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Visualizando revisão 104. There is a more recent version of this deck.

Introduction

This deck was born while I was looking for Doomsday piles to put into my first Marchesa's deck.
I found this article about Doomsday with Grenzo, Dungeon Warden as a commander, it was very well explained and came with a decklist too (I'd put the link, but I think the website has been taken down time ago).
I thought it was a really cool idea and immediately started to brew my own version. It came together quite fast and easily, and in a matter of few months I already had a stable build.
It was quite different from the original, though, since that was aimed for competitive 1-vs-1, while mine was intended for multiplayer.
At some point, I had to decide if I wanted to push it for competitive play or keep it at a more casual level. I finally decided for the second option because I've never really played competitive, so I didn't feel like I was up to the task. Moreover, even if I wasn't planning to build it in the real life, many of the cards (Badlands, Mana Crypt, Imperial Seal...) were far too expensive to justify the whole thing.
By the way, the deck is still quite strong. I'd say, in a rating scale from 1 to 5 (where 1 means "casual" and 5 means "competitive") that this deck scores somewhere between 3 and 4.

Gameplay

The deck mostly relies on using Grenzo's ability to flip creatures from the bottom of your library.
With the amount of creatures in the deck, you roughly have 1/3 of chances to actually flip one. Moreover, most of them have power 2 or less, so you won't need to pump Grenzo to flip them.
In fact, you generally want your commander out as soon as possible (i.e. with no counters on it) although, if you have Teferi's Puzzle Box or any other tool that could help you to stack the bottom of your library, go for it first.
Normally Grenzo doesn't draw too much attention. He's likely to stay on the battlefiled several turns, unless your opponents already know what the deck is up to. Nonetheless, there is no need to expose him if you're not planning to activate him any time soon.
The best time to flip a card is generally at the end of the last turn before you get to untap, so that your creatures don't die to sorcery-speed wrath effects. If you have Thran Turbine out you can wait until your upkeep, but flipping after your draw step is a risk, because if you happen to flip Maralen of the Mornsong all our opponents will get to tutor whatever they want before you.
The two main win conditions are Doomsday and Insidious Dreams. Each of these cards allow you to stack the bottom of your library with one of the many combos in the deck.
In theory, you could win as soon as turn 3, provided you cast Grenzo, Dungeon Warden on turn 2 and follow up with Doomsday the next turn, with something like Dark Ritual or Sol Ring that lets you have 2 spare mana open.
In some situation, you could even spend turn 1 casting Vampiric Tutor to search for missing combo pieces and still be able to go off at turn 3.
By the way, this deck suffers a lot against stax and other control strategies. Cards like Torpor Orb or Cursed Totem can single-handedly shut down the entire deck and, since you don't have access to blue, you'll have a hard time protecting Doomsday when you're trying to go off.

> Combos

The deck runs many combos. In fact, it's not that unusual to accidentally assemble one of them by just randomly flipping cards with Grenzo.
Here's the list:

  • Kiki-Jiki, Mirror Breaker + Zealous Conscripts
    This is probably the easiest combo to assemble, since it only requires 2 cards and you only need to find a way to pump Grenzo's power by 1 to flip them from the bottom of your library.
    The only disadvantage is that you have to pass through your combat phase, so you can't win at instant speed with this.
    For those who don't know the combo, you basically tap Kiki-Jiki to copy Zealous Conscripts. When the token enters the battlefield you target Kiki-Jiki, gaining control (unrelevant) and untapping it. You can now repeat the process as many times as you want, making infinite hasty tokens and attacking everyone for lethal damage.

  • Kiki-Jiki, Mirror Breaker + Skirk Prospector + Lightning Crafter
    This combo requires 3 cards but can win at instant speed, since it relies on direct damage and doesn't need to pass through the combat phase.
    There are other sacrifice outlets in the deck that you can use (Viscera Seer and Ashnod's Altar), but Skirk Prospector is slightly better because it can make mana in the process and it's a goblin. This is particularly important because, as you'll get to see in a moment, this deck has several ways to fetch goblins and there are several cards that care about goblins in general.
    The combo works as follows: you copy Lightning Crafter with Kiki-Jiki, the token champions Kiki-Jiki, then you tap it to deal damage and sacrifice it. Kiki-Jiki returns to play untapped, so that you can repeat the process as many times you want until you kill everybody.

  • Mikaeus, the Unhallowed + Triskelion
    This combo is often referred to as Mike & Trike.
    It requires only 2 cards and can win at istant speed. It's normally the combo you go for when you have Victimize in your hand, since Mikaeus' power of 5 makes him especially tricky to flip with Grenzo (as you'll see, this deck has some way to do that nonetheless).
    How the combo works: Triskelion is a 2/2 (because it's pumped by Mikaeus) with three +1/+1 counters on it. You remove one counter to ping something for 1, then you use the rest to kill Triskelion itself. It will come back with 4 counters thanks to undying. You can now ping anything for 2 and keep killing Triskelion, so that it will return each time with new counters on it, until you get to kill everybody.

  • Murderous Redcap + Viscera Seer + Metallic Mimic
    This is the most recent addition to Grenzo's arsenal. It's essentialy a variant of the previous combo (in fact, you can use Mikaeus instead of Metallic Mimic) with the upside that you don't need to pump Grenzo to flip it, since all creatures have power 2 or less.
    Again, it has the downside of consiting of 3 cards rather than 2. Moreover, you can swap Viscera Seer for Skirk Prospector or Ashnod's Altar too.
    Here, you sacrifice Murderous Redcap so that it will come back to play because of persist, but the -1/-1 counter will be elided with the +1/+1 counter granted by Metallic Mimic. You can repeat the process infinite times, shooting everybody to death thanks to Redcap's triggered ability.

  • Maralen of the Mornsong + Stranglehold
    This isn't technically a combo, since you're not immediately winning the game, but it's a great way to lockdown the board.
    Also, it could be considered a 1-card combo, since you only need to flip Maralen and she will tutor for Stranglehold by herself. Therefore, it's a good pile for Insidious Dreams.
    If you have both cards in play, on your turn you'll pay 3 life to tutor for whatever, on other players' turn they'll still pay 3 life but can't tutor for anything because of Stranglehold. Your opponents will effectively be prevented from drawing new cards, so you should eventually win the game.
    As I said before, you have to be the first player to take advantage of her ability for this to work. Additionally, make sure to have enough mana to cast Stranglehold on that same turn.

> Doomsday Piles

Here I will detail some notable piles you can stack with Doomsday.
It's important to note that they're meant to be a guideline and not an exhaustive list. In fact, sometimes you could have some combo pieces already on the battlefield (or in your hand), other times you could have more or less mana available for extra protection and so on. You should adapt them to the game situation.

> Insidious Dreams Piles

Many of the piles for Insidious Dreams are essentially the same for Doomsday, with an additional card to put the rest on the bottom of your library.
All piles require you to draw a card, so the better moment to cast Insidious Dreams is right before starting your turn.
Unfortunately, you won't have slots available for mana acceleration, so the focus here is more on the cards you have to discard to pay for Insidious Dreams' additional cost.

> Other Interactions

  • Moggcatcher
    People often overlook this card, but by resolving this critter you're basically putting a clock of 2 turns on the game.
    Of course, you have to wait for a whole round table before starting to use it (because of summoning sickness), but after that you can follow these steps:

  • Wort, Boggart Auntie + Gempalm Incinerator
    This falls into the casual side of this deck. In fact, Wort was one of the reasons that made me steer away from a full-competitive list.
    I like the card, it's pretty solid by itself. Most of the creatures in this deck have weak stats and tend to die to whatever, Wort gives you a way to recur at least part of them.
    In addition, with Wort in play, having Gempalm Incinerator in your hand means you can pay 2 mana each turn to draw a card and, provided you have enough goblins on the battlefield, to uncounterably kill some creature in the process.

  • Sling-Gang Lieutenant + Ashnod's Altar/Mana Echoes + Reito Lantern
    This is actually yet another combo. I'm listing it here only because the deck doesn't really support it.
    Basically, you can swap Sling-Gang Lieutenant for any token-maker that makes 2 or more tokens and get the same result.
    The problem is, if you don't get either Ashnod's Altar or Mana Echoes into play, all these token-makers are quite unimpressing. And if I had Demonic Tutor in my hand, I'd rather go for Doomsday than waste my time going wide with tokens.
    By the way, all these cards are quite good by themselves, so they're in the deck regardless of the combo.

> Card Analysis

TODO

> Notable Exclusions

  • Sensei's Divining Top
    This is probably the first deck I've made without the Top.
    It's still a good card, mind you, but I feel it doesn't bring enough to the cause. I just prefer to use the slot for other stuff.
    Say you start by casting Sensei's Divining Top, the next turn you're rather willing to cast Grenzo, Dungeon Warden.
    Yeah, you could use it on turn 3, provided you have spare mana for it, but the more the game advances, the less it matters what's in your hand and, as a consequence, what's on top of your library.
    In the end, you're not going to activating it that much and, if you draw it in late game, it's mostly a dead card.

  • Worldgorger Dragon
    In the article that inspired this deck, they indeed recommended Worldgorger Dragon as a way to go off without having Grenzo on the battlefield.
    At the beginning, I just thought the combo was too convoluted and I preferred to go for the more straightforward Mike & Trike.
    As the time passed, I've come to build other decks with Worldgorger Dragon, but I never felt I might reintegrate it here.
    In fact, Worldgorger combo is cheaper to deploy with Doomsday, but the point is: this deck is already on the "glass-cannon" category. It doesn't need yet another combo that loses you the game, should the opponent have - say - Swords to Plowshares.
    Mike & Trike on the other hand, are cards that you can actually cast outside the combo and still get some value from them.

  • Braid of Fire
    This card seems an automatic inclusion, and indeed was in the deck at the beginning.
    I soon realized it didn't fit in with the mana curve, so I removed it.
    Let's say you cast Braid of Fire on turn 2 and then Grenzo on turn 3. By the time Grenzo hits the table, the first mana is already gone. Yeah, you get 2 more mana on turn 4, but you're only getting on par with your initial investment.
    Ok, let's say you cast Grenzo first, then. On turn 3 you're not going to activate him, because you're busy casting Braid of Fire. On turn 4 you're only netting 1 mana, which is half a Grenzo's activation. Even worse.
    At the end of the day, Braid of Fire is a card that does nothing for two turns, so it's out.

  • Junktroller/Canal Dredger/Epitaph Golem
    Nearly every other decklist I've seen runs a combination of these three cards. I don't understand why.
    First of all, there has to be some creature in your graveyard, which won't necessarily be the case. Even if so, it's likely to be either because it was too big to be flipped by Grenzo, or it has somehow got killed.
    If it was too big then, it's probably still too big now, so you have to find a way to pump Grenzo first, for this to work.
    If was killed, tipically it was because of a board wipe, so Junktroller and friend are probably in your graveyard too. To me it's unlikely that it got hitted by a spot removal (they're likely to remove Grenzo instead).
    I only see these cards used to get value out of a creature that you sacrifice to Ashnod's Altar, or chump-block with each turn. But Ashnod's Altar is 1 card out of 99, you couldn't rely on that, and if you're forced to chump-block each turn, chances are you're kind of losing. I don't see you going anywhere with it anyway.
    Epitaph Golem is slightly better, since it doesn't tap to activate and can go infinite with Ashnod's Altar. The problem is it has 3 power, making it not that easy to flip with Grenzo. So it's out too.

  • Soldevi Digger
    Soldevi Digger was originally in the deck, along with Reito Lantern.
    Unlike Junktroller and friends, these two aren't creatures so they survive a board wipe. After all, a 2-mana investment that lets you recover in case of a wrath-effect
    and can potentially go infinite with Ashnod's Altar, seems fair game to me.
    By the way, after some testing, I realized Soldevi Digger had still too narrow of an effect (since you can't chose the card) and I ended up cutting it.
    In the end, the deck has other means to recover stuff from the grave, so running Reito Lantern alone seems the correct choice to me.

  • Tel-Jilad Stylus
    TODO

  • Siege-Gang Commander and other token-makers
    TODO

  • Dimir Machinations
    TODO

Tags

This deck appears to be legal in EDH / Commander.

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