true, a multiplayer might change things up, but u will never run out of time with this deck, if u include 6 tap for damage creatures, which i always do in my infinite turn decks, then u can be tapping for 6 damage each turn rather then just 1. this way u can kill all 3 other players in just 7 turns. i also include 1 copy of feldon's cane in infinite turn decks just in case. it will buy u a minimum of 40 more turns in which to win, and if u cant win with 90 turns then the opponent deservs the win. the big creature approach leaves u way too open for a counter attack. lets say u have pulled off ur combo and r sitting back waiting to get enough mana to put a nig boy into play. u finally put down the 9th mana and tap out completely tolay it down when the opponent playes a disinchant and suddenly u have no mirror and no new turns, then they play doom blade and the creature is gone too. now u have nothing. if u use indirect cheap damage, u can play multiple copies as well as support cards and still have enough mana to wait with a counterspell in case the opponent has somehting to use on u. game 1 the opponent might not have what it takes to overpower those creatures and ur combo, but game 2 and 3 he or she will be ready
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whats up my man, i love the infinite turn awesomeness. unfortunately destruction isnt the only way to deal with the mirror. it can be bounced or confiscated, so counterspells r the best way to protect it. pact of negation is a must cause both cost 5 so ur mana will be tied up while while playing and imprinting the combo. ur creature choices seem very odd to me. u dont need beastly creatures with infinite turns. something more subtle is called for like prodigal sorcerer. u can just sit back and deal 1 damage each turn, and sense the opponent can take a turn its 20 strait turns for the win. that way if the opponent could stop an attack, which is quite easy, they cant stop u from tapping to victory. i also think u need silent arbiter in here,. he is by far the best way to slow up an attack deck and there r plenty out there. he will help a lot with the blocking and reduction of damage to u while u get the combo out.
nice job hip, i love a good pandemonium. im working on 2 of them currently, nice job
whoops, 4
Illusionary Mask is the next choice
although, technically speaking, infinity is a concept that cannot exist in any of our 11 dimensions, so its just an astronomically big number like a google
i rather like how this one plays, very exciting
well damn, this just all went to hell
oh hell, i got all excited when i thought rebuff was standard. the 2 notmal creatures r in there for 1 simple reason. without the diverse lands i rely on in non standard decks i have no real assurance that i will have a forest and a plains on turn 2, and for this deck to be effective it is extremely important to play 1 creature each turn for the first 3 turns. all those good 2/2s that have abilities cost 1 white and 1 green. after playing this several times the mana works out turn 2 about 50% of hte time and that jsut doesnt work for me. this way i will get a creature out turn 2 for sure do u have any suggestions abou treplacing rebuff
turn 1, land and llanowar elves turn 2, land and dauntless escort turn 3, land and magus of the disk turn 4, your all set up
i would give the average elephant a 4/4. considering the human in this game is worth 1, and a fierce human is 2, the elephant is clearly strong enough to kill many of them. and any higher and it would be in the realm of the "colossal" creatures
he would be ok, but the main point of this deck is to create direct swift damage. spark elementals true worth is that it is a 1 mana creature so i can play it first turn when the opponent has little chance to stop or block it. hellspark is turn 2 so it can be stopped, i would much rather play incinerate turn 2
in my opinion the easiest way to win with door to nothingness is with prismatic omen, extraplanar lens, 5 lands on the field and 1 on the lens
ya thats a good move
the doubling season really isnt needed here. by the time u play it u should already have 3 or 4 counters on Luminarch Ascension, so that wont do u any good, and when Luminarch Ascension is active u should be able to produce 2 or 3 angels right off the bat, so u dont really need 4 or 6. 3 4/4s with flying is a game winning situation, 6 just isnt needed. u would do better with another rebuff the wicked to make sure that pasky enchantment removals cant set u back
whats up my man, u r missing a very key aspect here. u need 4 pact of negations to make sure that the combo doesnt go off. it is by far the best anti combo card ive seen in a while. i liek the meddling mage and lobotomy in here. very effective. i would consider damnation for massive creature removal in case the opponent is wielding a creature combo. if u dont want damnation then doom blade would suffice. cranial extraction is sort of out of place here. this deck relies on removing the cards before they r played or preventing them from being played. therefore the point of this deck is to not let the graveyard be full of cards that need to be used, so all u will be removing is the non essential cards. other then that i rather like this deck. there is deff room for a good sideboard to make sure u can adjust to specific combos, nice job here. no need for any +1, i just enjoy the feedbacking. i might make a deck like this myself in the future
keep wall of hope, u need turn 3 to play a counterspell or the like to keep the opponent at bay long enough to pull off the combo for the win. wall of hope can buy u at least 3 turns of safety due to life gain and early blocking. trust me, the first turn wall of hope is an excellent play. the control elements u have picked seem strange to me. there r better versions of everything that u have selected. what format r u going for here
Amoeboid Changeling would do the trick
i would love to c a battle of wits deck. ive got one myself
aluren is amazing
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