Stairc

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Bloomtender makes infinite mana

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Posted 14 February 2010 at 23:10 as a comment on Funny Combo

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Oh, and I forgot to mention... There are far better kill conditions than Darksteel reactor. Even a prodigal sorcerer will at least help you stay alive against creature rush - and if you have infinite turns, you should be guaranteed to draw it. But a planeswalker of some sort will fit here best.

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Posted 14 February 2010 at 22:56 as a comment on Magosi Combo

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Wow... Why on earth are people getting so emotional over a combo? And it's perfectly valid to debate whether it works or not. I happen to believe that it does (Rings of Brighthearth copies abilities on planeswalkers but doesn't give them extra loyalty counters). Regardless, it's perfectly valid to bring such rules questions up, as they are for the good of the deck. The mot important part, in fact. Rule get complex, especially rules like this. You shouldn't have contempt for those that misunderstand them.

Now to the deck itself.

You can easily improve the deck by running a set of differing untap effects. No need for Mind over matter (which takes this out of even extended) or howling mine (which will give your opponents the power to kill you much more quickly). I'd try cutting Pemmin's Aura too - since it won't do much - and Drift of PHantasms along with it. Muddle the Mixture is a very powerful transmute spell that can fetch your Rings of Brighthearth - so try that. If you really want to run howling mine effects - try Jace Beleren (who can be coppied with Rings of Brighthearth). Going UG for a better land tutor package (sylvan scrying comes to mind, as does Reap and Sow) would be strong. Trying to run Gifts Ungiven would be powerful too - as you could run Eternal Witness and Life from the Loam to make sure you get what you want.

A gifts Ungiven, searching out Life From the Loam and Magosi (along with two other things) guaruntees you getting the Magosi in hand. If they put the Magosi in hand - you get it. If they dump it in the grave, you can use life from the loam to get it back. Fabricate could also find either Rings of Brighthearth or Amulet of Vigor. And using the transmute Tolaria West could fetch out a ravnica bounceand such as Azorius Chancery to create massive mana jumps (the bounceland hits play, taps for UW then returns itself to hand. If you have two hamulets you can tap it twice for WWUU. All off one land every turn).

Hope that gives you a few ideas. Contact me on MTGsalvation, username Stairc, if you want more. I'm looking for decks to develop for my next articles.

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Posted 14 February 2010 at 22:55 as a comment on Magosi Combo

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You'd never actually survive long enough to reach 10 mana, and lots of wraths are run anyways - so you'd have trouble protecting your hydra avatar. Also, Conflux? Conflux? I love the card but it doesn't belong here. You'd be better off with a diabolic tutor or similar.

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Posted 14 November 2009 at 14:40 as a comment on Progenitus Wrath

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On another note... The deck, even if this combo actually did do anything, doesn't have a hope of winning in a standard tournament. Most all the dominant decks in the format are super-rush tornados that will tear you apart before you can blink. a 3 day of judgement sideboard isn't going to be enough... Espescially when many decks are sideboarding Goblin Ruinblaster, or even MDing them.

I'd love to see magosi used well, but this just doesn't work.

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Posted 14 November 2009 at 14:38 as a comment on Magosi

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While I don't like how impolite some people are being in this thread... I'm sorry to say it - but the "combo" doesn't work. It's a clever idea - but the fact is that it doesn't matter which orders the effects resolve in. Skipping a turn is a replacement effect, meaning that the next time you would take a turn - you don't. It doesn't matter if that turn is an extra one you wouldn't normally have - the game doesn't care.

To make this a little simpler... Imagine it this way.

First resolves the extra turn effect. The game remembers that, once this turn is over, you'll have another.

If the turn ended the moment this first ability resolved, that would be one thing... But it doesn't.

The turn continues and the next effect resolves - and the game knows now that you'll skip your next turn. Then, eventually, your turn ends and you skip the extra turn you would have had.

If you want conformation, check the DCI rulings on the card - go to Magicthegathering.com's search engine.

A cool idea and a fun one, and one that warms my johnny heart, but sadly - it doesn't actually work. Let's live in hope of errata.

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Posted 14 November 2009 at 14:35 as a comment on Magosi

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While I don't like how impolite some people are being in this thread... I'm sorry to say it - but the "combo" doesn't work. It's a clever idea - but the fact is that it doesn't matter which orders the effects resolve in. Skipping a turn is a replacement effect, meaning that the next time you would take a turn - you don't. It doesn't matter if that turn is an extra one you wouldn't normally have - the game doesn't care.

To make this a little simpler... Imagine it this way.

First resolves the extra turn effect. The game remembers that, once this turn is over, you'll have another.

If the turn ended the moment this first ability resolved, that would be one thing... But it doesn't.

The turn continues and the next effect resolves - and the game knows now that you'll skip your next turn. Then, eventually, your turn ends and you skip the extra turn you would have had.

If you want conformation, check the DCI rulings on the card - go to Magicthegathering.com's search engine.

A cool idea and a fun one, and one that warms my johnny heart, but sadly - it doesn't actually work. Let's live in hope of errata.

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Posted 14 November 2009 at 12:18 as a comment on Magosi, the Waterveil Loop

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