A combo with too many pieces

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Gashnaw
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Post by Gashnaw » 4 years ago

I am looking for combos that have way too many moving pieces to be effective, but still in your deck because, reasons.

Ghave, Guru of Spores
Soul Warden
Essense Warden
Ashnod's altar
Helliod, Sun-crowned
Doubling season (You need a token doubler and a counter doubler. This can be done with things like Parallel Lives and Corpsejack menace. Doubling season handles it by itself though)
Walking Ballista or Triskelion

now these are the basis of the combo. Basically this is how it works. You make a token, It gets doubled, you gain 2 life (One of reach warden) and heliod puts a counter both ballista and Ghave. Sac both tokens And the counters get doubled... i guess you really only need a token doubler not a counter doubler. oh well) Repeat until your Ballista has several hundred counters and then ping your opponents to death.

Yes it is VERY situational and Yes it is in my Ghave deck. I have assembled the combo once, Did I win (yes) should I have (no) i was left alone for far too long. I had a bunch of tokens that were not doing anything and i noticed i had the pieces in my hand. i sacced them to ashnod's altar, cast the pieces i needed and assembled the combo.

I usually do not run infinite combos as in the past i lost interest in the decks i run due to such (I still love my dragon deck which is literally a "Turn sideways" deck) And this combo was not entirely intentional. (Wardens + Heliod were intentional due to how many tokens this deck can make, and the trikelion and ballista are there to be things to put tokens on instead of just ghave.)


so what are some combos you have that have way too many pieces to be optimal.

schweinefett
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Post by schweinefett » 4 years ago

There was, once upon a time, an anecdote about someone who ran something called the "great wall combo". I don't recall exactly what it entailed, but i remember it included jackal pup, great wall, possibly donate? and i don't remember past that bit. It was the brainchild of the crew of the old commandercast.
I kinda remember it being the most convoluted combo ever.

(though i gotta say, i've never been able to make a ghave deck that DIDN'T just combo off even if by accident)

Aside from that though, i can't think of any 6 or more card combos in any of my decks.

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Gashnaw
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Post by Gashnaw » 4 years ago

schweinefett wrote:
4 years ago
There was, once upon a time, an anecdote about someone who ran something called the "great wall combo". I don't recall exactly what it entailed, but i remember it included jackal pup, great wall, possibly donate? and i don't remember past that bit. It was the brainchild of the crew of the old commandercast.
I kinda remember it being the most convoluted combo ever.

(though i gotta say, i've never been able to make a ghave deck that DIDN'T just combo off even if by accident)

Aside from that though, i can't think of any 6 or more card combos in any of my decks.
I did some work to avoid making Ghave not just combo off. I still have combos in there but the main idea is to swarm.

schweinefett
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Post by schweinefett » 4 years ago

Gashnaw wrote:
4 years ago
schweinefett wrote:
4 years ago
There was, once upon a time, an anecdote about someone who ran something called the "great wall combo". I don't recall exactly what it entailed, but i remember it included jackal pup, great wall, possibly donate? and i don't remember past that bit. It was the brainchild of the crew of the old commandercast.
I kinda remember it being the most convoluted combo ever.

(though i gotta say, i've never been able to make a ghave deck that DIDN'T just combo off even if by accident)

Aside from that though, i can't think of any 6 or more card combos in any of my decks.
I did some work to avoid making Ghave not just combo off. I still have combos in there but the main idea is to swarm.
Yea, i get that... it's amazingly hard work getting to that point where ghave doesn't just combo off by mistake.
Also, the rest of the table will generally let you know that you can combo off when they see it. 'tis a tough card to not break!

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CalebLost
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Post by CalebLost » 4 years ago

You can add Jhoira, Weatherlight Captain to draw your deck, or Saheeli, Sublime Artificer/Sai, Master Thopterist to create an army of tokens (in this case you may skip the Trawler/generic artifact part because you use can use the token to KCI and get the last 2 mana)
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Gashnaw
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Post by Gashnaw » 4 years ago

CalebLost wrote:
4 years ago
you have a -6 there. With the iron works and Spine you can avoid the need for scrap trawler. (And also get infinite C in the process.)

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Post by CalebLost » 4 years ago

Gashnaw wrote:
4 years ago
CalebLost wrote:
4 years ago
you have a -6 there. With the iron works and Spine you can avoid the need for scrap trawler. (And also get infinite C in the process.)
Yes, the -3 was the bare minimum to start reducing the Spine to 4, the Trawler can be skipped also with one of the 2 token generator, there are a lot of moveable part in this that leads to the infinite loop of the Spine
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bobthefunny
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Post by bobthefunny » 4 years ago

Gashnaw wrote:
4 years ago
I am looking for combos that have way too many moving pieces to be effective, but still in your deck because, reasons.

Ghave, Guru of Spores
Soul Warden
Essense Warden
Ashnod's altar
Helliod, Sun-crowned
Doubling season (You need a token doubler and a counter doubler. This can be done with things like Parallel Lives and Corpsejack menace. Doubling season handles it by itself though)
Walking Ballista or Triskelion

now these are the basis of the combo. Basically this is how it works. You make a token, It gets doubled, you gain 2 life (One of reach warden) and heliod puts a counter both ballista and Ghave. Sac both tokens And the counters get doubled... i guess you really only need a token doubler not a counter doubler. oh well) Repeat until your Ballista has several hundred counters and then ping your opponents to death.

Yes it is VERY situational and Yes it is in my Ghave deck. I have assembled the combo once, Did I win (yes) should I have (no) i was left alone for far too long. I had a bunch of tokens that were not doing anything and i noticed i had the pieces in my hand. i sacced them to ashnod's altar, cast the pieces i needed and assembled the combo.

I usually do not run infinite combos as in the past i lost interest in the decks i run due to such (I still love my dragon deck which is literally a "Turn sideways" deck) And this combo was not entirely intentional. (Wardens + Heliod were intentional due to how many tokens this deck can make, and the trikelion and ballista are there to be things to put tokens on instead of just ghave.)


so what are some combos you have that have way too many pieces to be optimal.
Just checking - you do realize that Heliod + Ballista/Trisk is actually a 2 card combo on its own?
You would want to replace Heliod with Archangel of Thune, although that will still reduce the need for a doubler.

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Hawk
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Post by Hawk » 4 years ago

Varina, the Lich Queen:

- Undead Alchemist
- with Altar of the Brood and/or Embalmer's Tools and/or Altar of Dementia on the battlefield...
- Anointed Procession also really helps

It can be actual infinite with Rooftop Storm + Undead Alchemist + Gravecrawler + Altar of Dementia.

Any piece by itself is unlikely to be infinite and it's never 100% infinite, but there are usually enough creature-heavy decks in Commander that once you get two or three pieces together, it is effectively infinite.

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Post by onering » 4 years ago

schweinefett wrote:
4 years ago
There was, once upon a time, an anecdote about someone who ran something called the "great wall combo". I don't recall exactly what it entailed, but i remember it included jackal pup, great wall, possibly donate? and i don't remember past that bit. It was the brainchild of the crew of the old commandercast.
I kinda remember it being the most convoluted combo ever.

(though i gotta say, i've never been able to make a ghave deck that DIDN'T just combo off even if by accident)

Aside from that though, i can't think of any 6 or more card combos in any of my decks.
More convoluted than making Sorrow's Path a creature, giving it lifelink, having Sanguine Bond in play, and assembling enough creatures on your board to kill the table by attacking with Sorrow's path?

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Post by materpillar » 4 years ago

Gashnaw wrote:
4 years ago
I am looking for combos that have way too many moving pieces to be effective, but still in your deck because, reasons.
Haha! I thrive on overly complicated stupid combos. Shout out to my The Ur-Dragon changeling tribal combo deck that it is full to the brim with value card synergies that eventually go infinite in overly complicated ways. At one point it had a 16 card infinite combo but unfortunately Myr Galvanizer got cut. When it wins it usually is using one of many 4 card combos to close out the game. All the cards in the following combos are playable on their own without their combo potential (except for the myr which is why he got axed). I've accomplished all of the following non-myr combos in game before. In fact, the final one was completely unintentional.

The 16 card combo
Khorvath Brightflame + Myr Galvanizer + Unnatural Selection + Gemhide Sliver + Walker of Secret Ways + 9 changelings = Infinite mana and changeling ETBs

Shapesharer + Myr Galvanizer + Gemhide Sliver + 2 Changelings = Infinite Mana

Changeling Titan + Changeling Berserker + Changeling Hero = oblivion ring loop for infinite changeling ETB Triggers
+ Gemhide Sliver = Infinite Mana
+ Azami, Lady of Scrolls = Draw the Deck
+ Seraph Sanctuary = Infinite Life
+ Reaper King = Vindicate the board
+ Spit Flame (with Infinite Mana) = Infinite chunks of 4 damage to all target creatures

Wirewood Symbiote + Mirror Entity + Harabaz Druid = Infinite mana

The Ur-Dragon + Hibernation Sliver + Tolsimir, Friend to Wolves + Universal Automaton = Infinite life and changeling ETBs

The Ur-Dragon + Wirewood Symbiote + Harabaz Druid + Morophon, the Boundless + Changeling Titan + Changeling Hero = Infinite changeling ETBs, add one more changeling for infinite mana

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pokken
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Post by pokken » 4 years ago

A combo I found in my old build of Ephara was :
And subsequently I found out that if my friend played pandemonium I could kill the table that way without the archangel/soul warden.

Not the only 2+player combo assembled by my deck with my friend's norin, the wary deck...not even one of two. The other two were;
The bribery was not mine :P

and

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Gashnaw
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Post by Gashnaw » 4 years ago

bobthefunny wrote:
4 years ago
ust checking - you do realize that Heliod + Ballista/Trisk is actually a 2 card combo on its own?
You would want to replace Heliod with Archangel of Thune, although that will still reduce the need for a doubler.
I am aware. But at the time I had forgotten, and I kinda wanted to go extravagant with the combo.

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Post by Sinis » 4 years ago

schweinefett wrote:
4 years ago
There was, once upon a time, an anecdote about someone who ran something called the "great wall combo". I don't recall exactly what it entailed, but i remember it included jackal pup, great wall, possibly donate? and i don't remember past that bit. It was the brainchild of the crew of the old commandercast.
I kinda remember it being the most convoluted combo ever.
This was a gag on a commandercast episode years and years ago. It's not a real/good combo.

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Post by Dunharrow » 4 years ago

I feel like there are a lot of convoluted Nim Deathmantle combos. There are some 3 card combos. But there are also some combos that take a lot more.

The one that is in my deck is:
Nim Deathmantle
Ashnod's Altar
Sun Titan

These three cards can win the game with a Blood artist effect. But you can combo with other stuff.
My way of winning is
4th card is Satyr Wayfinder.
Now you can mill your deck,
You then use Sunny T to return Eternal Witness, which will target Bitter Ordeal.
Then you sac EWit and SunT, return Sun T and target a swamp. Sac Sun T for 2 mana. Cast Bitter Ordeal to exile everyone's decks.

So that's 6 cards, if you don't consider swamp to be a card in this combo.
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