So, apparently it's a thing in EDH now to try and perform infinite turns with Magosi, the Waterveil. I just heard of this from my local card shop about two weeks ago (from some very arrogant people mind you). I had previously thought it impossible, but I researched it again and it apparently is.
For those who don't know how this works, it's actually rather simple as it's just more Brighthearth abuse:
Assemble all 4/5 pieces.
Tap Magosi to add an eon counter.
Pay 1 and untap Magosi with Deserted/Key
Pay U and tap Magosi and return it to your hand to take an extra turn.
Pay 2 for Rings ability and get an additional extra turn. This nets you one extra turn.
Proceed to do whatever you want, then pass turn. During your extra turn, play Vigorous Magosi
Rinse and repeat.
Some guy who just wanted to fail troll me via facebook implied that there is an EDH deck that runs this that wins T2. Now, I can see a deck that wins T2 having this combo available, but for the life of me I can't think of one that wins WITH it T2. I started up my think-tank, and brewed possible ways that all 4/5 pieces could be dropped and the combo could be started by your second turn, and I just can't come up with anything reasonable.
I've gone through MCL hands (Magical Christmas Land) that deal with tutors, crazy good draws, and a silly amount of mana ramping; I've come up with a MCL hand that goes T2 Show And Tell into Omniscience, and still manages to somehow drop all the pieces it needs plus have the mana to go off that turn. I mean, of course there is the whole 'Your opponent's play thing that aid the group' idea, but this is supposed to be competitive EDH: no one runs things that will help their opponents unless it helps themselves more.
Ideas on how to make this plausible would be nice.
Worthy Note: Once M15 is printed, a UR EDH would be able to exchange Brighthearth for Kurkesh, Onakke Ancient. This would give them more ways to pull off this insanely hard combo.
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"Nothing tears up a family faster than a game of Monopoly." ~ John Branyan
"Nothing tears up a group of friends faster than a session of Mario Party." ~ ForsakenM~
Extra Info:
Current Preferred Formats:
EDH, Modern, Anything with Planechase
You actually only need the three cards, Magosi, Rings, and Temple. You can use the Rings to copy the untap ability of the Temple so both lands become untapped, then you can start adding counters and copying and such with Rings and Magosi. You just need to have enough mana to start it. The Amulet is not needed.
This is really a three card combo. Amulet of Vigor is not needed - just copy the Deserted Temple activation with the Rings (Amulet does save mana though).
Here's my attempt:
Turn 1: Land -> Manabond -> Dump entire hand of land including Magosi and Deserted Temple.
Turn 2: Draw Rings of Brighthearth off the top and win? You need 3 Mana for rings, U + Magosi to skip turn, 1 + Deserted Temple to untap Magosi, and 2 to copy the turn. Grand Total of 7U + Magosi + Deserted Temple. So you need 5 lands that produce 7U. 3 bouncelands + 2 other lands do the trick (You need to use another manabond trigger), as does Urborg, Tomb of Yawgmoth + Cabal Coffers + any 3 lands.
Turn 3+: Play Magosi, Untap twice with Deserted Temple, do above stuff, you need 6U + Magosi + Temple.
I don't think turn 2 is too plausible for any two card combo that requires an untap ability and a good amount of mana.
It is nice that Magosi and Temple don't cost too much to put in any deck, and that rings is good with fetches and sensei's top, and the like. I think the appeal from the combo is how incidental it is in a deck.
I like including Magosi into Blue decks for not only the potential infinite combos (there's a lot more than just two or three) but for the skill needed to actually play it as intended.
The idea of Magosi being game-breaking is laudable. The instant people see it they know you are going to try something with it.
Hit everyone 80 times with little girl. (I doubt people would complain about playing little girl. Swap with Storm Crow if they do. Use Necropotence to avoid drawing yourself out.)
That's magical Christmasland!
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My Decks:
Aggro: WUBRGHorde of Notions Goodstuff, RUBCheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress
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Cards needed for this combo: Magosi, the Waterveil, Deserted Temple, Rings of Brighthearth, and Amulet of Vigor; or Magosi, the Waterveil, Voltaic Key, Mycosynth Lattice, Rings of Brighthearth, and Amulet of Vigor. You also need minimum four mana available from sources that are not Magosi or Deserted, and one of them has to be blue mana.
For those who don't know how this works, it's actually rather simple as it's just more Brighthearth abuse:
Some guy who just wanted to fail troll me via facebook implied that there is an EDH deck that runs this that wins T2. Now, I can see a deck that wins T2 having this combo available, but for the life of me I can't think of one that wins WITH it T2. I started up my think-tank, and brewed possible ways that all 4/5 pieces could be dropped and the combo could be started by your second turn, and I just can't come up with anything reasonable.
I've gone through MCL hands (Magical Christmas Land) that deal with tutors, crazy good draws, and a silly amount of mana ramping; I've come up with a MCL hand that goes T2 Show And Tell into Omniscience, and still manages to somehow drop all the pieces it needs plus have the mana to go off that turn. I mean, of course there is the whole 'Your opponent's play thing that aid the group' idea, but this is supposed to be competitive EDH: no one runs things that will help their opponents unless it helps themselves more.
Ideas on how to make this plausible would be nice.
Worthy Note: Once M15 is printed, a UR EDH would be able to exchange Brighthearth for Kurkesh, Onakke Ancient. This would give them more ways to pull off this insanely hard combo.
"Nothing tears up a group of friends faster than a session of Mario Party." ~ ForsakenM~
Extra Info:
EDH, Modern, Anything with Planechase
Cockatrice Name: ForsakenM
It's definitely not worth building around, but as an extra 'free' combo it's nice to have.
Here's my attempt:
Turn 1: Land -> Manabond -> Dump entire hand of land including Magosi and Deserted Temple.
Turn 2: Draw Rings of Brighthearth off the top and win? You need 3 Mana for rings, U + Magosi to skip turn, 1 + Deserted Temple to untap Magosi, and 2 to copy the turn. Grand Total of 7U + Magosi + Deserted Temple. So you need 5 lands that produce 7U. 3 bouncelands + 2 other lands do the trick (You need to use another manabond trigger), as does Urborg, Tomb of Yawgmoth + Cabal Coffers + any 3 lands.
Turn 3+: Play Magosi, Untap twice with Deserted Temple, do above stuff, you need 6U + Magosi + Temple.
I don't think turn 2 is too plausible for any two card combo that requires an untap ability and a good amount of mana.
It is nice that Magosi and Temple don't cost too much to put in any deck, and that rings is good with fetches and sensei's top, and the like. I think the appeal from the combo is how incidental it is in a deck.
Edit: Grr. Ninja'd by taker
T2 Magosi, the Waterveil, Basalt Monolith, Rings of Brighthearth -> make infinite colorless mana, then use Voltaic Key for infinite Colored mana, then use Voltaic Key (+ tawnos) for infinite Magosi untaps.
You asked for magic christmasland, there you have it.
Merry Christmas!
[Primer] Kozilek, Butcher with Juice.
T1: Mana Crypt, Sol Ring, Amulet of Vigor, Magosi, the Waterveil, Rings of Brighthearth
T2: Deserted Temple, Mox Diamond / Chrome Mox, Combo off
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
The idea of Magosi being game-breaking is laudable. The instant people see it they know you are going to try something with it.
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
No, here's magical Christmasland:
T0:
Hit everyone 80 times with little girl. (I doubt people would complain about playing little girl. Swap with Storm Crow if they do. Use Necropotence to avoid drawing yourself out.)
That's magical Christmasland!
Aggro: WUBRGHorde of Notions Goodstuff, RUB Cheesy Aggro, GR Xenagod Gruul Goodstuff
Control: GWBGhave, Guru of Adaptability, UBWrexial, Milling Deep UAzami, Lady of No Infinite Combos GWU Derevi, Tempo Beats
Other: URGRiku of Too Much Mana, WUBRG Sliver Queen Enchantress