Right, but the text in OP's post is that you get infinite casts of another spell.
Oh, my bad. I reread what you asked and see what you mean. Yeah, you got me stumped, there. Unless you're also cloning Dualcaster Mage, that isn't enough to get infinite copies of a different spell (to the best of my MtG knowledge). However, that combo is enough to get infinite triggers for a creature entering the battlefield.
Right, but the text in OP's post is that you get infinite casts of another spell.
Oh, my bad. I reread what you asked and see what you mean. Yeah, you got me stumped, there. Unless you're also cloning Dualcaster Mage, that isn't enough to get infinite copies of a different spell (to the best of my MtG knowledge). However, that combo is enough to get infinite triggers for a creature entering the battlefield.
This way, when Dualcaster Mage enters the battlefield, you could resolve Inalla's trigger first to copy it for 1, and sac the copy afterwards to create the 1 again. So each time you flicker Dualcaster, you copy the spell twice. If one of the items you're hitting with Ghostly Flicker is a mana rock, that also works/produces infinite mana in that case, ya? So long as it taps for more than 1.
Right, but the text in OP's post is that you get infinite casts of another spell.
Oh, my bad. I reread what you asked and see what you mean. Yeah, you got me stumped, there. Unless you're also cloning Dualcaster Mage, that isn't enough to get infinite copies of a different spell (to the best of my MtG knowledge). However, that combo is enough to get infinite triggers for a creature entering the battlefield.
This way, when Dualcaster Mage enters the battlefield, you could resolve Inalla's trigger first to copy it for 1, and sac the copy afterwards to create the 1 again. So each time you flicker Dualcaster, you copy the spell twice. If one of the items you're hitting with Ghostly Flicker is a mana rock, that also works/produces infinite mana in that case, ya? So long as it taps for more than 1.
Right, but the text in OP's post is that you get infinite casts of another spell.
Oh, my bad. I reread what you asked and see what you mean. Yeah, you got me stumped, there. Unless you're also cloning Dualcaster Mage, that isn't enough to get infinite copies of a different spell (to the best of my MtG knowledge). However, that combo is enough to get infinite triggers for a creature entering the battlefield.
This way, when Dualcaster Mage enters the battlefield, you could resolve Inalla's trigger first to copy it for 1, and sac the copy afterwards to create the 1 again. So each time you flicker Dualcaster, you copy the spell twice. If one of the items you're hitting with Ghostly Flicker is a mana rock, that also works/produces infinite mana in that case, ya? So long as it taps for more than 1.
well, in any case, it requires more than 2 cards to do.
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Magnivore's point is that you tap Second Wind in order to untap Macar. There isn't anything untapping Second Wind to be able to repeat this, so no, that's not much of a combo.
Plus you don't "exile all creatures you want" either. It's entries like this that make me want to rework the database as a whole because of the definitions of synergy and combo.
-While listed in the synergy section, Nath of the Gilt-Leaf + Sadistic Hypnotist is a combo because they are cards that go well together as you can make everyone hellbent on your turn, thereby making a strong synergy.
-Kiki + Zealous Conscripts is an infinite combo because you get any number of Zealous Conscripts you would like.
-Things like King Macar, the Gold-Cursed + Second Wind is a synergy because you are making an effect that's greater than the sum of its parts because you're not just untapping a creature with the aura since you're getting a benefit out of the interaction outside of it just becoming untapped. To me, this kind of thing is on the same level as in the 'WHEN POSTING SUGGESTIONS' section of the OP; 'Omniscience + spells' or 'Borgyborgyborgy + lands' aren't combos either because you're just playing cards together. There's no 'greater sum' created.
The point is, things can probably be reclassified like 'infinite combo' and 'combo' because of this reason. I'd almost consider 'Edric + creatures with evasion (flying, unblockable, etc.)' more of a combo because you are heavily exploiting his ability and not just hoping you connect. havocentral (I'm unsure how to tag a user) mentioned something like this back in February. I may do something like it, but it would take time.
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Magnivore's point is that you tap Second Wind in order to untap Macar. There isn't anything untapping Second Wind to be able to repeat this, so no, that's not much of a combo.
Would you care to elaborate then? Because here's how it currently works.
-King Macar has 'Inspired (when it becomes uptapped) - Exile target creature. If you do, create a gold token.'
-Second Wind has 'Enchant creature. T: Tap enchanted creature. T: Untap enchanted creature.'
>In case there's confusion at this point, from gatherer: These abilities are abilities of the Aura, not abilities granted to the creature. Only the Aura’s controller can activate them.
So you get King Macar tapped somehow, maybe by attacking, but the point is he's tapped. You activate the second ability of Second Wind and put 'Untap King Macar on the stack.' The ability resolves. Inspired asks you to pick a target, which you do. Exile + Gold trigger on the stack. The ability resolves.
Now here is the current board state:
>There is one fewer creature on the battlefield
>You have one more Gold token
>King Macar is untapped
>Second Wind is tapped.
So congrats, you've successfully used a single ability of an aura and gotten use out of King Macar now instead of during your upkeep. What more is there to know?
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-Second Wind has 'Enchant creature. T: Tap enchanted creature. T: Untap enchanted creature.'
>In case there's confusion at this point, from gatherer: These abilities are abilities of the Aura, not abilities granted to the creature. Only the Aura’s controller can activate them.
That's weird ! An aura which do not grant ability to the creature it enchant ! That's why i love this game , you always learn something .
Thank's to Magnivore and Lyonhaert for your time trying to explain .
There's a difference between cards like Second Wind and Dragon Mantle. One clearly says "enchanted creature has" and the other doesn't. I'm guessing that's where the confusion was, but it's a very silly thing to miss.
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I dont think I saw this combo: Isochron Scepter + Dramatic Reversal + non-lands that tap for at least 3 mana in total = Infinite mana + infinite untaps of all non-land permanents.
Delete yourself. You have to skip your next X billion turns with lethal vapors and then hold priority to cast Protection so they don't skip the same number of turns (every time they skip a turn after Protection is cast, you skip a turn, too). Basically, the only way for you to lose is if they have a way to prevent milling themself for X billion turns, an "I win the game" card, or a non-targetted draw effect to deck you.
Inalla, IMO, is the most dangerous Eminence commander from C17.
She should change her name to "Inalla, Infinite Combo Ritualist".
The Dualcaster Mage combo has already been talked about, but there are three others I'm aware of: 1.) The infamous Wanderwine Prophets combo
a.) Put Wanderwine Prophets on the battlefield however way you wish (usually reanimation).
b.) Make Inalla's Eminence resolve first so that the copy Champions the original.
c.) Swing in and hit someone with the copy, then sac it to take an extra turn.
d.) Use Inalla's Eminence to Champion the now-returned original again.
e.) Repeat step d.) during the end step.
f.) Repeat steps c.) to e.) during your extra turn to take potentially infinite extra turns.
2.) Bloodline Necromancer + Ashnod's Altar
a.) Put Bloodline Necromancer on the battlefield however way you wish.
b.) In response to Inalla's Eminence trigger, sac the Necromancer to Ashnod's Altar for CC.
c.) When the Eminence trigger resolves, pay 1 to get the Necromancer copy.
d.) The copy's trigger brings back the original.
e.) Repeat steps b.) to d.) to get infinite colorless mana and infinite hasty Necromancer copies.
3.) Fatestitcher in the graveyard + Mesmeric Orb
a.) Unearth Fatestitcher and copy it with Inalla's Eminence.
b.) Use the Fatestitchers (which both have haste) to untap each other and mill as many cards from your library as you want due to Mesmeric Orb.
c.) If you plan to win with this fat graveyard, one option is milling Dread Return, Bloodline Necromancer, Merchant of Secrets, Narcomoeba and Laboratory Maniac (the Narcomoeba is the only one you need to actually mill, as the rest can be put in the yard by other means).
d.) When your library is empty, sac the two Fatestitchers + Narcomoeba to flashback Dread Return and reanimate Bloodline Necromancer.
e.) Use Inalla's Eminence to double Necromancer and revive Lab Maniac first, followed by the Merchant of Secrets.
f.) Attempt to draw from an empty library with Merchant's ETB and thus win with Lab Maniac.
Paradise Mantle (or anything with the same effect) + Leech Bonder = infinite counter movement.
This is a Gideon buster, Sheltering Ancient's best friend, and synergises with Envolve effects. I'm not sure if it goes infinite with Doubling Season. That would be nasty.
A easy to disrupt combo that I have found is Ashnod's Altar + Oathkeeper, Takeno's Daisho + any Samurai = Infinite ETB and death triggers. Works in all colors except blue.
A easy to disrupt combo that I have found is Ashnod's Altar + Oathkeeper, Takeno's Daisho + any Samurai = Infinite ETB and death triggers. Works in all colors except blue.
Found a synergy that seems pretty silly. Horde of Notions+Paradox Engine
It requires a sac outlet and another elemental such as Magmaw or Blazing Hellhound and enough mana dorks and/or mana artifacts. It's infinite mana, damage, etb, etg.
As for offering an actual suggestion, I'm rather surprised that Karn, Silver Golem+Mycosynth Lattice hasn't been mentioned as a Colorless Synergy yet. Considering how it is relatively easy to get a lot of mana in general in EDH, and that you can run Karn as your commander, I would have thought that it would have been an auto-inclusion since it turns into "Pay 1: Destroy target land" essentially.
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Which sucks because I was so hopeful D:
Padeem, Consul of Innovation - Artifact value/combo.
Sidisi, Brood Tyrant - Sultai zombie reanimator.
If Inalla, Archmage Ritualist is your Commander, couldn't you do exactly that with 1 floating generic mana and something like a Phyrexian Altar/Ashnod's Altar?
This way, when Dualcaster Mage enters the battlefield, you could resolve Inalla's trigger first to copy it for 1, and sac the copy afterwards to create the 1 again. So each time you flicker Dualcaster, you copy the spell twice. If one of the items you're hitting with Ghostly Flicker is a mana rock, that also works/produces infinite mana in that case, ya? So long as it taps for more than 1.
well, in any case, it requires more than 2 cards to do.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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You untap King Macar, the Gold-Cursed enchanted which trigger his ability
King Macar, the Gold-Cursed with either Pemmin's Aura or Freed from the Real and a repeatable free ability to tap him (e.g., Phenax, God of Deception, Keldon Battlewagon, etc.) is self-sustaining as long as there are targets because you can sacrifice the Gold token for U to activate the untap on the aura. Instead of a tap outlet, Freed from the Real will work with a token doubler like Anointed Procession or Doubling Season because you'd then make 2 Gold tokens with each exile which can be used to tap him and then untap him again.
old thread
old thread
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R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
Plus you don't "exile all creatures you want" either. It's entries like this that make me want to rework the database as a whole because of the definitions of synergy and combo.
-While listed in the synergy section, Nath of the Gilt-Leaf + Sadistic Hypnotist is a combo because they are cards that go well together as you can make everyone hellbent on your turn, thereby making a strong synergy.
-Kiki + Zealous Conscripts is an infinite combo because you get any number of Zealous Conscripts you would like.
-Things like King Macar, the Gold-Cursed + Second Wind is a synergy because you are making an effect that's greater than the sum of its parts because you're not just untapping a creature with the aura since you're getting a benefit out of the interaction outside of it just becoming untapped. To me, this kind of thing is on the same level as in the 'WHEN POSTING SUGGESTIONS' section of the OP; 'Omniscience + spells' or 'Borgyborgyborgy + lands' aren't combos either because you're just playing cards together. There's no 'greater sum' created.
The point is, things can probably be reclassified like 'infinite combo' and 'combo' because of this reason. I'd almost consider 'Edric + creatures with evasion (flying, unblockable, etc.)' more of a combo because you are heavily exploiting his ability and not just hoping you connect. havocentral (I'm unsure how to tag a user) mentioned something like this back in February. I may do something like it, but it would take time.
Please put the colors of your suggestion in mana symbols prior to your suggestion in color-wheel order. To do this, put any of W, U, B, R, G, and/or C, whatever is applicable, with the word 'mana' inside [square bracets] before and the word '/mana' inside [square bracets] after the mana.
Freezing Point EDH series #1 (click through the other articles too!)
Maybe you miss something lyonhaert . Second Wind is an aura which enchant King Macar, the Gold-Cursed, i don't need to untap Second Wind because it's on King Macar, the Gold-Cursed who became untapped due to Second Wind
I agree with Magnivore . It's not an infinte combo which make you win. It's more a great synergy
-King Macar has 'Inspired (when it becomes uptapped) - Exile target creature. If you do, create a gold token.'
-Second Wind has 'Enchant creature. T: Tap enchanted creature. T: Untap enchanted creature.'
>In case there's confusion at this point, from gatherer: These abilities are abilities of the Aura, not abilities granted to the creature. Only the Aura’s controller can activate them.
So you get King Macar tapped somehow, maybe by attacking, but the point is he's tapped. You activate the second ability of Second Wind and put 'Untap King Macar on the stack.' The ability resolves. Inspired asks you to pick a target, which you do. Exile + Gold trigger on the stack. The ability resolves.
Now here is the current board state:
>There is one fewer creature on the battlefield
>You have one more Gold token
>King Macar is untapped
>Second Wind is tapped.
So congrats, you've successfully used a single ability of an aura and gotten use out of King Macar now instead of during your upkeep. What more is there to know?
Please put the colors of your suggestion in mana symbols prior to your suggestion in color-wheel order. To do this, put any of W, U, B, R, G, and/or C, whatever is applicable, with the word 'mana' inside [square bracets] before and the word '/mana' inside [square bracets] after the mana.
Freezing Point EDH series #1 (click through the other articles too!)
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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Soldevi Adnate + Metalwork Colossus can be used to create fairly large amounts of black mana in an artifact-heavy deck.
That's weird ! An aura which do not grant ability to the creature it enchant ! That's why i love this game , you always learn something .
Thank's to Magnivore and Lyonhaert for your time trying to explain .
Please put the colors of your suggestion in mana symbols prior to your suggestion in color-wheel order. To do this, put any of W, U, B, R, G, and/or C, whatever is applicable, with the word 'mana' inside [square bracets] before and the word '/mana' inside [square bracets] after the mana.
Freezing Point EDH series #1 (click through the other articles too!)
Delete yourself. You have to skip your next X billion turns with lethal vapors and then hold priority to cast Protection so they don't skip the same number of turns (every time they skip a turn after Protection is cast, you skip a turn, too). Basically, the only way for you to lose is if they have a way to prevent milling themself for X billion turns, an "I win the game" card, or a non-targetted draw effect to deck you.
Pithing Needle + Lethal Vapors
Destroys any creature that enters the battlefield. Synergizes naturally with indestructible.
Not infinite but one shots literally everyone, assuming at least 3 players
She should change her name to "Inalla, Infinite Combo Ritualist".
The Dualcaster Mage combo has already been talked about, but there are three others I'm aware of:
1.) The infamous Wanderwine Prophets combo
a.) Put Wanderwine Prophets on the battlefield however way you wish (usually reanimation).
b.) Make Inalla's Eminence resolve first so that the copy Champions the original.
c.) Swing in and hit someone with the copy, then sac it to take an extra turn.
d.) Use Inalla's Eminence to Champion the now-returned original again.
e.) Repeat step d.) during the end step.
f.) Repeat steps c.) to e.) during your extra turn to take potentially infinite extra turns.
2.) Bloodline Necromancer + Ashnod's Altar
a.) Put Bloodline Necromancer on the battlefield however way you wish.
b.) In response to Inalla's Eminence trigger, sac the Necromancer to Ashnod's Altar for CC.
c.) When the Eminence trigger resolves, pay 1 to get the Necromancer copy.
d.) The copy's trigger brings back the original.
e.) Repeat steps b.) to d.) to get infinite colorless mana and infinite hasty Necromancer copies.
3.) Fatestitcher in the graveyard + Mesmeric Orb
a.) Unearth Fatestitcher and copy it with Inalla's Eminence.
b.) Use the Fatestitchers (which both have haste) to untap each other and mill as many cards from your library as you want due to Mesmeric Orb.
c.) If you plan to win with this fat graveyard, one option is milling Dread Return, Bloodline Necromancer, Merchant of Secrets, Narcomoeba and Laboratory Maniac (the Narcomoeba is the only one you need to actually mill, as the rest can be put in the yard by other means).
d.) When your library is empty, sac the two Fatestitchers + Narcomoeba to flashback Dread Return and reanimate Bloodline Necromancer.
e.) Use Inalla's Eminence to double Necromancer and revive Lab Maniac first, followed by the Merchant of Secrets.
f.) Attempt to draw from an empty library with Merchant's ETB and thus win with Lab Maniac.
Hightower | Vial/Thrasios | Mogis | Grenzo | Endrek |
Tatyova|Sisay|Zurgo|Breya|Chisei|Marchesa|Olivia|KaradorPauper | Pauper |
Legacy|4fun|4fun|Modern|Frontier|StandardThis is a Gideon buster, Sheltering Ancient's best friend, and synergises with Envolve effects. I'm not sure if it goes infinite with Doubling Season. That would be nasty.
Unless you've got Arcane Adaptation or Xenograft...
Horde of Notions+Paradox Engine
It requires a sac outlet and another elemental such as Magmaw or Blazing Hellhound and enough mana dorks and/or mana artifacts. It's infinite mana, damage, etb, etg.
Horde of Notions
As for offering an actual suggestion, I'm rather surprised that Karn, Silver Golem+Mycosynth Lattice hasn't been mentioned as a Colorless Synergy yet. Considering how it is relatively easy to get a lot of mana in general in EDH, and that you can run Karn as your commander, I would have thought that it would have been an auto-inclusion since it turns into "Pay 1: Destroy target land" essentially.
"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