Unless you have the Unlife/Solemnity combo out, the Maralen/Oposition Agent or Ob Nixilis combo would also work to kill you.Even if you do get the cards for the combos, this deck looks like it takes a while to get going and doesn't have options to do anything the first few turns while opponents get set up
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Market festival is definitely more of a gamble. Without Arbor elves it can take a while to get out and be almost useless by the time I get it with being able to use tokens to convoke instead of needing as much mana. But if I get a lucky opening hand to have market festival, some forests, and some arbor elves in the first few turns I've been able to get it out and be able to produce enough mana to get one of the planeswalkers out on turn 3. and be producing over 10 mana a turn by turn 4Garruk's Packleader means getting to draw for each of the tokens with power 3 or greater that enters the battlefield under your control. By having static effects that boost the power of tokens, any time any token enters the battlefield it enters with it's power already boosted to 3 or greater as it enters so you "may draw" a card, which also means you can choose whether or not to draw for each creature to avoid running through your whole deck. Once it gets out and you start making tokens by using convoke with the existing tokens this builds an army very quickly.I mostly play just with friends who don't really care about following card legality rules, but yeah as fast as this deck can potentially be this wouldn't really be effective for a legacy tournament. Some of those games are over in the first turn.
Thanks, hadn't seen Etherium Sculpor, definitely worth at least switching out one of the Foundry Inspector.I was debating over Titan Forge and added it to the sideboard in case I'd need some more powerful creatures, but Golem Foundry charges a lot faster just from casting artifacts and not needing to use resources that could be spent charging Draksteel Reactor.
You reveal cards you don't draw them, once you have revealed the last card you can no longer complete the step of revealing a card so you move in to the next step and discard all the revealed cards. You don't lose because this does not cause you to draw only to reveal the cards.
Look at the "How to Play" section. All you need for this to work is either Balustrade Spy or Undercity Informer and 4 mana at least one of which is black.
That's kind of the point, self mill until you reach a land (so the entire library since there is no land) then win with Laboratory Maniac. The only win condition this deck has relies on the lack of land and the one Laboratory Maniac since all the creatures are weak they can't really win by dealing damage and can't defend long enough to win by milling opponents as long as opponents have land.
I tried experimenting with this and realized multiple Ancient Tombs with this combo would actually make infinite mana possible on turn 2 (with lots of luck needing 6 cards):T1: Ancient Tomb, tap for CoretapperT2: Ancient Tomb, play Astral Cornucopia(0 for X), tap and sacrifice Coretapper for 3 counters on Astral Cornucopia, tap an Ancient Tomb for another Coretapper, sacrifice second Coretapper for 2 more counters on Astral Cornucopia, tap second Ancient Tomb and Astral Cornucopia for Filigree Sages and use Filigree Sages to untap Astral Cornucopia, continuously tap/untap Astral Cornucopia using Filigree Sages for infinite mana.Diabolic Revelation would also be a good card to have since it lets you search your library for X cards so with infinite mana it would let you get any and all Planeswalkers you want to bring out from your library and cast all of them at once along with Chain Veil.
I'd suggest having some cards with X mana cost at least in your sideboard to take advantage of infinite mana.You could make it possible to have infinite mana on turn 3 if you added in Ancient Tomb but it would cost 4 life:T1: Ancient Tomb, tap for cortopper -2 lifeT2: land, tap lands for cornucopia -2 life, tap/sacrifice coretopper, tap cornucopia for Filigree SagesT3: Infinite mana
Paraselene, Magus of the Disk or similar cards could wreck this
Wrath of God is better than Day of Judgement. Same cost but creatures can't be regenerated.
Andarious, that isn't how Torpor Orb works, it would shut down Elvish Pioneer, Elvish Visionary, and Mentor of the Meek. from: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233069"6/1/2011 Torpor Orb stops a creature's own enters-the-battlefield triggered abilities as well as other triggered abilities that would trigger when a creature enters the battlefield."The only exceptions to this are:"6/1/2011 Abilities that create replacement effects, such as a permanent entering the battlefield tapped or with counters on it, are unaffected.6/1/2011 Abilities that apply "as [this creature] enters the battlefield," such as choosing a creature to copy with Clone, are unaffected."
Actually Evolving Wilds wouldn't be good but with the lands that return lands to your hand you could use Oracle to play the top two cards of your library if they are lands then Primeval Titan to bring out two more lands to return the two from Oracle and get an additional 4 mana and two lands for discarding in your hand each turn
Oracle of Mul Daya and Primeval Titan could be good in this deck as well as Evolving Wilds.
Looks like a lot of fun. I really like the combo you could pull off with Treasure Hunt and Zombie Infestation if you get lucky while having that many land cards but you could end up with just drawing a ton of lands and nothing else and then having a very boring game. I'm guessing the strategy with a deck like this is to mulligan until you get a Battle of Wits or a Treasure Hunt. I have a few suggestions: You may want to take out some lands and add more search and transmute cards to increase the chances of getting the right cards and not being stuck with all lands but then Treasure Hunt won't be as effective if you do get it early. It might be good to add more cards to shuffle your graveyard back into your library and maybe some cards to sacrifice lands so you could use them as a mana source if you do add in more search cards and still get them to your graveyard and back into your library. If possible you could switch out some basic lands and add in nonbasic lands to have them for their additional effects in case you don't have Zombie Infestation in play to make good use of discarding the lands and it wouldn't interfere with Treasure Hunt.
But then you'd have to sacrifice your land too since that would be the only permanent you would have on turn one, unless you had an Ornithropter or something else with 0 cost to put out as a sacrifice, including an Ornithropter also makes a good sacrifice for Shrapnel Blast.
I've seen turn 3 Emrakul and Ulamog. T1: Forest, Arbor ElfT2: Forest, 2 Elvish Mystics, untap Forest, Arbor ElfT3: Forest, tap 2 Forest and 2 Elvish Mystic enchant remaining Forest with Market Festival, tap/untap that forest for a total of 9 mana, Tooth and Nail for both Emrakul and Ulamog.
You should add Tooth and Nail to your sideboard so you can get Emrakul out cheaper.