i own all 4, it lets my play indominable ancients turn 2 and doran turn 3(hopefully) basically for the win
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i love the kobolds curio combo. so easy to pull off. i use pact of negation in mine ot make sure it goes off without a hitch.
i rather like this concept. very good for quick and almost effortless damage. nice job
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
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