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U/G Academy
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Topic: U/G Academy (Read 1390 times)
Nowhereman
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U/G Academy
«
on:
January 26, 2005, 09:48:46 pm »
I had an idea to use stuff to get enough tolarian academy fetchers to make this deck viable. The combo ends up being tolarian academy- strip effect- fastbond-crucible for inf. mana. This is a way to large combo, but... if you throw in a bunch of tutors + Intuition AK then it becomes much easier to pull off. Then you have whitnesses and a regrowth to return draw engines you will almost always pull off the combo.
Heres the deck:
4 Intuition
4 AK
4 Eternal Witness
3 Crucible of Worlds
4 Sylvan Scrying
1 Crop Rotation
3 Deap Anal
4 Elvish Spirit Guide
1 Regrowth
4 Force of Will
4 Wastelands
1 Fastbond
1 Strip mine
1 Stroke of Genius
1 Ancestral Recall
1 Time Walk
1 Timetwister
4 Tropical Island
3 Polluted Delta
1 Tolarian Academy
1 Mana Crypt
1 Lotus Petal
7 SoLoMoxen
1 Mana Vault
I wanna know what you think, and some help to make it better than Animal farm.
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virtual
Full Members
Basic User
Posts: 203
U/G Academy
«
Reply #1 on:
January 26, 2005, 10:02:11 pm »
Unfortunately, this combo is no better than Zuran Orb, fastbond, land, crucible. Also, it doesn't generate infinite mana, it generates:
n*((life-1)/2) mana, where n is the number of artifacts you have. You need to play both tolarian and your waste again to get the mana from it, which hits you for 2 life each cycle.
You still use 2 restricted cards, and although academy is good on its own, living wishes in animal farm are versatile enough that you don't need to even play a zuran orb maindeck (just wish for a chasm)
Witnesses, etc might allow you to still build a competative deck, but I don't think that centering it around said combo will make it any stronger than animal farm.
-Virtual
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Covetous
Basic User
Posts: 199
U/G Academy
«
Reply #2 on:
January 27, 2005, 12:43:32 pm »
The problem here is that infinite mana combos aren't that useful unless that are obscenely easy to get (i.e. Dragon). If you want to build a combo deck, there are about 15 other, better, decks that are combo based. No offense, but on what turn do you expect this deck to go off? You would probably be better off with old-school 5-color academy using candelabra of tawnos and capsize or something. Using anything other than charbelcher or tendrils for a combo kill is fairly inferior because those are 1-card combos and 1 card is nearly always better than 2+ cards (much less 4). If you want to run a combo for infinite mana, make a grim monolith/power artifact deck--it's easier to make it control-ish, which is more likely to succeed. Or, just play some derivative of the new Gifts Ungiven deck which is running around--you can play the combo version with Goblin Charbelcher and Mana Severance. I'm not trying to dump on your idea, but it's just that combo which is slower than turn 3, has no protection, and is not otherwise superior to any exisiting combo isn't that good.
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Doozer
Basic User
Posts: 16
U/G Academy
«
Reply #3 on:
January 27, 2005, 09:52:41 pm »
Why not just play TPS? I play 5c Academy just for fun and rock with it most of the time. I've always thought if you wanted to take a combo deck and win games you play TPS. If you want to have fun play Academy.
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