So, if our mana engine has to be creature based, how much mana can we make and in what ways.
[...]
What are we doing with these cards?
Some interesting thoughts here! If combo is condensed enough to have a combo turn, as per earlier in the thread, I don't know that you need long-term mana exclusively over burst mana, so eldrazi spawn tokens might even be another choice alongside creature and land ramp. Summoner's Pact starts to look interesting too given those constraints (hasty green beater, gg) but is a weak tutor the rest of the time. how you feel about weak tutors comes down to your environment i guess! GSZ rules and i run one but endorse running more than one in a combo environment if you want to.
but anyway Grillo I'm gonna talk about disruption a little bit more, how it's been in my environment, and what I've tested and thought. (can you tell i haven't been drafting lately? )
Proactive disruption (i.e. nullifying threats before or just after they're played) on creatures I really like, because you get to choose between advancing your plan or stopping theirs.
Hand disruption in general is usually strong in limited, but the redundancy of some plans (and not others!) gives them a bit of a buffer against discard. So spells that are fine normally are going to be much better either protecting a plan or disrupting it. in Legacy, ANT and esper stoneblade might both play Thoughtseize, but it's much better for ANT than Stoneblade. ANT only needs to remove interaction and Stoneblade has to pull critical combo pieces and the cards that find them. The resiliency of the combo deck and density of the opponent's interaction weigh heavily on that difference in quality of the same card.
Thoughtseize is really good basically anywhere, but then cheap discard drops off considerably. I've mostly made
IoK work by dropping my cube's average CMC to 2.5, which isn't as easily portable to other lists, but if you've got a low curve or even just no expensive disruption (largely CMC3 or less counterspells, removal, and combo pieces seem to be the important parts, hitting creatures is important sometimes but less so in this context. I think this means they could theoretically be bigger on average as long as the combo ones stay small enough to be hit.) then it might really work for you! I like casting this card, it's fun, and misses cards based on CMC and not typeline.
Of the t1.5 discard spells there's pretty scant options (
Duress and
Despise - Cabal Therapy is kind of rough in Cube). Two mana gives you
Wrench Mind,
Hymn,
Castigate and then the situationally-fine
Chain of Smog and
Sirocco[1]).
I've had the most success with evasive and discard-forcing creatures like
Lifebane Zombie, Clique,
Sculler and Hypnotic Specter - these apply pressure and give the caster a discard line if they don't already have one (protect the evasive threat).
That said,
most of the things I've tested (incl.
digging through kamigawa for answers) have ranged from unplayable to merely okay. Blackmail stands out as being stronger late-game, the
two-mana two-card gold discard spells are pretty good at applying pressure but don't really touch combo, and anything that cost 4+ just didn't cut it.
I did supplement my double IoKs with Despise over Appetite for Brains; Despise is dead less often and still touches the big threats I wanted another discard spell for, but can still fail, unlike thoughtseize.
So I pushed up the number of counterspells I was running, since they nullify threats similarly, and I've been pleased with the results. Being reactive instead of proactive is an issue, but discard isn't gone from my environment, just supplemented.
[1]Chain of Smog is good when black plays out of the graveyard a bunch, Sirocco was once good and might be again in vintage-style environments
Big mana is cool--
the cards i'm most excited about from your list:
--
and finding ways to spend it is cooler. There are creatures that turn mana into cards milled, into creature pump, extra spells, X spells, and my favourite, permanents with activated abilities. As long as there's a bunch of ways to spend mana in your environment, I think the combo decks will be able to choose the ones that advance their specific gameplans.
I like spell lands a bunch in ramp strategies because you can consistently use them and cast your spells in the same turn, they provide flood insurance, and decks that don't interact with nonbasic lands can attack the mana engine instead. Enchantments and artifacts with abilities should be able to play similar roles.
You like big mana combo, and that's cool, I do too. I hope this hasn't been embarrassingly pedestrian? but I want to get into card advantage and that means i want to start talking about things in the context of """vintage combo""" (which is also legacy combo) from the earlier facile distinction.
The exciting part of these combo decks, to me, isn't accumulating and spending mana, it's sculpting a hand that will probably win the game, possibly through disruption. So you need to find Show and Tell because your deck can't even hardcast Omniscience in the first place (lol) but then all the cards you used to find your combo turn out to help you execute it too. I think it might be possible to enable layered engine combo in high-powered environments but needing specific spells or fizzling is a real concern and so card filtering and advantage are key to making it work. I like self-mill and the graveyard as a play space so reaching absurd card advantage there is a cool angle.
The problem with graveyard combo is the lack of
(good) incidental disruption. This is hard to fix without getting into custom cards and off-the-wall environments but it might be possible to attack whatever these combo decks
focus that card advantage on. Introducing
competing demand for cards in the graveyard is a good idea but so is limiting those combo decks to ones that involve the combat step.
Thanks for reading/skimming, I didn't mean for this to get so long.