Unfortunately this takes up your land drop every turn, so you have to get something on the board before the combo goes off or find some other clever way to win.
I don't really play extended, so I'm not sure what's available to me. If I can find a viable way to make this win, I'd be tempted to try this. Any suggestions?
Seems like a fun concept. But without Deserted Temple and Terrain Generator you're gonna have to wait for something else. All I can think of is to get the new oracle down that lets you play the top card if its a land and Play with Lotus Cobra and 1cc mana dudes.
rings and an expendition map are both fabricate and tezzeret-able (map gets magosi). Magus of the candelabra or ley druid both untap like garruk. since you get infinite turns, that's infinite card draw. go for a second combo for the kill, no idea what to use though.
The real combo is Rings + Magosi. I don't understand the reason for the untap effects. Garruk is nice to generate extra mana and all, but Magosi has to return to your hand as part of the COST for the extra turn.
However, if you do get Rings + Magosi active without disruption, you can pretty much just win however you like afterwards (Goyf beatdown or random blue fliers come to mind).
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Magosi ETBFT. So you need untap effects to be able to use it both it's abilities. So once you have a turn when Magosi is untapped with a counter on it, Rings, and an active untap effect, you do the following:
1) Activate it and copy the effect with Rings. This gives you two extra turns, and returns Magosi to hand.
2) Then you play Magosi again, tapped, and use one untap effect to untap it, and then you get to play it's second ability, skipping your next turn (first of your extra turns).
3) Then if you have a second untap effect (or enough mana to Rings your first untap effect, and use some stack tricks), you can untap Magosi again and use it's first ability again (Ringsing it if you have enough mana). This gives you 1 or 2 more turns (2 or 3 extra turns total).
3b) If you don't have a second untap effect, you can pass the turn to yourself, and then repeat step 1-3, gaining 2 turns and then losing one of them when you pass the turn back.
4) During these extra turns you can set up steps 1-3 again, and play a beater to end the game.
If you don't have an untap effect, then:
1) Activate Magosi, copying with Rings (2 extra turns), return Magosi to hand.
2) Replay Magosi, tapped. Then pass the turn to yourself. (1 extra turn left)
3) Untap Magosi at your untap phase as usual. Activate second ability, skipping your next turn (0 extra turns left). Pass the turn...to your opponent.
4) Proceed to Fail Step.
How about Sakura-Tribe Scout. You get to drop an additional land becuase your going to garantee a land with the infinite draw that you will have with infinite turns.
So you can run as normal. A card to consider with this combination could be to use Endless Swarm when you don't do anything else. Mainly becuase your going to have a crud load of snakes but also because you'll have Garruk on the board to overrun for the win. You should be using blue to counter and pretty much leave your opponent helpless to an army of snakes.
I was just looking at your deck list and if you are worried about tutoring your combo pieces out you could always try running Tolaria West for finding Magosi, the Waterveil. Oh and you are running green so don't forget Tarmogoyf as an efficient and cheap beater.
It needs more draw/filter effects, because I had trouble finding the combo pieces.
At some point you're going to have multiples of Birds of Paradise, Magus of the Candelabra, Saku-Tribe Scout & Coiling Oracle in play. Why are you wasting slots with Simic Sky Swallower when you can just run a couple of turns together and Overrun with Garuuk's ability two or three turns in a row?
That's 4 slots right there. I'd also look at adding something like a Fog effect to protect your Garruks (or you) if you are forced to give up a turn. I also though that Seedborn Muse and Oracle of Mul Daya would be nice to add untap effects and a huge amount of land accelleration.
The other thing you might consider fabricate to tutor for your combo piece. If you don't mind splashing black, perplex would be an idea as well. This should be easy in extended, and more fetches thin your deck more.
I think thirst for knowledge would be good in there, too.
Simic sky swallower seems really slow, and early game null draws are bad. so I would take him out for tarmogoyf.
other than that, ancestral visions and such are very good. Expedition map or sylvan scrying for magosi, etc.
I like the idea of Ancestral Visions. Perhaps Reality Strobe would be fun and help keep your opponent tied down if you only get to take extra turns and your mana is tied up in the combo. I would also consider maybe a couple Deep-Sea Krakens since their counters get removed when they play spells.
I think Fertile Ground might be useful as well since you're running Magus and Garruk. Especially since you can copy the untap abilities, the Scout's land drop, and Garruk's overrun ability; you might as well ramp some stuff out.
I also kind of like the idea of Nulltread Gargantuan, since it gives you a nice beater for 3 mana and lets you reuse the Coiling Oracle at the same time.