except how its any way better than nantuko husk, which can turn sideways and is a more consistent and productive outlet for the combo (you dont have to have an empty board just in case of extirpate/time stop/seht's tiger/etc.)
the mogg fanatic is just too good of a win con to pass up for me right now. venser is an auto win also so its all a matter of preference (or what you get first). it would be cool if we made this deck as fast as ds and more reliable too lol.
Any dip into a third color is for the sac outlet (or something else). I haven't seen a build with red yet, though I'm sure that it probably uses Greater Gargadon as a sac outlet.
Rules primer: Sacrificing a permanent is a cost, while removing a time counter is an effect. If you sacrifice Reveillark to Greater Gargadon, Reveillark's ability will go on the stack and resolve before any time counters are removed. You can therefor sacrifice any number of permanents so long as you do it in response to the ones that came before it.
So there are two questions to answer.
Q: Is it better to use Saffi Eriksdotter or Body Double?
A: I don't know. Saffi is certainly faster, but it's a two card combo (plus the sac outlet). Body Double lets you start the combo with just Reveillark or just Body Double, so long as the other card and your sac outlet are in your graveyard. As far as their colors go, blue offers a way to sift through your deck to find the pieces, as well as countermagic. Green offers mana acceleration, Tarmogoyf, and possibly Doran if you can squeeze it all in.
Q: Is it better to use Mirror Entity, Nantuko Husk, or Greater Gargadon as the sacrifice outlet?
A: I lean towards Mirror Entity, as it stays within the colors. It's also slightly less vulnerable to disruption, as you can activate it for 0 in response to something targeting it (though this only works if they're stupid enough to target at the wrong time, or if you have more than one Body Double). It's also fairly strong on its own.
Nantuko Husk offers an alternate win condition through pure beats, but I'm not sure that's needed if you can just return everything to their hand (if using blue) or kill them outright (if using red) or mill them to death (with white) or gain infinite life (with white). There are just so many creatures with comes into play effects that (if repeated an arbitrary amount of times) win you the game. I'm not sure a card that wins you the game after the combo is done is really what the deck needs. Colorwise, black adds in some disruption, most notably Thoughtsieze, and Extirpate for the mirror. It also offers ways to get creatures back from the graveyard, but Reveillark can do that on its own.
Greater Gargadon has the bonus of being fairly good on his own, and being immune to removal (unlike Nantuko Husk, though the Husk being black means that he doesn't die to all that much). Red also gives us Mogg Fanatic, another creature that can be used as a kill condition. I've actually seen this added as a one-of in the U/W version, because blue can dig through the library to find it. Greater Gargadon also gets you the 9/7 beast out the turn you do the combo, but unlike Nantuko Husk or Mirror Entity, you can't repeat the combo once you've gone infinite the first time. Colorwise, red adds some fast mana and direct damage.
To recap, these are the possible color combinations, assuming that no one wants to go up to four colors: UW WG WUB WGB WUR WGR WUG
@mtgavatar Careful Consideration is just better than wistful thinking, of course you can't mill your opponent or let him discard, but this isn't so dramatic
also I don't really see why you are playing lotus bloom ok it can help you be a little bit faster, but you don't have much draw, so this maybe is just not helping often times, because you are missing combo parts.
and yes there are a lot of colour combinations, but the problem often is, that you will need a way to survive long enough, which isn't always granted...
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
That UWG deck seems incredibly focused on getting the combo out. I really like Grove of the Burnwillows for this deck if you're splashing red, because if you're going infinite you don't really care about whether your opponent is gaining a little life.
That said, I'm not sure that you should be focusing so much on the getting the combo out. It makes hate much more effective against you, and you'll be that much worse off if you get hit with the dreaded Extirpate. (I hate that that card has become the rote answer to "Hey look at this cool combo", much in the same way that any good creature gets an "It dies to removal" and any bad creature gets an "It would be awesome with Loxodon Warhammer")
The ideal build of this deck will probably be the one that runs most effectively if the combo can't get off; unless you find some way to combo out quickly and efficiently before the board can develop. The fastest that's possible in Standard is turn 3, and that requires cheating with Simian Spirit Guide:
Turn 1: Forest, Birds of Paradise
Turn 2: Plains, Saffi Eriksdotter, suspend Greater Gargadon
Turn 3: Land, remove Simian Spirit Guide, Reveillark, combo out
(Note that this doesn't actually do anything, because there's nothing to recur)
So green lets you go off on turn earlier (turn 4) under ideal conditions and a good opening hand. It's really a matter of whether you're planning for ideal conditions and a good opening hand.
Hm maybe it would be better to use this combo just as a win condition in an blue/white controll deck, because all the versions will be to slow I would play something Like this:
so you can just survive a long time until you have your combo
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Jdourd, I really like your version, it offers us alot of things. We get eyes of wisent back in the sb, so our U matchup is alot better.
I personally like having anything go inf with things(aven riftwatcher) at one since you can just draw it out easily.
However, I think that we might be able to make this really good at GWR. We get infinite mana(wall of roots) infinite damage/removal(mogg fanatic) and infinite life(aven riftwatcher). As said earlier, Commune with nature is a great tutor for us. So should we try to have it be more aggro contol based or what? Early goyfs allow us to keep pressure on our opponents while we build up our combo. Firey justice lets us control their creatures, since we don't care about their life total. Birds fix mana. We can run 3 or 4 wall of roots since they control aggro and fix mana. And good'l mirror entity is nice.
I've been playing a Reveillark deck on MWS for a bit now, since Reveillark is the best creature to come out of Morningtide, and I've been have great sucess. Here's the list first:
This deck has been performing incredibly. The card advantage is the so large it's almost scary. I haven't played that much straight aggro on MWS, but I have played against BR Goblins, Treefolk, and Blue Control. If the deck can stabilize and get a trade or two by turn 6-7 against aggro its usually wins. And the sideboard with usually 8 cards to bring in vs. aggro, it doesn't seem like that hard of a matchup. For more controllish decks, there are too many threats for them to deal with, and they usually can't get ahead in CA since most of the stuff you play give you cards or destroys their stuff.
The backbone of the deck is Reveillark, and once you get Body Double, you pretty much can't lose. It's infinite chump blocking, and Body Double acts like Mannequins 5-8 for your other creatures. I haven't been amazed with Careful Consideration, but they really haven't been needed. I don't know what I could replace it with. Maybe another Shriekmaw, or some Oblivion Rings. I do;t know, but I know that several of you love the card. So what do you think I should do? The mana base is very stable, I really have never had any problems with it. (Except when I played Blink Riders, and he destroyed 7 of my lands with two Riders, yikes!!) This deck definitely has potential, but I need help on my SB, it just a generic SB, I kind of want to replace the Extirpates.
hmmm i think Tigris' build looks interesting, you need a defensive deck for a slow combo. nevermaker is a sweet idea, taking away their draws gives you more time to combo before they draw an answer. and martyr of sands gives you an early drop for chump blocking and gains you life faster than aven riftwatcher. i'm not sure though, i've always liked the riftwatcher. the downside of martyr is that it doesn't combo with momentary blink, which I think is a must in this deck. i might run blink over oblivion ring, and i'd also try to fit in mindstones and a couple vensers instead of the feudkiller's verdicts.
I've been playing a Reveillark deck on MWS for a bit now, since Reveillark is the best creature to come out of Morningtide, and I've been have great sucess. Here's the list first:
This deck has been performing incredibly. The card advantage is the so large it's almost scary. I haven't played that much straight aggro on MWS, but I have played against BR Goblins, Treefolk, and Blue Control. If the deck can stabilize and get a trade or two by turn 6-7 against aggro its usually wins. And the sideboard with usually 8 cards to bring in vs. aggro, it doesn't seem like that hard of a matchup. For more controllish decks, there are too many threats for them to deal with, and they usually can't get ahead in CA since most of the stuff you play give you cards or destroys their stuff.
The backbone of the deck is Reveillark, and once you get Body Double, you pretty much can't lose. It's infinite chump blocking, and Body Double acts like Mannequins 5-8 for your other creatures. I haven't been amazed with Careful Consideration, but they really haven't been needed. I don't know what I could replace it with. Maybe another Shriekmaw, or some Oblivion Rings. I do;t know, but I know that several of you love the card. So what do you think I should do? The mana base is very stable, I really have never had any problems with it. (Except when I played Blink Riders, and he destroyed 7 of my lands with two Riders, yikes!!) This deck definitely has potential, but I need help on my SB, it just a generic SB, I kind of want to replace the Extirpates.
Well, the deck needs a discard outlet, you could try 2x bonded fetch and 1 more shriekmaw. Maybe that would work. Good luck.
Well, the deck needs a discard outlet, you could try 2x bonded fetch and 1 more shriekmaw. Maybe that would work. Good luck.
Not true. My deck doesn't focus on winning with just the combo. It can without it, or easily drag the game long enough to accumulate the cards in the graveyard. I don't want to topdeck a Bonded Fetch against control in the late game, i'll have to wait a turn to use it, and it won't provide card advantage, only card quality. Careful Consideration has been fine as a discard outlet, but the main point is, the deck doesn't need it.
I think we should all focus on making this a good decks that just so happens to have an infinite combo in it. The creatures are good enough to win the game by themselves, and the deck shouldn't become a slave to the combo.
Also, I played a WW kithkin deck the other day, I went 0-2, but we didn't SB. First game I got crushed I had a bad hand, which i should have mulliganed. Secodn game I almost stabilized, but he got the last couple points through. If we SB'ed, Aven Riftwatcher and Sowers definitely would have helped a lot and probably would have won me the game.
No, it doesn't have ANY need for a specific discard outlet other than Careful Consideration. The aim is to play out your guys, be aggressive, sooner or later Reveillark will be killed and that provides you an opportunity to wipe the board using the infinite Husk-Body Doube-Venser combo.
After intensely reading this Forum, I found that most of you like either the UW or WBG decks. So I compiled two decklists(90% of the cards in these decks were suggested from other deckbuilders on this forum, credit is granted to you. You know who you are) that I have been testing with my friends. They both are solid, so here thay are:
The UW version, in my opinion, is more stable. Since the deck runs a controllish/aggressive element and the added bonus of Teferi, puzzle solver allows you to instantly play the combo out of nowhere. Mystical Teachings helps you search for combo pieces too. as for Vedalken Aethermage, 'nuff said.
However without a great sideboard depending on your meta, this deck could go awry when faced against insane aggro or arb control...
The sideboard seems weird I know. but the remaining combo pieces are for decks that can't really deal with the combo such as Kithkin, Treefolk, Goblins, so naturally you'd rather play the combo faster.
Alright, this deck is extremely versatile as it can turn from combo to Aggro in a matter of turns.
The tutors in this deck are phenominal. I had a regular Turn 5 combo-out.
I know you most probably thinking "huh?" with the Prowess of the Fair, it's great because this deck needs to play/evoke reveillark to go off and to do it spends alot of mana, so you can sort your board out with a Prowess/Mirror Entity open and shoot for a Turn 5 infinite creatures then your opponent has one turn to respond.
Like I said earlier, Credit to all those that gave their inputs.
I would love to hear your Thoughts/Opinions? thanks
There is something I don't understand with your second deck, how can you produce infinite token with prowess of the fair/mirror entity ?
Each time you create new token, they will be destroyed by the next activation (at 0) of mirror entity.
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:oooooooooooooh, uh. Now that's a real testing blubber of my crew and me. How did we not see that one?
Eish(this needed its own paragraph)
Umm, well I do apologise for that incredibly stupid mistake.
Well I have a solution for it, it's a tad bit slower but effective. Instead of Prowess of the Fair, I added Bitter Ordeal. I'm going to test of exactly how much slower it gets. Great at turn 5(not likely) but should get a consistent turn 6:D
Thanks Jdourd for pointing that out.
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So we have 4 possible versions of this deck.
WU
WBU
GW
GBW
Blue offers- Venser, Riftwing Cloudskate, bonded fetch, mulldrifter, and merrow witsniper. Those are just the main ones.
Green offers- Wall of roots(inf mana.), Essence warden, Saffi, please bring up any others I may not know of right now.
White offers- Aven riftwatcher, Soul Warden, and more.
I have to go but I will try to finish this list later.
3 gemstone mine
4 nimbus maze
4 adarkar wastes
4 plains
6 islands
CREATURES
4 reveillark
4 body double
4 mirror entity
4 bonded fetch
4 bottle gnomes
3 venser, shaper savant
1 mogg fanatic
1 mulldrifter
4 wistful thinking
4 prismatic lens
4 lotus bloom
2 coldsteel heart
1 mulldrifter
4 momentary blink
2 teferi's moat
4 pithing needle
4 trickbind
the mogg fanatic is just too good of a win con to pass up for me right now. venser is an auto win also so its all a matter of preference (or what you get first). it would be cool if we made this deck as fast as ds and more reliable too lol.
Actually, it can be done in just about any color combination. The combo pieces are either:
WG Reveillark + Saffi Eriksdotter + sac outlet
or
WU Reveillark + Body Double + sac outlet
Any dip into a third color is for the sac outlet (or something else). I haven't seen a build with red yet, though I'm sure that it probably uses Greater Gargadon as a sac outlet.
Rules primer: Sacrificing a permanent is a cost, while removing a time counter is an effect. If you sacrifice Reveillark to Greater Gargadon, Reveillark's ability will go on the stack and resolve before any time counters are removed. You can therefor sacrifice any number of permanents so long as you do it in response to the ones that came before it.
So there are two questions to answer.
Q: Is it better to use Saffi Eriksdotter or Body Double?
A: I don't know. Saffi is certainly faster, but it's a two card combo (plus the sac outlet). Body Double lets you start the combo with just Reveillark or just Body Double, so long as the other card and your sac outlet are in your graveyard. As far as their colors go, blue offers a way to sift through your deck to find the pieces, as well as countermagic. Green offers mana acceleration, Tarmogoyf, and possibly Doran if you can squeeze it all in.
Q: Is it better to use Mirror Entity, Nantuko Husk, or Greater Gargadon as the sacrifice outlet?
A: I lean towards Mirror Entity, as it stays within the colors. It's also slightly less vulnerable to disruption, as you can activate it for 0 in response to something targeting it (though this only works if they're stupid enough to target at the wrong time, or if you have more than one Body Double). It's also fairly strong on its own.
Nantuko Husk offers an alternate win condition through pure beats, but I'm not sure that's needed if you can just return everything to their hand (if using blue) or kill them outright (if using red) or mill them to death (with white) or gain infinite life (with white). There are just so many creatures with comes into play effects that (if repeated an arbitrary amount of times) win you the game. I'm not sure a card that wins you the game after the combo is done is really what the deck needs. Colorwise, black adds in some disruption, most notably Thoughtsieze, and Extirpate for the mirror. It also offers ways to get creatures back from the graveyard, but Reveillark can do that on its own.
Greater Gargadon has the bonus of being fairly good on his own, and being immune to removal (unlike Nantuko Husk, though the Husk being black means that he doesn't die to all that much). Red also gives us Mogg Fanatic, another creature that can be used as a kill condition. I've actually seen this added as a one-of in the U/W version, because blue can dig through the library to find it. Greater Gargadon also gets you the 9/7 beast out the turn you do the combo, but unlike Nantuko Husk or Mirror Entity, you can't repeat the combo once you've gone infinite the first time. Colorwise, red adds some fast mana and direct damage.
To recap, these are the possible color combinations, assuming that no one wants to go up to four colors:
UW
WG
WUB
WGB
WUR
WGR
WUG
Edit: Man, I take way too long making my posts...
also I don't really see why you are playing lotus bloom ok it can help you be a little bit faster, but you don't have much draw, so this maybe is just not helping often times, because you are missing combo parts.
and yes there are a lot of colour combinations, but the problem often is, that you will need a way to survive long enough, which isn't always granted...
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
That said, I'm not sure that you should be focusing so much on the getting the combo out. It makes hate much more effective against you, and you'll be that much worse off if you get hit with the dreaded Extirpate. (I hate that that card has become the rote answer to "Hey look at this cool combo", much in the same way that any good creature gets an "It dies to removal" and any bad creature gets an "It would be awesome with Loxodon Warhammer")
The ideal build of this deck will probably be the one that runs most effectively if the combo can't get off; unless you find some way to combo out quickly and efficiently before the board can develop. The fastest that's possible in Standard is turn 3, and that requires cheating with Simian Spirit Guide:
Turn 1: Forest, Birds of Paradise
Turn 2: Plains, Saffi Eriksdotter, suspend Greater Gargadon
Turn 3: Land, remove Simian Spirit Guide, Reveillark, combo out
(Note that this doesn't actually do anything, because there's nothing to recur)
So green lets you go off on turn earlier (turn 4) under ideal conditions and a good opening hand. It's really a matter of whether you're planning for ideal conditions and a good opening hand.
4 Body Double
4 Mulldrifter
4 Martyr of sands
4 Reveillark
4 Mirror Entity
4 Wrath of God
4 oblivion ring
4 Feudkiller's Verdict
so you can just survive a long time until you have your combo
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
I personally like having anything go inf with things(aven riftwatcher) at one since you can just draw it out easily.
However, I think that we might be able to make this really good at GWR. We get infinite mana(wall of roots) infinite damage/removal(mogg fanatic) and infinite life(aven riftwatcher). As said earlier, Commune with nature is a great tutor for us. So should we try to have it be more aggro contol based or what? Early goyfs allow us to keep pressure on our opponents while we build up our combo. Firey justice lets us control their creatures, since we don't care about their life total. Birds fix mana. We can run 3 or 4 wall of roots since they control aggro and fix mana. And good'l mirror entity is nice.
4x River of Tears
2x Underground River
2x Adarkar Wastes
2x Terramorphic Expanse
1x Urza's Factory
1x Urborg, Tomb of Yawgmoth
5x Island
4x Plains
3x Swamp
4x Reveillark
4x Body Double
4x Mulldrifter
4x Nantuko Husk
3x Venser, Shaper Savant
2x Shriekmaw
Other Spells:
4x Mind Stone
4x Momentary Blink
4x Makeshift Mannequin
3x Careful Consideration
3x Extirpate
2x Seht's Tiger
2x Sower of Temptation
4x Deathmark
4x Aven Riftwatcher
This deck has been performing incredibly. The card advantage is the so large it's almost scary. I haven't played that much straight aggro on MWS, but I have played against BR Goblins, Treefolk, and Blue Control. If the deck can stabilize and get a trade or two by turn 6-7 against aggro its usually wins. And the sideboard with usually 8 cards to bring in vs. aggro, it doesn't seem like that hard of a matchup. For more controllish decks, there are too many threats for them to deal with, and they usually can't get ahead in CA since most of the stuff you play give you cards or destroys their stuff.
The backbone of the deck is Reveillark, and once you get Body Double, you pretty much can't lose. It's infinite chump blocking, and Body Double acts like Mannequins 5-8 for your other creatures. I haven't been amazed with Careful Consideration, but they really haven't been needed. I don't know what I could replace it with. Maybe another Shriekmaw, or some Oblivion Rings. I do;t know, but I know that several of you love the card. So what do you think I should do? The mana base is very stable, I really have never had any problems with it. (Except when I played Blink Riders, and he destroyed 7 of my lands with two Riders, yikes!!) This deck definitely has potential, but I need help on my SB, it just a generic SB, I kind of want to replace the Extirpates.
Well, the deck needs a discard outlet, you could try 2x bonded fetch and 1 more shriekmaw. Maybe that would work. Good luck.
Not true. My deck doesn't focus on winning with just the combo. It can without it, or easily drag the game long enough to accumulate the cards in the graveyard. I don't want to topdeck a Bonded Fetch against control in the late game, i'll have to wait a turn to use it, and it won't provide card advantage, only card quality. Careful Consideration has been fine as a discard outlet, but the main point is, the deck doesn't need it.
I think we should all focus on making this a good decks that just so happens to have an infinite combo in it. The creatures are good enough to win the game by themselves, and the deck shouldn't become a slave to the combo.
Also, I played a WW kithkin deck the other day, I went 0-2, but we didn't SB. First game I got crushed I had a bad hand, which i should have mulliganed. Secodn game I almost stabilized, but he got the last couple points through. If we SB'ed, Aven Riftwatcher and Sowers definitely would have helped a lot and probably would have won me the game.
-TEAM REVOLUTION
2 Aven Riftwatcher
3 Mirror Entity
3 Reveillark
1 Merrow Witsniper
2 Vedalken AEthermage
2 Bonded Fetch
2 Venser, Shaper Savant
3 Body Double
4 Mulldrifter
2 Teferi, Mage of Zhalfir
4 Momentary Blink
2 Graceful Reprieve
3 Mystical Teachings
3 Careful Consideration
Lands:
7 Snow-Covered Plains
7 Snow-Covered Island
2 Calciform Pools
3 New Benalia
2 Nimbus Maze
3 Adarkar Wastes
2 Pull from Eternity
1 Mirror Entity
1 Aven Riftwatcher
1 Reveillark
3 Wrath of God
2 Trickbind
3 Teferi's Moat
The UW version, in my opinion, is more stable. Since the deck runs a controllish/aggressive element and the added bonus of Teferi, puzzle solver allows you to instantly play the combo out of nowhere. Mystical Teachings helps you search for combo pieces too. as for Vedalken Aethermage, 'nuff said.
However without a great sideboard depending on your meta, this deck could go awry when faced against insane aggro or arb control...
The sideboard seems weird I know. but the remaining combo pieces are for decks that can't really deal with the combo such as Kithkin, Treefolk, Goblins, so naturally you'd rather play the combo faster.
2 Aven Riftwatcher
4 Mirror Entity
4 Reveillark
2 Nantuko Husk
2 Phyrexian Rager
4 Wall of Roots
3 Saffi Eriksdotter
3 Doran, the Siege Tower
Non-Creature Spells:
2 Prowess of the Fair
3 Profane Command
4 Commune with Nature
1 Primal Command
4 Glittering Wish
4 Plains
2 Swamp
4 Forest
1 Urborg, Tomb of Yawgmoth
1 Molten Slagheap
1 Fungal Reaches
1 Saltcrusted Steppe
2 Brushland
2 Caves of Koilos
2 Llanowar Wastes
2 Horizon Canopy
2 Pull from Eternity
1 Aven Riftwatcher
3 Thoughtseize
3 Damnation
1 Doran, the Siege Tower
1 Darkheart Sliver
1 Saffi Eriksdotter
3 Gaddock Teeg
Alright, this deck is extremely versatile as it can turn from combo to Aggro in a matter of turns.
The tutors in this deck are phenominal. I had a regular Turn 5 combo-out.
I know you most probably thinking "huh?" with the Prowess of the Fair, it's great because this deck needs to play/evoke reveillark to go off and to do it spends alot of mana, so you can sort your board out with a Prowess/Mirror Entity open and shoot for a Turn 5 infinite creatures then your opponent has one turn to respond.
Like I said earlier, Credit to all those that gave their inputs.
I would love to hear your Thoughts/Opinions? thanks
What I'm confused about is when do you consider reveillark leaving play, when it has been killed or when it touches the graveyard?
Secondly, is reanimating the same body double (a.k.a reveillark) possible when it is sac-ed to nantuko husk?
Thirdly, if it is possible, wouldn't it mean infinite combo without saffi eriksdotter?
I need to clarify this issue so that I can finalize my deck... Thanks!
P.S. @ necroticah, How do you return reveillark repeatedly for the infinite combo? hence how do you produce infinite creatures?
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:oooooooooooooh, uh. Now that's a real testing blubber of my crew and me. How did we not see that one?
Eish(this needed its own paragraph)
Umm, well I do apologise for that incredibly stupid mistake.
Well I have a solution for it, it's a tad bit slower but effective. Instead of Prowess of the Fair, I added Bitter Ordeal. I'm going to test of exactly how much slower it gets. Great at turn 5(not likely) but should get a consistent turn 6:D
Thanks Jdourd for pointing that out.