Tuesday, June 14, 2011

Bloodcrank combo

I'd like to take a quick look at today's Building on a Budget deck, based around the combo of Bloodchief Ascension and Mindcrank.


The basis of the deck is the combo Bloodchief Ascension + Mindcrank. With these 2 cards out, (and Ascension at 3 counters) any damage done to your opponent, or any card put into his graveyard, will trigger an infinite combo, dealing infinite damage, milling infinite cards, and netting you infinite life.













So here's the basic deck:

Bloodcrank
Lands - 22
Akoum Refuge
Evolving Wilds
Mountain
Swamp
Terramorphic Expanse

Creatures - 7
Bloodghast
Manic Vandal

Combo - 7
Bloodchief Ascension
Mindcrank
Draw - 7
Sign in Blood
Tezzeret's Gambit

Damage - 13
Burst Lightning
Lightning Bolt
Staggershock
Volt Charge

Others - 4
Duress
Hideous End
Sideboard:
Arc Trail
Crush
Duress
Phyrexian Revoker
Tunnel Ignus



Now, since this is a BoaB deck, it uses less than ideal lands. The first thing I did was change out the lands for some Lavaclaw Reaches, Blackcleave Cliffs, and Dragonskull Summits.

The sideboard was pretty interesting. Arc Trail against Aggro decks. Crush against Artifact decks. Phyrexian Revoker against single-minded decks (like Koth decks). Tunnel Ignus against landfall decks. Finally there are 2 copies of Duress, which seemed strange.

I played some games online with the deck and it performed pretty well. However, after testing for a while there are some changes I would make.

-1 Burst Lightning
-1 Manic Vandal
+2 Duress

-2 Duress
+1 Crush
+1 Phyrexian Revoker

A problem that I was frequently having was a distinct lack of creatures on my side of the board and a large number of creatures on the other side. The Bloodghasts are useless in situations like this, but I suppose that can't be helped. Manic Vandal was often a dead draw, but holding onto him for a few turns usually netted a free Shatter. Lavaclaw Reaches totally makes the deck. The ability to get in for damage and possibly trigger a Bloodchief after there was a board wipe was huge.

The Duress is incredibly important, and I had to increase them up to 4. Too often you would be sitting wondering if you should play out your last combo pieces (Typically Mindcrank). Duress is able to show you their hand, and remove any removal or counter card that they are holding. Very important for this combo based deck.

I didn't do extensive testing with the deck today as I simply didn't have enough time. But from the testing I did do I've become a fan of the deck. It's not as insanely powerful as the Splinter Twin combo deck, but it is a lot less fragile, relying on having a single Enchantment sitting out for a few turns, followed by casting an Artifact and winning more or less immediately.

Thanks for reading!

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