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[Description Updated] Isochron Engine Madness (Infinite Draw, Mana, Damage, Heal, Token, Kill, Turn. Forced Win/Lose) (Modern)

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This is a combo deck with multiple win mode. All the infinite stuff:

Infinite Draw, the basic combo: Paradox Engine + 2 Temple Bell + enough artifact Mana. 2 Temple Bell gives practical infinite draw at 2/3 hit chance per draw. When in doubt, make it 3 along the way.

Infinite Mana: the basic combo + Elixir of Immortality or Paradox Engine + Isochron Scepter + Slaughter Pact + valid target + enough artifact Mana. In fact the basic combo produces practically infinite mana.

Infinite Heal: the basic combo + Elixir of Immortality. Good against infinite damage decks, otherwise just to deter aggro to surrender.

Infinite Damage: Sideboard. Infinite Mana + Invoke the Firemind. And also Isochron Scepter + Atarka's Command in special situations. This is good when we swap 4 Natural State for 4 Slaughter Pact to deal with Stony Silence and the like.

Infinite Token: the basic combo + Elixir of Immortality + Prototype Portal + Coretapper. Again practically infinite without Elixir of Immortality. Primarily for Slaughter Pact + Isochron Scepter to kill and force a lose with Hive Mind, otherwise another mild deterrence for aggro to surrender.

Infinite Kill: Paradox Engine + Slaughter Pact + Isochron Scepter + 2 artifact Mana. This is one of our win con. Also good against non-haste token and aggro.

Infinite Turn: Sideboard. Djinn Illuminatus + Stitch in Time + Infinite Mana + Elixir of Immortality. Usually one more turn is enough, but we can completely lock some weird decks out and beat down with our infinite tokens or Djinn Illuminatus itself.

The manual:

At the 1st phase of the game (turn 1-3), we ramp our mana. Ideally put enough charge counters on one or two Astral Cornucopia or Everflowing Chalice with Coretapper and Surge Node. Try to keep Mind Stone and Mox Opal in hand since Mind Stone is more of a draw card and does not ramp mana, and Mox Opal is a nice trigger latter on. But do as necessary.

Along the way try dig or search for two cards: Paradox Engine and Temple Bell, with Ancient Stirrings, Tezzeret's Gambit, Inventors' Fair. Ideally play Paradox Engine then search for Temple Bell. At this phase (3-5), mana is not a real problem, try not to tap those utility lands. Remember those Mind Stone. Crack them if mana allows. One Temple Bell gives 60% win chance and two almost 100%.

Now, the final phase, the win phase. For the main deck we win by Slaughter Pact, with Hive Mind. By itself Slaughter Pact is a decent removal. Kill those lords or combo pieces and buy us a few turns. And with Hive Mind, it forces opponent to pay or lose. So if we go off turn 5, two Slaughter Pact win a lot of non-ramp deck. But! What if there is no creature to kill. Well, we have 4 Coretapper. But a lot of things can disrupt that.

Hence Prototype Portal, and while we are at it, Isochron Scepter for Slaughter Pact. Along with Paradox Engine and Hive Mind, Elixir of Immortality. We force opponent to pay infinite or lose. Prototype Portal can also target Temple Bell during assembly phase and let Elixir of Immortality do the heavy lifting, cast Coretapper, kill, shuffle back and draw.

BTW Elixir of Immortality alone can win by emptying opponent's library with Temple Bell, subject to artifact removal of course. So play it as late as possible. Main deck has one Academy Ruins as protection but don't count on it. The other plan is Slaughter Pact and Hive Mind combo, which calls for another enchantment removal or something like Surgical Extraction.

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This deck does not appear to be legal in Modern.

Problems: Mox Opal is banned.

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» Revision 2 January 7, 2019 zacharyt
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