![mtg intruder alarm mtg intruder alarm](https://i.ebayimg.com/images/g/OoEAAOSwVhxeqWtP/s-l640.jpg)
This one is a tough call, and the two cards could potentially be played in tandem. Is obviously guaranteed enchantment tutoring, but it's debatable how good it would be in the deck as the enchantment still has to be cast, leaving it vulnerable to a counter, whereasĬan bring the enchantment directly into play, given that he survives long enough to attack. Provides you with a quick and easy save on a creature. Saves enchantments, and it can go really well in tandem withįor easy removal, plus can be fetched with Zur. Is a useful tutor, as the deck is full of diverse combo potential, rarely ever do you end up with a situation where your picks are useless. It's also a hefty beat stick if it survives past the turn it comes out, and its ability to net additional cards from the graveyard can save you outright. Also punishes Burn decks severely when you can gain 4 life in a turn just by tapping a land.Ĭan revive a deceased combo piece, or pretty much any permanent in the deck other than Zur and itself. If he survives, his chip damage and ability to fetch further enchantments to assist is extremely useful.Īre life gain engines, and in addition to If your combos fail to come together, you can still stand a fighting chance most of the time with the life gain throughĪre all combo pieces and each have their extra benefits, such as Alarm's ability to act as a pseudo-prison, Steward providing with chump blockers and life gain, Orchard's mana fixing, and so on.Ĭan fish out enchantments for you, which can be essential in a quick combo assembly in the later game. You can also use this to net yourself any number of cards so you can assemble the combo above instead. , forcing your opponent to draw their whole deck. , you can alternatively generate infinite mana with Forbidden Orchard + Intruder Alarm + Wind Zendikon First, you'll want Curse on your opponent, with Alarm in play, and then you can enchant Orchard with Zendikon, allowing you to tap Orchard and give your opponent a token, which drains them, and then Alarm triggers and untaps Orchard, since Zendikon turns it into a creature. The second setup requires a little more cards, utilizing Forbidden Orchard + Intruder Alarm + Wind Zendikon The combo is rather self explanatory, with Steward creating a token, Alarm triggers and untaps Steward, rinse, repeat. , creating an army of tokens to beat down your opponent in the next turn.
![mtg intruder alarm mtg intruder alarm](https://static.cardmarket.com/img/5ccafe08506ee1c8cdff51f90ce6f5e8/items/1/OBT/21402.jpg)
The first setup is the simple combo of Intruder Alarm + Steward of Solidarity All of these combos seek to go off on Turn 3 at the earliest. , though it can scrape together a recovery and/or a win without needing it. The deck has several win conditions that revolve around its staple,
![mtg intruder alarm mtg intruder alarm](https://i.ebayimg.com/images/g/tAYAAOSwTzpfvv~y/s-l400.jpg)
I'm still looking for optimal ways to snag combo pieces (like withĪnd other tutors), protect my combo pieces, and to survive into a later game, but its overall chances have been pretty good so far despite what it lacks. Now, while this deck is still a work-in-progress, it's much more reliable and can go off on Turn 3 if you've got the perfect setup. , but it performed horribly and was susceptible to a lot of other deck lists. The original list was a Jeskai build that was unreliable and ran cards like , and reaching into my card collection, I stumbled across my old I overheard some people talking about infinite combo potential with A short history on this deck, I started formulating the idea back in 2017 when Hour of Devastation came out.