ClockworkCopper

38 Decks, 618 Comments, 180 Reputation

Another idea I see you could do is being able to pull the combo off quicker and mana production. You could try Idyllic Tutor or Enlightened Tutor to search for Dovescape. Also with blue and white there really isn't hardly any mana producing spells, so I would mostly stick with artifacts like Azorius Signet, Silver Myr or Fieldmist Borderpost, also with Guile you will need some blue so a couple islands and maybe Flooded Strand (also helps thinning your deck) and Mystic Gate.

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Posted 05 March 2011 at 13:50 as a comment on Dovescape

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ok, I may have been a little confusing so here's a breakdown of what happens:

Both Guile and Dovescape are in play and you control them both.

You play a noncreature spell: you put it on the stack, choose its modes/targets (if any), make other decisions that need making, and pay its costs. This triggers Dovescape's ability, which will go on the stack on top of the spell (let's say the spell is Ponder again).

(begin loop)
The stack now looks like this:

TOP
counter Ponder and put a Dove token into play
Ponder
BOTTOM

Priority is passed around and the top thing on the stack resolves. But since you control Guile, "counter Ponder and put a Dove token into play" becomes "remove Ponder from the game and you may play it without paying its mana cost, and put a Dove token into play." So, you do this, choosing to play Ponder, triggering Dovescape. Now Ponder is back on the stack and a new Dove token is in play. Dovescape's ability goes on top of Ponder on the stack.
(then repeat loop)

To end the loop, just choose not to play the Ponder, leaving it floating in the removed-from-the-game zone.

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Posted 05 March 2011 at 00:20 as a comment on Dovescape

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The spell is removed from the game and then replayed (starting over the cycle) now, with lets say you play something simple like Ponder, it is only one mana blue. You play it Dovescape counters it and you would place a bird into play. So with Guile also in play the spell was countered, so being played and countered by Dovescape, spell is removed and re-played (like playing a brand new spell) so Guile states play without paying it's mana cost, meaning it does still have a mana cost (your just not paying for it) and being so you would get a following bird and repeat, until you would feel free to stop.

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Posted 05 March 2011 at 00:14 as a comment on Dovescape

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hmm... playing in multiplayer, you could always think about Followed Footsteps, copying the Stuffy Doll every turn picking new target, or the same doubling (tripling and beyond) up the damage.

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Posted 04 March 2011 at 18:56 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Yeah being able to play Sadistic Sacrament with massive mana production you could take out there lands fast as hell. You could also toss in some other removal control cards and tear any combo decks apart like, Bitter Ordeal (toss in some mana producing creatures or sacrificing cards to really beef this card up), Shimian Specter, Memoricide or you could run Megrim or Liliana's Caress so with Death Cloud they take even more damage, also you may want to think about running Sanguine Bond (Wound Reflection) with Consume Spirit or Drain Life so the other player takes double life loss with your life gain.

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Posted 04 March 2011 at 18:50 as a comment on Death to all

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Yeah I forgot about Door of Destinies, plus playing it would only counter it as well, but adding more birds. I was thinking though of a great idea to add to this deck, ( Guile ) When a spell is cast, it can be countered and cast repeatedly for an infinite number of bird tokens, pretty wicked. Also another idea is ( Boseiju, Who Shelters All ) it's a land, that allows anything you play from being countered by Dovescape, no birds but, you could still play spells (if needed) and the other player can't. Plus with the ability of Dovescape, your enchantments would be targeted creating more birds, so I would run Thistledown Liege making your birds 3/3 creatures.

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Posted 04 March 2011 at 16:39 as a comment on Dovescape

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Yeah, that is a bonus with Boomerang, I think I would stick with the Remand I always enjoy concept of drawing cards, but returning lands would be a pain (mostly beginning of the game) if they have to replay the same land over and over because you return it each turn.

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Posted 03 March 2011 at 21:13 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Scepter with Remand, would be more of a decoy (or a nuisance for the other player so probably first thing targeted) and ables you to draw cards as well, plus depending on there lands in play, they would have to pay double for each spell each turn if you keep bouncing it back to there hand, plus if so it would take them awhile to play something bigger giving you some time to play the stuffy combo, then game over.

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Posted 03 March 2011 at 19:03 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Plus, I found a great guy for the Stuffy Doll, incase of -1/-1 counters Steel Overseer or also Energy Chamber just keep adding +1/+1 counters on him.

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Posted 03 March 2011 at 18:55 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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She is a great card, I mostly like using her with a artifact land or cheap card and then use her ability to trade out a Darksteel or Blightsteel Colossus, also an idea you could try running Flooded Strand, great slimmer in this deck, play it sacrifice it get a land in play untapped and use it. Less cards to draw in your deck and better chances of getting something you really need.

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Posted 03 March 2011 at 18:51 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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I decided to give a try at this deck, hope you don't mind. Let me know what you think, links below.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=156182

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Posted 03 March 2011 at 18:12 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Ded you have a great idea, but what about instead of Boomerang, do Isochron Scepter with Remand counter the spell return it back to there hand and draw a card.

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Posted 03 March 2011 at 12:41 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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I think so, great deck idea too.

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Posted 02 March 2011 at 23:05 as a comment on Dovescape

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Tossing in Counterspell's with the Isochron Scepter, is a wicked combo and Pact of Negation is still a great choice when going in for the kill just in case they have something in there hand.

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Posted 02 March 2011 at 23:03 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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No pro, still a sick ass deck :D

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Posted 02 March 2011 at 22:53 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Well, you are choosing a creature type being birds, but it states - Creatures (you) control of that type get +1/+1 for each charge counter on Door of Destinies. So only your birds will get the boost, so the birds they play with there spells won't count for putting counters on it, but they will not get the boost, only your birds.

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Posted 02 March 2011 at 22:52 as a comment on Dovescape

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All in all Pariah is still a wicked card plus with the specter and stopping spells it still a wicked deck, plus you made front page so hopefully it didn't WRECK YOUR DAY COMBO, lol

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Posted 02 March 2011 at 22:46 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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I'm going to research this a little more, so far I'm not sure. I thought the loop would continue until the other player was reduced to zero then damage would come to a holt, 2 on 2 on 2 until dead, but reading the infinite loop and some ruling it's questioned still.

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Posted 02 March 2011 at 22:45 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Damn it infinite loop rule

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Posted 02 March 2011 at 22:34 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Guilty conscience has a triggered ability that triggers whenever the enchanted creature deals damage. Stuffy doll also has a triggered ability that triggers whenever it deals damage. Stuff doll uses its activated ability to damage itself triggering guilty conscience and stuffy doll's ability. At this point the controller of stuffy doll and guilty conscience (assuming they are controlled by the same player, other wise they go on the stack in APNP order) chooses the order put the triggers on the stack. If stuffy doll's trigger goes on top (2nd) then it deals damage to the chosen player and guilty conscience triggers. That resolves dealing damage to stuffy doll and the loop continues until the chosen player reaches 0 life and loses due to state based actions (barring something like worship). If guilty conscience's trigger is placed on top then resolves and your back where you started with one of stuffy doll's triggers on the bottom of the stack.

The game is only a draw if the combo could loop forever with no change in the game state (using grindstone on someone with 2 progenitus as the only cards in their library for example). Because game loss for having 0 life is a state based action, what is on the stack does not matter.

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Posted 02 March 2011 at 22:32 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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