Has anyone found a reasonable or strong use for this card? It would be broken if it didn't have to go back to your hand but as is it looks like excess work.
Seems pretty clunky. If you're able to stifle the 'skip your next turn' ability somehow, it may generate extra turns? But I think the number of hoops you'd jump through, to get something much more easily attained, would be a waste of time.
Just Deserted Temple and Rings of Brighthearth. You add a counter and skip a turn. Then you untap Magosi with the Temple. Then you copy the extra turn ability with Rings. Then you put Magosi back on the battlefield. Skip your first extra turn, take your second, repeat. Infinite turns. It's slow and clunky, but made up of cards that are otherwise decent (if you can stand EtBT lands) and only in one colour, so it can reasonably slot into an already durdlesome deck without taking up a lot of space.
Untap it with Candelabra, copy the untap ability with Rings of Brighthearth.
Respond to the second untap trigger by putting a counter on it and skipping next turn.
Untap it, use the extra turn ability, copy the extra turn ability with Rings.
Generate 2 extra turns, skip the next turn, net 1 extra turn.
It's better than I thought then, still a 3 card infinite turns combo, but you'll never get extra land onto the field.
Untap it with Candelabra, copy the untap ability with Rings of Brighthearth.
Respond to the second untap trigger by putting a counter on it and skipping next turn.
Untap it, use the extra turn ability, copy the extra turn ability with Rings.
Generate 2 extra turns, skip the next turn, net 1 extra turn.
It's better than I thought then, still a 3 card infinite turns combo, but you'll never get extra land onto the field.
Untap it with Candelabra, copy the untap ability with Rings of Brighthearth.
Respond to the second untap trigger by putting a counter on it and skipping next turn.
Untap it, use the extra turn ability, copy the extra turn ability with Rings.
Generate 2 extra turns, skip the next turn, net 1 extra turn.
It's better than I thought then, still a 3 card infinite turns combo, but you'll never get extra land onto the field.
Taking a step out of the realm of infinite turns, I generally find it's worthwhile only when you draw it and use it within the first four or five turns of a game. When I played it in my meta, I didn't feel all that behind despite losing a turn, and later on in the game it's always sitting there, ready to give me the extra breathing room needed to take control of the game.
At least for me, the slim chance of getting it early on and being able to use it without it getting destroyed (!!!) before untapping was worth having a less-than-useful CIPT land on the majority of the games that it does nothing.
Taking a step out of the realm of infinite turns, I generally find it's worthwhile only when you draw it and use it within the first four or five turns of a game. When I played it in my meta, I didn't feel all that behind despite losing a turn, and later on in the game it's always sitting there, ready to give me the extra breathing room needed to take control of the game.
At least for me, the slim chance of getting it early on and being able to use it without it getting destroyed (!!!) before untapping was worth having a less-than-useful CIPT land on the majority of the games that it does nothing.
Yeah, I played it in a few iterations of Stax for a while where here and there I'd not want to be taking a turn. Skip a crappy turn, wait for someone to kill your Stax pieces or kill them yourself, then take an good extra turn. Profit.
But then I started to see a ton of Strip Mine, Tec Edge, Wasteland, and Stranglehold in my group, and it became worse than a basic Island.
I have never used it, but it seems like it would be fine, even without shenanigans, as long as you are playing a deck that is reactive, playing spells on opponents turns or using any # of cards that allow you to play non-instants on opponent's turns. Mind you, I am not advocating running these cards just to make Magosi work, but they are all good cards on their own that could further justify running Magosi.
edit: although I really hate the CiPt, so tread carefully.
Best general 'this is good, but not abuse' use I've found for it is with Chronomantic Escape.
A cute combo when you get it going, and neither card is necessarily dead weight on its own.
It gets more fun with Clockspinning of course, but Clockspinning itself gets gimmicky as a stand alone card(ish).
I consider Magosi one of the few fair time warp cards. Only in the most cutthroat games will the risk of setting you back a turn matter if it gets blown up, and being able to take 'out of turn' turns can be fun, as well as allowing you to play a game where you can tap out on your first turn and remain 'untapped' on the second, decreasing the risk of sorcery speed cards in a control deck.
Little harm in experimenting with the card as a standalone essentially.
I don't like it. Too many strip mines, wastelands, and tectonic edges in my meta. It would basically be a strip mine that can only target strip mines (although even when they're not in play) that has the additional cost of "skip your next turn".
That's just my meta though.
I know the OP is looking for cool things to do with it, but I don't think there is a good way to get around the strip mine problem.
It is interesting to consider the non-infinite applications of this card. I'm just going to think out loud for a second.
Magosi costs a TON of mana to activate. Assume no one Strip Mines you, and that you can hit a land drop each turn.
It comes into play tapped (1 mana)
It costs U,T to charge (2 mana)
It taps to activate (1 mana)
It costs you the mana you could have spent in the turn you skipped.
Finally, you are a land drop (and a card) behind until you use the extra turn and catch up again. But wait! Magosi also bounces itself, so you will never actually make up for the missed land drop. That costs a mana each turn of the game beyond the initial Magosi activation.
When you take the extra turn, Magosi generates mana equal to 1 less than the current turn number since you get a full untap and can play another land untapped.
With these assumptions, I hope what you are doing with the other aspects of your extra turn is worth at least xUUUU, where x is the number of turns the game lasts following your initial activation. Is it consistently better than just making sure you hit a land drop every turn? Probably not.
Tap, skip next turn. You're at -1 turns.
untap with some kind of effect
Tap, remove eon counter and copy ability for +2 turns.
you're now profiting one extra turn.
It's kinda convoluted but you can do it. Vorel/proliferate effects don't work becuase when you remove the counter you bounce Masgosi to your hand.
Thoughts?
Seems pretty clunky. If you're able to stifle the 'skip your next turn' ability somehow, it may generate extra turns? But I think the number of hoops you'd jump through, to get something much more easily attained, would be a waste of time.
No doubt. It's totes clunky I am just wondering if someone knows something I don't
What would it take to make it work like Amulet of Vigor, Deserted Temple, Exploration and Rings of Brighthearth?
Ah... Candelabra.
I mean, Garruk would work just as well, but that requires running a terrible color.
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Untap it with Candelabra, copy the untap ability with Rings of Brighthearth.
Respond to the second untap trigger by putting a counter on it and skipping next turn.
Untap it, use the extra turn ability, copy the extra turn ability with Rings.
Generate 2 extra turns, skip the next turn, net 1 extra turn.
It's better than I thought then, still a 3 card infinite turns combo, but you'll never get extra land onto the field.
Hence green (bad, naughty color that it is)
Who needs land when you have all the turns?
Aren't you going to deck out if you don't do something?
(Granted I'm pretty sure you can figure out a way for this not to be an issue)
i'm sure with essentially infinite turns you can find a way to win. lab maniac if literally nothing else
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At least for me, the slim chance of getting it early on and being able to use it without it getting destroyed (!!!) before untapping was worth having a less-than-useful CIPT land on the majority of the games that it does nothing.
pass my turn when noone has any threat, then take 2 turns (++) and combo off.
Its ok when you play it right, busted when abused.
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I think its easier in blue to take infinite turns than using Magosi imo
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Yeah, I played it in a few iterations of Stax for a while where here and there I'd not want to be taking a turn. Skip a crappy turn, wait for someone to kill your Stax pieces or kill them yourself, then take an good extra turn. Profit.
But then I started to see a ton of Strip Mine, Tec Edge, Wasteland, and Stranglehold in my group, and it became worse than a basic Island.
Careful when swooning.
Green is definitely as good as blue, if not better.
edit: although I really hate the CiPt, so tread carefully.
A cute combo when you get it going, and neither card is necessarily dead weight on its own.
It gets more fun with Clockspinning of course, but Clockspinning itself gets gimmicky as a stand alone card(ish).
I consider Magosi one of the few fair time warp cards. Only in the most cutthroat games will the risk of setting you back a turn matter if it gets blown up, and being able to take 'out of turn' turns can be fun, as well as allowing you to play a game where you can tap out on your first turn and remain 'untapped' on the second, decreasing the risk of sorcery speed cards in a control deck.
Little harm in experimenting with the card as a standalone essentially.
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That's just my meta though.
I know the OP is looking for cool things to do with it, but I don't think there is a good way to get around the strip mine problem.
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Magosi costs a TON of mana to activate. Assume no one Strip Mines you, and that you can hit a land drop each turn.
It comes into play tapped (1 mana)
It costs U,T to charge (2 mana)
It taps to activate (1 mana)
It costs you the mana you could have spent in the turn you skipped.
Finally, you are a land drop (and a card) behind until you use the extra turn and catch up again. But wait! Magosi also bounces itself, so you will never actually make up for the missed land drop. That costs a mana each turn of the game beyond the initial Magosi activation.
When you take the extra turn, Magosi generates mana equal to 1 less than the current turn number since you get a full untap and can play another land untapped.
With these assumptions, I hope what you are doing with the other aspects of your extra turn is worth at least xUUUU, where x is the number of turns the game lasts following your initial activation. Is it consistently better than just making sure you hit a land drop every turn? Probably not.
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Tap, skip next turn. You're at -1 turns.
untap with some kind of effect
Tap, remove eon counter and copy ability for +2 turns.
you're now profiting one extra turn.
It's kinda convoluted but you can do it. Vorel/proliferate effects don't work becuase when you remove the counter you bounce Masgosi to your hand.
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