Thursday, November 7, 2013

Sydri, Galvanic Genius, The New Queen of Combo?

Hello Zoners! Long time no see. It's your ol' pal Johnny C.

Now that the Commander decks are all 100% spoiled, we will be seeing fresh new deck-lists with these new commanders all over the internet exploring all the potential these legends bring to the table.


I'm sure you all have one you're digging. For me, it's Sydri.



Not your average hobbyist

This so-called Genius feels like a combo machine. I had a massive inspiration of card interactions soon after she was spoiled, and I want to share a few of those here today. With access to tutoring and control, this deck can be more than just a way to March your Machines to life and into battle.



For this build, I'm going to run a deck filled with win-cons that utilize Infinite mana combinations and other common combo shenanigans that I have previously fought against using. Why? In a format that allows near-limitless freedom of card choice there are those who enjoy "Going-Infinite" and combing out with sure wins to secure the game. The goal with Sydri is to break into the combo game and to take out the combo players like a charming assassin by being faster, and stronger than the rest. Some of these combos are well known grief-machines while some are possible only in rare and "dream-like" game states. Lets begin shall we?

Why Sydri, Galvanic Genius?



First because of her colors. The Esper Shard has a wide variety of artifact, tutor and draw cards to choose from as well as combo and control themes that already exist. 

The second reason is for her abilities. For U: making an artifact a creature then combining them with effects that apply to creatures that discount of boost abilities. While the second ability will be for more defensive measure, the combination of deathtouch and lifelink is a nice way to create value with our resources.
Compared to other Esper generals, she's probably not the clearest choice. Sharuum is a pretty competitive combo deck, and Sen Triplets is a very solid control strategy also. Still, what we're going to be doing mainly requires Sydri's skillset, not Sharuum's.

"Infinite" Possibilities.


The main way this deck will close the game is creating Infinite mana. 


Let's start with Basalt Monolith. Basalt Monolith is a well known generator of infinite mana when paired with Rings of Brighthearth by copying its "(3): Untap Basalt Monolith" ability. The combo works by having both on the field, tapping the Monolith for 3, using that three mana to untap itself and then stack its untap ability by paying 2 mana copying the untap effect. At this point you have 2 "Untap Basalt Monolith" effects on the stack and the infinite mana is generated by playing off the stack netting you 1 colorless each time you build the stack.


While that's one way to do it, Sydri can do better. Together with Sydri, T-Grounds and making Basalt Monolith a creature reduces it's untap ability to 1 and therefore allowing 2 mana to be produced without playing off the stack and less clunky to play with. A few other combinations that can be used when Sydri makes them a creature are:

-Grim Monolith(Creature) + Training Grounds = 1 mana each time (Infinite)

-Basalt Monolith(Creature) + Heartstone = 1 Mana each time (Infinite)

-Power Artifact (In place of Sydri) and above combos

-Gilded Lotus(Creature) + Voltaic Construct = 1 Colored mana each time (Infinite)

Phase 3 - Win Conditions


With infinite mana established common go to's for using it are;
 -Exsanguinate
-Debt to the Deathless
-Blue Sun's Zenith (1v1 without Laboratory Manic) 

Others may include:
-Mind Grind
-Psychic Drain
-Sands of Delirium 
-Whetwheel.

Sands of Delirium/Whetwheel are good ways to mill your opponent to death but won't end the game if you're playing Multiplayer. This is where Voltaic Construct can assist when Sydri or Power Artifact make these Creatures you can mill the table out.


Another combination that may seem risky and is possible turn 3 is Consume Spirit with Bond of Agony. With the right Swamp allocation or Dark Ritual casting Consume Spirit for 1 then following that up with Bond of agony for 40 ends the game pretty fast. Chances of this going off this early are fairly low but since it is so cheap cost wise to produce it's worth a shot.
The point of beating other Combo players is having what you need when you need it, Thankfully Black/Blue/White have everything we need.
The Final addition to the Win conditions is probably the most upsetting- Land Destruction.

Land Destruction with Sydri is ridiculous. Even without access to Armageddon, a well-timed Sydri teamed up with Mycosynth Lattice can destroy lands with only one blue mana activation! Obviously people are going to be searching up lattice as fast as possible because the fastest way to win is make people scoop or grind out a painful game of Landloss. For that reason alone, I will not be running Lattice in my build of her.

This is my ideal list right now. Be sure to check it out, and feel free to comment either below or on the list if you've got 'em.

JC's Sydri Combo Deck 

Until next time Zoners, Play nice and watch out for your Neighbor! 
-JC

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