Format: Explorer
User Submitted Deck
Deck Date: Mar 15, 2023
Deck Primer / Description
Intro
Tyvannifar is a combo deck that plays off the pseudo-haste of Tyvar, Jubilant Brawler to allow for a fast activation of Prime Speaker Vannifar. This deck is a combo deck that can regularly win on Turn 3, with a toolboxy midrange backup plan.
The Ideal Combo
Opening hand:
Turns:
- Land + Elf
- Land + Tyvar. Untap Elf for potential blocker / play more elf
- Land + Prime Speaker + Combo to win
Combo:
- Sac Elvish Mystic to get Corridor Monitor, untap Prime Speaker Vannifar
- Sac Corridor Monitor to get Extraction Specialist, bring back Corridor Monitor untap Prime Speaker Vannifar
- Sac Extraction Specialist to get Luminous Broodmoth
- Untap Prime Speaker Vannifar with Tyvar, Jubilant Brawler
- Sac Corridor Monitor to get any extra 3 drops (e.g. Knight of Autumn), Corridor Monitor will respawn with Flying and untap Prime Speaker Vannifar
- Sac Corridor Monitor to get Extraction Specialist, repeating this process until no more specialists or Glasspool Mimics are left in the deck (Glasspool enter as specialist)
- Sac Glasspool Mimic to get Breaching Hippocamp, untap Prime Speaker Vannifar
- Sac Breaching Hippocamp to get Samut, Voice of Dissent
- Attack for the win if enough damage. Should be > 20. If not, you can sac to get Siege Rhino for an extra 4 damage
- If truly crazy, you can sac Breaching Hippocamp again to get Cataclysmic Gearhulk. This will basically wipe the opponent's board and your entire board will respawn with flying. If you choose Gearhulk + Broodmoth, you even get another Vannifar untapped!
Enjoy! This obviously is not the only combo line, but its definitely the most complicated. For my first 20 or so games, I didn't even realize this was the optimal line.
Results
Currently sitting at Plat 3 with a 55% winrate after >152 games played (some stats here: https://docs.google.com/spreadsheets/d/1G0UREU3RUNM3q2z468trDb83yti84uNJRm21tIhybG4/edit?usp=sharing).
My winrate could likely be higher but I piloted dozens of variations of the deck with some extremely suboptimal cards in order to experience how they feel.
Card Choices
I want to talk about why I chose to include certain cards and exclude others. This will also necessitate talking about what the deck struggles with, so you'll find that info here
- Gilded Goose - With how many different color cards the deck is running, you would expect to want goose over the elves. Unfortunately, the goose cant get you a turn 3 win (unless your opponent attacks with it so you can block + reanimate it). Goose is just too slow for the deck. It could be argued to have it as a 1-of over Paradise Druid, because with Tyvar out, dorks are "free" so you could Fauna for goose in a pinch.
- Keldon Strike Team vs Samut, Voice of Dissent vs Not Including - In my experience, this deck wins most/many of its games from activating the combo and winning on Turn 3 or 4. When I first started piloting this deck, I did not include any of these haste enablers and lost many games where the opponent could wipe my board before the next attack, so one of these seems like a must have. Samut feels way better in testing. It represents more damage and even has an ability to untap Vannifar if needed. It also doesn't feel as terrible when you draw it since it's not a bad card.
- Fauna Shaman vs Fiend Artisan - I was on the Fauna Shaman plan from the beginning and switched to the Fiend Artisan plan for about 50 games. I found that I lost way more games from being unable to spread that extra G cost across two turns, than from anything else. Fiend Artisan does work nicely though with Tyvar's reanimate ability and late game represents a threat itself, but this deck truly is a combo deck and thus lends itself better to focusing on that strategy. I could say more but trust me on this one.
- Scavenging Ooze - the 2 drop slot has the most flex in this deck. I found I was losing a lot to Greasefang decks and aggro decks, and this card helps a ton in those matchups. It's also a natural lightning rod, and will often clearup opponent's removal before Vannifar comes out.
- Cataclysmic Gearhulk - I was very skeptical prior to adding this card, but it is one of my go-tos now. Against slower aggro decks like Angels and Elves, this card can be a complete blowout/game-saver.
- The Scarab God - Extremely interactive decks, such as Mono Black Midrange, can be hard to combo against, and the scarab god is a fairly resiliant threat that can either get our vannifar back or grind out our opponent with ETBs. Muldrotha, the Gravetide is a considerable card here but Scarab god is a little more resilient and can late game get multiple activations per turn.
- Elesh Norn, Mother of Machines - this card was fun to include, but often felt like a win more. Sometimes one-sided Torpor Orb for any permanent effect was nice, such as against mill decks.
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