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  • posted a message on Abusing Otherwise Meaningless Loops
    After you animate Wandering Fumarole, you can repeatedly activate it for 0 with a Ceaseless Searblades around to witness it.
    Posted in: Magic General
  • posted a message on Best starting hand possible?
    Quote from WDStudios »
    Even a "total" of 6 mana is plenty to get a kill package.


    Like what? 2 Ball Lightnings and a whole bunch of Ornithopters and Kobolds?


    In fact, the original brainstormed ideas did involve overloading on 0-cost creatures, but specifically not the ones that actually stayed alive. Phyrexian Marauder and Shifting Wall count as 0 mana, but enter as 0/0s and immediately die (of course, nowadays we have Hangarback Walker and Endless One as well). That plays right into the other cards you fetched: a set of Disciple of the Vault, which will happily trigger on all those deaths and overwhelm the opponent with life loss. This setup was eventually dismissed because it uses up way too many card slots in the deck, often clogging your hand with these worthless 0/0 creatures instead of the spells you actually want to find.

    Nowadays, the canonical method involves 4 cards spread across two packages, in which the first one is used to bootstrap access to the second. Start with Viscera Seer (1) and Body Double (5); the Body Double enters as a copy of the Hulk in the graveyard, and the Viscera Seer just serves as a sacrifice outlet to get rid of your Hulk-Double and net another Hulk trigger. The second one lets you get Mogg Fanatic (1) and Reveillark (5), where Mogg Fanatic obviously lets you throw it at the dome right away for 1 damage. Reveillark is another card with a death trigger, and the Viscera Seer from package 1 is still around, so sacrificing it lets you get that trigger. Then you get to return two creature cards with power 2 or less--Mogg Fanatic and Body Double. This time let Body Double enter as a copy of Reveillark, and you can one again sacrifice Mogg Fanatic for damage and the copy Reveillark for another trigger. The Body Double card goes back to being 0/0 in the graveyard, not 4/3, so it can keep targeting itself and Mogg Fanatic, for 1 damage each time through the loop.

    A single package of 3 cards exists in Nomads en-Kor (1) + Cephalid Illusionist (2) + Laboratory Maniac (3), but that doesn't actually "win" until the next time you draw a card, and all it takes is one well-timed removal spell on Maniac before that point to open yourself up to a complete reversal of the game outcome.

    In these theoretical exercises that don't have to worry about building a deck with an eye on the probability of getting a functioning hand in the first place, let alone an ideal hand, the package of choice (at least if you're going first) probably ought to be Grand Abolisher (2) + Balustrade Spy (4). If they couldn't disrupt the turn up to this point, Grand Abolisher locks them out of anything as soon as they get to see it, in case they were counting on a removal spell or Surgical Extraction as their disruption. Meanwhile, Balustrade Spy targets yourself to reveal a deck with no lands, milling all sorts of Narcomoeba and Dread Return and fun stuff like that.

    Quote from Degduar Marte »


    Since when can you play with more than 4 copies of a card with the same name in limited?

    In limited, you're allowed to play as many copies of the same card as you managed to draft, or that are in your sealed pool. If you have 5 or 7 copies of a card like Surging Flame in your packs, go ahead and play them all--that was a big reason they made the ripple mechanic in the first place, since Coldsnap was toying with the idea of triple-small-set drafts, which inevitably lead to the commons being duplicated many times over, so the multiplicity of the card becomes an interesting decision in itself.
    Posted in: Magic General
  • posted a message on Best starting hand possible?
    Even a "total" of 6 mana is plenty to get a kill package. The real problem is that word "dies", meaning that a single Leyline of the Void can prevent its trigger condition from ever taking place.
    Posted in: Magic General
  • posted a message on Best starting hand possible?
    You don't have your deck in hand unless and until Enter the Infinite actually resolves. Considering the opponent can use your Show and Tell to dump something like Eidolon of Rhetoric or Curse of Exhaustion, even double Pact backup isn't going to ensure that.

    A three-counter hand will not only break through the counters but leave you on the hook for some unpayable Pact costs, and even a single Chancellor of the Annex is enough to stop it since you have no way to play any spell before Black Lotus, unless the opponent is leading a proactive spell of their own.
    Posted in: Magic General
  • posted a message on Best starting hand possible?
    If there is no ban list, you could reveal this:
    Power Play
    4x Double Stroke (naming Molten Disaster)
    4x Brago's Favor (naming Molten Disaster)
    Unexpected Potential (naming Angel's Grace)
    4x Iterative Analysis (naming Angel's Grace)

    then have a hand of Leyline of Anticipation, Pact of the Titan, 4x Simian Spirit Guide, Angel's Grace. Put down Leyline of course, play Pact only if there are Chancellor of the Annex triggers that you need to waste, and either respond to the Chancellor triggers or (if there are none) just lead out Angel's Grace, drawing four cards from Iterative Analysis while split second is still on the stack. Have those cards be 3x Elvish Spirit Guide and 1x Molten Disaster, then as soon as Angel's Grace resolves and you get priority again, throw out a kicked Molten Disaster for X=7, copied four times to burn everyone for an untargeted 35 damage. If you're lucky enough to have this hand and series of topdecks, nothing can stop you except an opponent who also runs Power Play, wins the 50/50 shot, and has a hand that is similarly capable of laying down the hammer immediately with the first round of priority they get.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    What does Krark's Thumb have to do with anything? An ignored flip is ignored in its entirety, and Karplusan Minotaur can only trigger on the flip that's kept when all is said and done.
    Posted in: Magic General
  • posted a message on Enemy color ETBT land cycle
    The first ability on the card is too short to have any opt-out conditions: it is purely "CARD NAME enters the battlefield tapped."
    Posted in: The Rumor Mill
  • posted a message on Enemy color ETBT land cycle
    Quote from kenderbox »
    Ugh. Why did they have to make that cycle anyway? Why not just reprint the strictly superior life lands from Khans? I really don't get it.

    For one thing, because "Scoured Barrens" doesn't mesh with the established geography of Innistrad.
    Posted in: The Rumor Mill
  • posted a message on Enemy color ETBT land cycle
    https://twitter.com/Magic_Duels/status/707272177045872640

    The untapped land in this picture is at low resolution, but enough of the word spacing is intact to know that it says "Land" with no subtypes on the type line, "CARDNAME enters the battlefield tapped", "T: Add W or B to your mana pool", followed by flavor text.

    Between the art and the card text, no existing card is consistent with this, so the obvious conclusion is that SOI will bring an enemy-color cycle of lands to complement the Meandering River cycle from just last set.

    [UPDATE 3/11] Now revealed in full as part of an update for Magic Duels.

    Posted in: The Rumor Mill
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Mirari tokens aren't useful until Mirror Gallery comes down, and there are no slots that early to spare for it.
    Posted in: Magic General
  • posted a message on 1996 World Champion Proxies?
    In the time between the bump and the previous post before that, they've actually refined the criteria that make cards eligible in Vintage and Legacy. Explanation here.

    Vintage decks may consist of cards from all Magic card sets, plus the following cards: Sewers of Estark, Mana Crypt, Windseeker Centaur, and Nalathni Dragon.

    Cards from expansions and special sets (like From the Vault, Magic: The Gathering — Commander, Duel Decks, Conspiracy, etc.) are legal in the Vintage format on the date of release of the expansion or special set.


    Likewise for Legacy, except Mana Crypt is banned in that format so they don't include it in the list of additions. This new phrasing makes clear that one-off promotional items that have never been part of any "set", such as 1996 World Champion, Proposal, and Shichifukujin Dragon, are not among the pool of allowed cards.
    Posted in: Vintage (Type 1)
  • posted a message on In Search of a card.
    Pinocchioken
    GW
    Sorcery
    Target token becomes a REAL CARD!
    Just kidding. Now watch this card grow to become one of those 6x9 oversized cards.
    Posted in: Magic General
  • posted a message on Most turn 1 damage in a deck with no infinite combos
    Imposing Sovereign doesn't have the "Kismet clause" where only cards that are played count, so it fits the bill. The only problem is it will be rather screwy with white creatures and Invoke Prejudice.
    Posted in: Magic General
  • posted a message on Pick the Brain - From the Stitcher's Lab Puzzle
    Coercion can still take lands, unlike this.
    Posted in: The Rumor Mill
  • posted a message on MTG Puzzle - Combo Breaker
    Izzet Guildmage cannot copy Turnabout, because it costs 4 rather than 2.
    Posted in: Magic General
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