i rather like this concept. very good for quick and almost effortless damage. nice job
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ya i know, i danced around him for quite a long time. but i hate champion effects. whenever ive used them it just dries up ur field, especially in a deck with mainly medium to large creatures, and then the opponent just blasts it away anyway
indomitable ancients was made for doran, no question about it
i love a good enchantment combo
i c ur point but i am really using him as a cheap battering ram, ideally i would put him out turn 2 and just attack
drop em fast
i was wondering about that myself
u dont need mask of riddles, its too slow for this deck and ur creatures wont be locked anyway
i deffinately mulled those over, but i came to this conclusion: szadek is a 5/5 flyer, the only thing capable of blocking him and surviving is a wall, specifically wall of denial. if they manage to get one out before i attack once with szadek (after i land an attack with him he is a 10/10) i have 2 options. blast the field away with damnation and then play szadek, or put fireshrieker on him. either way the wall wont last. after i land 1 attack there isnt a creature that can realistically stop him. in any of those scenarios i come out on top. any other of the equipments will take too long to be of real use
simple as pie
true, a multiplayer might change things up, but u will never run out of time with this deck, if u include 6 tap for damage creatures, which i always do in my infinite turn decks, then u can be tapping for 6 damage each turn rather then just 1. this way u can kill all 3 other players in just 7 turns. i also include 1 copy of feldon's cane in infinite turn decks just in case. it will buy u a minimum of 40 more turns in which to win, and if u cant win with 90 turns then the opponent deservs the win. the big creature approach leaves u way too open for a counter attack. lets say u have pulled off ur combo and r sitting back waiting to get enough mana to put a nig boy into play. u finally put down the 9th mana and tap out completely tolay it down when the opponent playes a disinchant and suddenly u have no mirror and no new turns, then they play doom blade and the creature is gone too. now u have nothing. if u use indirect cheap damage, u can play multiple copies as well as support cards and still have enough mana to wait with a counterspell in case the opponent has somehting to use on u. game 1 the opponent might not have what it takes to overpower those creatures and ur combo, but game 2 and 3 he or she will be ready
whats up my man, i love the infinite turn awesomeness. unfortunately destruction isnt the only way to deal with the mirror. it can be bounced or confiscated, so counterspells r the best way to protect it. pact of negation is a must cause both cost 5 so ur mana will be tied up while while playing and imprinting the combo. ur creature choices seem very odd to me. u dont need beastly creatures with infinite turns. something more subtle is called for like prodigal sorcerer. u can just sit back and deal 1 damage each turn, and sense the opponent can take a turn its 20 strait turns for the win. that way if the opponent could stop an attack, which is quite easy, they cant stop u from tapping to victory. i also think u need silent arbiter in here,. he is by far the best way to slow up an attack deck and there r plenty out there. he will help a lot with the blocking and reduction of damage to u while u get the combo out.
nice job hip, i love a good pandemonium. im working on 2 of them currently, nice job
whoops, 4
Illusionary Mask is the next choice
although, technically speaking, infinity is a concept that cannot exist in any of our 11 dimensions, so its just an astronomically big number like a google
i rather like how this one plays, very exciting
well damn, this just all went to hell
oh hell, i got all excited when i thought rebuff was standard. the 2 notmal creatures r in there for 1 simple reason. without the diverse lands i rely on in non standard decks i have no real assurance that i will have a forest and a plains on turn 2, and for this deck to be effective it is extremely important to play 1 creature each turn for the first 3 turns. all those good 2/2s that have abilities cost 1 white and 1 green. after playing this several times the mana works out turn 2 about 50% of hte time and that jsut doesnt work for me. this way i will get a creature out turn 2 for sure do u have any suggestions abou treplacing rebuff
turn 1, land and llanowar elves turn 2, land and dauntless escort turn 3, land and magus of the disk turn 4, your all set up
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