INFINITE TURNS!

by thepower1 on 07 December 2009

Main Deck (60 cards)

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Deck Description

play panoptic mirror imprint time warp (or time strech if you feel like it) then play indestructability on panoptic mirror and just keep getting turns until you blaze, banefire, or fireball all of them

Deck Tags

  • Combo

Deck at a Glance

Social Stats

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This deck has been viewed 1,483 times.

Mana Curve

Mana Symbol Occurrence

0320160

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for INFINITE TURNS!

nice but i think you could get by without indestructibility, just use some negates. Djinn Iluminatus and lightning bolt go great in a R/U deck since it's not type 2.

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Posted 07 December 2009 at 19:02

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Very Nice, I don't think wall of denial is worth the white splash though...ur call

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Posted 07 December 2009 at 19:11

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what do you think would be another good creature stopper thats blue?

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Posted 07 December 2009 at 19:17

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kraken hatchling

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Posted 07 December 2009 at 19:34

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whats up my man, i love the infinite turn awesomeness. unfortunately destruction isnt the only way to deal with the mirror. it can be bounced or confiscated, so counterspells r the best way to protect it. pact of negation is a must cause both cost 5 so ur mana will be tied up while while playing and imprinting the combo. ur creature choices seem very odd to me. u dont need beastly creatures with infinite turns. something more subtle is called for like prodigal sorcerer. u can just sit back and deal 1 damage each turn, and sense the opponent can take a turn its 20 strait turns for the win. that way if the opponent could stop an attack, which is quite easy, they cant stop u from tapping to victory. i also think u need silent arbiter in here,. he is by far the best way to slow up an attack deck and there r plenty out there. he will help a lot with the blocking and reduction of damage to u while u get the combo out.

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Posted 07 December 2009 at 19:39

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however i would most likely be playing with a group of people bigger than 4, dont have time to tap for 1 damage a turn

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Posted 07 December 2009 at 19:41

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I can see how it would be a problem. Don't forget that each turn you take, you're drawing a card. If you have to take 20 turns, depending on how far along the game is when you get the combo going, you could accidentally mill yourself. I would agree with thepower1 on this one and use something more than just a "tap for 1 damage" card.

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Posted 07 December 2009 at 19:52

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true, a multiplayer might change things up, but u will never run out of time with this deck, if u include 6 tap for damage creatures, which i always do in my infinite turn decks, then u can be tapping for 6 damage each turn rather then just 1. this way u can kill all 3 other players in just 7 turns. i also include 1 copy of feldon's cane in infinite turn decks just in case. it will buy u a minimum of 40 more turns in which to win, and if u cant win with 90 turns then the opponent deservs the win. the big creature approach leaves u way too open for a counter attack. lets say u have pulled off ur combo and r sitting back waiting to get enough mana to put a nig boy into play. u finally put down the 9th mana and tap out completely tolay it down when the opponent playes a disinchant and suddenly u have no mirror and no new turns, then they play doom blade and the creature is gone too. now u have nothing.

if u use indirect cheap damage, u can play multiple copies as well as support cards and still have enough mana to wait with a counterspell in case the opponent has somehting to use on u. game 1 the opponent might not have what it takes to overpower those creatures and ur combo, but game 2 and 3 he or she will be ready

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Posted 07 December 2009 at 21:04

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agree with dknight. You have too much high casting creatures, i think you will be too open.

The first game is always fun, but the 2nd and 3rd are not because they know your combo and they have an idea how to counter it. Like instead of counter the creature spell they will wait for the mirror instead. When i play in a tournament in a 2 out of 3 match i always tried to kill my opponent without using my combo if i had to and 2nd time killed with my combo because they didn't know about it.

i know what you have saying about disenchanting the mirror and stuff. It comes down to luck and stuff. When i first started playing magic i was all about the royal assassin but being a 1/1 it can be killed easy, for example a lightning bolt. That is what great about magic there is always a way to counter everything. A $25 card can be killed with a $0.10 card. It just comes down to does your opponent have that card in hand? This is why i hate making decks i always find ways to kill the cards that i want to use.

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Posted 08 December 2009 at 12:31

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just put this together, your combo doesn't actually require blue so you could build a say...black red deck that uses dark ritual and seething song to get the combo down sooner, I know no one in our group packs artifact removal intentionally (yet). Also, so as to not anger every one, find a fast kill so we don't have to sit through 80 turns...If not, ill start packing naturalizes and such just for spite...

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Posted 08 December 2009 at 15:10

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I see 1 problem with your deck idea right off the bat; if you run out of cards to draw, you lose the game.
However, I can see a way to completely piss off your opponent: put "Conquer" in there, and, using it in conjunction with "Panoptic Mirror" and "Time Warp", you can take another land from your opponent EVERY TURN -- you could just use that combo on its own, for that matter.
Here are some ideas for a deck that steals lands:
"Land Theft"
"These lands were your lands, but now they're my lands"

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Posted 08 December 2009 at 20:12

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Posted 08 December 2009 at 20:15

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Forgot to add the effects of "Conquer"

Enchant land
Enchantment - Aura, 3RR (5)
You control enchanted land.

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Posted 08 December 2009 at 20:16

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