The transcendence ruling is as follows: the game will end in a draw. Transcendence's ability that causes you to lose when you have 20 or more life is a state-based trigger. When this triggered ability resolves you will not lose the game because of the Angel, so the ability does nothing. However this ability will then trigger again and go on the stack. This will cause a loop, and unless someone can break it the game will end in a draw.
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I don't need the life, so gix is kind of useless. Dross Golem is useless too, it has no combo potential here at all, and it will cost a bit since the majority of my lands are non basic. The altar is needed here because sacrificing the cathodion gives you 1 black + 3 colorless, use the 1 black to activate the skeleton shard and the other 3 to re-play cathodion, with disciple out it gives inf damage. If you have any other questions about why something is in here READ THE DESCRIPTION.
Throw in a TON of search cards, beseech the queen, diabolic tutor, demonic tutor (if you add more black lands), intuition, all that kind of stuff to find your win conditions (like battle of wits). Also drawing spells so you can flow through the deck better.
For Goblins: The lands are for the angel, the pacts don't really cost nothing, they have a cost if you read them, but with the angel out they really do cost nothing, it's brilliant really (nice job MagicTCGFreak). So the lands and accel are here for the angel. I agree with sparktitan, the accel would help, but I don't really know what to take out, but I think it can hold its own right now. It's a great idea, I like it.
Take the best of the slivers, put in 4 of each of those and take the rest out, You have one of each card (aside from the 2 plateds and lands) Get some dual lands, it's a rainbow deck. Include spells, slivers are good but what are you going to do when someone finds a way to destroy them all, like with WOG or Damnation? You need spells to help your slivers out. Talk to someone on here named slivergod, he/she'll tell you what else to do with this.
So other than three cards in this deck (redcap and Chandra) where's the burn?
They're $1.25 each most places, I didn't have the "funds" left to put them in.
Fire-lit is a lot better than turf, for a bunch of reasons, one, it comes into play untapped, two, there is no bouncing lands, three, it can essentially make a forest produce red mana (along with itself) or vice versa which is good for color necessities. I'd definitely go with the thicket, also if you can get your hands on a stomping ground or 4 that would be amazing.
Wheel of fortune and Memory Jar are restricted, it's for casual play anyway.
I don't want it to be extended legal. Lightning Bolt is the best, and the abandons work well with the elementals. The thundermare can easily dish out 15 dmg unblockalbe (essentially) with this deck. Also, if my opponents are still standing they are usually at 4 or less life by the time and thus thundermare can be a great finisher.
I only really have 11 creatures in the deck, so if I get an oath out, I won't need the worlds because I'll more than likely hit a blessing or at least hit one soon. They basically reset what milling has been done, also wheel of sun and moon helps out with all that. Once the oath is out though, I won't really need more lands. This deck wins third turn easily with no mana accel, so really I just need 3 lands and I rarely drop the oath before I get that.
Summoning sickness is only applicable if it is their own ability, they can tap for other abilities such as earthcraft's.
I love it! It's awesome! You're right, but with the breath you just want to make sure one creature token doesn't die, so you don't lose one of your other non-token creatures, since you do have to attach it before you untap. I like the buffing of the creatures, but make sure you do it after you activate the nomad, that way the one you pump is still unblockable!! This deck will work a ton better than the way you first had it, but it was definitely great idea!! Keep it up!
Teneb the Harvester would be good, see use scion to copy teneb and pull teneb from your deck, then use teneb's ability on scion to bring the teneb into play, then just use scion to search for dragons and teneb to get them out, bam 2 cards to get all the creatures in your deck out (provided your opponent can take 6 dmg a turn and live).
One last thing, if you do the elemental mastery thing, you can take out the nature's will from the combo.
ok, I'm going to use your combo in a deck I'm going to post, credit here of course. Check it out it will be called Infinity Version II. Also if you go RG you can replace the Haze with sporesower thallid.
Best... idea... ever... Dwarven Nomad, that way the deck can be RG, 2 COLORS!!! (it has the same everything as the pathmage but it's RED).
(cont) with elemental mastery, you can eliminate the haste card, the evangel, and thus the sanctuary, That way your combo is only 3 colors and something like this: Nature's will, breath, one creature with a power 2 or greater, elemental mastery (on that creature), pathmage. Then just redo your lands and make this a 3 color deck. It makes it a bit easier to play. The thalids don't really work so well for your combo since they make a max of one token per turn, but try to get 2/2 thalids.
try ashling's perogative and choose even, mass hysteria, get anger into your graveyard and a mountain in play, try stomping ground for the mountain. But let me get this straight, essentially you need: Evangel, another creature, 2 gruul terfs, selesena sanctuary, nature's will, a thing to give haste, and crafty pathmage to pull off the damage? I suggest more red producers, like stomping ground I mentioned above. or go for taiga. Also try elemental mastery for tokens.
Only put in 1 copy of a card if it's: 1. Easy to get out (panglacial wurm) 2. Restricted 3. Expensive (To play or buy) 4. Unimportant to the overall theme of the deck Otherwise put in more (preferably 3 or 4)
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