I submitted Voltaic Servant over Voltaic key... which actually makes me do worse since it eats Super's path lol.
But yeah agreed on banning some of those stock combos. I'm often like "Alright if I'm maximizing my winning chances I should just do an LED re-animator combo or depths, but let's do something sweet." I love the more constrained formats that force some really weird decks (like the mana source one), or the really wild ones that make the stock combos obsolete (like the incremental omniscience one).
And while jynxed choker shenanigans are occasionally cool, I feel they go against the spirit of the second turn grace periods. I'd like to amend the "before the start of your opponent's second turn" stuff to "before the end of your opponent's second turn."
Jace's Peacekeeper7
Artifact Creature - Construct (C)
Alliance (A teammate can help pay the casting costs and the activation costs of this card.)
4/6
Frenetic Conference2R
Instant (C)
Alliance (A teammate can help pay the casting costs and the activation costs of this card.)
As an additional cost to cast Frenetic Conference, discard a card.
Target player draws two cards.
Focused Effort
Conspiracy (U)
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Cards your team owns and permanents your team controls with the chosen name have alliance.
Show and Tell
At the beginning of the first upkeep, each player may put a permanent card from their hand onto the battlefield (Progen ban?)
Sundial
Each player starts the game with an emblem with "0: End the turn. Activate this ability only during your turn and only once each turn."
Emergency Stop
Each player starts the game with an emblem with "Sacrifice this emblem: End the turn. Activate this ability only if there are no spells on the stack."
And an attempt at formalizing Prep Time:
Prep Time
Before the game begins, each player plays a Magic subgame against a goldfish. Each player begins the game with the hand and permanents they had at the end of their third/Xth turn in their subgame. (The Kill/Infinite Turns/Discard rules apply at the start of the real game, so no making arbitrarily large amount of tokens or whatnot).
1. 1-4. Life&Limb and CS trade. On the play my Chrom matches the growth of dungrove elder, on the draw it doesn't.
2. 0-6 You kill me on my seventh upkeep, most I can do is 9 damage (2 pumps into 3 swings).
3. Warden of the First Tree/Arcane Denial would have been a way better build of this concept.
4. 0-6, agreed.
5. 6-0, 0/10 no Akrasan Squire/Jousting Lance.
6. 0-6. Agreed. I previously used Chrom, but that was in a build where I needed a colorless 1-drop win con with limited mana. Warden is obviously waaaay better in land rule formats.
1. 6-0, I counter the squirrel nest.
2. X
3. 6-0, agreed.
4. 6-0. Wait isn't this hand illegal? In any case, I counter the Mists and Emeria Angel outpaces Pheonix.
5. 6-0. ( ง ͠° ͟ʖ ͡°)ง SQUIRE, ATTEND ME! (ง ͠° ͟ʖ ͡°)ง (ง ◉◡◔)ง READY, SIR (ง ◉◡◔)ง (Welcome btw!)
1. 1-4. I always Revoker naming Mangara. On the play I play Dynamo+Revoker. You're forced to play Karakas and represent mana tithe for Ugin, which I run into T2. T2 you play mangara, T3 I digger Ugin back and hold dynamo up. T3 you blow up revoker with pridemage, but you need to use an untap to both play+sac pridemage and hold up karakas. So Mangara either exiles one of my things and recurs, in which case I recur revoker with the other mana source and force the draw, or it eats two things without going back to hand and we draw. On the draw I'm too slow and you get to Mangara nonsense me out.
2. X
3. 3-3. On the play I T1 revoker, which you have to counter, and digger. Next turn I digger+replay revoker and eventually get the Ugin out. On the draw you play out mangara, counter my Revoker, blow up my land and win with the goblin. (Also Chancellor of the Forge+Foil+Island is a nice general 5CH shell.)
4. 3-3. On the play I revoker you out of the game, on the draw you play two threats Ugin can't deal with (memnarch is unfortunately colorless, whomp whomp). Archetype is a great idea btw.
5. 0-6. Revoker stops me cold, while confluence deals with my own revoker.
3) 6-0 Path Salvagers, Disenchant Memnarch, gut shot one of the 5/1s. On my first turn, memnarch isn't active yet, so my elemental gets to get in.
I don't need to tap my island, so I end my turn with Island+two Black Lotus in play and threaten a steal. You can disenchant in response to memnarch's first ability, but I get around that by just by blocking the elemental (stealing in response if you try to disenchant) and achieving the same effect.
Hmm, I'm really only using this Island to enable that one-of steal. I think an instant mana producer that could do other things would just be better (Morselhoarder? Crystalline Crawler?).
But yeah agreed on banning some of those stock combos. I'm often like "Alright if I'm maximizing my winning chances I should just do an LED re-animator combo or depths, but let's do something sweet." I love the more constrained formats that force some really weird decks (like the mana source one), or the really wild ones that make the stock combos obsolete (like the incremental omniscience one).
And while jynxed choker shenanigans are occasionally cool, I feel they go against the spirit of the second turn grace periods. I'd like to amend the "before the start of your opponent's second turn" stuff to "before the end of your opponent's second turn."
1. 0-6. ded
2. X
3. 0-6. ded, dreadnaught's super obvious in hindsight.
4. 0-6, ded, you're not forced to sac giants quickly enough.
Yeah the smokestack idea was waaay better in 5CH, since you can drop it T1 and your opp is working with a limited amount of permanents.
before it was cool.Same context of a team-draft expansion too!
Quiet week, yall got finals?
Show and Tell
At the beginning of the first upkeep, each player may put a permanent card from their hand onto the battlefield (Progen ban?)
Sundial
Each player starts the game with an emblem with "0: End the turn. Activate this ability only during your turn and only once each turn."
Emergency Stop
Each player starts the game with an emblem with "Sacrifice this emblem: End the turn. Activate this ability only if there are no spells on the stack."
And an attempt at formalizing Prep Time:
Prep Time
Before the game begins, each player plays a Magic subgame against a goldfish. Each player begins the game with the hand and permanents they had at the end of their third/Xth turn in their subgame. (The Kill/Infinite Turns/Discard rules apply at the start of the real game, so no making arbitrarily large amount of tokens or whatnot).
1. 1-4. Life&Limb and CS trade. On the play my Chrom matches the growth of dungrove elder, on the draw it doesn't.
2. 0-6 You kill me on my seventh upkeep, most I can do is 9 damage (2 pumps into 3 swings).
3. Warden of the First Tree/Arcane Denial would have been a way better build of this concept.
4. 0-6, agreed.
5. 6-0, 0/10 no Akrasan Squire/Jousting Lance.
6. 0-6. Agreed. I previously used Chrom, but that was in a build where I needed a colorless 1-drop win con with limited mana. Warden is obviously waaaay better in land rule formats.
1. 6-0, I counter the squirrel nest.
2. X
3. 6-0, agreed.
4. 6-0. Wait isn't this hand illegal? In any case, I counter the Mists and Emeria Angel outpaces Pheonix.
5. 6-0. ( ง ͠° ͟ʖ ͡°)ง SQUIRE, ATTEND ME! (ง ͠° ͟ʖ ͡°)ง (ง ◉◡◔)ง READY, SIR (ง ◉◡◔)ง (Welcome btw!)
1. 1-4. I always Revoker naming Mangara. On the play I play Dynamo+Revoker. You're forced to play Karakas and represent mana tithe for Ugin, which I run into T2. T2 you play mangara, T3 I digger Ugin back and hold dynamo up. T3 you blow up revoker with pridemage, but you need to use an untap to both play+sac pridemage and hold up karakas. So Mangara either exiles one of my things and recurs, in which case I recur revoker with the other mana source and force the draw, or it eats two things without going back to hand and we draw. On the draw I'm too slow and you get to Mangara nonsense me out.
2. X
3. 3-3. On the play I T1 revoker, which you have to counter, and digger. Next turn I digger+replay revoker and eventually get the Ugin out. On the draw you play out mangara, counter my Revoker, blow up my land and win with the goblin. (Also Chancellor of the Forge+Foil+Island is a nice general 5CH shell.)
4. 3-3. On the play I revoker you out of the game, on the draw you play two threats Ugin can't deal with (memnarch is unfortunately colorless, whomp whomp). Archetype is a great idea btw.
5. 0-6. Revoker stops me cold, while confluence deals with my own revoker.
I did in fact spot it (while looking for a colorless variant I could have sworn existed).
I don't need to tap my island, so I end my turn with Island+two Black Lotus in play and threaten a steal. You can disenchant in response to memnarch's first ability, but I get around that by just by blocking the elemental (stealing in response if you try to disenchant) and achieving the same effect.
Hmm, I'm really only using this Island to enable that one-of steal. I think an instant mana producer that could do other things would just be better (
Morselhoarder? Crystalline Crawler?).