Soul Seizer isn't very efficient as far as straight-up mind control, but it does trigger Bident of Thassa and Coastal Piracy if unblocked, and its also a body for creature recursion decks.
3) Put great whale onto the battlefield using sneak attack and untap 7 lands. Make sure when you untap lands you have a healthy mix of black, blue, and red mana. Do not lopside it otherwise you may not have the correct mana left open to win the challenge with. I would suggest 3 red and 3 blue alongside whatever black.
Honestly, I'd rather run Obsidian Fireheart over the gladiator any day, especially in mono-R. Even if he eats removal, he still has a lasting effect that damages opponents.
Can I use sunforger to search my library and pull the "Ends" side of Odds/Ends to make my opponent sacrifice 2 creatures? Can I only search for the "Odds" side? Can I search for neither side (assuming CMCs are combined into one)?
In a game of EDH, does Mirror Strike redirect commander damage back to its controller? Or just the damage without it being labeled as commander damage?
To reiterate on how the new legend rule is awesome with clones, Karrthus, Tyrant of Jund now becomes a liability against clones. Clone comes in - steals Karrthus - with new legend rule the clone puts itself in the graveyard (keeping opponent's Karrthus) - all dragons in play turn the tables on Karrthus player and swing away.
You have it, the fabled God hand. You drop all of these artifacts into play, the combo is assembled, you have infinite mana.....and absolutely nothing to do with it. You pass your turn. Turns continue passing around the table back to you. You draw...a land. You pass again, knowing that next time will be it, you'll set the combo off and kill the board. You draw, and it's nothing relevant.
You proceed to lose catastrophically as your deck seems to be punishing you for pulling off the impossible.
Can't say I own an EDH deck capable of pulling off an infinite mana god hand turn 1, but I can say that several times I've had an infinite combo 1 mana away or 1 turn away, and then lost a piece of the engine before I could do it. Not sure if that's comparable to your example at all, but the feeling afterwords is similar.
Is it just me, or is Ramaz, this year's planeswalker boss a pushover? I mean with Karn in DotP 2012, you had to fear the Tinker into Darksteel Colossus turn 2 with his moxes. Bolas in DotP 2013 was also hard, as it seemed like your creatures got destroyed with his board wipes or spot removal, and then he busted out with titans and ultimatums. Ramaz...drops the ball. Every game is linear with him. I don't know how he is with anyone else, but here is the breakdown of his first few turns EVERY TIME:
Then the turns afterwords are spent playing more lands, or using his Desperate Ravings to draw cards, and it seems like more often than not he discards his useful cards with it. Then he flashes it back, plays lands, and go. He may or may not earthquake more than once, and sometimes he throws a prophetic bolt in there, but really he ceases to be as tough as the past planeswalker bosses. Anyone else have an easy time with Ramaz? I've played against him 5+ times and haven't lost yet.
1) Buyback Demonic Collusion twice, discarding brainspoil, coercion, infernal tutor, and betrayal of flesh. Grab great whale and spitting image with your collusions.
2) Then cast Demonic Collusion non-buyback to grab past in flames.
3) Put great whale onto the battlefield using sneak attack and untap 7 lands. Make sure when you untap lands you have a healthy mix of black, blue, and red mana. Do not lopside it otherwise you may not have the correct mana left open to win the challenge with. I would suggest 3 red and 3 blue alongside whatever black.
4) Cast spitting image targeting your great whale to untap lands.
5) Cast past in flames. Flashback brainspoil targeting your non-token great whale.
6) Flashback betrayal of flesh without entwine to return great whale from your graveyard to the battlefield to untap lands.
7) Flashback infernal tutor to grab snap. Cast snap targeting your non-token great whale and untap two lands.
8) Use sneak attack to put great whale onto the battlefield and untap lands.
9) Flashback spitting image and put a token of great whale onto the battlefield and untap lands.
10) Flashback both of your Demonic Collusions without buyback to grab hoodwink and tendrils of agony.
11) Cast hoodwink to return your opponent's Leyline of Sanctity to their hand.
12) Then cast tendrils of agony to target your opponent and all copies of it targeting your opponent as well.
13) Flashback past in flames making sure to leave a U mana open at least.
14) Flashback snap, untap two lands making sure you have a R open, to return your non-token great whale to your hand.
15) Use sneak attack to put great whale onto the battlefield and untap lands and at this point you no longer need red mana and at least 4 black mana.
16) Flashback coercion to discard your opponent's Leyline of Sanctity.
17) Flashback hoodwink to return your helm of awakening to your hand, then recast the helm.
18) Flashback tendrils of agony targeting your opponent with it and all copies.
Congrats, you have solved this challenge!
Auramancer's Guise
Infiltrator's Magemark
Righteous Authority
Followed Footsteps
Are just a few of the enchantment cards blue has to offer for auramancer/enchantment-based decks.
Odds
Can I use sunforger to search my library and pull the "Ends" side of Odds/Ends to make my opponent sacrifice 2 creatures? Can I only search for the "Odds" side? Can I search for neither side (assuming CMCs are combined into one)?
Mirror Strike
In a game of EDH, does Mirror Strike redirect commander damage back to its controller? Or just the damage without it being labeled as commander damage?
Thanks in advance for any replies!
Can't say I own an EDH deck capable of pulling off an infinite mana god hand turn 1, but I can say that several times I've had an infinite combo 1 mana away or 1 turn away, and then lost a piece of the engine before I could do it. Not sure if that's comparable to your example at all, but the feeling afterwords is similar.
Turn 1: Forest, Exploration, Mountain.
Turn 2: Forest, Island, Harmonize.
Turn 3: Either Earthquake if you have a fast deck, or Master of the Wild Hunt if you have a slower deck.
Then the turns afterwords are spent playing more lands, or using his Desperate Ravings to draw cards, and it seems like more often than not he discards his useful cards with it. Then he flashes it back, plays lands, and go. He may or may not earthquake more than once, and sometimes he throws a prophetic bolt in there, but really he ceases to be as tough as the past planeswalker bosses. Anyone else have an easy time with Ramaz? I've played against him 5+ times and haven't lost yet.