For most Magic software, including Magic Workstation and Cockatrice:
For MTG Arena:
For Magic Online (MTGO):
For others:
To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Hi, thanks for taking the time to read this.
The goal of this deck is to combo out of the game by decking yourself. Labman wins get a lot of hate, but when you're going against other high-power level decks, I don't condone doing what it takes to win; especially when everyone at the table has the same mindset.
This deck is effectively 'Big Mana Blue', using our access to draw to never miss a land drop and ramp us really hard into big spells that are coming down multiple turns before they ought to be.
After multiple games, I've come to a basic formula that tends to define how the game play out:
Turns 1~3: Lands and Artifact ramp. Drop everything as fast as possible
Turns 3~4: Cast [Gadwick] where X = 6~8. This gives you another fist full of cards and will enable you to get into one (or more) win conditions.
Turns 5+: Win the game.
There are multiple lines to winning the game, here are the combos that guarantee you're walking away with the "W".
1) [Enter the Infinite] + [Thassa's Oracle]
2) [Mind Over Matter] + [Tap Draw Effect] + [Labman Effect]
3) [Isochron Scepter] + [Dramatic Reversal] + [Draw 'X' Spell]
4) [Top of Library Casting] + [Sensei's Divining Top] + [Artifact Cost Reducer]
Most of these cards are 'counter' or 'kill' on sight. Be prepared to protect them with counter magic lest you have to tutor for an alternate line to win. I've refined the tutors, most of them are able to fetch multiple cards which enables plenty of combos starting turn 3.
As an addition, I want to shoutout the card that has become a staple in my high-powered decks: Helm of Awakening. Yeah, it helps everyone: if they remember it's there. Regardless, it's free draw / combo'ing for you.
The sideboard contains the cards that have been run in the deck previously. You could slot them in easily with little change in the power level.
The maybeboard contains the cards that have been run but I've found to be weaker than anticipated in my playgroup. I would slot them depending on the group.
Turn 1 win: Island > Sol Ring > Mana Vault > Isochron Scepter > Dramatic Reversal > Activate Dramatic Scepter > Any Blue Mana Rock > Gadwick for 'X' = 91 > Thassa's Oracle
2-sided (coin flip) | |
---|---|
6-sided (d6) | |
20-sided (d20) | |
Sides: |
Double-click to open card details.
Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Additional Probabilities |
Please add some cards to the deck to see card suggestions.
Score | Card Name | Type | Mana | Rarity | Salt |
---|
Compare | Revision | Created | By | |||
---|---|---|---|---|---|---|
» | Revision 6 | May 15, 2021 | Hiatsa | |||
Revision 5 | March 7, 2021 | Hiatsa | ||||
Revision 4 | December 28, 2020 | Hiatsa | ||||
Revision 3 | December 28, 2020 | Hiatsa | ||||
Revision 2 | July 17, 2020 | Hiatsa | ||||
Revision 1 | July 17, 2020 | Hiatsa |