Cast Goblet for Green mana only and Donate it to the opponent, then cast Ancient Runes.
Because Runes is not optional and Goblet is the shortcut rules oblige your opponent to let you win, but they can gain life an arbitrarily large number of times first, so this deck is slower than any deck that wins in a fixed number of turns.
(Yes, I realise this is against the spirit of the game, but thought it worth pointing out as an amusing curiosity!)
Private Mod Note
():
Rollback Post to RevisionRollBack
--
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Well, we were playing off the 7 card blind backbuild rules, which stipulate that each player must play optimally. I believe that would override the shortcut rule... although I'm not sure what the shortcut rule is.
Private Mod Note
():
Rollback Post to RevisionRollBack
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
Nope, because you're talking about optimum legal play and the shortcut rule defines what is legal.
This came up in ABT a while back and we checked with the Cranial Insertion team. You can't force a draw in Magic by intentionally entering an infinite loop containing optional actions. Turns out this also applies across multiple turns, so in the above example the player gaining life from the Goblet must eventually stop (assuming there is nothing else which will cause the game state to change at some future point).
Private Mod Note
():
Rollback Post to RevisionRollBack
--
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
I think that may necessitate a rules change in the card blind rules. As far as I know, the situation you've set up would end in a draw in a card blind game. For what it's worth, that's the way we've been playing for the last few years. If it's not covered in the rules, it should be.
Does something that jumps turns really constitute an infinite loop as far as the magic rules are concerned? Are two players who control only "full" clearwater goblets, form of the dragons... nevermind. It's difficult to set up a situation like that in a real magic game. Hopefully you see what I'm getting at though.
Private Mod Note
():
Rollback Post to RevisionRollBack
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
Yeah, the fact that the draw phase normally makes turns different (and if you're drawing your deck, surely there is an answer SOMEWHERE in it) makes this usually no more than a curiosity when applied over turns.
I personally think abiding by this rule works terribly for XCB (because draws in XCB, unlike in RL magic, don't slow down the tournament and allow for partial wins, thus creating middle ground)...
I don't think it's anything that any XCB mods ever intended (or saw coming). I've been playing XCB since about 2006 and still didn't see this actually come up in a real game until 2013. It would be a reasonable thing to try to fix with an XCB-specific rules patch if you felt strongly enough.
Private Mod Note
():
Rollback Post to RevisionRollBack
--
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
How long has the shortcut rule been around? Also, I'm curious - what was the situation where it came up? I think Mogg and Feyd normally tend to the rules, they're the best at phrasing them in unambiguous terms without side effects.
Ok, so that's not necessary. From the CB comprehensive rules:
1.11e. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
So, in the game you've constructed, the outcome would be a draw. I guess Mogg or whoever wrote that section of the rules saw it coming.
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
I guess bateleur and I both missed that thread. I usually read the rules debates too, just to see the ridiculous corner case scenarios that come up.
Private Mod Note
():
Rollback Post to RevisionRollBack
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
As WhammWhamme says this came up and was debated. We then patched the ABT rules to make things work the way people had previously assumed they worked anyway. I didn't realise anyone was attempting to maintain a canonical XCB ruleset. If that's the way things are going to work it probably needs a changelog of something so that people don't miss changes.
Private Mod Note
():
Rollback Post to RevisionRollBack
--
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
That's amazing. Welcome to the forums, and thank you for this post.
Would Imposing Sovereign make the deck even slower? You trade making one fewer tokens at the outset for having to destroy two additional tokens and thereby making four additional tokens each turn.
Use Peat Bog to activate the ability of Nuisance Engine twice.
Tap Forbidden Orchard to cast Dwell on the Past, and bring back Peat Bog and Doomsday.
Play Peat Bog.
Use Peat Bog to activate the ability of Nuisance Engine once.
Tap Forbidden Orchard and Peat Bog to cast Doomsday, and bring back Peat Bog and Dwell on the Past.
The net result is that one gains three 0/1 creature tokens, one's opponent gains two 1/1 creature tokens, and one loses half of one's life.
This is repeated until one's creature tokens outnumber one's opponent's creature tokens, at which point one has all of one's 0/1 creature tokens attack, and then uses Captive Flame to increase the power of the one that is not blocked to 1, and it deals 1 damage to the opponent; the rest are killed by the opponent's creature tokens blocking them.
The number of creature tokens the opponent has approximately triples for each attack, so the number of turns this takes is, very roughly, 2^3^20 (because one's life total is halved roughly 3^20 times).
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
Tap Forbidden Orchard to cast Quest for Ancient Secrets.
Tap Forbidden Orchard and Sheltered Valley to cast Brood Birthing, which gives three 0/1 creature tokens. Also, Quest for Ancient Secrets gets a quest counter.
Tap Forbidden Orchard to cast Dark Ritual, getting BBB and giving Quest for Ancient Secrets a second quest counter; next, cast Doomsday, bringing back Brood Birthing and Dark Ritual and giving Quest for Ancient Secrets a third quest counter.
Tap Forbidden Orchard and Sheltered Valley to cast Brood Birthing, getting three 0/1 creature tokens and giving Quest for Ancient Secrets a fourth quest counter.
Tap Forbidden Orchard to cast Dark Ritual, getting BBB and giving Quest for Ancient Secrets a fifth quest counter.
Activate the ability of Quest for Ancient Secrets, bringing back Quest for Ancient Secrets, Brood Birthing, and Doomsday.
The net result is that one gains six 0/1 creature tokens, one's opponent gains five 1/1 creature tokens, and one loses half of one's life.
The rest is the same as before.
The number of turns this takes is, very roughly, 2^6^20.
Importantly, once one gets started, one's opponent can keep one creature attacking to prevent one from waiting for Sheltered Valley to give more life.
By my count, Doomsday needs to be cast 2,729,931,635,247,014 (2.73 quadrillion) times before that deck can win. The opponent's safe attacks contribute some additional damage following a sawtooth pattern, but all of that is negligible: it's bounded above by 6x2, which is far less than 2x at those values.
Can't this be improved upon slightly with Culling the Weak rather than Dark Ritual? I'm not sure if Captive Flame can also be replaced by something else; maybe Guided Strike, but that may be problematic from the standpoint of Quest for Ancient Secrets. Alternatively, using Sustenance, sacrificing Sheltered Valley. You need the Forbidden Orchard still to cast Dark Ritual, so I think the format allows you to do that.
Culling the Weak forces you to lose 2 tokens each cycle, so that instead of slowly overtaking the opponent except for attacks in which you get massively slaughtered, now you won't ever catch up.
After some time, Rushwood Grove is emptied to cast Coat of Arms and cast Tamiyo, the Moon Sage after tapping the other two lands.
The first ability of Tamiyo, the Moon Sage is activated each turn for a long time to stop the opponent's creature token from attacking and accumulate loyalty counters, while also accumulating storage counters on Rushwood Grove.
Once ready, the third ability of Tamiyo, the Moon Sage is activated, giving an emblem; on the opponent's following turn, the opponent's creature token attacks and takes one's life total down to 19.
On the next turn, Forbidden Orchard is tapped to cast Scorching Spear targeting the opponent, taking the opponent's life total down to 19 and getting Scorching Spear back because of the emblem, and the first ability of Tamiyo, the Moon Sage is activated to hold down one of the opponent's creature tokens. On the opponent's following turn, the opponent's other Spirit creature token, which has 2 power because of Coat of Arms, attacks and takes one's life total down to 17.
The same is done on the next turn, and this time the opponent has two 3-power creatures to attack, taking one's life total down to 11.
The same is done on the next turn, and this time the opponent has three 4-power creatures to attack; now is the time to use Mercy Killing on one, which gives the opponent four Elf creature tokens, and the other two take one's life total down to 3. Mercy Killing is gotten back by the emblem's ability.
On the next turn, the first ability of Tamiyo, the Moon Sage targets one of the opponent's Elf creature tokens, and as before, Scorching Spear is cast with Forbidden Orchard. On the opponent's following turn, four Spirit creature tokens and three Elf creature tokens attack; Mercy Killing is cast first on the Elves, which gives the opponent another 4, 7, and 13 Elf creature tokens, and then on three of the Spirits, which gives the opponent another 4, 3, and 2 Elf creature tokens; the opponent now has 34 Elf creature tokens and one Spirit creature token. The one remaining attacking Spirit creature token takes one's life total down to 2.
Subsequent turns proceed in a similar way. For each of these turns except the last, on the opponent's following turn, Mercy Killing has to be used on all Elf creature tokens but one, which takes the number of Elf creature tokens from N to (N-1)*2^(N-1)+1; it also has to be used on one Spirit creature token, or two for the second of these turns, giving the opponent two, three, or one more Elf creature token.
Most of the mana used for Mercy Killing has to be provided by Rushwood Grove (Tolarian Academy can provide a bit), so the period of accumulation has to be long enough for all of this.
An improvement on the start of the Mercy Killing build (in terms of playing it) is to:
Your turn: Create Tamyo emblem
Their turn: Attack with spirit, Kill the spirit (1 elf token)
Your turn: Spear opponent to 19 (give them spirit), tap down spirit.
Their turn: attack with elf, kill the elf
Your turn: Spear opponent to 18 (give them a spirit), tap down a spirit.
Their turn: attack with elf, spirit, kill elf, go down to 18
Your turn: Spear opponent to 17 (give them a spirit), tap down a spirit.
Their turn: attack with elf, 2x spirit, kill elf, go down to 12
Your turn: Spear opponent to 16 (give them a spirit), tap down a spirit.
Their turn: attack with elf, 3x spirit, kill elf and one spirit, go down to 6 (5 elf tokens)
Your turn: Spear opponent to 15 (give them a spirit), tap down an elf.
Their turn: attack with 4x elf, 4x spirit, kill 4x elf, 2x spirit, go down to 2 (72 elf tokens)
Your turn: Spear opponent to 14 (give them a spirit), tap down an elf.
Their turn: attack with 71x elf, 3x spirit, kill 71x elf, 2x spirit, go down to 1 (71*2^71+6 elf tokens)
Things get out of hand quick from there, but at least you can get them to 14 without things spiraling out of comprehension. In your original setup, you had them with 34 elves and 16 life, my setup has them with 5 elves at the same point. You have them with trillions of elves at 15 life, and I have them with only 72.
To put a rough estimate on turns for this, I have 2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(78))...), or roughly 2↑↑14. Those of you familiar with up-arrow notations should recognize this as unimaginably immense. The previous start by plopfill gets 2↑↑15 as it's rough approximation. A strict lower bound is 2↑↑13, which can't be represented using the universe as paper and atoms as bits.
All in all, very good job by plopfill, I'd be surprised if it can be beaten.
It's a shame Elvish Herder shares a creature type with the Mercy Killing tokens, or it would be a huge improvement. Scab-Clan Mauler is almost good, but it doesn't make the critical third Orchard tap. Sparkcaster is still a slight improvement over Scorching Spear.
None of that works because you can start Mercy Killing your own creatures, though Pyromania is better by one step plus a few turns.
If Fire Whip had a R tacked onto the sacrifice cost, or if Barrage of Expendables had you sacrifice enchantments rather than creatures, those would be much better than Pyromania since then you'd have to survive the onslaught for 40 turns rather than 21, replaying the card for every single point of damage, and not being able to use it again to get that damage until Orchard untaps.
Other near-misses: Cyclone would work if there was a non-renewable source of "gain 1 life", and if Rushwood Grove turned into Fountain of Cho. As an added bonus, this would require absolute vigilance with the Mercy Killing from the get-go, because if even one token ever gets through, it's all over. Torch Song: Obviously no way to force it to cap at 1 counter. Helix Pinnacle: Why didn't they make this require green mana to charge up?
Goes similarly, with Megaliths functioning as a kill, a reason to play the Coat of Arms, and initial mana for the storage land. The Primal Vigor could also be replaced with Transcendence, though I believe Primal Vigor is slower. With Primal Vigor, the base of the exponentiation is 4 instead of 2; with Transcendence, you can't soak up any damage initially.
Math to follow, but it's definitely slower either way.
EDIT - Found Primal Vigor. I thought that card existed, but my initial search just found Doubling Season and Parallel lives so I thought I had made it up.
Why would you play the Primal Vigor or Coat of Arms here?
In the original it was needed to get the 2nd U, but here you don't get that and can just store up and then play the Tamiyo. Your deck is thus slightly faster unless I missed something.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Rushwood Grove
Volcanic Island
Donate
Clearwater Goblet
Ancient Runes
Sorrow's Path <--- This can be anything useless
Sorrow's Path <--- So can this
Cast Goblet for Green mana only and Donate it to the opponent, then cast Ancient Runes.
Because Runes is not optional and Goblet is the shortcut rules oblige your opponent to let you win, but they can gain life an arbitrarily large number of times first, so this deck is slower than any deck that wins in a fixed number of turns.
(Yes, I realise this is against the spirit of the game, but thought it worth pointing out as an amusing curiosity!)
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Nope, because you're talking about optimum legal play and the shortcut rule defines what is legal.
This came up in ABT a while back and we checked with the Cranial Insertion team. You can't force a draw in Magic by intentionally entering an infinite loop containing optional actions. Turns out this also applies across multiple turns, so in the above example the player gaining life from the Goblet must eventually stop (assuming there is nothing else which will cause the game state to change at some future point).
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Does something that jumps turns really constitute an infinite loop as far as the magic rules are concerned? Are two players who control only "full" clearwater goblets, form of the dragons... nevermind. It's difficult to set up a situation like that in a real magic game. Hopefully you see what I'm getting at though.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
I personally think abiding by this rule works terribly for XCB (because draws in XCB, unlike in RL magic, don't slow down the tournament and allow for partial wins, thus creating middle ground)...
...but that's that.
Yes, absolutely.
I don't think it's anything that any XCB mods ever intended (or saw coming). I've been playing XCB since about 2006 and still didn't see this actually come up in a real game until 2013. It would be a reasonable thing to try to fix with an XCB-specific rules patch if you felt strongly enough.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Ok, so that's not necessary. From the CB comprehensive rules:
So, in the game you've constructed, the outcome would be a draw. I guess Mogg or whoever wrote that section of the rules saw it coming.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
This came up and was debated in the XCB threads. We went with that rule because it's how it always worked...
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Would Imposing Sovereign make the deck even slower? You trade making one fewer tokens at the outset for having to destroy two additional tokens and thereby making four additional tokens each turn.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
This is repeated until one's creature tokens outnumber one's opponent's creature tokens, at which point one has all of one's 0/1 creature tokens attack, and then uses Captive Flame to increase the power of the one that is not blocked to 1, and it deals 1 damage to the opponent; the rest are killed by the opponent's creature tokens blocking them.
The number of creature tokens the opponent has approximately triples for each attack, so the number of turns this takes is, very roughly, 2^3^20 (because one's life total is halved roughly 3^20 times).
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
The rest is the same as before.
The number of turns this takes is, very roughly, 2^6^20.
Importantly, once one gets started, one's opponent can keep one creature attacking to prevent one from waiting for Sheltered Valley to give more life.
Can't this be improved upon slightly with Culling the Weak rather than Dark Ritual? I'm not sure if Captive Flame can also be replaced by something else; maybe Guided Strike, but that may be problematic from the standpoint of Quest for Ancient Secrets. Alternatively, using Sustenance, sacrificing Sheltered Valley. You need the Forbidden Orchard still to cast Dark Ritual, so I think the format allows you to do that.
Your turn: Create Tamyo emblem
Their turn: Attack with spirit, Kill the spirit (1 elf token)
Your turn: Spear opponent to 19 (give them spirit), tap down spirit.
Their turn: attack with elf, kill the elf
Your turn: Spear opponent to 18 (give them a spirit), tap down a spirit.
Their turn: attack with elf, spirit, kill elf, go down to 18
Your turn: Spear opponent to 17 (give them a spirit), tap down a spirit.
Their turn: attack with elf, 2x spirit, kill elf, go down to 12
Your turn: Spear opponent to 16 (give them a spirit), tap down a spirit.
Their turn: attack with elf, 3x spirit, kill elf and one spirit, go down to 6 (5 elf tokens)
Your turn: Spear opponent to 15 (give them a spirit), tap down an elf.
Their turn: attack with 4x elf, 4x spirit, kill 4x elf, 2x spirit, go down to 2 (72 elf tokens)
Your turn: Spear opponent to 14 (give them a spirit), tap down an elf.
Their turn: attack with 71x elf, 3x spirit, kill 71x elf, 2x spirit, go down to 1 (71*2^71+6 elf tokens)
Things get out of hand quick from there, but at least you can get them to 14 without things spiraling out of comprehension. In your original setup, you had them with 34 elves and 16 life, my setup has them with 5 elves at the same point. You have them with trillions of elves at 15 life, and I have them with only 72.
To put a rough estimate on turns for this, I have 2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(2^(78))...), or roughly 2↑↑14. Those of you familiar with up-arrow notations should recognize this as unimaginably immense. The previous start by plopfill gets 2↑↑15 as it's rough approximation. A strict lower bound is 2↑↑13, which can't be represented using the universe as paper and atoms as bits.
All in all, very good job by plopfill, I'd be surprised if it can be beaten.
It's a shame Elvish Herder shares a creature type with the Mercy Killing tokens, or it would be a huge improvement. Scab-Clan Mauler is almost good, but it doesn't make the critical third Orchard tap. Sparkcaster is still a slight improvement over Scorching Spear.None of that works because you can start Mercy Killing your own creatures, though Pyromania is better by one step plus a few turns.
78 is greater than 2^2^2, so that's more like 2↑↑16 (and that is a lower bound on the turncount). Pyromania makes it 2↑↑17.
Other near-misses:
Cyclone would work if there was a non-renewable source of "gain 1 life", and if Rushwood Grove turned into Fountain of Cho. As an added bonus, this would require absolute vigilance with the Mercy Killing from the get-go, because if even one token ever gets through, it's all over.
Torch Song: Obviously no way to force it to cap at 1 counter.
Helix Pinnacle: Why didn't they make this require green mana to charge up?
Goes similarly, with Megaliths functioning as a kill, a reason to play the Coat of Arms, and initial mana for the storage land. The Primal Vigor could also be replaced with Transcendence, though I believe Primal Vigor is slower. With Primal Vigor, the base of the exponentiation is 4 instead of 2; with Transcendence, you can't soak up any damage initially.
Math to follow, but it's definitely slower either way.
EDIT - Found Primal Vigor. I thought that card existed, but my initial search just found Doubling Season and Parallel lives so I thought I had made it up.
In the original it was needed to get the 2nd U, but here you don't get that and can just store up and then play the Tamiyo. Your deck is thus slightly faster unless I missed something.