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4 months ago ::
Jan 24, 2013 - 6:01AM
#1
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Date Joined:
Mar 24, 2005
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Looking at this guy it seems like it should be fairly easy to go off turn 3/4 nut I can't think of a very efficent win to tutor up with him. At the moment the best I have is some combination of viscera seer , disciple of the vault / blood artist , and ornithopter / memnite . Problem is that takes a ton of slots leaving you short on deck manipulation/acceleration. I know there are ways to gain infinite life but that doesn't really win the game Mythical teachings for summoners pact / Through the breach and Silence when needed makes me really want to make this work, instant speed combos tend to be pretty good.
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4 months ago ::
Jan 24, 2013 - 7:02AM
#2
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Date Joined:
Jan 30, 2012
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Back in the day, we flashed him in, but that's not really an option anymore.
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!
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4 months ago ::
Jan 24, 2013 - 7:32AM
#3
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Dramatic Entrance also helps. Teachings for Pact/Entrance. Pact for Hulk. Entrance Hulk in. Grab, 4 Memnite, 4 Thopter, 3 Disciple, 1 Artist, 1 Seer. Sac the 8 Artifacts to Seer, they lose 32 life, you gain 8, sac the Disciples to Seer, they lose 3 life, you gain 3. Sac Artist to Seer, they lose 1 life, you gain 1. That's a net of -36 Life divided between any players at the table you want (1 in this case) and +12 Life for you. Seems like a good way to win. You just hold priority once Hulk has fetched your dudes and there's no way the combo can be stopped, it's just getting to that point that's hard. With mana ramp, you could probably go off turn 4 for 5 with the nutz, and maybe turn 7 at latest if you have to dig. The combo does eat up a lot of room in the deck though, because idealy, you only want to cast 1 Teachings, either to grab Entrance or Pact (idealy on turn 3, on their EoT). Not much room for 0-cost redundancies though. Memnite and Thopter are the only ones. There is some wiggle room in the combo, since you should only have to deal 20, and even less than that VS Jund. I don't think this is 1 combo that should be tried to be broken open.
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4 months ago ::
Jan 24, 2013 - 7:40AM
#4
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Date Joined:
Jan 30, 2012
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Protean Hulk has to die before you can go all fetch happy. Just playing him with Dramatic Entrance will get you nothing unless you already have a sac outlet on the table already.
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!
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4 months ago ::
Jan 24, 2013 - 3:38PM
#5
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Protean Hulk has to die before you can go all fetch happy. Just playing him with Dramatic Entrance will get you nothing unless you already have a sac outlet on the table already.
Right....forgot about that detail, I'm just so used to having Hulk die... Might as well throw in a Slaughter Pact onto the list of cards to tutor for.
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4 months ago ::
Jan 24, 2013 - 4:49PM
#6
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Date Joined:
Mar 24, 2005
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Through the breach is just easier than entrance, I see no reason to run more combo pieces.
4 teachings, 1-2 summoners pacts, 4 Hulk, 4 Breach should be enough because teaching can tutor for either piece of the combo. If theat wasn't enough I would add merchant scrolls I guess. The win combo I would run now would be 3-4 Dotv 2 Blood Artist 2 Seer 6 0 cost dudes.
I wish there were a 0 cost sac outlet so I could recap people to death.
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4 months ago ::
Jan 24, 2013 - 6:20PM
#7
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Date Joined:
Apr 21, 2010
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The current Hulk win in Modern is Viscera Seer, Body Double, Reveillark, Mogg Fanatic/Bile Urchin/Death Cultist.
Edit: Also, Merchant Scroll cannot tutor Breach.
Etiamnunc sto, etiamsi caelum ruat.
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