We all know that guy. The one that "loves" to play infinite combos, and troll his friends. That guys is me. I absolutely love playing combos that at some point continue and continue until they are either dead or will be dead at a certain point. Of course when I saw the opportunity to play an infinite combo in Standard, I jumped at the idea and rushed to borrow the cards from unsuspecting friends at the literal last minute. My local FNM starts at 6:30 PM, and I had decided at 4:00 that I no longer wanted to play my competitive BW Midrange deck. I was able to find all but a few cards, but the combo was still alive.

Since her release way back in Gatecrash, people have been trying to break her and make infinite attack steps. While it can be done in Legacy, recently the Inspired keyword gave us the opportunity to try it out in Standard. Let's take a look at the list:

One of my rules for creating a deck that has a great synergy or combo that you're trying to aim for, is build it with a backbone. Don't let it be your only win condition, because that sort of thing can be disruptive by a few rightly timed spells. I didn't make this list, but the backbone is definitely there. Nukesaku did a great job with those conditions that I feel are important in deck building. Worst case scenario, you don't have the combo or they've stopped it, and you have a decent Naya Midrange deck on your hands. With tons of planeswalkers to have a bit of board control, and some of the best Naya Creatures at your disposal, even without the combo this deck can do pretty well. First let's take a look at the combo.

The Combo:

These two cards are the most important to the combo. By itself though, it isn't infinite. The way that this deck goes infinite is to have 2 mana dorks on the field too, and one with the ability to produce red mana.

The combo can go off as early as turn 5 in some situations. With 2 mana dorks and a Felhide Spiritbinder on the field, you cast Aurelia, The Warleader. You then attack with Aurelia and Felhide Spiritbinder, and as Aurelias trigger goes on the stack float 2 mana using your dorks. Once Spiritbinder's Inspired trigger goes on the stack after all of your creatures untap, you copy Aurelia. Because of the new Legend rule, you choose the new copy of Aurelia to stay, and the old to be put into the graveyard. That new Aurelia is a new permanent, and can attack and trigger the first time she attacks this turn. See where I am going here? You just keep tapping and untap creatures, making as many different copies of the powerful angel to kill your opponent. Now, it might not happen with just the Felhide Spiritbinder attacking, so other creatures like Stormbreath Dragon or tokens from Xenagos, The Reveler can help it work much faster.

The Protection:

Like I was saying before, every deck needs a backbone. It needs a way to keep you alive, while you try to win yourself. A few cards were added specifically for that reason.

Xenagos, The Reveler is obviously a good card. If it wasn't, why would it be included in almost EVERY G/R list for the past few months? With tons of purposes, he is essential for the long games, and is great card to not overextend with against control. Tons of little Satyrs do work with Aurelia, also. Elspeth, Sun's Champion has a similar purpose. Elspeth wins games. It is as simple as that. This powerful 6 drop walker is included in almost every deck that has mana to cast her, and for good reasons.

Supreme Verdict decks rule the world. You know what will set off a U/W player every time he taps out for wrath? Maindeck Boros Charm. Boros Charm is a great way to combat not only wrath effects, but spot removal as well. Sometimes the turn before you go off they will have only one shot at disrupting it. That one shot can be thwarted with Boros Charm in most cases. Worst case scenario? You're giving a Smiter Double Strike or dealing 4 to their face.

Games:

Since the lands in this deck are a bit expensive and I only own them in paper, I didn't have the opportunity to play this online yet. I did, however, take it to FNM and tested it out. Let's go over what won / lost me those games.

1st Round: 1-2 G/W Aggro

Lost because he was super fast out of the gate. The one game I did win, was when I was able to go infinite. Honestly my hands weren't bad any of the games I lost, I just couldn't deal with all the small dudes he had in time for it to make a difference.

2nd Round: 2-1 U/W Control

He got the Game 1 no problem. I was super screwed on mana and I had no chance of coming back. I sided in Mistcutters and a million Pithing Needles (I joke it was only 3, even though I saw all three both games.) What really won me the games was a turn 2 Domri Rade in both games.

3rd Round: 1-2 G/R Devotion

Honestly didn't have much of a chance to begin with. I almost got game 1, but he ripped a Arbor Colossus and was able to kill my Aurelia in time for him not to die. Second game, I mulligan to 4 with only scrylands to back me up.

4th Round: USA Control 2-0

I honestly didn't have much of a problem with this deck, I didn't overextend and had enough threats for him to have to choose between taking care of the planeswalkers or the creatures both games.

Sideboarding and Changes:

There are a few obvious cards to include in the sideboard of this deck, but after playing it last Friday here is full list of both sideboard and mainboard.

After playing last Friday, I decided that it needed less Elspeths mainboard, and more Domri. Every game I had Domri I ended up winning, plus it helps net creatures faster. Also, I felt land shy at a lot of instances so I added the 4th Sacred Foundry to bring the land count to 24.

As far as sideboarding, it's mostly hate for certain cards or matchups. Selesnya Charm is good against every god, and Desecration Demons. It also kills opposing Mistcutters sometimes, and Polukranos, World Eater. Mistcutter Hydra is great against control decks, and Mono Blue Devotion. Revoke Existence and Mizzium Mortars are extra forms of removal for cards we have trouble with, such as Blood Baron or Detention Spheres.

Starting this week, One Man's Trash will be moved to PureMTGO for good. As a result, Topping the Charts will be moved from PureMTGO to LegitMTG, and is being published on Thursdays (except for this week, as I have a very funny story about being locked out of my house and unable to write!) if you're interested in still following that series. One Man's Trash is a series where I take cards most people see as bad aka "trash" and build decks with them. These decks normally aren't too competitive, but they are definitely fun. I'm always taking suggestions for cards to build around, so if you want to see something built, lemme know through email, Tumblr or on here!

I hope you enjoy this deck as much as I did, it was a ton of fun to play, and going off is that much more fun. Thanks for joining me in this week's One Man's Trash, see you guys next week!

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MTGOusername: kriskurse

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