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Use Echo Mage + Reality Spasm (pay 2 for x) to get infinite mana... use the mana for draw, ooze, or eldrazi.
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this deck fails without echo mage... i dont see it working in a T2 format...
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it does. you're right. but i was thinking about adding some protection for him. any suggestions?
Help me understand how this works u get to tap or untap 2 permanents 3 times how does this give u infinate mana
untap 2 permanents 3 times like so. --untap echo mage and an island with 1st spell --untap a second island and a land of your choice (the color mana needed) --before the 3rd resolves tap all three land (one mana left over) and echo mage to copy the third two more times --repeat
I can sort of see how this works, but the way I figured it out is you'd need 8 mana open originally in order to get infinite mana. Assuming that when you copy a spell the X variable stays the same (I'm not sure if this is true or not or if X of the copy becomes zero) Then you'll need to cast the spell with x = 4 . So it'll cost 6 mana total, then before the spell resolves use echomage to copy it. The new spell with the same x variable is made (again, if that's how copying x variable spells work) leaving the original spell as back up in the stack to copy it later. So target echomage, and 3 land with the spell, untaping them, then in response tap all your land and use echomage to copy the original still on the stack again. You'll have an infinite mana loop as that extra land you untap that doesn't have to be used to pay for echomage's ability will be stored in your mana pool. Thus infinite mana! I like this idea alot, the only problem is you'll have to wait till turn 8, or get fast mana excel in order to make it work. I like the idea, I really want to know though if x variables are copied as well with the spell. I made an infinite mana loop combo that's standered right now! http://www.mtgvault.com/ViewDeck.aspx?DeckID=82953 though it relies on a combo with filigree, khalni gem, training grounds, and choice of spell or ability with X (I use banefire) now that I think about it! If you use khalni gem you might get the combo off faster! Since you can untap it with the spell thus getting two mana as opposed to one with a land. So... you could pay 3 for X untaping khalni gem, echomage, and a land. It's iffy, and definitely has a time clock on when you can use it and unless you do some green splashing or mana excel it'll always at best be turn 6. The only problem past then is combo decks are always so very vulnerable. Since you need echomage out there to level up he can easily be targeted thus destroying your combo.
If the spell the ability copies has an X whose value was determined as it was cast (like Earthquake does), each copy has the same value of X as the original spell. -http://magiccards.info/roe/en/64.html i used that to figure out if it worked
i like the gem idea too. with the gem you only need 4 lands (2 islands) in play as opposed to 6 without it.