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Foundations Standard Decks for Combo Lovers

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Hello everyone. Foundations is shaking things up in Standard, which is a good thing. I'm back again this week with a few new decks you can try out. This week is for you combo lovers, as all of the decks I have for you feature combo you can use to win the game. Let's get started.

Bant Doubling

We'll start off with a deck featuring one of my favorite cards, Doubling Season. Let's take a look at the deck.


Doubling Season
Extravagant Replication
Felidar Retreat

Doubling Season is an amazing reprint in Foundations. While it is on the battlefield, whenever you create tokens or put counters on a permanent, you'll receive twice as many tokens or counters. This effect stacks, so one copy doubles things (x2), two copies quadruples things (x4), three copies creates eight things (x8), and so on. The goal will be to get multiple copies of Doubling Season in play, and the easiest way to do this is by creating copies of it.

Extravagant Replication is the best way to do this. While Extravagant Replication is in play, you'll get to create a token copy of any other nonland permanent you control. If you choose Doubling Season as your target, you'll be able to create multiple copies of it at once, enabling this deck to do what it does best.

To win games, the easiest route to victory will be to have a copy of Felidar Retreat in play. Then, you simply need to play a land. When this happens, Felidar Retreat will either create a 2/2 Cat Beast creature token, or you can put a +1/+1 counter on each creature you control. Each of these effects is doubled by each copy of Doubling Season you have in play, giving you a massive force of creatures to attack your opponent with.

Cat Pact Combo

The next deck I have for you looks harmless enough, but it's definitely not. Let's check it out.


Harmless Offering
Demonic Pact

By playing Harmless Offering, you'll be able to give your opponent a permanent you control. On the surface, this card looks terrible. Isn't your deck made up of cards that are beneficial to you? Why would you ever want to give something to your opponent, for them to be able to use it against you? The answer to both of these questions lies in the other card in this combo...

Demonic Pact has three beneficial modes and one game-ending mode. The key is to play Demonic Pact, use the beneficial modes on your next few turns, and then to 'gift' this enchantment to your opponent so that their only choice will be to lose the game. Of course, you could give it to them earlier, which you might want to do if there's a chance they can counter your Harmless Offering.

In addition to Demonic Pact, this deck has a couple of other cards that you might want to give your opponent. If your opponent doesn't have a way to sacrifice creatures, giving them Archfiend of the Dross when it has only one oil counter on it can cause them to lose the game. You can also send them Greed's Gambit, then destroy it with Blast Zone, causing them to lose 6 life, potentially finishing them off in the process.

Temur Turns

The final deck I have for you might not feature a combo as obvious as the previous decks had, but you'll see that subtle combos can be just as effective as the obvious ones. Let's take a look at the deck.


Time Stop
The main reason I wanted to showcase this deck was because it uses Time Stop as a way to counter its oppnent's biggest threats. When you cast Time Stop, you'll simply end the current turn, exiling all spells and abilities that have not yet resolved, including Time Stop. Is your opponent relying on a specific spell or activated ability to finish you off? Put an end to that nonsense with Time Stop and take control of the game for yourself.

Ancient Cornucopia works great in this deck, as it provides you with the potential to gain up to three life each turn. Since this is a control deck at heart, that extra life will serve you well while you are establishing a board presence, setting things up to finish off your opponent effectively.

Up the Beanstalk can provide you a bit of extra card advantage throughout the game. Immediately when it enters the battlefield, you'll get to draw a card. You'll also draw a card whenever you cast a spell with a mana value of 5 or more. There are 13 cards in this deck that meet that mana value requirement, including Overlord of the Hauntwoods, a terrific finisher for this deck. Time Stop also costs more than 5 mana, providing you another benefit for playing this useful instant.

Wrapping Up

In addition to these decks this week, I wrote about an Orzhov deck last week that features a combo between Bloodthirsty Conqueror and Enduring Tenacity. Decks that feature combos can be both powerful and fun to play. Especially in the early days of a format, these decks can catch an opponent off guard, so I encourage you to try these out right away, before your opponent's have a chance to figure out answers to these threats.

What do you think of these decks? Feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!

- Mike Likes

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