Roco

32 Decks, 6 Comments, 0 Reputation

I can sort of see how this works, but the way I figured it out is you'd need 8 mana open originally in order to get infinite mana. Assuming that when you copy a spell the X variable stays the same (I'm not sure if this is true or not or if X of the copy becomes zero) Then you'll need to cast the spell with x = 4 . So it'll cost 6 mana total, then before the spell resolves use echomage to copy it. The new spell with the same x variable is made (again, if that's how copying x variable spells work) leaving the original spell as back up in the stack to copy it later.

So target echomage, and 3 land with the spell, untaping them, then in response tap all your land and use echomage to copy the original still on the stack again. You'll have an infinite mana loop as that extra land you untap that doesn't have to be used to pay for echomage's ability will be stored in your mana pool. Thus infinite mana! I like this idea alot, the only problem is you'll have to wait till turn 8, or get fast mana excel in order to make it work.

I like the idea, I really want to know though if x variables are copied as well with the spell. I made an infinite mana loop combo that's standered right now! http://www.mtgvault.com/ViewDeck.aspx?DeckID=82953 though it relies on a combo with filigree, khalni gem, training grounds, and choice of spell or ability with X (I use banefire)

now that I think about it! If you use khalni gem you might get the combo off faster! Since you can untap it with the spell thus getting two mana as opposed to one with a land. So... you could pay 3 for X untaping khalni gem, echomage, and a land. It's iffy, and definitely has a time clock on when you can use it and unless you do some green splashing or mana excel it'll always at best be turn 6.

The only problem past then is combo decks are always so very vulnerable. Since you need echomage out there to level up he can easily be targeted thus destroying your combo.

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Posted 12 August 2010 at 09:02 as a comment on Infinite Echo

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I noticed my flaw in running 4 of each, as I run into getting basic lands and then not being able to sac to find anymore as they are already on the field. So only 2 sac lands of each.

It's not necessary, but if you have them it's useful to lower your deck count. Sac lands are great because they not only fetch for one of two colors, come into play untapped, but they effectively take out another card from your deck so you have more chance to draw what you need.

And ya, many things can screw this over. The new white leyline, anything that can get rid of artifacts or enchantments, or really really fast decks (though that's reserved usually to RDW and if I can live the first 3 turns it shouldn't be a hassle past then)

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Posted 06 August 2010 at 14:04 in reply to #78531 on Filigree Control

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heh, thanks! It's really fun to get working!

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Posted 06 August 2010 at 14:00 in reply to #78489 on Filigree Control

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the problem with that though is no mana excel which warp world really needs. Was thinking of maybe taking out one warp world for another ob though. O no wait, better idea, for shits and giggles I'll throw in Emrakul! Finally all that extra mana from cobra or omnath is useful! Not to mention warp worlding into a 15/15 flying annihilator pro colored spells would be freaking sweet! (even if I don't get the extra turn)

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Posted 15 April 2010 at 20:44 in reply to #59885 on Warp World Win

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o dear no x3 most of what I do know and learn though are from playing my friends who've won our local FNMs many a time.

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Posted 15 April 2010 at 20:42 in reply to #59884 on Warp World Win

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the deck is all about hitting your land, you'd be surprised how often one can still get land fucked even with 26 land!

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Posted 15 April 2010 at 20:41 in reply to #59871 on Warp World Win

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