You have it, the fabled God hand. You drop all of these artifacts into play, the combo is assembled, you have infinite mana.....and absolutely nothing to do with it. You pass your turn. Turns continue passing around the table back to you. You draw...a land. You pass again, knowing that next time will be it, you'll set the combo off and kill the board. You draw, and it's nothing relevant.
You proceed to lose catastrophically as your deck seems to be punishing you for pulling off the impossible.
I've had this happen to me twice. I generally just laugh it off, it really is a bit of a humorous situation afterall. All the power in the world and nothing to do with it. Managing to miss every tutor, draw spell, anything that would let you grab a wincon. Hell I've managed infinite colorless mana on turn 1 before, with an X spell in hand to win off, but never once managed a colored source.
If you had the infinite mana combo in hand, but nothing you could use it for, why on earth did you dump your hand onto the field and yell "Hey everyone, kill me before I draw something relevant!"?
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"[Screw] you and the green you ramped in on." - My EDH battle cry. If I had one. Which I don't.
If you had the infinite mana combo in hand, but nothing you could use it for, why on earth did you dump your hand onto the field and yell "Hey everyone, kill me before I draw something relevant!"?
This!
Just because you can, doesn't always mean you should.
Infinite mana does not a combo make. It's for this reason that I cut Basalt Monolith and Rings of Brighthearth out of my decks early on for more integrated combos.
I run a number of different infinite mana combos in Nin, but that's because they combo WITH Nin.
That's not to say I haven't had similar events happen, like fizzling out after casting Omniscience with one of my older decks, or floating a bajillion mana and not actually having something useful to do with it (or it was countered)... Just learn from the mistake, change it up, and restart!
If you had the infinite mana combo in hand, but nothing you could use it for, why on earth did you dump your hand onto the field and yell "Hey everyone, kill me before I draw something relevant!"?
This.
Its a game of politics. Just hold your hand and play a card every turn or so until you draw something relevant. Then slam the hand and take the game in my opinion.
You MADE yourself a threat and got yourself killed.
I don't really run infinites in my deck, especially ones that are playable on turn 1 (I don't care if other people do though, I just don't like to run them).
However, I have had many games where it's like:
Turn 1: swamp, sol ring, wayfarer's bauble.
Turn 2: swamp, pop bauble with sol ring, sign in blood
Turn 3: do absolutely nothing - not even play a land.
Turn 4: do absolutely nothing again...
Turn 5: begin to play as though I didn't actually have an awesome start, but everyone is still mad at me.
However, I have had many games where it's like:
Turn 1: swamp, sol ring, wayfarer's bauble.
Turn 2: swamp, pop bauble with sol ring, sign in blood
Turn 3: do absolutely nothing - not even play a land.
Turn 4: do absolutely nothing again...
Turn 5: begin to play as though I didn't actually have an awesome start, but everyone is still mad at me.
It is for this reason that I never* play my Sol Ring on the first two turns. It's not worth the hate.
*Some outlying exceptions may apply.
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"[Screw] you and the green you ramped in on." - My EDH battle cry. If I had one. Which I don't.
If you had the infinite mana combo in hand, but nothing you could use it for, why on earth did you dump your hand onto the field and yell "Hey everyone, kill me before I draw something relevant!"?
Heck, I'd go for the combo on turn 1 just to say I did. Who cares if you lose because you got hated out; it makes for a better story than "I played lands and then combo'd out on turn 5."
But in general I definitely agree with not playing Sol Ring on turn 1 just because you can. The advantage you gain from it had better be worth the ire of the table.
You have it, the fabled God hand. You drop all of these artifacts into play, the combo is assembled, you have infinite mana.....and absolutely nothing to do with it. You pass your turn. Turns continue passing around the table back to you. You draw...a land. You pass again, knowing that next time will be it, you'll set the combo off and kill the board. You draw, and it's nothing relevant.
You proceed to lose catastrophically as your deck seems to be punishing you for pulling off the impossible.
Can't say I own an EDH deck capable of pulling off an infinite mana god hand turn 1, but I can say that several times I've had an infinite combo 1 mana away or 1 turn away, and then lost a piece of the engine before I could do it. Not sure if that's comparable to your example at all, but the feeling afterwords is similar.
T1:
Command tower.
Dark Ritual
Entomb (Worldgorger Dragon)
Necromancy/Animate Dead/Dance of the Dead on WGD, float all the manas
Flash in a Bogarden Hellkite once you've enough mana in your pool. shoot damage.
Continue loop and win games.
Do it at instant speed for double the sillys.
this involves having the following in your opening hand
Command tower (or any come-in-play-untapped B/R land)
Dark Ritual
Entomb
Necromancy/Animate Dead/Dance of the Dead
Bogarden Hellkite
and you can't have World Gorger in hand, it must be in your deck.
This is the easiest turn1 win I can think of that has the least # of required cards. (still pretty picky, at 5/8 (including 1st turn draw) and WGD can't be in your hand)
T1:
Command tower.
Dark Ritual
Entomb (Worldgorger Dragon)
Necromancy/Animate Dead/Dance of the Dead on WGD, float all the manas
Flash in a Bogarden Hellkite once you've enough mana in your pool. shoot damage.
Continue loop and win games.
Do it at instant speed for double the sillys.
this involves having the following in your opening hand
Command tower (or any come-in-play-untapped B/R land)
Dark Ritual
Entomb
Necromancy/Animate Dead/Dance of the Dead
Bogarden Hellkite
and you can't have World Gorger in hand, it must be in your deck.
This is the easiest turn1 win I can think of that has the least # of required cards. (still pretty picky, at 5/8 (including 1st turn draw) and WGD can't be in your hand)
Also, it doesn't work with Necromancy, unless you can get an additional mana somehow. On the other Hand, you could probably cut Bogardan from that list and replace him your general, preferably one with a good ETB ability.
Also, it doesn't work with Necromancy, unless you can get an additional mana somehow. On the other Hand, you could probably cut Bogardan from that list and replace him your general, preferably one with a good ETB ability.
Only if your general has Flash.
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i went last, i drew a land(hand is hall of bandit lord, manabond, stormtide, and death's shadow, ana(or BUG)and an extra land)
manabond makes me discard my hand to play all my lands, the rest goes in the yard, t2 comes by for me and i cast mimeo, wiping out a player. i just mentioned ascetism just in case people were curious of what i drew on t2
i went last, i drew a land(hand is hall of bandit lord, manabond, stormtide, and death's shadow, ana(or BUG)and an extra land)
manabond makes me discard my hand to play all my lands, the rest goes in the yard, t2 comes by for me and i cast mimeo, wiping out a player. i just mentioned ascetism just in case people were curious of what i drew on t2
You kind of forgot to mention that Mimeo was your general. Without him, I don't think that hand would have given a chance for a T2 kill.
P.S: Thanks to you, I now have to find a Manabond for my Mimeo deck.
There's no way I would drop an infinite mana combo on the table without something great to cast it with. That would be like waving a sign that says 'kill me kill me.'
The fastest I had infinite mana was turn 2. I used it to cast memory jar (which was a pretty risky play since I didn't have any colored mana to cast what it gave me) but it ended up getting me a blightsteel colossus and lightning greaves and I was rude enough that day to decide to kill someone before they made it to their second turn.
You proceed to lose catastrophically as your deck seems to be punishing you for pulling off the impossible.
I've had this happen to me twice. I generally just laugh it off, it really is a bit of a humorous situation afterall. All the power in the world and nothing to do with it. Managing to miss every tutor, draw spell, anything that would let you grab a wincon. Hell I've managed infinite colorless mana on turn 1 before, with an X spell in hand to win off, but never once managed a colored source.
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"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
If you had the infinite mana combo in hand, but nothing you could use it for, why on earth did you dump your hand onto the field and yell "Hey everyone, kill me before I draw something relevant!"?
Pristaxcontrombmodruu!
This!
Just because you can, doesn't always mean you should.
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I draft and play EDH. If a Standard player can't understand who a card is for, it's probably for me.
I also write things about good films.
This is how I solve that problem.
That's not to say I haven't had similar events happen, like fizzling out after casting Omniscience with one of my older decks, or floating a bajillion mana and not actually having something useful to do with it (or it was countered)... Just learn from the mistake, change it up, and restart!
This.
Its a game of politics. Just hold your hand and play a card every turn or so until you draw something relevant. Then slam the hand and take the game in my opinion.
You MADE yourself a threat and got yourself killed.
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However, I have had many games where it's like:
Turn 1: swamp, sol ring, wayfarer's bauble.
Turn 2: swamp, pop bauble with sol ring, sign in blood
Turn 3: do absolutely nothing - not even play a land.
Turn 4: do absolutely nothing again...
Turn 5: begin to play as though I didn't actually have an awesome start, but everyone is still mad at me.
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Duel Commander
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Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
It is for this reason that I never* play my Sol Ring on the first two turns. It's not worth the hate.
*Some outlying exceptions may apply.
Pristaxcontrombmodruu!
Because the Kaalia player runs a ton of discard.
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"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
i went last, my hand is
- manabond
- stormtide leviathan
- death's shadow
- hall of the bandit lord
and landsdump my hand, draw asceticism, wipe the scion ur dragon hermit:)
Thanks Argentleman;)
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MAKING (Onmath, Numot, maybe something in Esper)
I don't get it
Am I missing something?
[Primer] Kozilek, Butcher with Juice.
^ This. I always hold onto Sol Ring and Mana Crypt (especially crypt) untill I need the mana for something.
But in general I definitely agree with not playing Sol Ring on turn 1 just because you can. The advantage you gain from it had better be worth the ire of the table.
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Can't say I own an EDH deck capable of pulling off an infinite mana god hand turn 1, but I can say that several times I've had an infinite combo 1 mana away or 1 turn away, and then lost a piece of the engine before I could do it. Not sure if that's comparable to your example at all, but the feeling afterwords is similar.
It's not unheard of to go t1 Mountain, Sol Ring, insert combo piece/greaves/etc, and that's usually a good play.
More, on topic, I wouldn't call a combo that doesn't win the game a "god hand".
Command tower.
Dark Ritual
Entomb (Worldgorger Dragon)
Necromancy/Animate Dead/Dance of the Dead on WGD, float all the manas
Flash in a Bogarden Hellkite once you've enough mana in your pool. shoot damage.
Continue loop and win games.
Do it at instant speed for double the sillys.
this involves having the following in your opening hand
Command tower (or any come-in-play-untapped B/R land)
Dark Ritual
Entomb
Necromancy/Animate Dead/Dance of the Dead
Bogarden Hellkite
and you can't have World Gorger in hand, it must be in your deck.
This is the easiest turn1 win I can think of that has the least # of required cards. (still pretty picky, at 5/8 (including 1st turn draw) and WGD can't be in your hand)
UBRSedris, the Necromancer KingUBR
Also, it doesn't work with Necromancy, unless you can get an additional mana somehow. On the other Hand, you could probably cut Bogardan from that list and replace him your general, preferably one with a good ETB ability.
Only if your general has Flash.
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i went last, i drew a land(hand is hall of bandit lord, manabond, stormtide, and death's shadow, ana(or BUG)and an extra land)
manabond makes me discard my hand to play all my lands, the rest goes in the yard, t2 comes by for me and i cast mimeo, wiping out a player. i just mentioned ascetism just in case people were curious of what i drew on t2
Thanks Argentleman;)
WB Teysa token aggroBW (retired)
MAKING (Onmath, Numot, maybe something in Esper)
And now I feel stupid. Totally forgot that the crature had to have Flash.
You kind of forgot to mention that Mimeo was your general. Without him, I don't think that hand would have given a chance for a T2 kill.
P.S: Thanks to you, I now have to find a Manabond for my Mimeo deck.
The fastest I had infinite mana was turn 2. I used it to cast memory jar (which was a pretty risky play since I didn't have any colored mana to cast what it gave me) but it ended up getting me a blightsteel colossus and lightning greaves and I was rude enough that day to decide to kill someone before they made it to their second turn.
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My BUGWR Hermit druid BUGWR deck.