Main Deck - 100 cards, 26 distinct
Sideboard - 0 cards, 0 distinct
No cards here. :(
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Scratchpad - 0 cards, 0 distinct
Cards in the scratchpad represent cards that you are considering for this deck, but are not
actually in the built deck. They do not count towards the in built decks count
shown in your inventory. If you are using the Auto Trade feature, they will be
still be marked for trade although cards in your main deck and sideboard will not.
No cards here. :(
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Notes
This is a 91 land combo deck centered around The Gitrog Monster . It has a near 100% success rate of winning on turn 7 every game. The only percentage loss is the chance your top 11 cards don't have both colors needed to cast The Gitrog Monster .
Here's how the combo works.
Turns 1-5: draw a card, play a land. Make sure you have both black and green available.
Turn 6: Draw a card, play The Gitrog Monster DO NOT PLAY A LAND. Move to discard. Discard a land. The Gitrog Monster's ability triggers on discarding the land. You draw a card. Move to discard again. Rinse and repeat. If you draw a non-land, discard one of the other lands in your hand. Keep this process going until all 7 cards in your hand, and the card you draw for The Gitrog Monster 's effect are the 8 nonland cards in the deck. Discard Worldspine Wurm to hand size so you don't die to decking yourself if the last card in your library is one you need to win the game.
Turn 7: Untap, let The Gitrog Monster die if it's still alive. Draw a card. Play Amulet of Vigor . Play Splendid Reclamation All lands you discarded to hand size are put into play tapped, and then untap due to Amulet of Vigor . Play Asceticism . Play Mikaeus, the Unhallowed . Play Triskelion and win the game using the Mike-and-Trike combo.
If someone kills one of your combo pieces, use Eternal Witness or Regrowth to buy them back and still win. Utility lands like Yavimaya Hollow can give you an extra layer of protection. And Mikokoro, Center of the Sea will allow you to win on turn 6 by forcing everyone to draw a card before your 5th turn, giving you 9 cards in hand when you draw and 8 when you play a land in order to play The Gitrog Monster . Obviously any amount of counterspells make it harder to win, but Regrowth and Eternal witness can hopefully get you out of a pinch.
Here's how the combo works.
Turns 1-5: draw a card, play a land. Make sure you have both black and green available.
Turn 6: Draw a card, play The Gitrog Monster DO NOT PLAY A LAND. Move to discard. Discard a land. The Gitrog Monster's ability triggers on discarding the land. You draw a card. Move to discard again. Rinse and repeat. If you draw a non-land, discard one of the other lands in your hand. Keep this process going until all 7 cards in your hand, and the card you draw for The Gitrog Monster 's effect are the 8 nonland cards in the deck. Discard Worldspine Wurm to hand size so you don't die to decking yourself if the last card in your library is one you need to win the game.
Turn 7: Untap, let The Gitrog Monster die if it's still alive. Draw a card. Play Amulet of Vigor . Play Splendid Reclamation All lands you discarded to hand size are put into play tapped, and then untap due to Amulet of Vigor . Play Asceticism . Play Mikaeus, the Unhallowed . Play Triskelion and win the game using the Mike-and-Trike combo.
If someone kills one of your combo pieces, use Eternal Witness or Regrowth to buy them back and still win. Utility lands like Yavimaya Hollow can give you an extra layer of protection. And Mikokoro, Center of the Sea will allow you to win on turn 6 by forcing everyone to draw a card before your 5th turn, giving you 9 cards in hand when you draw and 8 when you play a land in order to play The Gitrog Monster . Obviously any amount of counterspells make it harder to win, but Regrowth and Eternal witness can hopefully get you out of a pinch.
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