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Ok, this is a combo that Joshing tried to work with but sadly it doesn't work in standard, so here's my take on it. Untap magosi with something, pay 1 tap and skip for the eon counter, then, before the end of your current turn, untap magosi with something and tap to take the extra turn, tap 2 for the rings and copy the ability to take a second extra turn. One of the turns cancels out the turn lost by the eon counter and the other turn you take and repeat the whole freaking process for inf turns which pumps your reactor into a win or you can swing with unblockables. Mind over matter + howling mine is all you need with magosi there are also tidewater and fatestitcher though so you can get the combo off more efficiently and sometimes faster especially with a pemmin's aura. Drift of phantasms is a great card in that if you're getting beat down it can be a life saver and it can search out one of the rings, very useful since you have ways to seach out magosi and you have a TON of ways to untap, there is only 1 card that does what rings does so getting it is clutch.
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Amulet of Vigor from Worldwake will DEFINITELY find a home in here. The card makes Magosi come into play untapped so that you don't need to untap two times, so useful.
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Once Worldwake comes out, you might look into at least splashing green for all those creatures that you can tap to untap a land. With two or three of them, you wouldn't really need Ring of Brighthearth.
Hi smc1215 long time no see. Interesting combo +1.
Since the extra turn requires Magosi to bounce back to it's owner's hand due to the effect, you cannot copy it.
yeah you can, rings doesn't care if it bounces, the ability is still on the stack regardless of whether the card is still in play. Look that up in the rule book. It's there. I just don't feel like sifting through it right now. I've been playing a long time. I know what you can and can't do. One thing about this. No one argue the combo, it works, I don't care what kind of complex you have or what not, the combo is legit. Get over it.
Oh and yes, once worldwake comes out this deck will be GU, it's just nicer that way. Also you can add a lot of older green land search and what not so it'll be killer. I'll update this when it's on here. And It's nice to see you too Anon, thanks!
No, the combo doesn't work... I've played the exact same combo at a tournament and got called on it, read the rules before posting instead of claiming "It's in the rules, I just dont know where".
So here's the legitimate ruling... Because the copy will resolve before the initial ability, the copied ability will cause Magosi to bounce back to it's owner's hand. Therefore, the original ability will not resolve because Magosi is no longer able to return to it's owner's hand. This is because the copied ability shares the same source as the original ability. Gratz, you wasted 2 mana and bounced a Magosi back to your hand for no extra turns...
lemon that was a particularly epic piece of trolling you did there, and what made it better is that it was trolling using logic. smc anonymous has marked you as false and homosexual for life go take you furrybuttsecks else where, and have a pleasant evening :)
hmm there should be a comma between smc and anonymous [;
If what I said wasn't already enough...~~~~~706.9b A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn.~~~ The copy automatically refers to the same Magosi, and therefore is bounced back to your hand before the original effect can resolve.
When the ability goes on the stack, it can be copied, if it is copied, yes it has the original source, but if that source is bounced as the ability makes so, it can still have a copy of it go on the stack. By your logic the original ability shouldn't work since it is a cost to return it to your hand, not part of the resolved ability (this also makes your first statement completely wrong). I've had a problem with people like you in the past before. Ryuzaki, you are an offensive little prick who should be banned from this site, there are a lot of people out there who really take offense to what you said to me and honestly I'd love to hand you over to them, and Lemonzest, I respect your view on this but you're wrong. Sorry, you're wrong. Ask a judge how rings works. I did and I can bet that I've been playing this game longer than you have. Just shut up and accept it. I put at the beginning no arguing the combo, but you people never listen.
Wow... Why on earth are people getting so emotional over a combo? And it's perfectly valid to debate whether it works or not. I happen to believe that it does (Rings of Brighthearth copies abilities on planeswalkers but doesn't give them extra loyalty counters). Regardless, it's perfectly valid to bring such rules questions up, as they are for the good of the deck. The mot important part, in fact. Rule get complex, especially rules like this. You shouldn't have contempt for those that misunderstand them. Now to the deck itself. You can easily improve the deck by running a set of differing untap effects. No need for Mind over matter (which takes this out of even extended) or howling mine (which will give your opponents the power to kill you much more quickly). I'd try cutting Pemmin's Aura too - since it won't do much - and Drift of PHantasms along with it. Muddle the Mixture is a very powerful transmute spell that can fetch your Rings of Brighthearth - so try that. If you really want to run howling mine effects - try Jace Beleren (who can be coppied with Rings of Brighthearth). Going UG for a better land tutor package (sylvan scrying comes to mind, as does Reap and Sow) would be strong. Trying to run Gifts Ungiven would be powerful too - as you could run Eternal Witness and Life from the Loam to make sure you get what you want. A gifts Ungiven, searching out Life From the Loam and Magosi (along with two other things) guaruntees you getting the Magosi in hand. If they put the Magosi in hand - you get it. If they dump it in the grave, you can use life from the loam to get it back. Fabricate could also find either Rings of Brighthearth or Amulet of Vigor. And using the transmute Tolaria West could fetch out a ravnica bounceand such as Azorius Chancery to create massive mana jumps (the bounceland hits play, taps for UW then returns itself to hand. If you have two hamulets you can tap it twice for WWUU. All off one land every turn). Hope that gives you a few ideas. Contact me on MTGsalvation, username Stairc, if you want more. I'm looking for decks to develop for my next articles.
Oh, and I forgot to mention... There are far better kill conditions than Darksteel reactor. Even a prodigal sorcerer will at least help you stay alive against creature rush - and if you have infinite turns, you should be guaranteed to draw it. But a planeswalker of some sort will fit here best.