Against the Odds: I Made Infinite Copies of Terra (Brawl)
Hello everyone, and welcome to another edition of Against the Odds! One of the most interesting combos to come from Final Fantasy involves Terra, Magical Adept. If we can flip into Esper Terra and then use something like Spark Double, The Apprentice's Folly, or Yenna, Redtooth Regent to make a non-legendary copy of Esper Terra, we can use the new non-legendary Esper Terra to copy itself, giving us infinite hasty 6/6 fliers to win the game! Our plan today is to pull off the combo in Brawl, where we get the upside of having Terra, Magical Adept in our command zone, meaning we only need to find a single extra combo piece (and a bunch of mana) to win the game! How good is Terra in Brawl? What are the odds of going infinite with Esper Terra? Let's get to the video and find out!
Against the Odds: Terra Combo
Wrap-Up
While record isn't super important in Brawl since it's not a competitive format, the deck crushed it! We went 11-4 with the deck, good for a 73% win rate (although, like usual, we did get a couple of free wins from opponents scooping early for no reason, which is pretty common in Brawl). More importantly, the combo itself was great! We won nearly all of our games by going infinite with Esper Terra. It turns out that having access to a combo piece in the command zone is super powerful since we only need to find one additional card to go infinite.
The biggest downside of the combo is that it does cost a lot of mana. We need to play Terra for three; spend six more to flip it; and then also spend four more mana on Spark Double, Yenna, Redtooth Regent, or The Apprentice's Folly. Thankfully, we don't need to do it all in one turn, although ramp spells and Mirari's Wake can give us the mana we need to do it if we need to. We also have a few ways to give Terra, Magical Adept haste, which isn't essential to the combo but does potentially allow us to play and flip Terra in the same turn, which is pretty powerful.
One of the other big upsides of Terra, Magical Adept is that it only costs three mana. As a result, we can usually run it out on Turn 3 for value even when we are nowhere near comboing. Sure, it might die, but we can always just cast it again to dig for another enchantment and keep filling our graveyard. Generally speaking, in Commander, I'm a fan of waiting to play my commander until I can do something powerful with it. But Terra, Magical Adept is one of the exceptions that is best played early.
As far as the rest of the deck, I guess you could call it an enchantment deck to support the front side of Terra, which lets us dig for card draw from Sythis, Harvest's Hand and Eidolon of Blossoms, ramp like Overlord of the Hauntwoods and Wolfwillow Haven, or removal like Ghostly Prison and Leyline Binding. We also get to play some powerful hosers like High Noon and Rest in Peace. The latter looks a bit weird in our deck since Terra, Magical Adept is good at filling our graveyard. But after losing to a few reanimator decks, I felt it was worth having in the deck, with the plan being to not just run it out for no reason but to have access to it in matchups where it's necessary. The good news is that the way Terra, Magical Adept is worded, we still get an enchantment from the cards that it mills, even if they go to exile rather than our graveyard, which is nice.
So, should you play Terra Combo in Brawl? If it looks like something you'd enjoy playing, I think the answer is yes! I found the deck super fun to play, with lots of card draw and grindy value. And the combo itself is a sweet way to finish the game! If you are a fan of Terra or just like combos, the deck just might be for you!
Conclusion
Anyway, that's all for today. As always, leave your thoughts, ideas, opinions, and suggestions in the comments, and you can reach me on Twitter @SaffronOlive or at SaffronOlive@MTGGoldfish.com.