I don't think it's about what you should do but more about what you want to do.
Yes I should play for board control every game, yes I should play tier 1 because there's no reason to play any other decks if I wanted to actually win games, yes I should never play Millstalker because it's prohibited by some inexistent code of honor. Etc etc. Sounds a bit boring doesn't it?
I'm fairly sure he's not asking advice on how to win more games here. If I'm wrong, I'm wrong and I apologize.
Edit: I was kind of wrong but I think my point stays. He wants a combo deck and I would say most suggestions here are not that. How I explain combo decks is probably different from most people here so that could be why.
How I explain them: Get to a point in the game where you can execute a series of plays that win you the game (or make you close to that) almost no matter what the board state is, with exceptions of course, depending on the game. Usually these kinds of strategies are beaten by being faster than it, by interacting with it enough or by having hate cards.
I think the more "pure" combo decks revolve around either
Aetherborn Wisp or
Shard of Power (or
Gravebone) where Aetherborn Wisp leans more on the side of synergies and
Shard of Power being a bigger, badder combo card. For a Wisp list, my signature has one even if it's more of a tempo list than an actual combo build.
As for
Shard of Power:
http://shadowera.net/zaladar-hastebomb/
The article says the deck is fast which I disagree with but other than that the plan seems combo-y, the deck seems combo-y and the deck operates like a combo deck for the most part. It's not on the level of TES, ANT, Belcher, High Tide, Doomsday or other Storm decks in MtG, nor is it on the level of more fair combo decks like Sneak and Show, Elves, Reanimator or Dredge (and such), but it's a start.
I didn't ask for permission to post the link but it's freely available information and the writer is mentioned there so I think it's fine. I'll take it down if it's not.
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