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The World of Kamigawa
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    I think such a legendary creature goes infinite: We play it with Dual Nature and get a token copy. Legendrule kills the original, we imprint it on Mimic Vat. We use the token to target stuff. Repeat for all but one Bloodbond March trigger. After the last trigger let the original legendary creature stay on the battlefield and bounce it with Evacuation.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Another way we could handle the ending sequence would be Torrent of Souls, Kithkin Mourncaller, Militia's Pride, World at War. But just like with Herbal Poultice we don't get as much progress before combat. Sadly Torrent of Souls is pretty resistant to adding layers, because the mana spent to cast it can't be copied.

    I prefer going with the highest possible damage. Even if that means we require all that luck for Grip of Chaos.

    It is too bad that Dryad's Caress is an instant instead of a sorcery. Otherwise we could use that instead of Harmony of Nature and end with Herbal Poultice, Arbiter of the Ideal, Kithkin Mourncaller, World at War.

    EDIT: actually, that last sequence wouldn't even work, since we wouldn't be able to use Harmony of Nature to tap the Arbiter of the Ideals if we replace it with the card we want to use to untap them XD
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    hmm, Herbal Poultice is interesting.

    That improved Reality Spasm start where we put Vedalken Orrery back via Show and Tell should work, actually. We can cast Bloodbond March and Minion of Tevesh Szat before the flashback of Flash of Defiance. Then we counter the Minion while we have Broken Ambitions on the stack, mill Broken Ambitions and more flashback spells at the same time, get more Dual Natures when we have Kiora's Dismissal on the stack, and then resolve that part to get Minion back to the battlefield. After resolving a Precursor Golem trigger for Reality Spasm we then easily have enough ressources to put Broken Ambitions back on the stack, mill Kiora's Dismissal again and put that on the stack as well.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    So our deck is:

    Some problems I ran into with the start:
    - Evacuation with Opalescence on board bounces Omniscience completely stopping us.
    - If we ever resolve Spellweaver Volute and don't have an instant in the graveyard after that, the Volute dies and we need to redraw it. Even if the spell it casts is Broken Ambitions it won't mill new instants fast enough.
    - We need to be able to counter creature spells before we can take advantage of Bloodbond March.


    Opener: Black Lotus, Show and Tell, Omniscience, Opalescence, Dual Nature, Copy Enchantment, Selvala's Enforcer.
    Play them all.

    We draw 7: Cowardice, Grip of Chaos, Vedalken Orrery, Broken Ambitions, Spellweaver Volute, Spellweaver Helix, Flash of Defiance.
    Play Orrery. Use Broken Ambitions to mill 4, but don't counter it.
    Milled cards: Flash of Defiance, Evacuation, Kiora's Dismissal, Taiga
    Play Helix, exiling Flash of Defiance and Show and Tell. Play Volute, enchanting Evacuation.

    Cast Flash of Defiance triggering Volute and Helix. Resolve Helix first, putting Show and Tell on the stack and triggering Volute again.
    Resolve the Volute, put it on Kiora's. Resolve the Evacuation returning all our creatures, including the animated enchantments to our hand.
    Resolve the Show and Tell, put Omniscience into play.
    Play Dual Nature, Copy Enchantment as itself with tokens as Dual Nature, Grip of Chaos and Cowardice.

    Resolve the Volute trigger. Volute is currently enchanting Kiora's, so we copy and cast that. Volute ends up on broken ambitions.
    The Kiora's cast triggers Cowardice and 5 Grip of Chaos, so we get 6 bounces. Use 5 of those to double the Dual Nature count. We will end up with 128 Dual Natures. During that process, at the moment we have 34 Dual Natures replay Selvala's Enforcer and draw all enchantments, creatures, artifacts and Reality Spasm.
    Before the Last bounce play March of the Machines and Azorius Keyrune. Then use the bounce to return March of the Machines to our hand. Tap the Keyrunes for 129 mana.

    Play Izzet Guildmage and copy Kiora's 40 times, each time raising the number of Dual Natures. We end up with more than 2^^42.
    Play Titania, Protector of Argoth and grab Taiga to produce a red. Flashback Flash of Defiance, triggering Volute. We resolve the Volute and put Broken Ambitions on the stack. We can now copy that when we want to mill, but Volute already died.

    Play March of the Machines, Mirror of Fate, Mimic Vat, Precursor Golem, Bloodbond March and Minion of Tevesh Szat. Counter the last one and resolve a Bloodbond march trigger.

    Cast Reality Spasm with X=1 targeting a Golem. We initially destroy the Minion of Tevesh Szat and put it on a Mimic Vat. All Precursor triggers will be used to untap that Mimic Vat multiple times. Between them we go through as many stages of the combo as possible without destroying the Mimic Vat. To do so we need one additional draw for the Spellweaver Volute that died. After creating the last batch of hasty Minion tokens we can finally return the original Minion and go for the full Hyper^2stage.

    After that we can draw Reality Spasm 10 more times before combat.

    That start ends up with 11 Reality Spasms. Does one of the other approaches for 12 work? I saw that some of them had problems, but kinda lost track. ^^'
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Oh sorry, I didn't notice the change to Azorius Keyrune. You are correct, that should work. A way to get mana for another flashback spell would be Reality Spasm. We can't make full use of the first cast anyway, since the Minion of Tevesh Szats Bloodbond March triggers will be below all Precursor Golem triggers on the Reality Spasm. So we should be able to take advantage of a few untaps without throwing the whole Reality Spasm value away.

    A sequence ending in Words of Wisdom would be great.

    I did try to start with Words of Wisdom instead of Selvala's Enforcer but got stuck 8 cards in. Not much hope for that one.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Why wouldn't 10 draws be enough? Seems plenty to get in a Mirror of Fate, mill Evacuation again and recast Selvala's Enforcer. As long as we don't need to draw extra instants/sorceries/lands to continue it makes no difference how often we play Enforcer.

    Although one thing you don't seem to address is that Azorius Signet doesn't give us mana because we don't have any in the pool to begin with. We need to get the land on the battlefield and tapped before we generate any mana through it, which means we can only start flashing stuff back after we used Reality Spasm to untap the land. Still, the start where we draw Evacuation and Kiora's Dismissal looks very doable. Not sure about the variations where we try to mill one of those instead.

    Also, don't forget that we can play Selvala's Enforcer any time between Dual Nature triggers, so if we want to draw 30 cards, but can get up to 64 Dual Natures, we just play the Enforcer before we get all Dual Natures. It seems way more effective to replay Enforce later instead of sacrificing the potential of combo now.
    __

    We are going for the Kithkin Mourncaller + World at War ending, right? Are there any better ways to use the last card slot?
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    So I've been thinking about it and without Terashi's Grasp we should have a clear argument against going infinite:
    We require Arcorn Harvest to correctly time instants to use Wormfang Behemoth -> Copper Myr needs artifact targeting to produce green -> we need to consume ressources from a hyperstage below to keep Metallurgeon around.

    But Terashi's Grasp invalidates that chain and I think it just goes infinite - whether we have Show and Tell or not:

    Play Metallurgeon to get Bloodbond March triggers.
    Cast Flash of Defiance. Use Terashi's to destroy Metallurgeon and put it under Mimic Vat. Tap Vat to get a token.
    Play Copper Myr, destroy it with Metallurgeon, get myr token, return myr with bloodbond march.
    Use a Batttle Cry triggered by the Flash of defiance to untap metallurgeon. use it to bounce the myr.
    Use another Battle Bry to untap the token and repeat that process to create green mana until you we run out of Battle Cries.

    Do normal transitiony stuff to resolve Worldfire and return Metallurgeon to the Battlefield with Bloodbond March.
    Cast another Flash of Defiance. This time use Terashi's to bounce Metallurgeon. After doing normal transitiony stufgf to resolve Worldfire again, we are right were we started.

    Along the way we had plenty of extra Grip of Chaos triggers to increase our numbers, soooo... infinite.

    We need to get rid of Terashi's Grasp and gain life via Harmony of Nature again.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Yeah, requiring it for the landdrop would definitely make Show and Tell safe. It would only work if a destroyed Spellweaver Helix uses last known information to cast its spells even if the cards have since moved from exile, as we'd need to keep both Show and Tell and Worldfire on the stack for each transition; even after the Helix is destroyed by higher transitions and the spells reexiled on another Helix to put those higher transitions on the stack again.

    We can't resolve the Show and Tell immediately because then we won't actually have the land in hand when we put multiple transitions on the stack while building the hyper^2stage back up.

    For the same reason Lifegift won't work. We just can't always put the land into play at the moment we put the transition on the stack.

    How the infinite works has, on the surface, an easy answer: We can use even a single extra life to leave a Fountain of Youth activation on the stack below the transition. The next time we will have two extra life and keep two activations on the stack. The next time we have 3 extra life and get an extra Hyperstage transition. Even if that didn't work, we can put Vedalken Orrery into play with Show and Tell and then just cast the fountains.

    But let's look at it a bit closer: If we use Show and Tell instead of Terashi's Grasp on a Helix we will not have any extra life for the higher hyperstage. That means we can't cast any instants there. As we have concluded when looking at Mox Emerald that means we don't naturally gain any life back from the Flash of Defiance and the 3 life we can gain via Show and Tell are all that we get. That means we barely break even on the ressources for Flash of Defiance.

    That is actually the same standard as we had for Acorn Harvest before we limited green mana. So the only thing that is required for this to not go infinite is the need to use some required Metallurgeon activations somewhere along the line. If we need them, then we also slowly consume hyperstage below the transition to keep them around.

    Currently we need Metallurgeon to generate green via Copper Myr, which means if we want to go infinite we can't use any instants triggered by Acorn Harvest. With that restriction I don't think there is a way to keep Wormfang Behemoth around through repeated Worldfires.

    So it might actually be safe to just use Show and tell again and we free up one card slot from the start.

    I am however not very confident in that conclusion. Especially with Terashi's Grasp around to potentially target Copper Myr or Metallurgeon, there might be some way to go infinite via mixing up transitions with Terashi's Grasp and transitions with Show and Tell. If we go back to Harmony of Nature I'd be more comfortable, but would still like to see if there is some stricter argument against the infinite.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    But a flashbacked spell that gets countered still gets exiled. It gets exiled anytime it would leave the stack.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    It's great to read another part of the article. Nice work. And yeah, waiting to write up the start until it is more optimized is probably for the best Wink

    Here's another take on the start, where we draw a second Flash of Defiance in order to recur Terashi's Grasp one more time. Sadly I wasn't able to get Kiora's Dismissal on the stack for the first of those, so it is not quite another set of quad arrows.

    Opener: Black Lotus, Channel, Azorius Signet, Broken Ambitions, Replenish, Consecrated Sphinx, Words of Wisdom.
    Play Lotus, crack for green, play channel, play Signet, tap it, cast replenish and try to counter it with broken ambitions for X=0. (1 green, 10 colorless, 4 life)
    Mill 4 cards: Omniscience, Opalescence, Dual Nature, Copy Enchantment.
    Don't let replenish get countered, resolve it to get those enchantments into play. The Copy Enchantment token copies Dual Nature.
    Play Sphinx, get 3 tokens.
    Play Words of Wisdom, Draw 10 cards: Izzet Guildmage, Spellweaver Volute, Flash of Defiance x2, Spellweaver Helix, Volcanic Island, Vedalken Orrery, Precursor Golem, Terashi's Grasp, Reality Spasm.

    Play Volcanic Island and tap it for blue.
    Play Guildmage, get tokens.
    Play Vedalken Orrery.
    Play Precursor Golem, get tokens.
    Play Terashi's Grasp, targeting a Golem token. Volute and Golems trigger and we resolve Volute first to cast Broken Ambitions targeting the Terashi's. Volute ends up on Words of Wisdom. Use Guildmage to create a copy of Broken Ambitions. ( 1 green, 8 colorless, 4 life)
    Mill 8 cards: March of the Machines, Grip of Chaos, Cowardice, Flash of Defiance, Kiora's Dismissal , Acorn Harvest , ? .
    Leave the Precursor triggers on the stack.

    Play Helix, exile a Flash of Defiance and Replenish.
    Play Flash of Defiance. Helix and Volute trigger. Volute triggers again from casting the Replenish. Choose to not cast the spell on the Volutes.
    The enchantments end up on the Battlefield.

    We resolve the first Precursor trigger and get 11 copies of Terashi's targeting our Golems. Cowardice triggers and we will end up bouncing them all. We also trigger a total of 44 Grip of Chaos.
    We use all of them to bounce Copy Enchantment. Use 43 of them to double the dual Nature count to 3*2^43 and get Grip of Chaoses on the last bounce.
    Replay the Precursor Golem and get tokens. Then resolve the second Precursor trigger. Get over 2^90 Grip of Chaos triggers. Use those to double Dual Natures and top of on Grip of Chaos. New count: ~2^2^90
    Repeat for third and fourth trigger, going to 2^2^2^2^90 > 2^^8
    Towards the end let a Copy Enchantment token enter as Volute, enchanting the Kiora's Dismissal. Also bounce Azorius Signet.

    Flash back the Acorn Harvest, triggering the Volutes. (7 colorless, 1 life)
    Resolve the Kiora's Volute first. After using most of the Grip of Chaos triggers to double the Dual Nature count again (going to 2^^9) we replay Azorius Signet and use the last of the Kiora's bounces to bounce March of the Machines. Then we tap all the Signet tokens to get 2^^9 mana.

    Use all that mana to create copies to Kiora's Dismissal, going to 2^^2^^9 Dual Natures.

    Play Precursor Golem, get tokens.
    Cast Reality Spasm with X=1, targeting a golem. We get 2^^2^^9 Golem triggers. When we resolve these we get a bunch of Psychic Battle triggers that can each be usesd to bounce Signet and repeat the process above.
    We end up with ~2^^^^(2^^2^^9) Dual Natures.
    Towards the end bounce Sphinx, bounce Helix and let a Reality Spasm copy resolve on Volcanic Island. Tap the Volcanic for red.

    Play Helix, exile Terashi's Grasp and Flash of Defiance.
    Play Flash of Defiance. We choose not to cast anything with the Volute triggers from this one.
    When we cast Tereshi's Grasp from under the Helix we target a golem and get ~2^^^^(2^^2^^9) Golem triggers. When we resolve these we get a bunch of Psychic Battle triggers that can each be usesd to bounce Signet and repeat the process above. Before we resolve the next Golem trigger we also bounce and replay the Precursor Golem.
    We end up with ~2^^^^2^^^^(2^^2^^9) Dual Natures.
    Towards the end let a Terashi's resolve to gain at least 3 life.

    Flash back Flash of Defiance and repeat the above again. We end up with ~2^^^^2^^^^2^^^^(2^^2^^9) Dual Natures.

    Play Sphinx, get tokens.
    Resolve the Words of Wisdom Volute (originally triggered by Acorn Harvest).
    We get 2^^^^2^^^^2^^^^(2^^2^^9) draws, which is more than 2^^^^^5.

    I'm still thinking about ways we could get repeated Flash of Defiance Flashbacks, for that 6 arrow start. In the above sequence we could replace one of the Flash of Defiance draws with Mirror of Fate to get cards out of exile, but I haven't managed to get going without losing access to Broken Ambitions. Although I seem to get reeeally close.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    We don't have enough Flash of Defiances for that start. OMG After triggering the Volute with Words of Wisdom the Flash of Defiance we cast from hand remains on the stack until after we resolve the Words of Wisdom. But a second Volute is already exiled from the Helix we just used, so we have only one Flash of Defiance left in the graveyard and can't both exile it for the second Helix and flash it back to trigger said Helix. Maybe that is fixable somehow, but I haven't found anything.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    If we change the start around a bit we can use Spellweaver Helix to cast Terashi's Grasp a second time. So lets get another set of quad arrows in there.

    Opener: Black Lotus, Channel, Azorius Signet, Broken Ambitions, Replenish, Consecrated Sphinx, Words of Wisdom.
    Play Lotus, crack for green, play channel, play Signet, tap it, cast replenish and try to counter it with broken ambitions for X=0. (1 green, 13 colorless, 1 life)
    Mill 4 cards: Omniscience, Opalescence, Dual Nature, Copy Enchantment.
    Don't let replenish get countered, resolve it to get those enchantments into play. The Copy Enchantment token copies Dual Nature.
    Play Sphinx, get 3 tokens.
    Play Words of Wisdom, Draw 10 cards: Kiora's Dismissal, Izzet Guildmage, Spellweaver Volute, Flash of Defiance, Spellweaver Helix, Volcanic Island, Vedalken Orrery, Precursor Golem, Terashi's Grasp, Reality Spasm.

    Play Volcanic Island and tap it for blue.
    Play Guildmage, get tokens.
    Play Vedalken Orrery.
    Play Kiora's Dismissal and leave it on the stack.
    Play Precursor Golem, get tokens.
    Play Terashi's Grasp, targeting a Golem token. Volute and Golems trigger and we resolve Volute first to cast Broken Ambitions targeting the Terashi's. Volute ends up on Words of Wisdom. Use Guildmage to create a copy of Broken Ambitions. ( 1 green, 11 colorless, 1 life)
    Mill 8 cards: March of the Machines, Psychic Battle, Cowardice, Flash of Defiance x2, ? , ? , ? .
    Leave the Precursor triggers on the stack.

    Play Helix, exile a Flash of Defiance and Replenish.
    Play Flash of Defiance. Helix and Volute trigger. Volute triggers again from casting the Replenish. Chose to not cast the spell on the Volutes.
    The enchantments end up on the Battlefield.

    We resolve the first Precursor trigger and get 11 copies of Terashi's targeting our Golems. Cowardice triggers and we will end up bouncing them all. We also trigger a total of 44 Psychic Battles.
    With the first we bounce Azorius Signet. We replay it and get tokens.
    With the second we bounce March of the Machines. We tap all the Signets for mana. (1 green , 13 colorless/white, 4 blue, 1 life)
    We use that mana to create Guildmage copies of Kiora's 3 times. The first triggers 4 Psichic battles and gets us to 48 Dual Natures plus 52 Psychic Battles. That's more than 2^^3. The second and third copy get us to 2^^5. (1 green, 7 colorless/white, 1 blue, 1 life)

    Replay March of the Machines and use the third Psychic Battle trigger to bounce Signet again. Then activate Guildmage again to create more Dual Natures. Play Signet, get tokens and bounce MArch of the Machines with the last Guildmage Psychic Battle trigger. This gets us ~2^^6 blue mana. We use that as beforeto go to 2^^2^^6 Dual Natures / Psychic Battles, or more than 2^^^4

    Use the remaining 41 triggers the same way, getting us to 2^^^45 Dual Natures

    Replay Precursor Golem and resolve the second Precursor trigger after getting tokens.
    Repeat the process above to go to ~2^^^2^^^45 > 2^^^^4 Dual Natures.
    Do the same for trigger three and four to go to more than 2^^^^6.
    Towards the end make sure to let some Terashi's resolve to gain at least 3 life.

    Play Precursor Golem, get tokens.
    Cast Reality Spasm with X=1, targeting a golem. We get 2^^^^6 Golem triggers. When we resolve these we get a bunch of Psychic Battle triggers that can each be usesd to bounce Signet and repeat the process above.
    We end up with ~2^^^^2^^^^6 Dual Natures.
    Towards the end bounce Sphinx, bounce Helix and let a Reality Spasm copy resolve on Volcanic Island. Tap the Volcanic for red.

    Play Helix, exile Terashi's Grasp and Flash of Defiance.
    Flash back Flash of Defiance. We put the Volute trigger below the Helix Trigger. When we resolve the Helix trigger Volute triggers again and we chose not to cast with that one.
    When we cast Tereshi's Grasp from under the Helix we target a golem and get ~2^^^^2^^^^6 Golem triggers. When we resolve these we get a bunch of Psychic Battle triggers that can each be usesd to bounce Signet and repeat the process above. Before we resolve the next Golem trigger we also bounce and replay the Precursor Golem.
    We end up with ~2^^^^2^^^^2^^^^6 Dual Natures.

    Play Sphinx, get tokens.
    Resolve the Words of Wisdom.
    We get 2^^^^2^^^^2^^^^6 draws, which is more than 2^^^^^5.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Slight problem with that improvement: If we use all of our mana for the 18th bounce. But then we don't have any mana left in the pool to tap the next Azorius Signets we create and can't continue.

    EDIT: Hmm, I guess we can manage to let a Terashi's Grasp copy resolve on some artifact token to gain life and thus mana via Channel. So the improvement is still in.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Yeah, I can make room for Terashi's Grasp in our hand. Nice thinking with the Precursor Golem there. Without Harmony of Nature we get close to running out of mana/life, but it seems to work out.

    Opener: Black Lotus, Channel, Azorius Signet, Broken Ambitions, Replenish, Consecrated Sphinx, Words of Wisdom.
    Play Lotus, crack for green, play channel, play Signet, tap it, cast replenish and try to counter it with broken ambitions for X=0. (1 green, 7 colorless, 7 life)
    Mill 4 cards: Omniscience, Opalescence, Dual Nature, Copy Enchantment.
    Don't let replenish get countered, resolve it to get those enchantments into play. The Copy Enchantment token copies Dual Nature.
    Play Sphinx, get 3 tokens.
    Play Words of Wisdom, Draw 10 cards: Rebuild, Izzet Guildmage, Spellweaver Volute, Acorn Harvest, Spellweaver Helix, Titania, Protector of Argoth, Vedalken Orrery, Precursor Golem, Terashi's Grasp, Reality Spasm.

    Cast Rebuild, returning Signet to hand. replay it and tap it.
    Play Guildmage, get tokens.
    Play Vedalken Orrery.
    Play Acorn Harvest. Volute triggers and we cast Broken Ambitions targeting the Acorn Harvest. Volute ends up on Rebuild. Use Guildmage to create a copy of Broken Ambitions. (1 red, 1 green, 1 white, 4 colorless, 7 life)
    Mill 8 cards: March of the Machines, Psychic Battle, Cowardice, Mountain, Kiora's Dismissal, Flash of Defiance x2, ? .
    Resolve Acorn Harvest.

    Play Precursor Golem, leave golem and Dual Nature triggers on the stack.
    Play Titania, get tokens, return the mountain. Tap it.
    Play Helix, exile a Flash of Defiance and Replenish.
    Flash back Flash of Defiance. (1 green, 1 white, 3 colorless, 4 life)
    Helix and Volute trigger. Volute triggers again from casting the Replenish. Chose to not cast the spell on the second Volute.
    The enchantments end up on the Battlefield, Volute on Kiora's Dismissal, and Signet, Orrery, Helix and Golem in our hand.
    We resolve the Golem and Dual Nature triggers that are still on the stack.

    Play Vedalken Orrery, get tokens.
    Flash back Acorn Harvest, triggering the Volute. (1 white, 2 colorless, 1 life)
    After casting Kiora's Volute ends up on Words of Wisdom and we use the Psychic Battle triggers to get 5 bounces for enchantments. with 4 of these we double the Dual Nature count. We have 48 Dual Natures.
    Before resolving the last Psychic Battle trigger play Azorius Signet. Get 48 tokens. Then resolve the Psychic Battle trigger and bounce March of the Machines. Dual Nature removes March of the Machines tokens. Leave Kiora's Dismissal on the stack.

    Tap all the Signets for Mana. We now have 52 mana, enough of it blue to not care about the colors anymore. We use 51 mana with Izzet Guildmage to copy Kiora's 17 times.
    Everytime we create such a copy all our Psychic Battles trigger and we use those to double our Dual Nature count and top up on Psychic Battles. The first time we have 4 Psychic battles, so we go from 48 to 3*2^8 Dual Natures and this time we also top up on Psychic Battles. We are between 2^^3 and 2^^4 and every Kiora's copy increases the right number by 1. So we end up with over 2^^19 Dual Natures.

    Play Precursor Golem, get tokens.
    Cast Tereshi's Grasp, targeting a golem. We get 2^^19 Golem triggers. When we resolve these we get a bunch of Psychic Battle triggers that can each be usesd to bounce Signet and repeat the process above. Before we resolve the next Golem trigger we also bounce and replay the Precursor Golem.
    We end up with about 2^^^^(2^^19) Dual Natures.
    The initial Tereshi's Grasp also triggered Volute on Words of Wisdom. Put that on the stack below all the golem and psychic battle triggers and leave it there.

    Play Precursor Golem, get tokens.
    Cast Reality Spasm with X=1, targeting a golem. We get 2^^^^(2^^19) Golem triggers. When we resolve these we get a bunch of Psychic Battle triggers that can each be usesd to bounce Signet and repeat the process above. Before we resolve the next Golem trigger we also bounce and replay the Precursor Golem.
    We end up with about 2^^^^2^^^^(2^^19) Dual Natures.
    Along the way use a Psychic Battle trigger to bounce Sphinx.

    Play Sphinx, get tokens.
    Resolve the Words of Wisdom.
    We get 2^^^^2^^^^(2^^19) draws.

    EDIT: Changed the number of Dual Natures before playing Precursor Golem from 2^^17 to 2^^19. Somehow I previously forgot to take into account the inital supply and just put the number of Izzet Guildmage uses after the arrows.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Hmm, getting the quadruple arrows in 10 cards turns out to be a really tight fit. Here's my attempt:

    Opener: Black Lotus, Channel, Azorius Signet, Broken Ambitions, Replenish, Consecrated Sphinx, Words of Wisdom.
    Play Lotus, crack for green, play channel, play Signet, tap it, cast replenish and try to counter it with broken ambitions for X=0. (1 green, 10 colorless, 4 life)
    Mill 4 cards: Omniscience, Opalescence, Dual Nature, Copy Enchantment.
    Don't let replenish get countered, resolve it to get those enchantments into play. The Copy Enchantment token copies Dual Nature.
    Play Sphinx, get 3 tokens.
    Play Words of Wisdom, Draw 10 cards: Rebuild, Izzet Guildmage, Spellweaver Volute, Harmony of Nature, Spellweaver Helix, Titania, Protector of Argoth, Vedalken Orrery, Precursor Golem, Kiora's Dismissal, Reality Spasm.

    Cast Rebuild, returning Signet to hand. replay it and tap it.
    Play Guildmage, get tokens.
    Play Vedalken Orrery.
    Play Harmony. Volute triggers and we cast Broken Ambitions targeting the Acorn Harvest. Volute ends up on Rebuild. Use Guildmageto create a copy of Broken Ambitions. (1 red, 1 green, 1 white, 7 colorless, 4 life)
    Mill 8 cards: March of the Machines, Psychic Battle, Cowardice, Mountain, Acorn Harvest, Flash of Defiance x2, ? .

    Leave Harmony on the stack.
    Play Precursor Golem, leave golem and Dual Nature triggers on the stack.
    Play Titania, get tokens, return the mountain. Tap it.
    Play Helix, exile a Flash of Defiance and Replenish.
    Flash back Flash of Defiance. (1 green, 1 white, 6 colorless, 1 life)
    Helix and Volute trigger. Volute triggers again from casting the Replenish. Chose to not cast the spell on the second Volute.
    The enchantments end up on the Battlefield, Volute on Words of Wisdom and Signet, Orrery, Helix and Golem in our hand.
    We resolve the Golem and Dual Nature triggers that are still on the stack. We resolve the Harmony tapping all available creatures. That should gain us 164 life. Convert 151 life into colorless mana. (1 green, 1 white, 167 colorless, 4 life)

    Play Vedalken Orrery, get tokens.
    Play Kiora's Dismissal getting 4 Psychic Battle trigger. We bounce Copy Enchantment 5 times and replay it to double our Dual Nature count 4 times. We have 48 Dual Natures. After the last bounce let Kiora's get countered from lack of target. Then replay Copy Enchantment and have 1 token become a copy of Volute, enchanting the Kiora's. The rest of the tokens become Psychic Battles. We have 51 Psychic Battles.
    Flash back Acorn Harvest, triggering the Volutes. Put the Words of Wisdom Volute to the bottom of the stack. (1 white, 166 colorless, 1 life)
    After casting Kiora's we use the Psychic Battle triggers to get 52 bounces for enchantments. with 51 of these we double the Dual Nature count. We have 48*2^51 Dual Natures.
    Before resolving the last Psychic Battle trigger play Azorius Signet. Get 48*2^51 tokens. Then resolve the Psychic Battle trigger and bounce March of the Machines. Dual Nature removes March of the Machines tokens. Leave Kiora's Dismissal on the stack.

    Tap all the Signets for Mana. We now have 168+48*2^51 mana, enough of it blue to not care about the colors anymore. We use all but 3 mana with Izzet Guildmage to copy Kiora's 55+2^55 times.
    Everytime we create such a copy all our Psychic Battles trigger and we use those to double our Dual Nature count and top up on Psychic Battles. We end up with over 2^^(2^55) Dual Natures.

    Play Precursor Golem, get tokens.
    Cast Reality Spasm with X=1, targeting a golem. We get 2^^(2^55) Golem triggers. When we resolve these we get a bunch of Psychic Battle triggers that can each be usesd to bounce Signet and repeat the process above.

    We end up with about 2^^^^(2^^(2^55)) Dual Natures.
    Along use a Psychic Battle trigger to bounce Sphinx.

    Play Sphinx, get tokens.
    Resolve the stack. After Words of Wisdom we get to draw 2^^^^(2^^(2^55)) cards in chunks of two.

    I have one card to mill open, not sure what is best for that. There is more stuff that could be changed around, like drawing the land directly instead of via Titania. But nothing seems to provide improvements. Specifically I tried to fit in Evacuation to bounce the Signet, but that is extremely hard to work in, with the need to keep a Kiora's on the stack and it bouncing Orrery as well. If you try to play it early it ends up bouncing Omniscience...

    Anyway, we get to draw enough cards and no card seems irrecoverable. We could even leave Kiora's on the stack below the draws if the extra mill is another Flash of Defiance to cast Words of Wisdom above it. But saving life for the extra flashback of course means fewer draws, so I don't think that is worth it.

    EDIT: Just saw your start. Can we use Terashi's Grasp instead of Harmony of Nature somehow? or how do you fit that in the deck?

    Oh, I replaced Marshaling the Troops with Harmony because of Izzet Guildmage, but on second thought the life won't help use to regain red mana, so Marshaling is still fine.
    Posted in: Magic General
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