Need help stalling for infinit..

by RoughneckBarbarian on 12 December 2009

Main Deck (70 cards)

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Deck Description

Infinite damage combo:
Coalhauler Swine + Pariah's Shield + Shield of Kaldra sets up an infinite loop. Damage dealt to me goes to Coalhauler, which then deals that damage to each player, and the damage dealt to me goes to Coalhauler, which then deals that damage to each player, etc.

Now all I need to do is stall out until I can put it together. Any ideas?

Deck Tags

  • Combo

Deck at a Glance

Social Stats

7
Likes

This deck has been viewed 3,394 times.

Mana Curve

Mana Symbol Occurrence

2500380

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Need help stalling for infinite damage

Stuffy doll/guilty consince

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Posted 12 December 2009 at 14:47

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For just stalling angel song, silence, holy day, Panter Servent/Iona

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Posted 12 December 2009 at 14:49

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by the by with pariah shield on coalhuler/stuffy doll you can mana burn yourself and hurt your opponent...also check out repercussions.

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Posted 12 December 2009 at 14:51

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okay.. sorry deathwitness but mana burn would never have work even when it existed, it's life loss, not damage.
Roughneckbarbarian: might be wrong here, but the way I understand it, you just made a deck to draw every game. Sorry mate, but you've made an infinate loop which you cant stop. the game is a draw. the damage keeps pouring onto the swine, then to you, down the shield and back to the swine etc. Even though your opponant takes infinate, and you take none, it's looping forever : Game Draw.
Try putting some sacrifice mechanism in, so you can sac your swine after it's stacked a few thousand damage onto your opponant.

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Posted 12 December 2009 at 15:02

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You do have it wrong. Losing to loss of life is a state based action, which means it doesn't use the stack. Even if there is infinite damage on the stack, if they hit zero they lose. They can respond to the lethal damage, but unless they can kill you they will lose.

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Posted 18 December 2010 at 22:46

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Good call ibanez. I'll start looking around.

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Posted 12 December 2009 at 15:05

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wall of earth is prolly the best turn 2 creature u can play in terms of stall, if the opponent can put forth a creature with 6 on turn 3 or 4 then u have bigger problems

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Posted 12 December 2009 at 15:17

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lol. Stranger things have happened, actually.

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Posted 12 December 2009 at 15:27

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in my oppinion the best red wall for high toughness has got to be wall of stone 0/8 for 1rr

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Posted 12 December 2009 at 15:47

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if you distroy the artifact, unequipt it some how it breaks the loop, problem solved

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Posted 12 December 2009 at 15:49

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Does mana burn not exist anymore? thats news to me.

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Posted 12 December 2009 at 15:50

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Spitemare + Shield of Kaldra + Furnace of Rath + Prodigal Pyromancer:

Equip Spitemare with the Shield, then have Pryomancer ping it for 1, which becomes 2 damage. Spitemare deals 2 damage to itself, which becomes 4 damage to the 'mare, etc. until you have enough damage.

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Posted 12 December 2009 at 15:57

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Yup. Mana pools empty at the end of each phase and mana burn is gone.
I can't unequip Pariah's Shield because there will always be an ability on the stack and I won't have priority to play sorceries.

Added Shield Sphere, Steel Wall, Wall of Earth, and Wall of Resistance for stalling, and Altar of Dementia, Fanatical Devotion, and Goblin Bombardment to scrifice Coalhauler and end the loop of death.

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Posted 12 December 2009 at 16:00

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I might up the deck total to 70 (don't worry, it's a multiplayer deck) in order to add some mana ramp. Thoughts?

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Posted 12 December 2009 at 16:01

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I might try that, Jellow.

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Posted 12 December 2009 at 16:03

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Added Spitemare, Furnace of Rath, and Figure of Destiny, removed Steel Wall, and adjusted the mana base to include some silo-lands for mana ramp.

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Posted 12 December 2009 at 16:09

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ibanez: this does not create auto-draw infinite loop ...as the damage keeps resolving at some point the opponents will die off, once the last one dies you win the game.

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Posted 12 December 2009 at 16:59

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But even if all the opponents are dead the damage still isn't resolved and thus the game doesn't end, resulting in a draw.

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Posted 15 December 2010 at 16:20

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That's what I thought, but I have no idea about the 'real' Magic rules.

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Posted 12 December 2009 at 17:13

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go red blue with your furnace, then use creatures that redirect damage to one another doubleing the damage each time. because their ability to redirect any amount of damage counts as an instant their toughness never reaches 0 and hence they do not die. every time you redirect the damage it is comming from a new source and double via furnace of wrath. finally when you've built up about 2 million damage points play a reflect to reflect the damage from the creature to opponent. no infinite loop no game draw

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Posted 12 December 2009 at 17:53

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420.3. Whenever a player would get priority (see rule 408, “Timing of Spells and Abilities”), the game checks for any of the listed conditions for state-based effects.

420.5. The state-based effects are as follows:
420.5a A player with 0 or less life loses the game.

Not an infinite loop, when you take damage the ability triggers, at which time you get priority to do something if you can/want to.. so thats when it gets checked.

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Posted 12 December 2009 at 18:08

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Gnarly. In that case, I've taken out the Altar of Dementia, Fanatical Devotion, and Goblin Bombardment and added Extraplanar Lens and Captain's Maneuver, because, assuming I get the combo running, I'm fairly certain my friends will play it safe and avoid me until they can take me out all at once.

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Posted 12 December 2009 at 18:17

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silences and orim's chant is good stall for white. combo that with isochron sceptor and your opponents will never play spells again unless they are instances. +1 by the way though. its a sick idea.

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Posted 13 December 2009 at 21:53

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Hmm... Those would be pretty awesome in 1v1, but I only play free for all with 3+ players. I'm trying to go for less of a control stall and more of a defensive stall.

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Posted 14 December 2009 at 00:53

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Well, you won't be able to enter any tournaments, because a lot of these cards aren't standard. And the mana curve is a little off. I also think it could use a theme like mine. But with a few adjustments this deck could pwn.

Check out my deck I've worked on for some ideas on how you can use mana curve well. And see that if you have a theme that your deck can be twice as good. Also I need ratings and comments please ^_^!

http://www.mtgvault.com/ViewDeck.aspx?DeckID=70552

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Posted 25 June 2010 at 12:41

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Volcano Hellion... Nuff said!

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Posted 15 December 2010 at 08:21

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Wall of Heat for 3 mana - 6 toughness and enough strenght to stall you from being overrun.
Wall of Razors for 2 mana - 4 power and first strike, weak against first strikers but awesome against early critters.

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Posted 15 December 2010 at 16:08

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Also remember that a lightning bolt is often as good as a (0 Power) wall and faster. If you got one wall and they got two creatures, they'll hurt you anyway. With a 0 power wall you only immobilize one creature, just as an lightning bolt. So 4x Lightning Bolt would be recommendable, also pyroclasm is a solid card to keep you from early overruns + you can always stack it with a lightning bolt if you need to kill something bigger than 2 toughness.

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Posted 15 December 2010 at 16:13

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Add white to de deck if wath u want is that combo kill u can easily add white put in some silences, holy days, put 4 stoneforge mystics to search for the equipment, wall of omens to buy cards, path to exile to exile to clear oponents field or so u can get a missing land or something, arid mesa
lightning bolt and stuff like that and ur done

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Posted 16 December 2010 at 09:07

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Aether membrane is pretty hard to argue against as far as red walls go

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Posted 17 December 2010 at 18:34

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I think you should try the sunstrike legionairre and Splinter Twin/Elemental Mastery combo instead, it fits the color theme and it only needs two cards. Also it doesn't require a six-drop creature.

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Posted 18 December 2010 at 16:33

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This is similar to my deck,. I have a few kill methods in my deck though that work around the same idea. Please take a look to get some idea's.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=125459

Instead of stalling the opponent I try to use cards to pull out the pieces I need from my deck as quickly as possible.

Let me know what you think please :)

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Posted 18 December 2010 at 19:18

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