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Infinite damage combo: Coalhauler Swine + Pariah's Shield + Shield of Kaldra sets up an infinite loop. Damage dealt to me goes to Coalhauler, which then deals that damage to each player, and the damage dealt to me goes to Coalhauler, which then deals that damage to each player, etc. Now all I need to do is stall out until I can put it together. Any ideas?
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Stuffy doll/guilty consince
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For just stalling angel song, silence, holy day, Panter Servent/Iona
by the by with pariah shield on coalhuler/stuffy doll you can mana burn yourself and hurt your opponent...also check out repercussions.
okay.. sorry deathwitness but mana burn would never have work even when it existed, it's life loss, not damage. Roughneckbarbarian: might be wrong here, but the way I understand it, you just made a deck to draw every game. Sorry mate, but you've made an infinate loop which you cant stop. the game is a draw. the damage keeps pouring onto the swine, then to you, down the shield and back to the swine etc. Even though your opponant takes infinate, and you take none, it's looping forever : Game Draw. Try putting some sacrifice mechanism in, so you can sac your swine after it's stacked a few thousand damage onto your opponant.
You do have it wrong. Losing to loss of life is a state based action, which means it doesn't use the stack. Even if there is infinite damage on the stack, if they hit zero they lose. They can respond to the lethal damage, but unless they can kill you they will lose.
Good call ibanez. I'll start looking around.
wall of earth is prolly the best turn 2 creature u can play in terms of stall, if the opponent can put forth a creature with 6 on turn 3 or 4 then u have bigger problems
lol. Stranger things have happened, actually.
in my oppinion the best red wall for high toughness has got to be wall of stone 0/8 for 1rr
if you distroy the artifact, unequipt it some how it breaks the loop, problem solved
Does mana burn not exist anymore? thats news to me.
Spitemare + Shield of Kaldra + Furnace of Rath + Prodigal Pyromancer: Equip Spitemare with the Shield, then have Pryomancer ping it for 1, which becomes 2 damage. Spitemare deals 2 damage to itself, which becomes 4 damage to the 'mare, etc. until you have enough damage.
Yup. Mana pools empty at the end of each phase and mana burn is gone. I can't unequip Pariah's Shield because there will always be an ability on the stack and I won't have priority to play sorceries. Added Shield Sphere, Steel Wall, Wall of Earth, and Wall of Resistance for stalling, and Altar of Dementia, Fanatical Devotion, and Goblin Bombardment to scrifice Coalhauler and end the loop of death.
I might up the deck total to 70 (don't worry, it's a multiplayer deck) in order to add some mana ramp. Thoughts?
I might try that, Jellow.
Added Spitemare, Furnace of Rath, and Figure of Destiny, removed Steel Wall, and adjusted the mana base to include some silo-lands for mana ramp.
ibanez: this does not create auto-draw infinite loop ...as the damage keeps resolving at some point the opponents will die off, once the last one dies you win the game.
But even if all the opponents are dead the damage still isn't resolved and thus the game doesn't end, resulting in a draw.
That's what I thought, but I have no idea about the 'real' Magic rules.
go red blue with your furnace, then use creatures that redirect damage to one another doubleing the damage each time. because their ability to redirect any amount of damage counts as an instant their toughness never reaches 0 and hence they do not die. every time you redirect the damage it is comming from a new source and double via furnace of wrath. finally when you've built up about 2 million damage points play a reflect to reflect the damage from the creature to opponent. no infinite loop no game draw
420.3. Whenever a player would get priority (see rule 408, “Timing of Spells and Abilities”), the game checks for any of the listed conditions for state-based effects. 420.5. The state-based effects are as follows: 420.5a A player with 0 or less life loses the game. Not an infinite loop, when you take damage the ability triggers, at which time you get priority to do something if you can/want to.. so thats when it gets checked.
Gnarly. In that case, I've taken out the Altar of Dementia, Fanatical Devotion, and Goblin Bombardment and added Extraplanar Lens and Captain's Maneuver, because, assuming I get the combo running, I'm fairly certain my friends will play it safe and avoid me until they can take me out all at once.
silences and orim's chant is good stall for white. combo that with isochron sceptor and your opponents will never play spells again unless they are instances. +1 by the way though. its a sick idea.
Hmm... Those would be pretty awesome in 1v1, but I only play free for all with 3+ players. I'm trying to go for less of a control stall and more of a defensive stall.
Well, you won't be able to enter any tournaments, because a lot of these cards aren't standard. And the mana curve is a little off. I also think it could use a theme like mine. But with a few adjustments this deck could pwn. Check out my deck I've worked on for some ideas on how you can use mana curve well. And see that if you have a theme that your deck can be twice as good. Also I need ratings and comments please ^_^! http://www.mtgvault.com/ViewDeck.aspx?DeckID=70552
Volcano Hellion... Nuff said!
Wall of Heat for 3 mana - 6 toughness and enough strenght to stall you from being overrun. Wall of Razors for 2 mana - 4 power and first strike, weak against first strikers but awesome against early critters.
Also remember that a lightning bolt is often as good as a (0 Power) wall and faster. If you got one wall and they got two creatures, they'll hurt you anyway. With a 0 power wall you only immobilize one creature, just as an lightning bolt. So 4x Lightning Bolt would be recommendable, also pyroclasm is a solid card to keep you from early overruns + you can always stack it with a lightning bolt if you need to kill something bigger than 2 toughness.
Add white to de deck if wath u want is that combo kill u can easily add white put in some silences, holy days, put 4 stoneforge mystics to search for the equipment, wall of omens to buy cards, path to exile to exile to clear oponents field or so u can get a missing land or something, arid mesa lightning bolt and stuff like that and ur done
Aether membrane is pretty hard to argue against as far as red walls go
I think you should try the sunstrike legionairre and Splinter Twin/Elemental Mastery combo instead, it fits the color theme and it only needs two cards. Also it doesn't require a six-drop creature.
This is similar to my deck,. I have a few kill methods in my deck though that work around the same idea. Please take a look to get some idea's. http://www.mtgvault.com/ViewDeck.aspx?DeckID=125459 Instead of stalling the opponent I try to use cards to pull out the pieces I need from my deck as quickly as possible. Let me know what you think please :)