Deck Archetype: Combo

Foreword

This is part 3 of my 3 part series on Epic Deck Archetypes. Due to issues with my internet connection at my new place, I have placeholder card links instead of some images. *Fixed*

Combo

If you combine cards a, b, c, and d with specific game state x, you essentially win.

The “purest” form of combo works by surviving until it assembles multiple key cards and crafts an acceptable Game State to use them. (Game State refers to exactly what is happening at a specific time: such as champions in play, cards in discard piles, players’ current health, etc). Then, the combo deck uses those key cards with the crafted Game State to immediately win, usually by reducing an opponent directly from their full starting health (30) to 0.

For example, you survive until you draw Zombie Apocalypse, Drinker of Blood, and Wither. In addition, you wait until both discard piles have a combined champion count of at least 15. Then, on your opponent’s turn you play Zombie Apocalypse, putting 15 zombie tokens into play. On your turn, you play Drinker of Blood followed immediately by Wither. This breaks all 15 zombies, creates 15 Drinker of Blood triggers, deals 30 damage to your opponent, and wins you the game.

While flashy One-Turn-Kills (OTKs) are the hallmark of combo decks, any deck that combines 3+ cards for one incredibly powerful effect can be considered to have a combo aspect. Combo decks are generally built around supporting/enabling one (or more) of those combination(s). Due to this, combo decks vary widely in how they are constructed and when/how they try to win.

 

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