Friday, January 6, 2012

Gutter Grime Combo

I just posted the GBW version of the deck earlier today and I'm already having second thoughts. I think it's trying to do too much and the mana base and consistency suffered. The following is the 2-color, streamlined version of the same 3-card combo.

Gutter Grime Combo

Creatures (10)
4 Myr Retriever
4 Solemn Simulacrum
2 Primeval Titan

Control (12)
4 Thoughtseize
4 Hymn to Tourach
2 Maelstrom Pulse
2 Damnation

Other (14)
3 Gutter Grime
4 Heartless Summoning
2 Night's Whisper
3 Life/Death
2 Buried Alive

Mana (24)
2 Dark Ritual
2 Diamond Valley
4 Bayou
4 Overgrown Tomb
1 Urborg, Tomb of Yawgmoth
10 Swamp
1 Forest

How does the deck work?

The 3-card combo uses Heartless Summoning to power out an endless stream of Myr Retrievers for free to generate an infinite amount of slime counters and ooze creature tokens from Gutter Grime. You then swing in for the win. If for some reason the Myr Retrievers aren't an option, you can always cast Life (from Life/Death). This will turn all your lands into 1/1 creatures which will immediately die and create that many slime counters and ooze creature tokens. If for some reason the Heartless Summoning has been dealt with by your opponent, you have a back-up sac outlet in Diamond Valley. And while all this is happening, you can to take care of potential problems with discard and destruction spells.

How does this deck differ from similar decks out there?

This differs from my previous build in many ways. I completely got rid of white, I reduced the emphasis on enchantments, and I got rid of the land theme (leaving only Diamond Valley). This version should be much more consistent than the previous build.

What is your favorite thing about the deck?

The Gutter Grime and Heartless Summoning Combo is just too perfect. You wouldn't think that a token deck would want to run Heartless Summoning, but because the oozes just keep getting bigger and bigger, in this deck it works.

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