If I wanted to make a creature be completely invulnerable, is there a way?
If a creature has hexproof and indestructable, that would take care of most issues, but the creature would still be vulnerable to boardwipes that reduce Toughness (Mutilate, or that use exile(Descend Upon The Sinful)
Is there a combination of cards that would actually make a creature completely invulnerable?
The only thing I can think of that is still potentially a problem is Perilous Vault and things like Engineered Plague. We can stop the vault with Null Rod and something that can put +1/+1 counters on the True-Name Nemesis would deal with the anti-anthems.
No. You're always going to end up vulnerable to non-targeted toughness reduction, exile, or tuck. Your best bet is to support your hexproof, indestructible guy with things like countermagic and even that's not a sure thing.
That's not a bad thing, either.
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Bottom line - no, there is no possible way to make something completely invincible. Even when hexproofed and indestructible, you still have to deal with bounce, tuck, sacrifice, theft, and 0 toughness. Even with the Erayo/Laboratory lock, there is Boseiju, Who Shelters All and Terminus or Cyclonic Rift or Insurrection.
There are certainly ways to make creatures harder to remove (think original Sigarda with indestructible), but the best thing about MTG is that there is an answer to everything. If there wasn't, the game could be broken. But with everything having some answer, it balances the game and allows us to continue to have fun.
It would need some additional abilities, such as "If ~ would have its toughness reduced, instead its toughness doesn't change." and "If ~ would move to another zone from the battlefield, instead it remains on the battlefield". It would probably also need "Protection from your opponents" to prevent Sun Titan returning Pacifism attached to it, and if you want to make sure it's always under your control, an ability like "If ~ would change controllers, instead it doesn't".
Swing with Zur the Enchanter, drop Mark of the Oni or Mind Harness onto the battlefield. Zur prevents the Sigarda player from knowing what enchantment is coming out (to avoid response with Vanishing, unless the Sigarda player is super paranoid), and dropping in the aura without casting it gets around Sigarda's hexproof.
Cultural Exchange gets around all static protection unless you wanna include Homeward Path on top of everything else. Or you can blink your creature to save it, but that always costs mana.
As long as you have enough mana free to flicker it, you *will* win with a single Ætherling. They can't destroy it unless they use some kind of split second effect.
Well, in reality nobody plays it, but one could still Pull from Eternity Aetherling while it is exiled.
As long as you have enough mana free to flicker it, you *will* win with a single Ætherling. They can't destroy it unless they use some kind of split second effect.
"As long as you meet these conditions and your opponent doesn't have these answers, this card wins you the game".
As long as you have enough mana free to flicker it, you *will* win with a single Ætherling. They can't destroy it unless they use some kind of split second effect.
Well, in reality nobody plays it, but one could still Pull from Eternity Aetherling while it is exiled.
There are answers to Ætherling, but there were no good answers in the standard season where it saw play. Which is probably why it saw play at that time.
The only thing I can think of that is still potentially a problem is Perilous Vault and things like Engineered Plague. We can stop the vault with Null Rod and something that can put +1/+1 counters on the True-Name Nemesis would deal with the anti-anthems.
Cycle Decree of Pain. Also would need to give True Name a toughness buff to get around this.
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Mycosynth Lattice, Darksteel Forge, any permanent that give you the player hexproof, any permanent that gives your creatures hexproof or shroud, your creature, Dovescape.
Mycosynth Lattice, Darksteel Forge, any permanent that give you the player hexproof, any permanent that gives your creatures hexproof or shroud, your creature, Dovescape.
Mycosynth Lattice, Darksteel Forge, any permanent that give you the player hexproof, any permanent that gives your creatures hexproof or shroud, your creature, Dovescape.
If a creature has hexproof and indestructable, that would take care of most issues, but the creature would still be vulnerable to boardwipes that reduce Toughness (Mutilate, or that use exile(Descend Upon The Sinful)
Is there a combination of cards that would actually make a creature completely invulnerable?
Assuming True-Name Nemesis is what we're making completely invulnerable, we can use Melira, Sylvok Outcast, Sigarda, Host of Herons, and Avacyn, Angel of Hope to shore up most other permanent based answers.
The only thing I can think of that is still potentially a problem is Perilous Vault and things like Engineered Plague. We can stop the vault with Null Rod and something that can put +1/+1 counters on the True-Name Nemesis would deal with the anti-anthems.
That's not a bad thing, either.
There are certainly ways to make creatures harder to remove (think original Sigarda with indestructible), but the best thing about MTG is that there is an answer to everything. If there wasn't, the game could be broken. But with everything having some answer, it balances the game and allows us to continue to have fun.
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Add Blood Moon to the mix then
If OP is trying to achieve removal immunity without a soft lock, he might get most of what he's looking for with Vanishing and Indestructibility on Sigarda, Host of Herons.
Swing with Zur the Enchanter, drop Mark of the Oni or Mind Harness onto the battlefield. Zur prevents the Sigarda player from knowing what enchantment is coming out (to avoid response with Vanishing, unless the Sigarda player is super paranoid), and dropping in the aura without casting it gets around Sigarda's hexproof.
Domineer with Mycosynth Lattice in play or Steal Enchantment with Enchanted Evening in play would also work.
There's no board state that cannot be answered, but there are plenty of boardstates that cannot be answered by a given decklist.
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Well, in reality nobody plays it, but one could still Pull from Eternity Aetherling while it is exiled.
Yep.
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Or Hallowed Moonlight, or Containment Priest, or Confusion in the Ranks or Humility.
There are answers to Ætherling, but there were no good answers in the standard season where it saw play. Which is probably why it saw play at that time.
Cycle Decree of Pain. Also would need to give True Name a toughness buff to get around this.
EDH: Grand Arbiter $tax, Freyalise Stompy, Mimeoplasm Death From the Grave
Boseiju, Who Shelters All + overloaded Cyclonic Rift and your whole board is gone.
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Old thread. Please feel free to start a new one if you'd like to continue discussion of the topic.
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