being a white black combo i can't help but think this would already be a viable deck of some sort. only thing that eludes me is what enchantment do you use for a kill condition?
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Decks: "Name one! I probably got it built In one of these boxes."
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[I]Some call it dig through time, when really your digging through CRAP!
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I think the thing that eludes you is the reason it hasn't seen a massive amount of play in Modern. What enchantment would be a fantastic win AND not be dead in-hand.
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Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
I think the thing that eludes you is the reason it hasn't seen a massive amount of play in Modern. What enchantment would be a fantastic win AND not be dead in-hand.
Are you talking about Gods? Indestructible enchantment + creature after devotion activation?
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By John Avon
Decks:
EDH: :symbw::symuw::symub:Merieke Ri Berit:symbw::symuw::symub:
Archenemy EDH: Reaper king
I think the thing that eludes you is the reason it hasn't seen a massive amount of play in Modern. What enchantment would be a fantastic win AND not be dead in-hand.
Omniscience?
Of course that kinda implies Enter the Infinite (or a means to grab it) is in hand, and thus expands to 3/2.5 card combo.
Sovereigns of Lost Alara comboes with any creature and gets you any aura into play, the classic target being Eldrazi Conscription, and even this combo is too weak for modern. The main reason your combo is bad is because it falls prey to the exact same things Splintertwin does, while having both parts be creatures and neither have flash. It's at best the same speed as Splintertwin, but just straight worse. Nevermind both these dudes die to Bolt. If you found some redundancy in the combo then perhaps you might be getting somewhere...
I think the thing that eludes you is the reason it hasn't seen a massive amount of play in Modern. What enchantment would be a fantastic win AND not be dead in-hand.
Are you talking about Gods? Indestructible enchantment + creature after devotion activation?
I think the thing that eludes you is the reason it hasn't seen a massive amount of play in Modern. What enchantment would be a fantastic win AND not be dead in-hand.
Omniscience?
Of course that kinda implies Enter the Infinite (or a means to grab it) is in hand, and thus expands to 3/2.5 card combo.
I still don't see a single enchantment you tutor for and win the game with. Each enchantment requires another card to work with it and that makes the deck have a lot of fluff and need cards in hand at the time this guy comes down. This makes it so that the deck has to run a lot of dead pieces that are only useful for comboing and becomes extremely inconsistent.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
being a white black combo i can't help but think this would already be a viable deck of some sort. only thing that eludes me is what enchantment do you use for a kill condition?
Maybe my rule understanding is wrong, but if you use Vampire Hexmage on Lost Auramancers, don't you then have to find a way to kill the Auramancers? Because the "when the last is removed, sacrifice it" seems to be part of the triggered upkeep ability, and if there's already zero counters on it, it won't remove any, and thus won't die during the upkeep.
I think the thing that eludes you is the reason it hasn't seen a massive amount of play in Modern. What enchantment would be a fantastic win AND not be dead in-hand.
Are you talking about Gods? Indestructible enchantment + creature after devotion activation?
I think the thing that eludes you is the reason it hasn't seen a massive amount of play in Modern. What enchantment would be a fantastic win AND not be dead in-hand.
Omniscience?
Of course that kinda implies Enter the Infinite (or a means to grab it) is in hand, and thus expands to 3/2.5 card combo.
I still don't see a single enchantment you tutor for and win the game with. Each enchantment requires another card to work with it and that makes the deck have a lot of fluff and need cards in hand at the time this guy comes down. This makes it so that the deck has to run a lot of dead pieces that are only useful for comboing and becomes extremely inconsistent.
being a white black combo i can't help but think this would already be a viable deck of some sort. only thing that eludes me is what enchantment do you use for a kill condition?
Maybe my rule understanding is wrong, but if you use Vampire Hexmage on Lost Auramancers, don't you then have to find a way to kill the Auramancers? Because the "when the last is removed, sacrifice it" seems to be part of the triggered upkeep ability, and if there's already zero counters on it, it won't remove any, and thus won't die during the upkeep.
It's triggered when the last counter, no matter how or when, comes flying off the Vanishing permanent.
being a white black combo i can't help but think this would already be a viable deck of some sort. only thing that eludes me is what enchantment do you use for a kill condition?
Maybe my rule understanding is wrong, but if you use Vampire Hexmage on Lost Auramancers, don't you then have to find a way to kill the Auramancers? Because the "when the last is removed, sacrifice it" seems to be part of the triggered upkeep ability, and if there's already zero counters on it, it won't remove any, and thus won't die during the upkeep.
It doesn't come up too often, but Vanishing is actually a couple separate abilities stapled together into one keyword. Basically every sentence is a separate ability so the card should really read:
This permanent comes into play with X time counters on it.
At the beginning of your upkeep...
When the last time counter is removed from Lost Auramancers, sacrifice it.
You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
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being a white black combo i can't help but think this would already be a viable deck of some sort. only thing that eludes me is what enchantment do you use for a kill condition?
Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
---------------------------------------------------
Vintage will rise again! Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Are you talking about Gods? Indestructible enchantment + creature after devotion activation?
Decks:
EDH: :symbw::symuw::symub:Merieke Ri Berit:symbw::symuw::symub:
Archenemy EDH: Reaper king
(")(")
GONZO
Genius, fast, and long eared.
Omniscience?
Of course that kinda implies Enter the Infinite (or a means to grab it) is in hand, and thus expands to 3/2.5 card combo.
I still don't see a single enchantment you tutor for and win the game with. Each enchantment requires another card to work with it and that makes the deck have a lot of fluff and need cards in hand at the time this guy comes down. This makes it so that the deck has to run a lot of dead pieces that are only useful for comboing and becomes extremely inconsistent.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/221759-enduring-ideal
Completely different deck and playstyle though.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Form of the Dragon? Eldrazi Conscription?
Storm Crow is strictly worse than Seacoast Drake.
It's triggered when the last counter, no matter how or when, comes flying off the Vanishing permanent.
It doesn't come up too often, but Vanishing is actually a couple separate abilities stapled together into one keyword. Basically every sentence is a separate ability so the card should really read:
This permanent comes into play with X time counters on it.
At the beginning of your upkeep...
When the last time counter is removed from Lost Auramancers, sacrifice it.
They just combined it for brevity's sake.
My 180 Modern Bordered Only Cube