I managed to beat a Rack player by doing this and then simply drawing a card or two each upkeep to keep from dying to his Racks. This is the place where most people get scared of Eggs. On the other hand, people are scared of Eggs because they remember just how long and painful it was to watch an opponent go off with Eggs. The turns were unreasonable in length, sometimes taking 15 minutes for a single turn and yet your fate is often inevitable.
KCI Eggs improves on both of these areas. Because KCI generates such an absurd amount of mana and will also draw you an absurd amount of cards due to the cantrip artifacts in the deck, the turn you play KCI will often be the turn you win. If you look at this list, we have nine different ways to power out a turn 3 KCI, which is a full turn faster than Bloom would resolve from suspend. Because of this, we aim to be a turn 3 deck at our best against a goldfish, but will often win a turn or two after when we are not under pressure or are trying to play around something, just to make sure everything goes smoothly.
In the natural scenario, you begin sacrificing artifacts such as Terrarion , Ichor Wellspring , and Chromatic Star to generate mana and card advantage. Easy enough. Because of this, be extra careful to manage your mana properly. Blue mana to fuel Thoughtcast or Reshape is also nice, but will not be as necessary once you are deep in your combo.
In these scenarios, you have Codex Shredder. Along the way, any cantrips from a Chromatic anything or Wellspring will allow you to continue digging further into your deck. At some point, you draw Banefire and win. Because you can Reshape for Codex Shredder, it will often be correct to just do this mid-combo, demonstrate the loop to your opponent, and then show them the Banefire. Any reasonable person concedes in this spot, allowing the deck to win very quickly.
Game 1 situations with Eggs are generally pretty straightforward. The opponent lacks ways to meaningfully interact with you, so it is mostly about setting up your combo and going off before your opponent kills you. An occasional counterspell might cause some issues, but there is basically no deck in the format with proper disruption to stop you in game 1. They may kill you first, but that is a different discussion altogether. Once you get to game 2 situation the real test begins.
Now your opponent will have cards to stop you. Below are tips and tricks to navigating around these obstacles. Of course, the generic solution for most of these is simply to bounce them and win, but hopefully this is a little more helpful.
Relic of Progenitus. Occasionally, you will face this in a game 1 situation out of some Tron deck, so it is important to know how to handle this. This is difficult to do consistently, but occasionally an end-of-turn spell will force the opponent to tap out, at which point you need to take advantage of your one-turn window.
For example, I begin to go off, sacrificing artifacts along the way. Instead, my opponent must wait for me to cast the Reward first. Once the graveyard removal is out of the way, sacrifice all of your stuff again, to KCI or just naturally, and then let your original recursion resolve. This will give you the same output as if you had just cast them separately while playing around the hate.
Rest in Peace. Rest in Peace is a little different than Relic because it will prevent your trinkets from cantripping as they never hit the graveyard. This means that the amount of fresh cards you have access to is limited. In these scenarios, you are looking to push the game longer. They have a card spent entirely on stopping you, which means whatever pressure they could have is diminished. Ichor Wellspring and Thoughtcast are your friend in this situation as you just want to make land drops and sculpt a winning hand.
From this point, you have two options. You can either bounce the RIP, which is what our sideboard plan would expect you to do, but you can also beat this just using the cards in the main deck.
Because Banefire requires no critical mass of spells or anything, KCI into a board of a bunch of artifacts can just be lethal.
Sacrifice all of those useless trinkets for some mana, add a red, and then deal the last 15 or 16 points of damage to your opponent after they hurt themselves with their mana base. This does mean you drew your one-of Banefire , but these things come up. Stony Silence. This is the archenemy of the deck and is probably the sole reason the deck is not more popular than it is.
One of the advantages to picking up Eggs right now is that this card is seeing much less play than normal and it is the card you care most about in the format. Stony Silence shuts off a big amount of your mana and most of your card draw. This makes it difficult to find answers to it as you are choked on every resource.
You want to drag the game out in a similar manner as with RIP and then bounce the Silence the turn before you go off or sometimes on that turn. If an opponent is playing Stony Silence against you and you have cantrip artifacts in play and not a bounce spell in hand, you should heavily consider breaking one or all of them until you happen to draw the bounce spell. You will have time to recover your permanent loss as most of your deck is of this category, but not finding a bounce spell means just losing the game.
I have always been a fan of fighting through counterspells as opposed to around them. This list can have trouble doing that at times, so you need to be willing to take both approaches depending on what you have to work with. Additionally, some players will prioritize cards like Thoughtcast as well.
Generally, if you can use any of these cards to rid an opponent of countermagic in order to resolve a KCI, the game is very winnable. Reshape is a great tool here as well as you can use them to sacrifice Wellsprings and bait counterspells all in one. An opponent has to answer a Reshape for 6 and you wanted the card off of that Wellspring anyway, so things tend to work out for you.
In post-board situations, you want to preserve important spells and protect them with Silence , Swan Song , or Defense Grid. Remember that Reshape can grab Defense Grid, so that acts as a powerful tool at 4 mana as well. Silence is so strong in this spot as it requires attention and drains you of very little mana.
All you need is a critical mass of the pieces. So, what are the pieces? These comprise your card-drawing engine, and they are really the foundation of the deck in Modern. The most important one by far is Conjurer's Bauble. In conjunction with shuffle effects like Ghost Quarter and Reshape , this card lets you be ever so slightly more consistent by letting you shuffle in extra copies of Second Sunrise.
The two constraints on any combo deck are cards and mana. The key to building a successful combo deck is to make sure that you have an adequate supply of both, and the key to being a proficient combo player is to optimize both of these resources.
Generally, this deck is much more constrained on mana than any other resource in the early cycles. Because of that, Lotus Bloom is probably the most important card in your deck. It is all but impossible to combo off without at least one Lotus Bloom in play.
To that end, Reshape is very much like Tinker for this deck. You get to turn your Chromatic Star s into Lotuses or into more Chromatic Star s to keep the engine churning. In addition to these, however, you also have Ghost Quarter for your own lands as well as fetch lands to approximate Archaeological Dig. This forced you to put increasingly absurd constraints on your mana, like casting Mystical Tutor , Reclaim , or even Mystical Teachings. An extra or may not seem like much, but the extra cost is subtle.
Not only do you have to pay for the tutor, you also have to be able to draw an extra card. Noxious Revival and Faith's Reward each only solve half of the problem, but each of those pieces is important. These new pieces may not be nearly as good as the actual Second Sunrise , but the increased consistency goes a long way toward making the deck viable.
Pyrite Spellbomb is the most traditional way to win the game. Because of that alone, I think this is the best way to win the game before sideboarding. The problem with both of these cards is that they target, which leaves you vulnerable to something like Leyline of Sanctity or Ivory Mask. You still have to combo out fully, but you can win without ever opening yourself up to interaction using Chromatic Sphere.
There are a few techy cards in this list, like Wargate. Wargate is another copy of Reshape that can find sideboard cards and Ghost Quarter s, which is pretty awesome. Between Reshape and the Wargate , you get to play all kinds of sweet singletons in your sideboard that crush key matchups.
The other interesting decision is whether to play Serum Visions or Sleight of Hand. Originally, this decision was made based on card availability. I wanted to play the full set of Serum Visions , but I only had two. A perfect opening hand for this deck has two lands, one of which is a fetch land or Ghost Quarter , two or three eggs, and some number of Lotus Bloom , Reshape , and Second Sunrise.
With a perfect hand, you can dream about going off on turn two, seriously think about it on turn three, and be very sure of yourself on turn four or later.
You want to maximize the number of Ghost Quarter s, fetch lands, and eggs you have in play on your Second Sunrise turn. That means playing Ghost Quarter s early, then one or two basics so you can cast your eggs, and then whatever fetches you have.
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