Many thanks.
Permalink
Sidedeck's big because I didn't bother to delete my building process. I am sure. Mana ramps first and drawing is exponential. Green Sun's Zenith and Natural Order are primary searchers for extra ramping or control with Bane of Progress and Vorinclex.
I'd suggest having something to bring back your sacrificed creatures besides Shirei. My first thought is Return to Ranks or Immortal Servitude.But +1 regardless
Ha but it's real magic if it wins!
I like it.
This is absolutely incredible! Thank you for all the effort you put in to write this, and I definitely have a lot to think over
I definitely like the suggestions you made!I'll need to make some careful considerations with what to remove in order to make room for some of those
awesome, thanks!
I personally am not concerned too much of how the tokens get brought on, as long as they do quickly and consistently. I also prefer to keep a life-gaining ability since doubling tokens coming in with something like an twice-embalmed anointer priest can put your life in the hundreds fairly quick.
Is there a way to make this better?
Is there anything I missed?
1000 views!
Thank you!I made some changes, but I like the thought of Immortal Children of Korliss creatures too much. They keep your life from going down at all, unless an opponent can break the chain in some way. Or in an extreme way, deals more than your life total in a turn.
Thanks for the ideas!I'll give it some thought and see what I can do!
thanks for the heads up!
Great call. Hope you can at some point.
Fair enough, I'm still working on it.It's too soon to give up on the concept.
Ah how astute. But that's not a hard fix. All it takes is a slightly slower approach, and a pair of lightning greaves and something to prevent sacrifice if possible. Let me take a moment to update the turn order in the description. This concern you had for player's taking advantage of card searches too won't be any different from if Maralen was on the battlefield as compared with the Command Zone as long as they can't touch her.
Maralen's effects are still active from the Command Zone to start, so that's 3 life taken from each opponent each turn. Next, after any turn 3, Bloodchief Ascension will deal damage 2 to any other player who plays an instant, sorcery, temporary spell, has to discard, or for each creature that I destroy. I gain 2 life from each of these, so that keeps my life total ahead. With Painful Quandary on turn 3, they're going to be discarding at first, and once they're down to only a few cards, they'll be losing 5 life each turn. Tainted Aether keeps them from playing creatures, period. And from there, I continue to apply passive damage until they're dead. So, even if they don't play a single spell for whatever reason, I can increase my life total still, and they'll be dead in 8 turns minimum (b/c of wound reflection, blood chief, and cruel reality). And when they are playing spells, it only increases the damage process. In a nut shell, I control their creatures, may negate life gain, and can return my enchantments with Elixir of Immortality. Plus, there are methods of destroying their permanents if necessary through my artifacts.
Again, give me a specific example. I don't plan on ever moving Maralen out of the Command Zone, and even if I did, a removal spell should just send my commander immediately back. The rule goes "If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead."
1-20 of 68 items