is symmetrical and evens's out land advantage, but its cost is so high that it becomes pointless. In the straight game with green acceleration you are simply giving your opponent too much of an advantage, since they will get a full turn with their new land while you will have to wait to use your own. Without acceleration, its one land. Only ONE. As land control, its too slow and irrelevant for most decks.
Yet, combined with Squandered Resources its free mana and instant acceleration. Not to mention deck thinning, so with draw effects you are less likely to draw unneeded land.
All that was left was to figure out how to abuse the massive mana engine.
And here it is:
ProsBloom - by Mike Long (Deck list from www.classicdojo.org)
Land:
4x Undiscovered Paradise
6x Island
8x Forest
8x Swamp
Enchantments:
4x Cadaverous Bloom
4x Squandered Resources
Instants & Sorceries
4x Impulse
4x Prosperity
4x Natural Balance
2x Elven Cache
3x Memory Lapse
1x Power Sink
4x Vampiric Tutor
3x Infernal Contract
2x Drain Life
As a combo deck, this one is probably one of the best examples of pure combo insanity - and this was legal in STANDARD till the rotation of Mirage.
Essentially all you do is ignore your opponent for 4 or 5 turns and go off and win with a large drain life. Thanks to the additional mana accelerating beast of Cadaverous Bloom and the amazing tutoring power of Vampiric Tutor, this deck was fantastic in performance and consistency.
The strategy is simple: Drop Squandered Resources, get a draw effect and bloom in hand.. preferably with a natural balance as backup for more mana - and draw your deck into your hand. Then throw it away to Bloom and win with a giant Drain Life.
There are some caveats about this version of the deck however - First off, its insanely life cost heavy. At the time the deck was built, you did not lose if you had a negative life total until the end of the phase. It was not uncommon for players to have their life total go negative to around -6 or -7 and then use drain life to push themselves back to positive life to win the game. As this is no longer possible, you have to play a lot more carefully then you would have.
Also, several cards that would have helped this deck win were not legal at the time.
Here is the version I played for a while, pretty much for fun. Its crazy fun.
ProsBloom by Mythrian (Modified from Mike Long's Original)
Lands:
4x Gemstone Mine
2x City of Brass
10x Island
3x Forest
3x Swamp
Enchantments:
4x Cadaverous Bloom
4x Squandered Resources
2x City of Solitude
Instants & Sorceries
4x Impulse
4x Natural Balance
4x Meditate
3x Infernal Contract
2x Prosperity
1x Stroke of Genius
4x Duress
2x Demonic Tutor
2x Drain Life
2x Regrowth
This version is much improved and wins constantly. With Duress to defend the combo and City of Solitude to prevent an opponents interference, counter magic becomes dead in hand or the graveyard. Meditate is an amazing draw spell and Stroke of Genius acts as both personal acceleration and an alternate win condition.
All in all, this thing was powerful and nasty - and as the deck was almost entirely Mirage Block, it lead to the banning of Squandered Resources in Mirage Block constructed events.
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Alright, that will be all for now.. tune in next week for Part 2, when we talk about the infamous Tempest/Urza Block combo cycle.
Jeremy if you are going to play with yourself, at least do it at home and not in public at a magic game.
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