Creature (32) | |||
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$13.391.05 | |||
$1.09€1.140.13 | |||
$1.50€1.460.41 | |||
$0.250.04 | |||
$0.55€0.640.03 | |||
$0.500.02 | |||
$0.43 | |||
$0.23€0.12 | |||
$0.50€0.51 | |||
$12.99€16.776.71 | |||
Instant, Sorcery, Enchantment, Artifact (4) | |||
$4.64€6.382.07 | |||
Planeswalker (1) | |||
$1.38€1.610.03 | |||
Land (23) | |||
$28.41€25.513.12 | |||
$1.90€1.720.19 | |||
$5.10€2.830.61 | |||
$1.20€0.900.14 | |||
$11.81€10.240.15 | |||
$10.22€9.740.24 | |||
1
Forest
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$0.19 | ||
$10.07€9.660.07 | |||
$1.77€1.600.02 | |||
1
Swamp
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$0.28 |
$1.50€1.460.41 | |||
$12.99€16.776.71 | |||
$1.71€1.46 | |||
$0.34 | |||
$0.26€0.330.02 | |||
$2.51€2.120.60 | |||
$2.98€1.380.02 | |||
$29.89€30.53 |
$0.40€0.240.02 | |||
$4.60€2.070.02 | |||
$0.74€0.879.62 | |||
$0.40€0.600.80 | |||
$0.40€0.260.03 | |||
$3.29€2.410.02 | |||
$14.60€16.42 |
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Learn more Download For WindowsMore often than not I've tended to be a big fan of decks that prove successful because of a certain shell but still enough slots left over to allow for plenty of personal expression. I've been seeing Samwise Combo decks popping up in tournament results for some time now, but there's certainly not a One True build yet like how there is for MonoGreen.
The build you see here is my own personal attempt at predicting where optimized lists are likely to end head while having a decision about my card selections.
*Caveat: Everything I'm about to say applies to competitive only. Play whatever you want. MtG is a game. Have fun with it however you'd like.
Statement: Historic is a combo centric format.
You can argue with me if you'd like, but you'd be wrong. I'm willing to grant that I'm leaning on the word "centric" pretty heavily though.
The Legacy format is defined by Brainstorm but it is Force of Will that keeps the true degenercy lurking in the wings at bay. Legacy would be nothing but Turn 0, 1 or 2 combo decks without that singular zero-mana counter spell keeping a vaneer of balance from atop it's lofty and venerable perch.
Historic is much the same. The triangle meta of Historic is:
Archetype | Example Decks |
Turn 3 Combo Kill decks | Samwise, Greasefang, Belcher, Kethis |
Can Prevent Themselves From Dying To T3Ks | UW Control, UB Control, Black-based Midrange piles |
Beat Up The Decks That Don't Die To T3Ks, But Die To T3Ks | MonoGreen, UR Wizards, LifeGain |
It's not even really about "Fair" vs "Unfair". You can be "Unfair" too, but if you die first in the combo matchups, you'll get weeded out pretty quick since the "Fair" decks already have to be built to interact with decks just like you.
Despite what WotC claims how it would like things to be, they're simply awful at managing their formats. Their supposed "Turn 4 Format" has things like Greasefang, Leyline Geist Combo, Kethis and, of course, Samwise Gamgee running around in it. Why!? None of these produce any of the component aspects of "FIRE" you've claimed as your design philosophy! Just ban all these stupid things, WotC! Aaargh!
...Anyway, don't mistake these observations for me saying the Historic meta isn't "healthy" (whatever the heck that means in WotC's eyes). If you squint, you could easily make the case that Historic has a Bizarro-world version of "Aggro vs Midrange vs Control". I'm simply providing what I think the context is for the card choices I made for this build.
So, yeah, "What exactly is the combo in this combo deck anyway?" you might rightfully be asking by this point. Well, it's an infinite loop where you sacrifice the cat, get it back, drain for 1, get a Food, sac again, repeat until the opponent dies.
Some Zero-cost, repeatable creature sacrifice outlet. Such as:
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NOTE: You must have a Food token out before you can go infinite.
I find that it's good to compare a given deck/specific build to its direct competition to get a better sense of what you're trying to achieve by choosing to go with one deck over another.
For example, UR Wizards vs UR Phoenix are two decks that directly compete with each other in terms of the kinds of playstyle they go for and the players they would attract. Both are aggressive, velocity based, spell-slinger decks that explosively try to kill their opponents. The difference is that Wizards needs to let it's creatures sit out there for a turn or two making it much weaker to creature removal for the benefit of much more overwhelming single turn swings. Phoenix players churns through their decks so deeply each game that they are consistently able to produce the same results and are more resilient to generic creature removal thanks to the namesake, but they trade those benefits for ~1.25ish turns of kill speed.
The direct competitors to Samwise Combo are:
Many of the tournament decklists I see either play 4x Chord or play both Chord and CoCo.
For my two-cents I think going 4x CoCo is probably better overall because:
Could be replaced with any number of utility pieces. See Maybeboard for some suggestions.
Another big question is "How many is the correct number of lands?". It's a surprisingly tricky question given the nature of our mana needs.
The combo can run anywhere from a total of 5 mana minimum (1 Cat + 1 Sam + 1 Bart) to 7 mana maximum (1 Woe + 1 CoCo), and while I have spent that much in one turn, the cost is usually spread over a turn or two. The trick part is that we want have access to that maximum amount as close to on-curve as possible. One could also argue that we're running 12 mana dorks, but the 4x Goose and 4x Innkeeper only generate a mana once (effectively). Basically, I'm just going to treat the whole thing like we have the recommended 22 + 1 lands and 4 1CMC mana dorks.
Magic players are much too willing to skimp on lands overall bc they innately believe "screw beats flood" (or at least that's the best excuse I can rationalize). However, unless I find myself routinely flooded, I lean towards having the mana to cast my spells, thank you very much.
All our mana needs to come into play untapped as to not stumble on the path to our desired Turn 3 Kill. So no Triomes, Cycle Lands, any of that tapped nonsense. Get it outta here.
The creature versions of other sideboard cards so we can CoCo into them:
Meh, replace with whatever. Try to keep it Black or Green though. Double White is stretching the mana-base:
2 | 15 | 42 | 1 | 0 |
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0 | 6 | 5 | 4 | 0 |
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