https://cubecobra.com/cube/list/Kashi?view=spoiler
I jotted down some thoughts on my build and the challenge on the cubecobra. Figured I would throw them in here to just in case:
I started down the road of this idea at the intersection of Splinter Twin and Situation. My initial thought was that with so few cards and a limited number of turns, combo would allow players to have deterministic control over the ending of most games while also enjoying/wanting to emulate/impersonate the flow of Splinter Twin mirrors in terms of counterplay and interaction. Unfortunately, after a bit of research around UR, WUR, and URG, I concluded that there were far too many Pestermite and not nearly enough Kiki-Jiki Mirror Breaker.
Knowing I wanted to craft an environment built around combos and having already thought about a bunch of different “Splinter Twin Situations,” I noticed that there was a not small amount of them in White and Green… the two colors I least identify as combo colors. I liked that slight bit of contradiction and decided it might be worth pursuing. So to organize my thoughts and help guide the design, the first thing I did was try and identify as many “Universal Donors”—cards that could be a part of multiple combos—as I could. So, I spent a few hours clicking around the internet, turning over stones, learning about Jump-Start cards and weirdo Warhammer mana dorks, going to Cathars’ Crusade college, and I ended up with about 130 cards. From there, cutting cards was about refining the combos (sorry Emiel the Blessed, Solemnity, Earthcraft and assorted others). I cut to around 50 core six-degrees-of-Kevin-Bacon interconnected combo cards.
From there, all that was left to do was try and make it so both players get to play games… A thing I like about the way this shaped up compared to the starting point is the counterplay available to most of these combos, as opposed to actual-literal [Splinter Twin], which creates a board state that moves to combat and ends the game in more or less the tap of a Deceiver Exarch. Here, when a player establishes their combo, often (not always) the other player will get at least one more turn to see if they can stay in the fight. If your opponent makes 10,000 creatures, what does that really mean if you untap and gain 2 billion life? If you have 2 billion life, what does that mean if your opponent can make 4 billion mana? The games should be defined by the machines each player has built, but the outcomes don’t always have to be determined by them. Simply surviving is also an option. I think this approach is particularly strong in this challenge because the limited deck sizes/turns in a game are going to inherently create winnable positions where they might not otherwise exist… It might not matter that your opponent is at 8 billion life and has 8 billion 8 billion/8 billions in play because they don’t have enough turns to convert that into a win.
Conversely, when playing an actual Splinter Twin mirror, sometimes your opponent has it, and if they have it and you can’t stop it right here, right now, another turn is not going to matter. So, I wanted to find interesting pieces of interactivity. For me, these cards didn’t necessarily need to be the best option for the job. I knew I wanted to forgo Swords to Plowshares and Path to Exile specifically because they exile the creature. I still wanted the removal to be powerful though, so I think we are playing the best white Doomblades. Really happy with the inclusion of Unwanted Remake — a card that I think is generally regarded as not very good that in this environment asks some interesting questions, IMO. Manifest Dread comes with a cost for the person having it cast against them. 2 cards out of the deck means 2 fewer potential turns in the game, BUT they might’ve gotten a combo piece and are going to untap and go off anyway (which, it won’t go without saying, is an argument for why Unwanted Remake isn’t very good. Feature, not a bug though, for me). The second layer of this is protection, and I am playing some of those too, of course (shout out to Ephemerate, who can save a creature or be a combo piece). Sometimes, though, a Doomblade is not the answer and, as such, I am happy to have access to White Force Spike, Remand, and not-quite-Memory Lapse.
And one last note on the construction side of things: my friend Jared demanded I play Juniper Order Ranger.
And thus things ended up here. 92 combos in 72 cards.
Oh, Serene Remembrance. Power level cut. First time for everything.
Thanks to ellogeyen for holding this contest. I had a very good time wrapping my brain around it for a little while.
