Hello fellowes,
long time no see.
Bloomburrow is here and with it, there is a new cool combo available for us. Ygra, Eater of All combos well with Cauldron Familiar. All you need is 2x Cauldron Familiar and Ygra, Eater of All to assemble the infinite damage combo.
How does the combo work?
It's really simple. You need a Food Token and/or at least 2x Cauldron Familiar. In best case u have one Cauldron Familiar on the battlefield and the other in the graveyard, or a Food Token on the battlefield and the two Cauldron Familiar in the graveyard. Then you play or cheat out your Ygra, Eater of All and can sacrifice your Food or your Cauldron Familiar to return the other Cauldron Familiar from your graveyard infinite times. That means infinite damage to your opponent and infinite lifegain for you.
How can you cheat out a Ygra, Eater of All?
With another new card from Bloomburrow, Scavenger's Talent. It's third ability let you sacrifice three oder nonland permanets (Foods and or creatures) in your endstep and brings back one creature from your graveyard with an fanality counter. The good thing with this ability is, if you have your two Cauldron Familiar in the graveyard, you can combo off in your end step. The ability to return Cauldron Familiar isn't a sorcery speed ability, it's an instant.
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Let's jump into the deck and why I think it could become a tier 1-2 deck.
Disadvantages of the Deck:
First of all, yes the combo doesn't work without Cauldron Familiar, so if your opponent can assemble for example a Necromentia or a The Stone Brain you will lose your Combo and in many cases the game. Also graveyard hate like Rest in Peace is a problem but not as much as a Necromentia, because we have ways to destroy artifact and entchantment graveyard hate.
Instant speed removal on the other hand isn't a big problem for the combo. Because thirstly Ygra, Eater of All has ward "Sacrifice a Food" and only other creatures are foods in addition to there other types. That means if your opponent has no creature he can not target Ygra, Eater of All. Even if your opponent has a creature and can sacrifice it to pay the ward cost, you can combo off with the removel spell on the stack. And thats why removel isn't that much of a problem for the combo.
Cards of the deck and reasons for playing them:
Gilded Goose
Can ramp, makes a Food Token and can be sacrifices to Deadly Dispute or Witch's Oven. All in all it does everything we need.
Stitcher's Supplier
Fill's your graveyard, is a good blocker because mostly you will sacrifice it to Deadly Dispute or Witch's Oven and works great with Scavenger's Talent.
Cache Grab
Mills 4 cards and you get pack a permanent of your choice. Also it's a instant what makes it even better. So if you for example out of gas, this card is a beatiful top deck, because in most cases you will get back a permanent. Don't be shy to use it to get back a land, if you have for example Ygra, Eater of All in hand but only 4 lands. Don't forget it can grab any permanent but only of the 4 milled cards (Thats the only downside of this card in my opinion).
Deadly Dispute
Create card draw engine in this deck and allows good combat tricks. You can always block with for example Stitcher's Supplier or Cauldron Familiar and sacrifice it after you declared blocks to draw 2 cards, make a treasure and don't get any combat damage. Also a good top deck if you have for example only food tokens in play, just sack the token and draw two cards.
Witch's Oven
I don't think I have to explain this card because it is in itself a combo card with Cauldron Familiar.
Fatal Push
Great removal in the current meta, I think every black deck needs to play 3-4 of this.
Scavenger's Talent
To be true, first I thought this is a bad card. The more I played it the more copies where but in the deck ^^
Let's brake down the card:
First ability:
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
So everytime you sacrifice a Cauldron Familiar to a Witch's Oven you get two food instead of one. Also everytime you block and a creature of you dies in combat or would be destroyed with removal it triggers. But don't forget! Only once each turn, so don't sacrifice you Cauldron Familiar twice a turn if you want to get out the most of the first ability.
Second ability:
Whenever you sacrifice a permanent, target player mills two cards.
That means for us, everytime we sacrifice a food or a creature we will trigger this ability. Why is this abiltiy so useful for us? Because we can mill our self to get quicker two Cauldron Familiar in our graveyard. Also we can search with this abiltiy for a Ygra, Eater of All to cheat it back into play with the third ability of this card. It's also possible to mill your opponent's for example when the game goes on for a long time and your opponent has fewer cards in there library then you.
Third ability:
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
With this ability we can cheat back our milled Ygra, Eater of All and combo off in our end step. You can also bring back any other creature in our deck, for example if we didn't find Ygra, Eater of All but have a Stitcher's Supplier in the yard we can use it to mill more cards and combo off the next turn.
All in all in my opinion this card is one of the best turn 1 plays you can make. Also don't be shy do use your mana do level up Scavenger's Talent, because with each level, the card gets better. It helps our deck to find our Cauldron Familiar, cheat back a Ygra, Eater of All or mill our opponent if they scry a card on top of there library. It is a catch all and helps our deck significant.
The next section of cards are flex slots and can be changed to adjust the deck to your meta.
Pawpatch Formation
Currently in testing stage. It can kill any flying creature and is a maindeck answer to Vein Ripper even though you have to sacrifice a creature. Trust me it's better to sacrifice turn 4 a creature and destroy Ripper, then have it on the battlefield. Our deck has not realy a chance against Ripper in the long run.
Also the card can draw us a card and makes a Food token. And can destroy enchantments, thats a good thing in mirrow matchups and other matchups.
Sheoldred's Edict
A catch all removal is never a bad idea. It can destroy planeswalker, tokens and creatures and is another answer to turn 3 Vein Ripper.
Trail of Crumbs
Creates a Food token and we can pay 1 if we sacrifice a Food token to look at our top 2 cards and but a permanent card in our hand. All in all it helps our deck do find one of our creatures, enchantments, artifacts or lands and creates a Food token.
Like I said, these are flex spots in our deck, you can change this cards with other cards. I will probable change also this cards to adjust to the new meta.
Cards you may think are good and you will see in other lists, but are not good in my opinion:
Insidious Roots
In most of the lists you will see this card. But in my opinion this card isn't realy good because it changes the way you play. Your mana curve goes up and you need to play more lands. Yes it works good with Cauldron Familiar and Cache Grab (only if you grab a creature) but isn't it better to play turn 1 Scavenger's Talent into turn 2 Cauldron Familiar and/or Witch's Oven? I've tried the card aswell but in most cases it is a win more card. I rather have more removal and or Food token generator than this card.
Camellia, the Seedmiser
In my opinion a win more card, mana curve goes up and if it doesn't stick you will never gain any thing out of it.
Reassembling Skeleton
As one of ok, but you need to play Insidious Roots to get the most out of this card.
Prosperous Innkeeper
You can play it, but i think it slowes the deck down and takes up the mana curve. Yes the lifegain is good, but against aggro you have a good matchup. Thats why i don't play the card.
Let's have a look at the sideboard, but remember it will change and needs to be updated as u play because your meta is mostly different to my meta.
Thrun, Breaker of Silence
Against Control, if it sticks the will have a problem to remove it. Also good against monoblack midrange/control/discard because the can't kill it. But it's definitely changeable.
Abrupt Decay
Another catch all removel. Good against any type of enchantment or artifact graveyard hate like Rest in Peace or Grafdigger's Cage. Also good against Ashiok, Dream Render even if he will exile once your graveyard. And its a good removel against creatures like spirits because they have many counter spells in there decks. Maybe i will play two of them in the long run.
Bitter Triumph
Perfect creature and planeswalker removel, you can discard a card or pay 3 life. The lifeloss isn't that wild in our deck and thats why i play it.
Damping Sphere
Against Mono Green Nyktos and UW Control with Lotus Field. You can play it also against Izzet Phoenix but you have better cards against them.
Path of Peril
Against Humans and other go wide creature decks. It's not the worst case if your creatures dies because you can operate from your graveyard, but it's a problem if your opponent's have a big aggro start with many creatures and your spot removel can't handle it.
Pick Your Poison
Best removal against flying creatures like Vein Ripper or Spirits and also good removal for enchantments and artifacts.
Thoughtseize
Against control and combo decks. Can also prodect your combo in longer games.
Unlicensed Hearse
Graveyard hate with the upside to become a big creature in the long run. Best against Izzet Phoenix and Mirrow matchups and any other sort of graveyard based decks, like the new Tree of Perdition combo.
A complete Sideboard Guide will come after more testing. At the moment a played about 20 games with the deck and have a 60-70% winrate. But I think the winrate will go down, when players finaly now how the combo works and what to do against it and thats why the sideboard will constantly change in future.
Updatelog:
Update 11.08.2024
I played the deck now for about 1 week and about 20-25 Games. I tried a more combo focused build but also a more midrangy build. The more i played, the more I realised we need to focus on the combo or build a complietly new deck. Also I got the most wins with the combo build.
The new version has some changes:
Mainboard changes:
-1 Stitcher's Supplier
-1 Pawpatch Formation
-2 Sheoldred's Edict
+1 Ygra, Eater of All
+1 Trail of Crumbs
+1 Scavenger's Talent
+1 Bitter Triumph
I realised that Trail of Crumbs is a perfect tool for longer, griendier games and helps to fight against graveyard hate. Scavenger's Talent is in my opinion realy the best card in this deck, because it helps on so many fronts. You can mill out your opponen't if you can't remove there graveyard hate, it can bring you back from a bad situation und the third level is so damn good. Sheoldred's Edict is in my meta right now a bad removal, because i face most of the time Mono B Control/Discard or new brews with dinos or landfall etc.
Sideboard Changes:
-1 Pick Your Poison
-1 Bitter Triumph
-1 Abrupt Decay
-2 Damping Sphere
+1 Sheoldred's Edict
+1 Path of Peril
+1 Blot Out
+2 Knight of Dusk's Shadow
In my current meta is no Mono G and there is also less Raktos Vampire. However, Abzan Amalia and other creature based decks are more commonly in my meta, that's why I changed the sideboard.
Creature (15) | |||
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$1.13€1.490.24 | |||
$1.96€1.310.03 | |||
$1.08€1.140.13 | |||
$15.54 | |||
Instant, Sorcery, Enchantment, Artifact (25) | |||
$2.12€3.09 | |||
$0.20€0.13 | |||
$1.30€1.730.30 | |||
$1.38€1.240.03 | |||
$0.50€0.270.04 | |||
$2.50€2.14 | |||
$2.42€1.80 | |||
Land (20) | |||
$36.30 | |||
1
Forest
|
$0.56€0.170.04 | ||
$11.35 | |||
1
Swamp
|
$0.99€0.450.04 | ||
$5.67 | |||
$5.31 | |||
$11.95€10.240.15 | |||
$3.42€3.472.03 | |||
$39.59 |
$0.25€0.170.02 | |||
$0.50€0.800.03 | |||
$0.70€1.623.53 | |||
$1.09€1.77 | |||
$1.71€2.430.04 | |||
$2.50€2.14 | |||
1
Blot Out
|
$0.22€0.14 |
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