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Lefou / Dr. Fac / Madam Mim combo with surrounding value.
Some key things that a pure infinite build overlooks is that the combo is just free board clear on anything exerted with more than 2 power, and that's oppressive. However, you need to give up on it vs. AWNW, blue aggro (too many one power cards), or discard, and just play your board. In those situations you're a slightly underpowered red/purple deck.
1 drops
Just befuddle. It's mostly ink but can help slow down aggro
2 drops
Prioritize Dr. so you can shift later + he's hard to remove so there's no risk.
Lefou is ok but risky; maybe and bounce it with Mim later to protect it, but it usually never did anything except turn on opponents removal early.
Queen is good but unnecessary as Shift Queen can be the last piece of your combo you can play as she doesn't need to be ready for the infinite draw.
Pin - I'd play more but it's not inkable. It's mainly a Mim fling to close games, but played early it can mislead your opponent and keep the lore race a bit tighter.
3 drops
Mim is usually ink but can bounce an at risk combo piece.
Mal is card draw and a friends singer.
Shere is part of the combo and your win condition when it's not a combo game as well. Protect this (even if that means not playing it on curve)
Minnie is a great t3 play as it puts pressure where otherwise we have none.
Dr. - should probably be cut but it's a big body to slow the opponent, helps dig for the combo, and is redundancy for the shift target.
Aladdin - usually ink but when he's good (aggro), you thank your stars you have him to buy you the extra time and trade.
4 Drops
Merlin is another good Mim target when you're not comboing
Namaari is instant removal with Big Mim
5 Drops
Combo pieces and Maui is usually a 2 for 1 in the knick of time against aggro and other midrange
7 drops
Aladdin is your back up win con, usually against mid range and aggro in the harder matchups.
Notes: YOU CANNOT MISS AN INK DROP IN THIS DECK. You basically have to pull the combo off on 7 or 8 or are out of the game, and if you miss an ink drop, it's not possible. That's why some better cards are cut for inkable alternatives.
Also, I'll say the infinite combo doesn't feel game breaking yet; this is like a t2 or t3 deck, at least in its current form. Someone might be able to build it better than me in the future though.
However, I think it's a great budget build. None of the cards are above a rare, so it should stay affordable for a long time and can beat much more expensive decks on the base of the combo.
Some key things that a pure infinite build overlooks is that the combo is just free board clear on anything exerted with more than 2 power, and that's oppressive. However, you need to give up on it vs. AWNW, blue aggro (too many one power cards), or discard, and just play your board. In those situations you're a slightly underpowered red/purple deck.
1 drops
Just befuddle. It's mostly ink but can help slow down aggro
2 drops
Prioritize Dr. so you can shift later + he's hard to remove so there's no risk.
Lefou is ok but risky; maybe and bounce it with Mim later to protect it, but it usually never did anything except turn on opponents removal early.
Queen is good but unnecessary as Shift Queen can be the last piece of your combo you can play as she doesn't need to be ready for the infinite draw.
Pin - I'd play more but it's not inkable. It's mainly a Mim fling to close games, but played early it can mislead your opponent and keep the lore race a bit tighter.
3 drops
Mim is usually ink but can bounce an at risk combo piece.
Mal is card draw and a friends singer.
Shere is part of the combo and your win condition when it's not a combo game as well. Protect this (even if that means not playing it on curve)
Minnie is a great t3 play as it puts pressure where otherwise we have none.
Dr. - should probably be cut but it's a big body to slow the opponent, helps dig for the combo, and is redundancy for the shift target.
Aladdin - usually ink but when he's good (aggro), you thank your stars you have him to buy you the extra time and trade.
4 Drops
Merlin is another good Mim target when you're not comboing
Namaari is instant removal with Big Mim
5 Drops
Combo pieces and Maui is usually a 2 for 1 in the knick of time against aggro and other midrange
7 drops
Aladdin is your back up win con, usually against mid range and aggro in the harder matchups.
Notes: YOU CANNOT MISS AN INK DROP IN THIS DECK. You basically have to pull the combo off on 7 or 8 or are out of the game, and if you miss an ink drop, it's not possible. That's why some better cards are cut for inkable alternatives.
Also, I'll say the infinite combo doesn't feel game breaking yet; this is like a t2 or t3 deck, at least in its current form. Someone might be able to build it better than me in the future though.
However, I think it's a great budget build. None of the cards are above a rare, so it should stay affordable for a long time and can beat much more expensive decks on the base of the combo.