A concept I have come up with after watching The Lord of the Rings again.:)
Become Lich 2BBB
Sorcery
As an additional cost to play ~, pay half of your life, rounded up.
Put an eternity counter on a random, non-land permanant you control.
As long as you control a permanent with an eternity counter, you cannot lose life, and no player can win the game. No matter who stands in my path, I will destroy any who oppose the way I think.
Yes, lands have a CMC of 0. But richard does not care about CmC. You cannot cast an island as if it was mana crypt. You can play island as if it was Tolerian Academy though.
I'm working on the major list of the best spells at each cost. 3U, 3UU and 4UU are full of awesome spells. This has the potential to be the greatest toolbox deck of all time. dream halls is an absolute must and the best 3UU to play once you get richard out.
Because one significant thing happens each time the 'loop' occurs, (gaining life) you have a clearcut goal from doing this loop. " i want to get to 100 billion life, then i can pass extra turns until my opponent gets another turn, At which point i will wait out all his damage until he decks." should the time limit be called before you reach 100 billion, you didn't stall; you played each motion quickly and made everything efficient.
To answer the true question, if a judge rules this as stalling in spirit (though not as defined in the rules) you would appeal to the dci. The rules are the be-all and end-all. At no point in the rule does 'not concedeing when you cannot win' appear in any form.
No. You do not lose if you reveal the last card of your library. Even if the text is 'reveal it and put it into your hand' it doesnt count as drawing for the purpose of losing via an empty library.
Yes, all 3 creatures will die. 2 Combat damage is assigned to the 2/2 and 2 to the 4/2. Keep in mind, damage does not reduce a creatures toughness. A 4/4 that takes 4 damage is not a 4/0.
Things like pestilence demon and it that betrays seem good, but even with 40 life, you aren't gonna make it to 8 mana very often unless there are some really bomby schemes we havent seen yet.
I considered pox, but dismissed it for one specific reason: you're almost ALWAYS goinv to be losing more life than them, and when you're not, you're probably losing pretty badly anyways.
On the other side of the battlefield, i could see a solid strategy being one player playing a purely permission & card advantage build, with no win condition outside of jace beleren. Rely on team mates to deal 40 damage, your job is to howling mine your teammates into their fast threats and force of will the archenemy's answers. Land destruction on the archenemy seems pretty strong too.
alternatively, triple sliver deck seems ridiculously mean. 12x muscle sliver, 12x sinew sliver can survive even the most brutal "fireball you and your team" scheme. Is there any official word on whether the allied side has a "4 of across all decks" rule?
With today's announcement of the Archenemy rules, ideas for 3 vs 1 decks immediately popped into my head. Obviously we don't know how all of the archenemy cards will work, but from the 4 we've seen, they're devastatingly powerful, and being able to use 1 at random per turn will make this format interesting for casual.
It seems obvious to me that control will be the way to go. 40-life total will provide a decent buffer against enemy aggro. MBC has a LOT of multiplayer-applicable cards here.
As a rough draft, this deck lets you control your opponent's creatures and cards in hand, on an "all opponents" scale, while offering 12 "draw 2" or more with Siphon Mind. Smallpox helps to add to the misery caused by the new Scheme "May Civilization Collapse" while offering another Innocent Blood type effect. Kokusho is the ultimate finisher here, as a flying beater that steals 10-15 life from the other side of the table. Aside from having an issue with Tajuru Preserver this deck seems pretty solid, and with enough control support in these Archenemy cards, could be a seriously tough contender to deal with.
You may activate abilities of planeswalkers you control as though they were instants, but only if that planeswalker has not activated any abilities since your last upkeep.
Its wordy and maybe not very grokkable, but could something like this effectively give your planeswalkers flash?
Become Lich 2BBB
Sorcery
As an additional cost to play ~, pay half of your life, rounded up.
Put an eternity counter on a random, non-land permanant you control.
As long as you control a permanent with an eternity counter, you cannot lose life, and no player can win the game.
No matter who stands in my path, I will destroy any who oppose the way I think.
I'm working on the major list of the best spells at each cost. 3U, 3UU and 4UU are full of awesome spells. This has the potential to be the greatest toolbox deck of all time. dream halls is an absolute must and the best 3UU to play once you get richard out.
Mana cost is not converted mana cost. Your lands can be evermind but thats not very helpful.
You need to have a LOT of available combos. If someone boomerangs your monolith/power artifact you're boned.
Additionally, you want to play all of the awesome spells ie sol ring. It lets you cast the real version then play it again once you hit the big guy.
To answer the true question, if a judge rules this as stalling in spirit (though not as defined in the rules) you would appeal to the dci. The rules are the be-all and end-all. At no point in the rule does 'not concedeing when you cannot win' appear in any form.
I considered pox, but dismissed it for one specific reason: you're almost ALWAYS goinv to be losing more life than them, and when you're not, you're probably losing pretty badly anyways.
On the other side of the battlefield, i could see a solid strategy being one player playing a purely permission & card advantage build, with no win condition outside of jace beleren. Rely on team mates to deal 40 damage, your job is to howling mine your teammates into their fast threats and force of will the archenemy's answers. Land destruction on the archenemy seems pretty strong too.
alternatively, triple sliver deck seems ridiculously mean. 12x muscle sliver, 12x sinew sliver can survive even the most brutal "fireball you and your team" scheme. Is there any official word on whether the allied side has a "4 of across all decks" rule?
It seems obvious to me that control will be the way to go. 40-life total will provide a decent buffer against enemy aggro. MBC has a LOT of multiplayer-applicable cards here.
4x Rotting Rats
4x Crypt Rats
4x Innocent Blood
4x Damnation
4x Siphon Mind
4x Night's Whisper
4x Sign in Blood
As a rough draft, this deck lets you control your opponent's creatures and cards in hand, on an "all opponents" scale, while offering 12 "draw 2" or more with Siphon Mind. Smallpox helps to add to the misery caused by the new Scheme "May Civilization Collapse" while offering another Innocent Blood type effect. Kokusho is the ultimate finisher here, as a flying beater that steals 10-15 life from the other side of the table. Aside from having an issue with Tajuru Preserver this deck seems pretty solid, and with enough control support in these Archenemy cards, could be a seriously tough contender to deal with.
What do you guys think?
Its wordy and maybe not very grokkable, but could something like this effectively give your planeswalkers flash?