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Smashing four combos
Smashing four combos











smashing four combos

Make a billion mana and USZ you for 61, infinity pestermites, whatever that myr combo deck was, the goal is to find a thing that bends a fundamental rule of the game (things cost appropriate amounts of mana, you can only cast spells once, 37c373r4) Other combo decks are about resource accumulation. Dedicated gravecrawlers, pod, cataclysm, these incentivize drafters to care about type lines in a way that isn't super poisonous.

smashing four combos

These cards ask things of your deck's contents, leverage hidden info, and make you care about novel things during the draft. Looking at some of the cards I think of as "combo" spells (lab man, cataclysm, dread return/rites, dampen thought, natural order, tolarian academy, pod, dredge cards) the common threads become clearer. If anyone wants to drop some thoughts on those I'd be into it though! Also gonna try to draw a (faint, vague) line between "combo" and "synergy" decks, and I think the best way to do that is to look at engine combo.

smashing four combos

It's probably worth talking about "combo", and what i mean when i'm talking about it! two-card combos are boring (my very first pauper cube game i got presence of gonded out and it was just such bullshit, the deck went 3-0 and sucked) and are a rough proposition in big cubes so i'm gonna exclude them briefly.













Smashing four combos