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#but it's hard for me to b flexible with this sort of thing esp since i never have energy to cook on weekdays
evilponds · 2 years
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getting back into meal prep now that im settled at the new place. this week is tandoori chicken time
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mtgsharzad · 6 years
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the cool thing about doomsday is it’s a very efficient tutor for multiple cards
so you can set up your clunky combo onetwothreefourfive justlikethat
(and how do you like your blue-eyed boy mister death)
I. DOOMSDAY CONTEXT AND HISTORY
Doomsday in Constructed is originally a Vintage combo deck that uses Black Lotus to pull off some really quick combo kills. There's a Legacy port of it, which is where most of my knowledge comes from, but it's a different beast without Lotus and Yawgwill. The OG OG OG kill is Lotus, Recall, Mana Vault, Mind's Desire, Beacon of Destruction - so elegant! - but Doomsday decks have killed in a number of ways. Vintage Doomsday is brutal and uncompromising while legacy doomsday is a lot more work than every other combo deck for no discernible edge, so of course I have a soft spot for the card and not the anger it deserves. 
Some early piles used Ill-Gotten Gains, a Storm engine card from a beautiful deck from a bygone age. It was called IGGy Pop, and it abused Ill-Gotten Gains to generate mana and storm and featured Intuition both as part of the combo and a tutor for its initiator (intuition for IGGx3, loop 2 IGGs, Lion's Eye Diamond and cabal ritual for mana and storm, eventually IGG for Intuition for three Tendrils of Agony for lethal). Sometimes you could just use fast mana to slam IGG as a Mind Twist that sets up your combo a turn or two later, also.
Obviously IGG says "each player", so it could only really work in a meta without Force of Will control decks (which indeed is when it lived up until like original rav block) and so it died out. Traditionally you'd get recursion, protection and a kill, cast your Duress first to strip their Force, and then go off. As if Force of Will weren't cruel enough, New Phyrexia dealt the death blow. Now IGG had a real enemy - Misstep on Duress, Force exiling the other blue card. [c=Counterbalance]Counter[/c][c=Sensei's Divining Top]top[/c] control's rise to prominence was also less than kind. Good luck setting up your clunky kill! Doomsday used Top itself (it filters for the combo before you go off and then taps to draw you into it) but didn't really gain an edge until it started to kill with the uncounterable combo of Shelldock Isle casting Emrakul.
Contemporary Doomsday builds usually kill with Lab Maniac in Vintage and Tendrils in Legacy, (siding in to Shelldock/Emrakul against counterspell decks) but they're flexible enough that they can play (and play around) all sorts of things, which is what Doomsday in particular enables. It's not that hard to go through the motions, the challenge is in working out which kill gets around what sideboard hate and how many turns you should do it in.
II. HOW TO PLAY DOOMSDAY
Here's how you build piles: card draw and mana on top, combo and protection in the middle, recursion on the bottom. That's Doomsday, now you know how to pilot Doomsday. You're welcome!
III. DOOMSDAY IN CUBE
Now this is where this post stops being pointless b/c even though Doomsday is allegedly REALLY COMPLEX or whatever it's honestly not that hard to play if you have an idea of what's up and don't care about mastering the deck. Obviously some people have exhaustive tables of potential weirdo combinations (kill around two swords to plowshares and Leyline of Sanctity is one i remember being impressed by) but you're essentially going to look at the resources you have, the kills you have available, and build a pile that takes you from A to B. With fast mana, Brainstorm and recursion, the Eternal formats get a really sweet package out of it.
In the Lab Man case, you need lab man, mana to cast him, a way to draw five cards, and protection for Villain's meddling. Thought Scour is cool because it's not just 3 cards off your pile for 1 mana, it's valid protection against removal (thought scour in response, can't draw the card, win), so where you put it in the stack can depend on what you need it to do. Flexible cards like these are probably key to making Doomsday/Lab Man work in Cube.
The key to porting it to Cube is you probably need to give up on the idea of winning the turn you cast Doomsday. That's fine, I think! It lets us really focus on its strengths and show them off. First off, it's a combo-agnostic tutor; it doesn't care what you wanna do, as long as you don't need more than 5 (12) cards to do it. This excites me because conceivably I (one of my drafters?) could use it to support whatever janky corner-case interaction I think is interesting that draft. It's "for" DDLM combo though, that's just a bonus.
I'll go through a couple of Cubable DDLM piles at the end of the post, so don't worry if this doesn't make sense yet. Doomsday's interesting as a combo enabler in that you're not doing anything to your hand when you cast it. Any spells already in your hand are part of your combo resources, but remember that Doomsday also looks through your graveyard so if your fair spells are part of the combo you get to cast them as fair spells first! This is really key to making it work over other combo archetypes IMO - you can cantrip away in the early game and then have those cantrips all over again post-resolution. 
IV. PRACTICAL EXAMPLES
You do some stuff, maybe draw some cards, make some mana sources, and then you cast Doomsday. We're doing Soft Doomsday here so let's assume we pass the turn and kill next turn or the turn after that. This lets us draw 1 or 2 cards off our pile naturally, which is huge, because then we can build looser piles. Instead of 'draw six cards and you win', we just need to draw 4. It also means we're probably putting protection at the top of our pile so we draw it first. If we don't have any protection, that's okay, we can recur Doomsday somehow, draw into it, and make a new pile (remember, we can tutor from the graveyard).
We drafted Brainstorm, Snapcaster and Unearth, so we'll untap, cast a cantrip from our hand (activate a planeswalker?) to go to 3 cards in deck, and then we'll cast Lab Man. Maybe we fight over it on the stack - maybe we drew into Thoughtseize and that isn't a problem - or maybe Hero (at this point I concede I am in fact the villain here) tries to bolt it immediately. We could either cycle Unearth and then brainstorm in response (winning the game) or wait for Lab Man to die, Unearth it, and hold brainstorm in case there's a second piece of removal. Or just make a pile of Lab Man, recursion, brainstorm, and two flex slots for draw or protection.
Remember for these examples that we're passing the turn and drawing into the first card naturally unless otherwise noted. If you've got a Ponder still in your hand when you cast Doomsday, that resilience should count for something, no? You get to go off a turn faster, and the tightest builds get to go off really early (esp. with Dark Ritual).
Left card is the top of the deck.
'just the brainstorms, thanks' pile: (negate on the bottom brainstorms out a turn faster but doesn't protect your first brainstorm)
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'he's already in the lab' pile
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'high school boyfriend' pile (eternal witness gets back doomsday but he forgot to bring protection)
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'johnny five aces' pile (he gets all the goods)
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Conveniently there's actually all sorts of marginal stuff (at a few power levels!) we might already be running to support DDLM combo and probably wouldn't suck that much to include (although I think Brainstorm and Unearth will be key to making it work):
Sensei's Divining Top
Unearth
Thoughtseize
Darkblast
Lotus Petal
Chromatic Sphere
Conjurer's Bauble
Duress
Eternal Witness
Thought Scour
Painful Truths
Tezzeret's Gambit
Breakthrough
Meditate
Dark Ritual
Cabal Therapy
Gitaxian Probe
Brainstorm
Snapcaster Mage
Mnemonic Wall
Ancestral Vision
Relic of Progenitus
Faithless Looting
Red Sun's Zenith
Emerge Unscathed
Chain of Vapor
Ill-Gotten Gains
Unearth is awesome because, like Thought Scour from earlier, it pulls double duty: recurring Lab Man or drawing the last card you need (since if lab man dies in response to the cycle, you'd lose and be unable to unearth regardless). Brainstorm's resolution involves drawing three cards before you put back two; if there's two cards in your library it'll win the game as well. These are the heavy hitters in Cube, but obviously the looseness of the tutor leaves our panicked drafter open to alternatives.
Next time, I’ll talk about the Tendrils of Agony kill, but this has already gone on for long enough. 
ALLEZ CUISINE
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