Booster packs of Ice Age and Homelands were of 8 cards each. The booster boxes were of about 60 packs but still no rares were inside because of the WotC policy at the time: 6 commons and 2 uncommons on a booster.
The point is...
How did you get your rares?
As far as I know the only way in 1995 to get magic cards was buying boosters. This because boosters were the only sealed Magic product.
It says that you may copy it for each other permanent that hit the graveyard that turn so maybe the question below has been already solved by the card itself but I wanted to be sure...
Would I be able to copy many times this spell if I casted before a Traumatize? I mean... may I replicate the spell for each permanent card that Traumatize send to the graveyard? Or does it only replicates if the permanent was put into the graveyard from play?
As far as I know the "permanent spells" are not considered permanents as long as they are not in play but I am not sure.
When the last counter is removed I will cast it. As being casted (and not triggering), do I have the option to replicate the spell for free?
And another related questions. If I play Rite of Fire and then replicate it with the Djinn, what will be the order of resolution of the spells if they are being casted "at the same time"?
Is there a way to use this to achieve infinite red mana?
If my opponent counters the first spell but I have already payed the replicate cost, do I still get the "twin" spells hit the stack?
Here I am replacing the Cube for Staff of Domination, the Fertile Ground for Utopia Sprawl and the Dawn's Reflection for Trace of Abundance.
Also I am adding a creature: Bloom Tender. This because it interacts with the Pemmin's Aura and Freed from the real giving another infinite mana combo to the deck. Bloom Tender accelerates the game and, as some people have said, it was made for abusing Trace of Abundance.
I am taking out FoW in order to replace it with Counterbalance (since this list is much more accurate to the meta mana curve). Brainstorm and Impulse have leaved place for the Sensei's Divining Top.
"It has just dawned on me that your combos with Maze of Ith will require an instant-speed win condition, as you will only be able to use the Maze to untap your creature during the combat phase while it is still an "attacking creature".
True. Maybie I should be changing the Banefire for something like Ghitu Fire. By now the instant speed is weak here. I have only the Staff activation and the Capsize.
Thanks for the usefull help.
If there is something else that you would like to say, please do it.
In Legacy, as you all know, there are many other ways to generate huge amounts of mana. But I am not sure that a competitive deck has been built around the infinite mana idea. This is a modest attempt to make this with a minimum consistency and regularity.
The actual decklist is running some cards that now are considered to be weak but that they approach to fit the archetype.
But here we face various problems:
This deck is not capable to defend its own resources versus disruption or counterspells nor to hinder the opponent's game plan. The 4 FoW are not enough to protect a combo based deck like this and maybe the Sensei's Divining Top/Counterbalance trick would not fit interacting with this atypical legacy mana curve.
I believe this has not the minimum defenses against tribal and other creature based decks and that it is running a non adequate number of spells that abuse the mana generation. Only few cards interact with my foe's plan: the Banefire (for a million damage targeting my opponent or acting like a creature removal), the Capsize (cleaning up entirely my opponent's field or gaining time against attacks), the Maze of Ith (temporary containing enemy creatures) and Apocalypse Hydra (as a second winning condition or a "living Banefire" as I achieve infinite mana).
The point is...
How did you get your rares?
As far as I know the only way in 1995 to get magic cards was buying boosters. This because boosters were the only sealed Magic product.
Am I wrong?
Please... help me =P
Thanks
But, since they are rotating out, would you expect to see them reprinted?
Maybe they could be reprinted in the way ice age painlands were on Apocalypse?
I mean... not like the "friend colors" B/R (Sulfurous Spring/Bloodstained Mire) but as the antagonic U/R (Shivan Reef/ some new u/r fetchland?
It says that you may copy it for each other permanent that hit the graveyard that turn so maybe the question below has been already solved by the card itself but I wanted to be sure...
Would I be able to copy many times this spell if I casted before a Traumatize? I mean... may I replicate the spell for each permanent card that Traumatize send to the graveyard? Or does it only replicates if the permanent was put into the graveyard from play?
As far as I know the "permanent spells" are not considered permanents as long as they are not in play but I am not sure.
Thanks!
When the last counter is removed I will cast it. As being casted (and not triggering), do I have the option to replicate the spell for free?
And another related questions. If I play Rite of Fire and then replicate it with the Djinn, what will be the order of resolution of the spells if they are being casted "at the same time"?
Is there a way to use this to achieve infinite red mana?
If my opponent counters the first spell but I have already payed the replicate cost, do I still get the "twin" spells hit the stack?
I would gladly appreciate your help.
Thanks.
18 Lands
4 Wooded Foothills
2 Volcanic Island
2 Taiga
2 Tropical Island
2 Maze of Ith
2 Dryad Arbor
2 Forest
2 Island
4 Chrome Mox
1 Staff of Domination
4 Pemmin's Aura
2 Freed from the Real
4 Utopia Sprawl
3 Trace of Abundance
3 Krosan Restorer
2 Argothian Elder
2 Bloom Tender
3 Apocalypse Hydra
2 Mana Reflection
3 Counterbalance
3 Sensei's Divining Top
2 Crop Rotation
2 Capsize
2 Banefire
Here I am replacing the Cube for Staff of Domination, the Fertile Ground for Utopia Sprawl and the Dawn's Reflection for Trace of Abundance.
Also I am adding a creature: Bloom Tender. This because it interacts with the Pemmin's Aura and Freed from the real giving another infinite mana combo to the deck. Bloom Tender accelerates the game and, as some people have said, it was made for abusing Trace of Abundance.
I am taking out FoW in order to replace it with Counterbalance (since this list is much more accurate to the meta mana curve). Brainstorm and Impulse have leaved place for the Sensei's Divining Top.
True. Maybie I should be changing the Banefire for something like Ghitu Fire. By now the instant speed is weak here. I have only the Staff activation and the Capsize.
Thanks for the usefull help.
If there is something else that you would like to say, please do it.
Here is the list:
Mana:
18 Lands
4 Wooded Foothills
2 Volcanic Island
2 Taiga
2 Tropical Island
2 Maze of Ith
2 Dryad Arbor
2 Forest
2 Island
4 Chrome Mox
1 Doubling Cube
The basement:
12 Enchantments
4 Pemmin's Aura
2 Freed from the Real
4 Fertile Ground
2 Dawn's Reflection
6 Creatures
3 Krosan Restorer
3 Argothian Elder
Other creatures:
3 Apocalypse Hydra
Other spells:
4 Force of Will
3 Impulse
3 Brainstorm
2 Crop Rotation
2 Capsize
2 Banefire
A brief explanation.
This deck is supported by the following intertwined combination of cards:
1) Maze of Ith + Argothian Elder
2) Pemmin's Aura or Freed from the Real + Krosan Restorer or Argothian Elder + Fertile Ground or Dawn's Reflection
3) Pemmin`s Aura or Freed from the Real + Fertile Ground or Dawn's Reflection enchanting both the land and creature Dryad Arbor
In Legacy, as you all know, there are many other ways to generate huge amounts of mana. But I am not sure that a competitive deck has been built around the infinite mana idea. This is a modest attempt to make this with a minimum consistency and regularity.
The actual decklist is running some cards that now are considered to be weak but that they approach to fit the archetype.
But here we face various problems:
This deck is not capable to defend its own resources versus disruption or counterspells nor to hinder the opponent's game plan. The 4 FoW are not enough to protect a combo based deck like this and maybe the Sensei's Divining Top/Counterbalance trick would not fit interacting with this atypical legacy mana curve.
I believe this has not the minimum defenses against tribal and other creature based decks and that it is running a non adequate number of spells that abuse the mana generation. Only few cards interact with my foe's plan: the Banefire (for a million damage targeting my opponent or acting like a creature removal), the Capsize (cleaning up entirely my opponent's field or gaining time against attacks), the Maze of Ith (temporary containing enemy creatures) and Apocalypse Hydra (as a second winning condition or a "living Banefire" as I achieve infinite mana).
I'm not sure if Impulse and Brainstorm (or Ponder) could be replaced or if Crop Rotation, a strong fetch spell when running Maze of Ith and Dryad Arbor, could be sacrificed for some extra protection.
So here it is, please comment.
Thank you for reading.