View Full Version : Going off

04-07-2007, 03:36 AM
The last of the primary trio is combo. Combo, as it states, is the combination of cards that make the deck. To assemble the game-winning combo is known as "going off".

Characteristics of combo:
1. Fast, it tends to have to run on a clock set by how fast an aggro deck kills unopposed.
2. Wins usually in a single giant turn, impressive. It usually either deals 20 damage in 1 turn, or generate infinite anything, or something along those times that make you either win, or impossible to lose
3. Plays at least 24 lands (with exceptions). Land drops in combo is MORE important than any of the three deck archetypes. Miss one = you lose, most of the time
4. Tends to win by a set combination

Cards Belonging to Combo:
1. Card drawing
The easiest way of getting to the combo pieces is card drawing. Getting to the combo pieces is the most important thing to do, after all.

2. Combo pieces
A no-brainer here. Combo pieces are necessary.

Generally speaking that's pretty much all of it. Just those two. Anything else is irrelevant to the combo player. The other guy? Who? Combo decks to remove interactions between players, and therefore tends to be frowned upon, unless mixed with other archetypes.

Building your combo deck:
Make sure your combo deck can reliably "go off" by the turn count set by the speed of your environment! In pro tour, that means it has to win by turn 4 or 5. Casual tables tend to be several turns slower, which gives combo decks some breathing room. Building your combo deck is easy! Take your combo (4 of's!), then stuff it with with card drawing and cards that can find your combo pieces (aka tutors). Voila! There are other ways of building a combo deck, but generally this is the easiest way. Yes, it feels like aggro.

Playing your combo deck:
This is actually fairly easy. Go off, or try to go off if you know you would die the next turn against aggro. Against control, you just have to figure out when is the best time (aka the sooner the better) to go off. Once you assemble your pieces, you win!

Pros and cons:
- Focused play. You try to get your combo out ASAP
- Easy to build
- Proactive
- It really doesn't matter what your opponent is playing

- Price tag can be tricky
- Some are difficult to play well
- Has little to no interaction with the opponent most of the time, though there are some recent combo decks that actually DOES have interactions with opponents

04-08-2007, 04:38 AM
perfect example: Stuffy Doll + anything... Pyrohemia, Outrider EnKor, Guilty Conscience, Madness components, list goes on... Volcano Hellion too =P

04-08-2007, 06:56 AM
Well the big standard combo right now is the old dragonstorm deck, while extended has a couple, mostly involving mind's desire. lol

I actually find the doll + conscience combo much better than the hellion combo, simply because it's not infinite (and more risky).

04-08-2007, 06:09 PM
well yeah... but let's not forget that "nice-but-rarely-works" idea:

Greater Gargadon + Flagstones of Trokair + Restore Balance


04-08-2007, 07:14 PM
Yeah, that thing's too slow. I really liked the combo deck back in the Mirrodin/Kamigawa days though. Alarm was a good deck. :3