ClockworkCopper

38 Decks, 618 Comments, 180 Reputation

Ok, what I have read the loop continues by choosing a number then removing (destroying the creature, enchantment process of the infinite loop) stopping the loop at the core of chosen number, huh? So, breaking the loop stops the loop and damage is done with chosen number decided?

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Posted 02 March 2011 at 22:29 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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It repeats over and over dealing the damage to it's self then dealing it again and again over and over in an infinite loop of 2 damage.

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Posted 02 March 2011 at 22:16 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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421. Handling “Infinite” Loops

421.1. Occasionally the game can get into a state in which a set of actions could be repeated forever. The “infinity rule” governs how to break such loops.

421.2. If the loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that many times or until the other player intervenes, whichever comes first.

421.3. If the loop contains at least one optional action controlled by each player and actions by both players are required to continue the loop, the active player chooses a number. The nonactive player then has two choices. He or she can choose a lower number, in which case the loop continues that number of times plus whatever fraction is necessary for the active player to “have the last word.” Or he or she can agree to the number the active player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the nonactive player to “have the last word.” (Note that either fraction may be zero.)

Example: One player controls a creature with the ability “: [This creature] gains flying.” Another player controls a permanent with the ability “: Target creature loses flying.” The “infinity rule” ensures that regardless of which player initiated the gain/lose flying ability, the nonactive player will always have the final choice and therefore be able to determine whether the creature has flying. (Note that this assumes that the first player attempted to give the creature flying at least once.)

421.4. If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.6.)

421.5. If the loop contains at least one optional action controlled by each player and these actions don’t depend on one another, the active player chooses a number. The nonactive player can either agree to that number or choose a higher number. Note that this rule applies even if the actions could exist in separate loops rather than in a single loop.

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Posted 02 March 2011 at 22:14 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Yeah I would give it ago, besides the chances of them having those cards in a deck is pretty slim, you could even toss in a Pithing Needle or even better Meddling Mage (and have a 2/2 creature) to stop the cards even being played.

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Posted 02 March 2011 at 22:06 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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But, that is were your counter spells would fall into place :)

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

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That would work having shroud and a very good idea, there is the chance of cards that target all creatures with -1/-1 and that would include him like Soul Snuffers or Black Sun's Zenith, it isn't (targeting) Stuffy Doll, so if they were played the stuffy would die from -1/-1 counters.

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Posted 02 March 2011 at 21:56 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Thats what's nice about the Scepter, anything two or less (being an instant) so in white, Holy Day would work stop any of the other players creatures from attacking or you could even play a Liquimetal Coating and use the scepter with Disenchant turning anything in play to a artifact and then destroying it (even lands)

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Posted 02 March 2011 at 21:51 as a comment on Dovescape

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Depends a few I have been to are pretty open to all, but it's mostly block releases (only that block) or standard.

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Posted 02 March 2011 at 21:44 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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No problem, I will check out the other decks. Thanks for the comment.

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Posted 02 March 2011 at 21:40 as a comment on Unquenchable Thirst (Vampire Life Drain)

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Nice, another card that would be great in this deck is Silence, stop the other player from playing anything, toss it with a Isochron Scepter, do it every turn and overrun them with doves.

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Posted 02 March 2011 at 21:35 as a comment on Dovescape

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Yeah, I mostly play with a bunch of buddies who all play deck with about anything, except Unglued and Unhinged unless said. I go to FNM about every other week and play standard or whatever they call for but all in all it's about having fun.

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Posted 02 March 2011 at 21:33 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Yeah, I would do Door of Destinies, I think Coat of Arms would be a little pricy in mana but, the more mana spent the more birds you get. I think though I would do the door, keep bring out birds, keep adding counters, birds get bigger.

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Posted 02 March 2011 at 21:29 as a comment on Dovescape

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Yeah it is a dick move mrbig but, it is pretty funny to see the look on the other guys face when you pull it off, lol.

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Posted 02 March 2011 at 21:23 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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oh yeah, Holy Day every turn so they can't attack, or another wicked idea is (Silence) with Isochron Scepter, play it on there main phase so they can't even play spell that turn so pretty much freezing there turns.

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Posted 02 March 2011 at 21:22 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Very interesting deck, never thought of Dovescape this way. What about adding Glorious Anthem or Honor of the Pure, being one up on the other players birds plus being able to do a bit more damage.

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Posted 02 March 2011 at 21:16 as a comment on Dovescape

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Isochron Scepter is pretty wicked I run it in a black deck with Go for the Throat.

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Posted 02 March 2011 at 21:04 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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No, you wouldn't be able to search for Sol Ring with Mystical Tutor only sorceries and instants but, for added creatures I would toss in Trinket Mage, a 2/2 plus ables you to search for a artifact 1 or less mana cost, so there could be your Sol Ring searcher.

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Posted 02 March 2011 at 21:02 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Plus, I just noticed you are running Orim's Chant, I would take out the Icy Manipulator's and replace them with Isochron Scepter and copy Orim's Chant and you would be untouchable.

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Posted 02 March 2011 at 20:56 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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True, plus toss in Mystical Tutor to search for Enlightened Tutor or Tinker almost like a doubling search engine. But, now the thing that worries me about this deck is -1/-1 counters, Stuffy Doll being a 0/1 it gets one counter it's done. You may think of tossing in some Slagwurm Armor or Holy Strength in your sideboard as a just in case.

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Posted 02 March 2011 at 20:52 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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Also with Stuffy Doll, Tinker would be great in this deck, add some mana producing artifacts use them, sacrifice them, and play Tinker. Search for Stuffy Doll and put it right into play.

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Posted 02 March 2011 at 20:42 as a comment on WRECK YOUR DAY COMBO - Stuffy Doll-

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