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  • posted a message on Most turn 1 damage in a deck with no infinite combos
    there aren't stockpiled clues on board at once (which wouldn't work); rather many copies of evidence examiner in play cause many investegate triggers per collect evidence trigger
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Evidence examiner is better than mind's eye since ashnod can copy clue token abilities
    3 opponent draw -> many minds eye trigger per opponent draw -> 1 card draw per mind's eye trigger
    vs
    1 combat -> many collect evidence trigger -> many clues per collect evidence trigger -> many card draw activation per clue
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Hmm, does that mean we need to use Embelm of the warmind?
    So we lose the precombat draws from phabine.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Ah yes, Caress allows for a lot more precombat draw.

    So the start becomes:
    - Ruby crypt dig experiment -> resurgent omni (storm 2)
    - TYS caress, draw 9 (10 in hand) (storm 3)
    - Search (Veyran, Ratadrabik, Teysa, ?), Drake (orrery, panharmonicon, ?) (8 in hand)
    - Fated (5 copies - ratadrabik(2 rata, 4 legends per death), teysa(5 teysa, 12 legends per death), ratadrabik(14 rata, 84 legends per death), veyran(85 veyran), drake(6x?)) (7 in hand)
    - Helix (post, resurgent, caress, search) (5 unspecified drake targets)
    - Riftsweeper, Martyr, Channex (4 unrestricted in hand)
    - Post from hand - trigger helix 86 times. IIRC, each spell is individually optional so we're not obligated to cast caress until last.
    -- First casts search for every other legend, resurgent for volute(on fated) and up to 3 other enchs (cowardice,opalescence,BBM?) (last unspecified card from drake is another instant to move volute to)
    -- Second helix trigger casts search,resurgent, triggering volute many times; can do foundry stage things (though the complete stage also needs march). When resurgent resolves we get the rest of the enchantments from milling with drake clones.
    -- Each subsequent helix trigger is now more sorcery casts to scale the foundry stage (and each copy of resurgent that resolves can get pious for life for more sorcery casts); though we can't quite do the hyperstage too as resolving a spite leaves with no way to do the rest of the combo - casting worldfire from hand at some point is needed for R, but spite discards it; and kills the helix in play which does not use LKI for its triggers and thus caress can't be cast for draw)
    -- On the final helix trigger, we first make many mind's eyes and bounce TYS out of play. Then we resolve it to caress opponent creating many mind's eye triggers.

    Then finally we can worldfire from hand with a stack setup to recover from it, and draw into SSA for the rest of the combo.
    Afterwards we have access to two more copies of caress before going to combat with many phabines.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    The problem with riftsweeper is that it targets, and thus we can't easily keep triggers of it on the stack that are useful post-worldfire.
    A retargeter (like Psychic battle) fixes it, but that costs a slot; and the mirror line above is then more efficient.

    An older version swapped mirror, ashnod, brutal supression for riftsweeper, kunesh, neurok transmuter, psychic battle; but the current configuration is more efficient.

    However it might still be possible to make use of riftsweeper in this deck:
    Prior to resolving the worldfire transition, we can arrange for easily exilable things (creatures, instants, sorceries) to be in the library.
    Then, the sequence post-worldfire can be:
    - Drakes to mill things
    - BBM to put creatures into play. Riftsweeper can unexile *one* thing here - make it pious; drake mills it
    - Hyperstage transition with floating spell as wrong turn to donate channex and counter spite, archon returns pious
    - BBM to put riftsweeper into play
    - Hyperstage transition with floating spell as fated to clone riftsweepers unexiling everything, drakes to mill them, and archons/teysas/ratadrabiks; archon returns everything
    - BBMs to put creatures into play, drake gets orrery and twinning staff plays it

    So it looks like riftsweeper does work, which simplifies several things and improves the ending.

    Also, I noticed my description of the blue stage doesn't quite work as is, but does with modifications. The issue is that using worldfire to cast search means there's no place for the snow island to be safe for the next needed floodchaser activation; search must be cast immediately after worldfire; but then for fully restoring state from worldfire we must cast a spite which discards or sacs the snow island.
    But the fix is straightforward; we can just resolve a few A triggers, each one producing R, then in between doing the megastage to get great furnace back to hand and replenish R at the cost of a martyr; then we bank up a few spare R to cast sorceries without worldfire including search whenever needed in building the rest of the stage.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Hmm, that is something to worry about, but if we have a way to set up computations without the opponent needing mirror in play then it works.
    After a worldfire resolves, mirror is safe in exile, where it can eventually be unexiled by a mirror activation further down on the stack.

    The processes used in the worldfire transition use can be extended to show that we can resolve through several volute-hyperstage transitions to do useful things through prior set up triggers, even without orrery in play, and they can have different "floating spells" waiting on the TYS trigger. the first must be wrong turn to donate channex and counter the spites, the second must be fated to get enough Teysa Karlovs for enough archon triggers, then as ratadrabik preserves the teysas through spites provided the real legends are in play through a prior set up BBM, there are enough archons for any number of other transitions with different floating spells.
    Things we can then do from this setup with prior-setup triggers include:
    - unexiling things with mirror
    - bouncing things with martyr
    - putting creatures into play with BBM
    - playing things with twinning staff
    - drawing artifacts and milling cards with drake
    - copying a single instant many times followed by a spite
    - have many nonlegendary copies of legends in play as well as vanilla creatures in play between spites
    However we need to be careful with nontoken artifacts; as if we put them into play then the only way to not lose them is to have the next floating spell be wrong turn. This means we can't make 3 coat of arms as needed. We also can't cast 2 spells between a spite, so we can't clone or hack some of our stuff and then donate it.
    However, we *can* now put orrery, coat, keg into play, and then flashback souls to create a volute transition that casts each of our instants once (with many copies) - no unexiling instants in between, but we can unexile & mill them all prior - first fated clones necromancer,coat of arms,boom keg; then AE hacks necromancers + vanilla creatures, then arcbond affects kirk, then wrong turn donates all computation pieces + artifacts to recover afterwards (orrery in particular). Then spite starts the computation and replenishes the 2 life spent. Then afterwards we can recover orrery and, finally, mirror.

    Every other time we run the hyperstage transition without doing a computation, we can keep march in play to prevent opponent from using the mirror.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    General tier-N stage template:
    - Resource X. Lower tier resource is Y.
    - Transition creation: Consume X and a small amount of a lower resource to create a transition, many Y, and return to a state in which transition creation can be repeated.
    - Transition use: Consume transition to destroy all lower resources accessible from this point in the stack and replenish X and return to a state in which transition creation can be repeated. (additional lower resources below the transition on the stack that need to be consumed to restore state can be considered part of the transition itself and thus "consumed" by transition creation)
    - General process: Create transition, use Y to do work, use transition, repeat until the lower resource is depleted. Inner work includes repeating many self-similar copies of this tier-N stage, with recursive depth equal to initial X.

    Foundry stage:
    - Resource: Martyr tokens
    - Transition creation:
    -- Initial state: Martyr in play, many ashnods and BBMs in play, chancellor of the annex in play with opponent
    -- Put twinning staff activation on the stack
    -- Use token to generate many ashnod-martyr triggers and use one to bounce martyr
    -- Play martyr to generate many BBM-martyr triggers. Each can be used to generate more ashnod-martyr triggers and bounce other useful stuff.
    -- The transition itself is an batch of ashnod-martyr triggers between two BBM-martyr triggers. So this ultimately consumes a BBM-martyr trigger from the lower batch.
    - Transition use:
    -- Resolve BBM-martyr trigger to put martyr in play if not already. Lower tier resources (other stack triggers) are destroyed by nature of the stack.
    -- Resolve ashnod-martyr trigger to bounce martyr
    -- Put martyr under foundry and create token
    -- Use the Volute hyperstage transition creation & use as described below to unexile martyr
    -- Resolve down to next BBM-martyr trigger to return martyr to play

    Volute hyperstage:
    - Resource: Life
    - Initial state: Volute in play, many veyrans in play, lingering souls in yard
    - Transition creation:
    -- Use ashnod-martyr triggers to bounce every relevant legend and play them to generate BBM triggers.
    -- Spend 2 life to flashback souls, trigger volute many times.
    -- Cast many copies of each instant; in particular fated to clone everything relevant (including mirror to freely unexile spells to be cast through volute multiple times + unexile martyr, metalworker for plentiful colourless mana, legends and BBM for scaling to carry through transition), and other spells to set up computation.
    -- With penultimate volute, cast wrong turn leaving its TYS triggers on the stack; and move volute to Spite. (so when volute is sacced to a later transition use (or exiled to worldfire), the LKI of the pending trigger still points to spite).
    -Transition use:
    -- Resolve TYS-wrong turn triggers to donate all nontoken artifacts as well as many BBMs to preserve scaling.
    -- Resolve volute-spite to sac the board; opponent's channex counters it so nobody loses life.
    -- Resolve ratadrabik triggers to create nonlegendary versions of each relevant legend (ashnod, veyran).
    -- Resolve archon triggers to return each relevant enchantment, including pious for 2 life; and omni, cowardice, TYS, volute (enchanting a spell still in the grave).
    -- A computation may be started. (notably, we're able to have nonlegendary versions of any of our legends in play for this. this doesn't cause any issues, in particular with ratadrabik's death trigger that only triggers on actual legendary creatures dying).
    -- Resolve BBM triggers to return nontoken legends to play.
    -- Resolve ashnod-martyr triggers to bounce nontoken artifacts that were donated.
    -- Resolve down to twinning glass trigger created as part of foundry stage transition creation to play orrery.

    Helix megastage
    - Resource: Red mana
    - Initial state: At 5 life
    - Transition creation:
    -- Create *two* hyperstage transitions, along the way setting up stuff on the stack as described below in the transition use
    -- Play abandon for R to trigger helix and cast other sorceries. Resolve starlight to scale life to output of last computation.
    - Transition use:
    -- Resolve worldfire
    -- Resolve several interleaved mirrors and drakes to unexile & mill relevant cards and put artifacts to hand. However, leave orrery in the library (or exile).
    -- Resolve several twinning staff activations to play artifacts. Tap mox ruby for R.
    -- Resolve several BBM triggers to put relevant creatures into play
    -- Resolve through hyperstage transition; donating at least annex and saccing the board. Archon triggers just once returning pious.
    -- Resolve BBM triggers to return archon
    -- Resolve through the second hyperstage transition; which this time can be set up to have TYS-fated as its floating spell rather than TYS-wrong turn; an nothing needs to be donated (the orrery is still in the library/exile and opponent already controls channex) - make many archons. Then archon return the full suite of enchantments ready to return to a normal state.
    -- Resolve drake trigger to get orrery and twinning glass to play it.

    Later stage template:
    - Resource X
    - Triggers A and B each cost X to create a batch
    - Resolving an A (or a few A) then a B (or a few) replenishes X, and creates some of a lower resource Y.
    - Reduction to previous general template:
    -- Transition creation:
    --- Spend X to create batch of A triggers, resolve a few. Spend X to create a batch of B triggers and resolve a few. Replenish one X.
    --- The transition itself is then the A batch between batches of Bs.
    -- Transition use:
    --- Resolve through the As. Resolve the next B to replenish X.
    - At the top level many Y can be accumulated.
    - The full processes overall costs an X as that spent on the initial A is not replenished. (equivalently speaking, the transition use costs a B trigger - whereas most prior processes have just cost some martyr triggers overall. this is basically what makes these processes regular stages rather than higher tier stages.)

    Blue stage:
    - Resource: Blue mana
    - Creating A triggers:
    -- Spend U to activate (token copy of) transmuter, bounce ruby (replay for extra R), sac snow island for many ashnod triggers.
    -- Build foundry stage with each martyr build at least 2 megastage transitions (nested or not); the first puts snow covered island in the library and the second casts search for glory after resolving worldfire to find it. Resolving down replenishes any R spent as well as all but one martry we originally had.
    - Creating B triggers:
    -- Spend U to activate floodchaser, sac snow island for many ashnod triggers
    -- Do the same thing with the megastage to get back the snow island
    - Replenishing U: Each A trigger can put great furnace into play, and a B trigger after creates U. Megastage can be built to return furnace to hand without loss of R. Spare A triggers can also be spent to put in furnace for extra R. Extra R can occasionally cast sorceries without worldfire to replenish the tokens that are spent in between creating megastage transitions.

    Green stage:
    - Resource: Green mana
    - Create A triggers: Activate groundskeeper.
    - Create B triggers: Activate firebrand ranger. (megastage thing retrieves snow island etc)
    - Replenishing G: A triggers retrieve forest + snow island, B triggers put in to make GU

    White stage:
    - Resource: White mana
    - Create A triggers: Spend (now plentiful) R to animate ghitu encamplent, a martyr for hyperstage transition to donate it, activate wayfarer
    - Create B triggers: Spend W on ruin ghost
    - Replenishing W: A triggers tutor dig, grazer uts it in tapped, B triggers flicker it to be sacced for W. Megastage thing puts it back in library.

    Layers:
    - Each SSA token death creates a treasure
    - Every precursor golem trigger creates many SSA copies
    - Each SSA cast creates many golem triggers
    - Each opponent draw triggers minds eye many times allowing us to draw SSA
    - Opponent can draw 53 card with phabine (no more; no way to put cards back into their library)


    Alternative layers:
    - Each SSA token death creates a many treasures due to Teysa Karlov
    - Each SSA task creates many SSA copies each creating a token
    - Each opponent draw triggers minds eye many times allowing us to draw SSA
    - Opponent can draw 53 card with phabine (no more; no way to put cards back into their library)
    (Teysa is probably more efficient than precursor in other parts of the combo; as it doubles ratadrabik triggers allowing for faster scaling of legends; and spending fewer fateds on archons during megastage transitions as just a couple fateds can be spent on teysa triggering many ratadrabiks instead. I initially thought it was required for the megastage transition to work but it isn't.)

    Start:
    - Opening hand: crypt, ruby, dig, experiment, II, TYS, search
    - experiment for resurgant+omni (storm 2)
    - TYS, search (storm 3, get veyran, ratadrabik(?), ??), II (storm 4, 2 TYS triggers of 3 each (+ original) = 7 total = 14 cards, 7 opponent poison)
    - should be plenty to get started. orrery, drake, fated makes many ratadrabiks, veyrans, ashnods, + some metalworkers for initial colourless + some martyrs for bouncing stuff; can start setting up initial stages.
    - can resolve 2 more IIs later after exhausting available resources to draw SSA (spare R for first available from cast-from-hand worldfire and/or cast-from-hand abandon) and do rest of combo for many mind's eyes before combat.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Ashnod the uncaring also has deathtouch that goes infinite in the same way.
    Is indestructible necessary? It looks like a heartbeat flooding clock of "when X dies make one X and three Y" keeps all Y alive which every setup creature can share a type with, without affecting the rest of the computation.
    It looks like opalesence and march can be kept out of play during computations, so the necessary artifacts and enchantments aren't endangered as typeless creatures.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Wow! FWM TC is great news!
    The wiki defines a waterclock's age as the number that gets multiplied by its zeroing triggers, and the velocity as age+value, i.e. what the age will be once the clock zeroes, which in mtg terms is the number of tokens. (and age is damaged marked on the first token).
    There are a couple of setup differences: With [card]Goblin Boom Keg[/c] our normal damage amount is 3 rather than 1, which changes the relation between number of tokens and number of times a token can take damage before dying. This can be restored back to normal by using 3 copies of coat of arms. (so value of a waterclock is now floor(minimum remaining toughness/3)).
    There's also passive boosts to worry about - necromancers increase the base toughness of the type they care about dying in a way that also changes the relationship between number of tokens and value. I haven't read the proof/compiler in detail so not sure whether it can adapt to this situation.
    Bishop of wings solves this by not being of any of the types it cares about (also its bases are 1/1s instead of 2/2s but with the 3-coats setup this difference isn't relevant), but makes life difficult to use.
    Perhaps we spend a card on changing the types of necromancers (e.g. Serpentine Ambush)?
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    We have 2 options for BB numbers afaik, but they're both inconvenient to work around
    - Soul collector + 3-life etb/dies + 6 dual typed creatures with no overlap
    - Sanctifier en vec + only resolving exactly one arcbond between computations
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Looking through the doctor who set, don't see anything that solves our main problems.
    There are a few cards that could be useful in specific situations - there are a few unique ways to interact with sagas; Clara Oswald is a legendary harmonic prodigy; Idris, soul of the TARDIS could put several abilities from different cards onto one card, which I don't know whether is useful but it's interesting.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Hmm Rukarumel, Biologist is a new Dralnu's crusade, but it also affects cards not on the battlefield. I think the same issues would apply though even when limited to 6 copies.

    I was thinking a changeling in the deck might force every creature type to exist and thus force dependencies to exist; but that doesn't work for 2 reasons; firstly is that I don't think the presence of a changeling actually *does* force dependencies to exist, as it doesn't cause one affect to *change* the set of objects another applies to. Secondly the Rukatumels would need to be under the opponent's control and thus wouldn't see a changeline we own anyway.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    I'm not actually sure I'd trust MTGO to be more accurate than the simulator
    It's gotten more straightforward dependency interactions wrong before
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    the best hypothetical card would be a rutlang reanimator effect that made a dual typed creature
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Doesn't Attendant of Vraska gain too much life if it's pumped by coat of arms?
    Posted in: Magic General
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