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combo is, sigil captian, husk, and redcap out.... sac redcap to husk, redcap presist in as a 1/1 gets 2 +1/+1 counters fomr sigil captain redcap deals 3 dmg as it comes into play with NO -1/-1 counters on it rinse and repeat
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Why doesn't Redcap have a -1/-1 counter after being brought back with persist?
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I'm afraid you are wrong about Redcap he does come in with a -1/-1 counter but he'll still give 3 damage.Besides that the rules of Persist clearly state that if the creature doesn't have a -1/-1 counter on it you can bring it back into play so the infinite combo doesn't work after the first Persist. So I suggest you play Quillspike in this deck too to remove the -1/-1 from Redcap and so continue with the infinite combo but you need to find a way to gain infinte mana for its ability.
I found for you a infinte mana combo too. Just play Thornbite Staff and Devoted Druid. When ever Redcap is put into the graveyard from play the staff will automatically untap Devoted druid giving you mana for Quillspike's ability. And now you have an infinte combo which will beat the crap out of any opponent that comes your way.
redcap -1/-1 conter gets removed anlong with one of the +1/+1 conters, there is a ruling on look it up.
If that is the case then I am sorry for misjudging the deck.
I doubted it but it's true. -1/-1 and +1/+1 counters cancel each other out.
good idea with the thornbite and druid, this is definantly a rough draft of the deck, but its nice and cheap and an easy turn 4 win if u have the cards
and yes, when a creature has a +1/+1 counter and a -1/-1 counter on it, they both fizzle, leaving redcap with one +1/+1 counter on it, very rude way to got the win :)
wow, thats a meen deck man...I LIKE IT!
that is a brutal combo....id like to c it fair against my esper artifact....check it out its called.....hpw did you get that ute?
I think Sigil Captain checks the creature's base power and toughness. At least, that's how its text makes it sound. If that's the case, this combo wouldn't work. Now if you add Godhead of Awe...
actully, it doesnt, 1/1 refers to any creatures actual power/toughness, and sigil captain works as it comes into play, in which redcap would have a -1/-1 on it, meaning its actuly power/toughness is 1/1
It's still a 3 color, 3 creature combo with a casting cost of 3 for 2 and 4 for the redcap. It's a good idea but if your opponent knows what he/she is doing you won't be able to pull it off. Creatures are easy to kill and husks are usually a pretty good warning card, as are the escorts. I can see this happening at the earliest, turn 4. That is only if you get ALL the necessary cards including: Forest, Mountain, Trance, Captain, Swamp, Husk and Redcap. That's 7 cards, there are 1st turn kills that have less cards than that. Again, good idea, but it's too easy to spot and too easy to stop.
Actually, I take that back, it can only happen TURN 5!! Sorry, but that is WAY too slow, I know aggro decks that will have you crying by that time. The trance does little to help you out, since all your guys are cost 3 and 4, try going for turn 1 mana accel like BOP or llanowar elves. THEN it can be turn 4, which in my opinion is still slow. But for casual play this should be fun. I can imagine looks on ppls faces when they are 1 turn from killing you and you pull that out. Always good for a laugh.
actually umm that combo wouldnt work because the +1/+1 counter would cancle out the -1/-1 counter bringing it back to a 2/2 plus the other +1/+1 counter making it a 3/3 so basically you can only do it once and yeah just letting you know
No, cuz when you sac the redcap and it persists, it doesn't keep the tokens it had before the sac since it technically dies and comes back due to the phrase "return it to play" implying that it left play, and when things leave play and return they remove EVERYTHING unless otherwise specified, in the case of persist it gains a -1/-1 token when it comes back into play, so it comes into play as a 2/2 with a -1/-1 counter, counting it as a 1/1 and THEN it gets 2 +1/+1 tokens making it a 3/3 with no -1/-1 counters. Can we all just agree that this combo works. Lets not try to figure out how it doesn't because i'm sure if you ask a judge they will say that it works and then go into the long explanation about WHY it works that everyone has been saying on here.
We would all be better serving Casola if we talked about how to IMPROVE the deck. ie, if you get some mana accel and dual lands this deck will be a TON faster and more efficient. Try to make the combo possible turn 3 or 4. BOP is a GREAT way to increase deck speed.
bitomous blast maybe?
Nice work. Check out mine if you get a chance- AEther Slivers...
the 2 color quillspike combo deck is just far better. kudos for originality though...
Your better off running quillspike, and to add more damage you can add hissing iguannar
red cap sicigl caption sarland tranax deathgreter infit damage infit life infnet /infit
The point is that he's NOT running quillspike, and having fun while doing so. I love it, keep it up man.
this combo is years old....................
Put Dark Rituals in. That will speed up your deck. Also, try taking some creatures out and put more mana speed in. Seeing that this deck works around several cards, just leave those monsters in and put in blockers. Ornithopter, Wall of Stone, and other cheap cards for defense are great for a deck with a combo focusing on several creature cards.
I see where you ware going with it, but why do you have Doompage? You should've won by the time you have enough mana to play him. Also three colors is a lot. I really like the combo though, and would be quite fun to play. If you want to see a fun combo deck, come check out mine. It's an old combo with a new twist. http://www.mtgvault.com/ViewDeck.aspx?DeckID=24608