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Aether Revolt is just disgustingly broken in the infinite combo realm...check this out:Whirler Virtuoso + Decoction Module + Panharmonicon = Infinite energy/infinite thopters (Need 2x of either Decoction Module or Panharmonicon to go infinite)Felidar Guardian + Saheeli Rai = Infinite copies of FelidarPrevious combo + Panharmonicon = Additionally, infinite copies of any creature or artifactPrevious combo + Maverick Thopterist = Additionally, infinite thopters2x Felidar (or 1 and a Saheeli) + Panharmonicon + Crumbling Vestige = Infinite manaPrevious combo + Walking Ballista = Infinitely huge creature and/or infinite targeted damage against infinite targetsIf you don't care about Standard, you can trade the Plains, 2 Islands and 2 Mountains for 4x Mystic Gate and 4x Mystic Monastery to make your mana a bit more flexible.
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I don't think that first combo you listed is right. You would go minus one energy for every thopter unless you had 2 modules.
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Yep, 2 DM + 1 P = infinite energy and thopters: 1 DM plus 2 P = infinite thopters.
Yep, the combo requires 2 Decoction modules...sorry, wasn't clear about that.
If you want a really broken combo I have another for you:Ravenous Intruder + Ornithopter + Pia's Revolution = Infinitely large creatue (if opponent allows it)
2 Felidar Guardian in combination with Decoction Module will work giving you any amount of energy (According to the rules, if it's not an infinite loop, a value must be said). Your opponent can nevertheless interrupt this with a simple 'destroy target creature' spell, targeting one of the two Felidar Guardian's. Felidar Guardian and Saheeli Rai's -2 ability wont work because you're generating a token. The tokens comes into play, triggering it's ability, you exile the original Felidar Guardian and bring it back to the field. The original triggers it's ability exiling the token Felidar Guardian...which is removed from the game as state based action (SBA) as tokens can only function on the battlefield, but nowhere else. The error in reasoning you had with the Whirler Virtuoso + Decoction Module + Panharmonicon combo is that Whirler Virtuoso's ability is no triggered ability but an activated ability thus not copied by Panharmonicon. Triggered ability's have a "When" "Whenever" "At" in it's wording while activated ability's have a "Cost : Effect". Planeswalker ability's count as activated ability's where adding/ removing loyality counters is the cost and the rest is the effect. Whirler entering produces 8 energy-3 energy to produce a token (5 energy) and get 2 energy back when the tokens enters (7 energy)-3 energy to produce a token (4 energy) and get 2 energy back when the tokens enters (6 energy)-3 energy to produce a token (3 energy) and get 2 energy back when the tokens enters (5 energy)-3 energy to produce a token (2 energy) and get 2 energy back when the tokens enters (4 energy)-3 energy to produce a token (1 energy) and get 2 energy back when the tokens enters (3 energy)-3 energy to produce a token (0 energy) and get 2 energy back when the tokens enters (2 energy)Totally you get 1 Whirler Virtuoso and 6 tokens. Not a bad combo for standard but far from infinite. GreetingsMuktol
1) You are correct.2) Felidar Guardian and Saheeli Rai do work together. You -2 off of Saheeli, targetting the Felidar. Its token enters play, targetting Saheeli. She's leaves and comes back, resetting her in the eyes of the game as a new copy of Saheeli that has no activated her ability and has 3 loyalty. Repeat as necessary. Still, this combo can be stopped by destroying the Felidar or by dealing 1 point of damage to Saheeli (which may not happen immediately, but will certainly be an option after she's been flickered by the Felidar).3) You are correct.In addition to this:4) Crackdown Construct+Wandering Fumerole can be stopped when they attempt to animate the manland by destroying the Construct. Or, if they activate the manland then cast the Construct, kill the land.Several of these combos start with with a degenerate interaction between 2 cards. Each of these 2 card interaction can be stopped with a spell that either destroys a creature or deals 1-2 to a target (depending on the combo), and none of them can go off before turn 4 or 5. The larger combos are more resilient, but generally require 4 card interactions and should be able to be able to be stopped by destroying the core 2 card interaction that fuels them. At the end of the day, you have several options for dealing with this:Red: Any instant speed burn spell of 2 damage or more (I like Shock)Blue: Pick a counterspell (Void Shatter is fun)White: Stasis Snare (Bonus Round: Authority of the Consuls makes you laugh at people trying several of these combos)Black: Any instant speed creature kill spell (My favorite being Grasp of Darkness)Green: Is unfortunate screwed when dealing with creatures at instant speed (they can mess up the artifacts though)
http://www.manaleak.com/mtguk/2017/01/top-3-infinite-combos-in-aether-revolt-for-standard-by-george-mostyn/manaleak, the source for all your combos.
Thank you Palaios for the explanation. I never thought of targeting the PW with the ability to reset it.
Agreed that the parts are fairly easy to counter, but with so many possible combos it's difficult to shut them all down. It's definitely not perfect, but it certainly shows a significant advantage in Standard.
Adding an Electrostatic Pummeler or Bristling Hydra to capitalize on the infinite energy could be a good Idea, other than that disruption to protect your combos is probably better than finding more broken things.
Didn't realize standard wasn't a priority , in that case Thopter Engineer to give your infinite thopters haste would be good too.
Everything is Standard-legal except some unimportant lands, which I just sideboarded. I personally don't generally play Standard though. I just play casual anything-goes type games with friends. :)
Although it does break the game, combos like this seem fitting for Kaladesh somehow.