Combo
Build toward a powerful group of cards and survive until it works. Learn how combo decks find pieces, plan the big turn, and handle disruption.
A combo deck builds toward cards that do much more together than alone. The result may win at once, make a huge board, or keep giving resources.
This deck label differs from Rogue's Combo keyword. A Rogue can use Combo cards without being a combo deck. Other classes can build combo decks too.
Work backward from the big turn
List the needed cards, mana, board spaces, and hand spaces. Find the earliest turn when the whole plan could really work. Mark which pieces have replacements and which you must save.
A tutor finds a card that meets a rule. Normal draw simply moves through your deck. Both can help find pieces, but neither keeps you alive by itself.
Before starting the combo, check the whole play order. A draw may open a better choice. A discount may need an earlier play. A full board may stop a key summon.
Do not spend a key piece for a small gain unless you need it to live. Do not refuse a good defensive play just to keep the perfect combo intact either.
A simple example
Suppose your finish needs two exact cards and eight mana. Drawing both pieces on turn five does not mean you can use them yet. You still need enough mana and a way to survive. Write those needs into the first-draft worksheet, then test how often you reach them.
Strengths and weak spots
Combo likes enemies that give it time. Fast attacks, hand or deck disruption, missing pieces, and extra enemy Health can stop it.
Look for smaller combos or a backup attack plan against disruption. Against aggro, a combo card may need to become defense. Judge the chance of reaching any winning play, not just the ideal combo.