In particular, he explains that the Lich should be played only on the turn you intend to combo out, and that the specific combo requires about five lands and a Mox with Dark Heart and Fastbond in play. But there is still a way, even under the current rules, to make Mirror Universe instantly lethal. – Vintage Magic says: Chapter 3 | Old School Magic – A Visit to the Zoo – Vintage Magic says: Ive enjoyed these articles immensely. Yes we will 1st build … Use Time Vault more effectively in your decks. In 1 decks 0% of 419297 decks. And although Black Vise was later restricted in Type I because of it’s abuse in a combo deck (a rare case of restricting the win condition instead of the engine), neither card has really been a prominent part of any Old School combo deck. Sylvan, as we’ve seen, along with Howling Mine, is one of the best draw engines in the format, and it’s especially good when you have lifegain. The deck also uses several cards such as Force of Will and Ancient Grudge to efficiently deal with Null Rod , the most effective answer to the Vault-Key combo. Towards the end of Danganronpa V3: Killing Harmony, you’ll find yourself in a certain someone’s lab. , and they just make the deck more clunky. Thereby giving a little more ammo to the UG deck running artifacts. The Old School movement would benefit greatly if Steve were to continue writing for – please keep these articles coming! T Take an extra turn after this one. Tap Time Vault for an Extra Turn after this one, Wash & Repeat. Underworld Dreams was so powerful and such a feared threat that it was restricted in the very initial wave of restrictions following the release of the Legends expansion. by Herb48. Another option is Ivory Tower, although that requires more time. A secondary goal is that you may be inspired to try one of them or build your own. The deck also uses several cards such as Force of Will and Ancient Grudge to efficiently deal with Null Rod , the most effective answer to the Vault-Key combo. All you really need is Time Vault It is not for a want of interest, I trust, but rather ineluctable ignorance. At their core, they seek quick mana, explosive card draw, and a big finisher. Zomgasa on Treasure!! And, there is Lich, which, when paired with Dark Heart of the Wood, becomes a tremendous card draw engine as well. Although it does not provide a comprehensive look, I think it is probably easiest to begin appreciating the true scope of possibilities by focusing first on the finishers, or ultimate strategic objectives. I really believe that you should devote the least amount of slots to your win condition. The HD-200 Quick Vault provides secure access with the ease of a simple electronic combo. And it does so not in an round-about way, like Black Vise, but directly, for every card drawn. This article has explored the least covered aspect of Old School Magic: Combo. This deck is fast and surprisingly consistent for a combo deck, and I think anyone who tries it will have a blast. Since this series was conceived and launched, many other writers and bloggers have done an excellent job revealing and presenting a wider spectrum of strategies in popular Old School environments. Converting the deck into a 93/94 deck requires a bit more work, but I’d start by adding Channel back into the deck, and possibly, following the lead of Mr. Jordo, adding a second Mirror Universe, and possibly a third. DMCA requests | Land (35) Enchantment (2) Artifact (13) Sorcery (18) Instant (15) Creature (16) View Combos. Credited to Martin Jordo, here is “Mirror Ball”: This deck is interesting for a number of reasons. His first published version of a “Recursion” deck was built around the then-unrestricted Fork: The goal of the deck was to set up Recurring Time Walks by Forking Time Walk to take enough turns to win the game. Because this deck uses so many Mirrors, I think Channel is more justifiable. But, the most interesting part of this deck isn’t Verduran Enchantress at all: It’s Forgotten Lore. To this date, it is only one of three cards ever banned for power level reasons (the other two being Mind Twist and Channel). Think about that for a minute. Thank you! Using that framework, I specifically focused on decks that don’t use creatures as win conditions. $949.99. I designed one which I worked on during the Winter of 2015-16, which I am now sharing. I suppose Flash Counter is broadly useful, but Red Elemental Blast is, and always has been, maindeckable. These decks reflect the draw engines, mana resources, tutors and, most importantly, the win conditions that structure the possibilities for combo decks in Old School formats. Thank you for your input, and if you have anymore suggestions, I am open to all! In the same article, Zak presented a faster and more aggressive looping and recursion deck, and one that is perhaps more revealing for our needs, “The Churning Deck.”. The combo. Buyers are raving! In all of the major groups, Twiddle is unrestricted. Combo, unfortunately, suffers not only from greater ambiguity in what that appellation describes, it lacks a universal set of markers such as those generally found in Aggro or Control strategies, and therefore describes a much more diverse, if not broader, set of strategies. First that comes to mind is the classic combo Voltaic Key, which has been upgraded to Manifold Key, but another card I’ve added to my cube is Kiora’s Follower which acts as a dude, untaps Time Vault, or can ramp mana! This list contains some chaff, but it features the sweet tech of Book of Rass, which is a sink for infinite colorless and helps find a win condition once the combo is assembled. Likewise, Notion Thief is the best paired with Dack Fayden, but can still be back breaking in response to a Brainstorm. This deck can win often on turn 1 and win consistently on turn 2. Most of all, I’d love a chance to play Fastbond again (now that the Gush […]. It was not unrestricted until October 1, 1999. 2 Cards (Time Vault, Voltaic Key), 4 mana (2 for Vault, 1 for Key, 1 to activate Key) and you take INFINITE TURNS. Old school Time Vault by myrdin1. In fact, at the very next tournament in the Bay Area, I played a different deck, and lost a close match to “Mith” Rao, who did play a list pretty similar to what I had envisioned, and went 4-1: In June, 2016, this Power Monolith combo deck got 2nd place in  European tournament, the Arvika Festival: The pilot had Top 8ed an earlier event with a similar deck a few months before. I played Time Vault combo for the second time after the last n00bcon tournament and placed 10th, missing the top 8 on a close game based on some unfortunate misplays. The origins of the term “combo” as applied to Magic decks is lost to the sands of time (and I have searched! Thus, this article was organized into: Fireball, Mirror, Edge, Underworld Dreams, and other win condition decks. The reality of combo decks is both simpler and more complicated than they are widely perceived. Consider adding Time Vault + Voltaic Key Pros-Bloom, not only one of the most infamous combo decks of all time, but perhaps the first to truly elevate that appellation, was a complicated combo deck that used multiple cards to generate large amounts of mana to generate a large Prosperity, which, in turn, would fuel a lethal Drain Life. This site is unaffiliated. Yet, there is one area of Old School Magic that deserves more attention: combo. There are a few back up plans, one of which is to Tinker for a robot to finish the match, but in general this deck just dumps out its hand and tries to take infinite turns. (60 cards, 35 distinct) - Black Lotus, Timetwister, Mox Pearl, Time Walk, Mox Sapphire, Ancestral Recall, Mox Ruby As Zak puts it in his strategy article, “Once you reach eight cards total in your hand, graveyard and library, for example, it doesn’t matter where your opponent cuts your deck after you cast Timetwister, you’ll know exactly what you’re going to draw. Post-Script: This is the penultimate article in this planned series, with the next chapter scheduled to be the final chapter. Time Vault. Combo is not simply an overlooked area of interest, it is also perhaps the least developed and most rough-hewn of all of the major strategic approaches in Old School. Verduran Enchantress can build up a tremendous amount of card draw within a few turns, with Dance of Many triggering and duplicating the Enchantress in the process. They just don’t spring to mind readily. Stephen is the 2007 Vintage Champion and the Season 1 Vintage Super League champion. $799.99. Last Modified On: 10/2/2016 Market Median Low — $28,165.75 $25,630.97 Buy This Deck! Average Type Distribution. Like Underworld Dreams, Mirror Universe was promptly restricted following it’s release in the Legends expansion. One of the first notable examples was “Hurkyl’s Fireball,” a deck that used Mana Vaults and Hurkyl’s Recall in the Spring of 1994 to try to pull off lethal Fireballs. Although I was the sad soul who knocked Justin out of the Top 8 of that tournament, I was sufficiently impressed with his deck to work on it in my laboratory. Unlimited Edition. Before we explore the decklists, synergies and tactics that define Combo in Old School, it helps to begin before the beginning, and understand the origins of this broad class of strategies. It doesn’t get restricted cards reliably, and it is a nice power boost to aggro decks. A Chicago-area player Bob Agra also has an interesting take on the archetype: But Dominic Dotterer may have the most interesting of the pre-Ice Age versions: Dominic’s list uses Land Tax and Ivory Tower to fuel the Sylvan Library draw engine, which gives the deck a little more ‘oomph,’ translating one form of card advantage into a life buffer and card quality and advantage. The rest of the cards are fairly to standard to big blue decks, mainly just counters, draw spells, removal, and utility spells. Old School Magic: Chapter 8 — 2nd Place at Eternal Weekend, 2016 with Blue-Red Aggro-Control – Vintage Magic says: Old School Magic: Chapter 10 — Rules of the Road – Vintage Magic says: […] Chapter 11: The Untold History of Combo in Old School […]. But there are other draw engines that fuel combo strategies in 93/94 Old School Magic. 0.16 TIX. Even with all of the unrestricted cards permitted in that format, a Tax Edge combo deck managed to go 5-2 at Eternal Central’s 2016 Eternal Weekend Old School event, good enough for 22nd place in the hands of Tim Winter: This approach translates Land Tax’s card advantage into quality via Winds of Change, which, in a Scroll Rack type maneuver, transforms lands into fresh cards. Welcome to the TIME Vault: Our New Digital Archive. Alpha Basalt Monolith + Antiquities Power Artifact = Infinite Mana. Oddly enough, the first combo to break time vault since its errata in 1996 wasn't an infinite turn combo, it was an infinite damage combo that couldn't care less about the extra turns (or 90% of time vault's text for that matter). All it cared about was that little oddity in the errata I pointed out earlier. Vault locks, unlike traditional locks, have a time window for when they can be opened. It was the “go to” finisher for combo decks, at least until Kaervek’s Torch was printed, which, in turn, was replaced by Tendrils of Agony. When they are pretty well locked under Stasis, this creates free turns for you. that you don’t need to win immediately to eventually win the game. Second, MirrorBall is all in on Sylvan Library. Time Vault is not commander-legal though. Another approach that has sometimes been tried is simply to use cards like Mana Flare/ Gauntlet of Might and Candleabra of Tawnos to build toward lethal Fireballs (here is one such example of that approach, and here is another, using High Tide as well). Crumble is here both as removal but also life gain. Second, this deck has another use for Instill Energy than simply putting it on your Time Vault. It also makes things a bit dumb with 4 Hymn to tourach as a universal "catch-all", and the russian roulette of DC for Channel is not funny for long. The two most prominent examples of this are Howling Mine and Sylvan Library, two draw engines that I recommend any dedicated or even half-hearted Combo player fully invest in, for fun, if not for profit. Time Vault; Time Vault (Card) Time Vault. Then do a heroic walk away from the explosion. At this point, you have successfully set up the loop; you can cast the potent, restricting cards that are aimed at harming your opponent, cast Timetwister to draw them again, and repeat this until you’ve defeated your opponent.”. If Time Vault would become untapped, instead choose one - untap Time Vault and you skip your next turn; or Time Vault remains tapped. The plan after that involves getting a Time Vault on the table and as that card is restricted the deck usually plays a … But, there was never an opportunity for me to play this deck in a tournament as a surprise, and in short order, very similar lists began to emerge. Would definitely recommend more tutors or a Damnation.. Tidehollow Strix is great, but have you heard of Baleful Strix?. Alpha Black Vise and Antiquities The Rack, Vintage Magic, LLC PO Box #6266, Olympia, WA 98507-6266, restricted in Type I because of it’s abuse in a combo deck, interviewed Mark for my History of Vintage series. I spent a big section on the semantics/semiotics and taxonomy of Combo at the beginning of the article, where I talked about the origin of the term. Mages found ways to build large Fireballs through many different sources. I did write a separate article on Reanimator, which is part of the reason I didn’t include it here. +1 (206)-914-7974Vintage Magic, LLC PO Box #6266, Olympia, WA 98507-6266, Old School Magic: Chapter 11 – The Untold History of Combo in Old School. Early combo decks generally had a one-shot strategy that resulted in a win under most game conditions. The reality is more complicated because there is usually a deeper and more intricate structural relationship between the draw engines, mana engines, and the finishers. With this deck, you can put an Instill Energy on a Birds of Paradise to pay for Stasis indefinitely. By the summer of 2016, I had refined the following deck, which I proudly tested with great success in our monthly Old School events at the Albatross Pub in Berkeley: This list represents my best attempt to not only abuse Underworld Dreams in Old School, but to improve upon the efforts that have come before. Time Vault card info, combos, and decks involving the Time Vault magic the gathering card. This site © 2020, LLC If you have enjoyed this series, please post a reply letting us know, and share the article with your friends. After this tournanent, and in fact, doing preparation for this article, I encountered what the Swedish group calls “MirrorBall” strategy. Fireball and Braingeyser have been replaced with Storm finishers like Tendrils of Agony, but the principle is largely the same. It helps assemble 3 cards combos really effectively, like Power Monolith. Dack Fayden is excellent on his own, but even better with Notion Thief. Tap Time Vault to take another turn. The goal of the deck is to get a critical mass of resources such that you can set up a loop, either recurring Time Walks iteratively with Forgotten Lore or other recursion or Timetwister, and often both at the same time. Time Vault Combo. I tested Channel in my ’95 Recursion combo list, but ultimately decided it was largely superfluous. The basis for this restriction and banning was a three card combo pictured in the introduction of this article: Time Vault enchanted with Animate Artifact and Instill Energy to take infinite turns. However, there are a few broad cases of cards that tend to appear across multiple archetypes because they serve as general engines. Buying and selling genuine authentic Rolex, cartier, panerai, bregeut for affordable discounted prices. Help | I must ask, what is the win condition in your Time Vault/Stasis deck? Land (35) Enchantment (2) Artifact (13) Sorcery (18) Instant (15) Creature (16) View Combos. What the Giant Vault Combination Is in Danganronpa V3: Killing Harmony. Zomgasa on Treasure!! Time Vault doesn’t untap normally during untap phase, to untap it, you must skip a turn. His techical analysis of strategies, cards, and tactics, illuminated by both historical narrative and current metagame, is unparalleled. Although restricted, this combo was first popularized by the great Mark Justice during the heyday of Type 1 with a deck he called “Winds of Chains”: Mark Justice’s deck has to compensate for the sad fact that Underworld Dreams was restricted almost immediately after it’s initial printing, but Mark nonetheless built in another fantastic synergy: Chains of Mephistopheles and Winds of Change, a combo that was almost as devastating. Forgotten Lore is the card that allows you to recur all of the restricted spells like Timetwister, Time Walk, and Ancestral Recall repeatedly. If an internal link led you here, you may wish to change the link to point directly to the intended article. As noted earlier, Fireball is one of the most popular finishers in combo decks in Old School Magic. Thanks for the idea. And it's all held together by his highly engaging writing style. One of the best series, and a great source of information for those who are getting into Old School (myself included). Old School Magic: Chapter 7 – New Strategies for the Old School: Blue-Red Aggro Control – Vintage Magic says: […] Chapter 11: The Untold History of Combo in Old School […]. According to Zak, the goal with this list is to “get to the point where you have Island Sanctuary, two Stone Calendars (or one and a Copy Artifact), a Fastbond, and a creature with Spirit Link and Unstable Mutation in play, and just Time Walk, Berserk, Timetwister, Regrowth, Disenchant, Power Sink Black Lotus, Swords to Plowshares and Strip Mine in your hand, graveyard, and library.” From that point, you can build infinite mana with Regrowth for Timetwister and Lotus in each loop (because of the two Stone Calendars). Time Vault doesn’t untap normally during untap phase, to untap it, you must skip a turn. The most obvious such win conditions are those that inflict damage through means other than attacking. While Time Vault looks fairly innocent on the surface, this two-mana artifact can turn into infinite turns very quickly with cards like Voltaic Key or Tezzeret the Seeker. But few are more popular or successful in modern 93/94 than Power Monolith combo (especially since Channel, as a singleton, can’t anchor a deck). The primary strategic orientations in Magic, Aggro and Control, are intuitive heuristics that describe something fundamental about a deck’s plan for winning. Sargent and Greenleaf offers industry-leading products for a wide range of industries. Also, instead of relying entirely on Instill Energy, you can Transmute up Jandor’s Saddlebags to untap the Animated Time Vault. As a result, there is are no historical lists where this combo was permitted. For an overview, I recommend Stephen Menendian’s excellent combo primer at Vintage Magic. There are situations where you need to pay 7+ mana for Forgotten Lore to get the correct card. ... A hand can easily get you 6 mana on turn 1, and the infinite-turn combo can be pulled off with just 4 total mana. That’s because, like creatures, these threats require multiple turns to inflict damage, much as creatures do. In 1 decks 0% of 419297 decks. But, I’m not sure it isn’t fair. Combo decks, however, rarely win by creature attack. The choice of whether or not to skip a turn is made as that turn would begin, and only if Time Vault is tapped at that time. As Zak put it, “churning relies on playing and sacrificing your cards, running through your whole library every turn no matter how many cards are in your deck.” The key to this is Timetwister, which allows you to loop and churn. Unlike the two archetypes reviewed so far, this is not a strategy I have personal experience testing or working on, but it is something I’ve faced many times (and own all of the cards for). $949.99. The Infant Casket and Vault Combo has a wooden casket made from wood which displays a Teddy Bear holding three balloons on the soft interior. At the same time, Mana Flare and Candleabra are another way, aside from simple recursion, to fuel a lethal Fireball (note the lone Fireball as the main win condition – yet another deck built around Fireball as a “Tendrils of Agony” finisher). When I embarked upon this series, I imagined a much larger task for myself than I have ultimately been required to perform. , and Blightsteel Colossus + Tinker $799.99. Time Vault is not commander-legal though. By Lily Rothman November 12, 2014 3:30 PM EST See the TIME Vault. Nice changes! Even this rudimentary concept reveals something fundamental about these strategies. The deck is comprised of an abnormally-large amount of one-ofs, even for Vintage. Jump to. Since recursion is the primary plan, I also ran a single Tormod’s Crypt maindeck to remove cards from my opponent’s deck before every Twister, while also doubling against what I think is the best deck in our ’95 environment, Reanimator (see Chapter 9). Suffice to say, this combo is powerful, fun and exciting. Also, in the pre-Ice Age environment, you may just have more room for Channel anyway. As documented last chapter, this all went away with 6th Edition rules. Nice changes! By focusing on Time Walk, it tries to make Howling Mine less symmetrical. From there, you can cast Berserk an absurd number of times and take infinite Time Walks. The decks that we describe as “combo” decks today refer to both strategies constructed around particular two or three card combos such as those just described as well as strategies that were notorious in the era of Wild Magic that preceded the institution of the Duelist Convocation’s Floor Rules and Banned and Restricted Lists. Getting there – End of turn, draw a card says: […] attracting the deck tuner in me. Old School formats are not only more deeply mined, there is a much better mapping of the terrain. Instead of generating an inordinate amount of mana, now the combo pilot must generate storm instead. Yet, the reality of combo decks is also more simple than the perception of draw or mana engines would seem. That will go a long way to towards determining if we will plan future chapters beyond Chapter 12. Legends Land Tax and Land’s Edge = Direct Damage Combo. 10/1/2008: Underworld Dreams Combo and Power Artifact Combo probably  have the strongest overall tournament resume at the moment, but it is recursion combo that I believe is probably the most overall fun to play, and may also offer the absolute highest skill ceiling. Underworld Dreams is one of the most interesting win conditions in Old School Magic. I'm thinking of organizing a tournament in this format, actually. Voltaic Key Specifically, we will look at 1) Underworld Dreams Combo, 2) Power Artifact Combo, 3) Tax-Edge Combo, 4) Time Vault Combo, 5) Lich Combo, and 6) Recursion Combo. Love the article as always. Sphinx Summoner jumps out as a good add, but I don't know what should eb taken out, up to you I guess.. We will send our DNA and Data to begin life upon Worlds orbiting distant Stars. Most players think of combo decks in terms of their prolific engines, either draw engines (like Yawgmoth’s Bargain, Memory Jar, Prosperity) or mana engines (Grim Monolith/Power Artifact, Worldgorger Dragon/ Animate Dead, Tolarian Academy/Capsize) or any of the countless other engines that have existed in Magic’s great history. This shifts attention in the appropriate direction, however, and forms the basis for uncovering engines that can do so. If we somehow lose our main win-condition in Monastery Mentor, we could get him back with a Timetwister or a Yawgmoth's Will. Perhaps their biggest selling point is they offer enormous replay value – and therefore fun – because they are often fast and play out so differently with so many lines of play from game to game.

time vault combo

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