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Infinite Mill deck I made for fun. Suggestions are appreciated. Please try to keep suggestions cheap and standard legal.If you're willing to spend extra money use the shock lands in the sideboard to make the deck much faster and more effective.
Infinite Mill Combo:Have Gilded Lotus, Sage's Row Denizen, and Archaeomancer on the battlefield. Cast Ghostly Flicker to exile Gilded Lotus and Archaeomancer. When they return use Archaeomancer to return Ghostly Flicker to your hand and tap Gilded Lotus to cast it again. Because of Sage's Row Denizen whenever Archaeomancer enters the battlefield your opponent removes 2 cards from their deck.4 Turn Infinite Mill:Turn 1: Forest + Elvish MysticTurn 2: Island + Sage's Row DenizenTurn 3: Island + ArchaeomancerTurn 4: Land + Gilded Lotus + Ghostly Flicker ComboYou can also use the combo of Gilded Lotus, Archaeomancer, and Ghostly Flicker with Talrand, Sky Summoner out to summon infinite 2/2 flying Drakes.Divination and Forbidden Alchemy give you the cards you need for the combo. Dispel, Essence Scatter, and Cancel control your opponent until you get your combo.
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I splashed green to speed up the deck but you can remove it if you want to add in more control or whatever.
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As an example you could splash black instead of green. It would slow down mana but could give you doom blade and diabolic tutor.
green sun's zenith (green)
Banned in modern.
DrakeWurrum has deleted this comment.
this could actually go off turn 4, just tap the lotus as soon as you cast it for 3 blue and go to town.
Oh wow. I must have had a brain fart when making this and thought it had summoning sickness.
Only creatures without haste have summoning sickness, not artifacts
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They are also not standard legal.
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This is a great fun deck to build. I applaud you sir.
Personally I would replace the guildgates in the sideboard with the hinterland harbors because if you plan on playing any of the other two mana types on round one the harbors would not come in tapped as the guildgates does.
Please read the deck description. I'm trying to keep it cheap.
Sry, I missed that part of it :) I just commented on what I saw in the deck + sideboard. Furthermore I agree on having the guildgates in there as the cheaper alternative. What I would change though is switching out one or two of the islands for another forest wich I think would up the likeliness of geting that elvish mystic drop on round 1.
Alright, I just switched one of them. Elvish Mystic is my only green card so I don't want too many.
I understand :) The way you have it running now I think will give the combo a higher possibility to appear without having to mulligan too much.
Interesting Combo nice job coming up with it, but a Five Card Combo is very unlikely to come across. In game unless you have some way of fetching the cards.
It's a 3 card combo + Sage's Row Denizen or Talrand, Sky Summoner. Once you get either one its pretty much game over. My way of fetching cards is card draw.
It's a four card combo. Gilded Lotus, Archaeomancer, Sage's Row Denizen/Talrand, Sky Summoner and Ghostly Flicker.
The Fifth card, represents land a combo that requires these high cost cards need land without the right amount of land it isn't going to happen. Again I love the combo couldn't have come up with better myself.
High cost cards? You need 5 lands (4 if you have Elvish Mystic) and minimum 2 islands with 15 islands in the deck. When talking about combos you never include land.
If it is over five cost take it under consideration. I have been playing this game for years and mana makes or breaks a combo. Now the elf does potentially speed things up, but you can't always assume the best of situations.
It is true that having the right mana can make or break a combo, but that's true for everything in magic. Including land in your list of cards needed for a combo is irrelevant. Unless you have a really weird costing combo that requires a bunch of dual lands.
Dual lands aren't for fixing weird mana costings, they just provide you with 2 types of mana
That is true, but i was saying that you don't need to put lands in your combo card list UNLESS you have a really weird costing combo that requires a bunch of dual lands.
OR you put them in there to ensure that you almost always have the types of mana that you need...... Because, that's what they're designed for.....
You keep them in a deck for that reason, but when listing off the cards you need for a combo you don't need to include them. For instance this combo needs: Gilded Lotus, Archaeomancer, Sage's Row Denizen/Talrand, Sky Summoner and Ghostly Flicker. You would not say that this combo needs: Gilded Lotus, Archaeomancer, Sage's Row Denizen/Talrand, Sky Summoner, Ghostly Flicker and two Islands. The deck needs dual lands, its just that the card combo doesn't require them.
Hmmmm...Why not take out Elvish Mystic? I mean it's your only green card. You could put in Augur of Bolas for the draw effect.
the mystic is there to speed up the combo, for a turn 2 denizen to curve out to winning turn 4 in the ideal situation. However, it is straining the mana and it is solely for the ideal scenario, top decking it turn 2 or later is terrible if you dont have the combo you need. i can see arguments for both sides.
As I said in the first comment splashing green is only for mana and you can either splash a different color or put more blue in. The cards in my combo are 3, 4, and 5 mana which can be troublesome to come by. Even if you get Elvish Mystic on turn 3 it isn't bad because you may not be getting enough lands.As for Augur of Bolas I don't really like it considering only 1 card in the 4 card combo is an instant. I prefer Forbidden Alchemy because its another card draw and you aren't limited to instant or sorcery. If I were to splash another color it would be black for the creature kill cards and Diabolic Tutor.
I don't think it's really worth splashing green especially since everything costs 5 or less. Yeah, you might draw a Elvish Mystic but your chances of having it opening hand are 4/60, 4/59, 4/58, 4/57, 4/56, 4/55, 4/54, 4/53 so that's about 7-8% chance of drawing it in your opening hand. Now, if you don't draw it first turn you're looking about 1/13 chances of drawing it. So we're talking about 7-8% chance of drawing it. Now the chances of you drawing a forest along with a Elvish Mystic is even less than just drawing a Elvish Mystic. I just don't see a point for one less turn. At that point the chances of your opponent drawing a response if they don't have it already(assuming they don't have draw abilities) they would have 50 cards. Let's assume they have 8 cards that respond to your combo. 8/50 would be about 16% chance of drawing the card they need. They may have more. They may have less. I'm going on an average I guess.
lovely combo, archeo and flicker open numerous possibilities!!!!
Why not use regular counterspell so u can counter anything? Are they banned?
Counterspell is only legal in Vintage and Legacy. If you want to counter anything you can use Cancel from the sideboard.
speaking of which you have an illegal sideboard. 16 cards is to many.
Hinterland Harbor and Breeding Pool are in there to basically shut up anyone suggesting he use dual lands. He wants to keep it cheap, but if anyone wants to make a deck based off of this one they should use those eight lands in the main deck.
then he should do what I do put them in the description. to avoid misconception.
"If you're willing to spend extra money use the shock lands in the sideboard to make the deck much faster and more effective." A quote from the decks description.
Pretty much what HotPoloPlayer said. You need to stop being so nitpicky man, it's just a deck I made for fun.
It's not nitpicky. Why would you post up a deck on this site if you don't want it to be critiqued? I mean that's the point of this site is to be helpful and make suggestions and improvements on a deck.
Well, he keeps on "critiquing" things for menial reasons. For instance here he is just wrong about this deck, saying that he should add something to the description that's already there. I believe that is why Vr called him nitpicky.
Yeah. I added the 8 extra lands in the sideboard to help people so they know what I'm suggesting they add which is apparently bad. He was also trying arguing over whether or not you add land cards when saying the amount of cards in a combo.He's offering criticism which is not constructive and being too strict when I'm trying to help others that may not know what shock lands are or may not want/have time to look them up. As you can see from my other decks I take a lot of advice from the comments and try to add in as much as I can. I'm always open for suggestions and improvement.
And i'm being generally awesome. Cause that's how the HotPoloPlayer do!
Yeah, thanks for explaining to the others what I was doing while I wasn't able to get on and respond.
No problem.
I guess so. I only saw this string of comments. Nice combo though. What would also be a cool ass combo would be red/blue. Guttersnipe, Blistercoil Weird, and Young Pyromancer. With the same concept with Archaeomancer. You should build a cool one with that too.
Now........I'm not trying to be a debbie downer here, and this combo is nice and all, but isn't Ghostly Flicker still on the stack when Archaeomancer gets returned? So then it wouldn't be in the graveyard yet to be able to be returned to your hand. Fill me in if I'm missing something here.Otherwise I like the idea.
Ghostly Flicker would fully resolve and go to the graveyard first. Here's a ruling on it:Ghostly Flicker begins to resolve. Archaeomancer and another permanent are exiled, then returned to the battlefield. Archaeomancer 's ability triggers (not activates) as soon as it returns to the battlefield, but it must wait until Ghostly Flicker fully resolves before it can be placed onto the stack.Ghostly Flicker fully resolves and is placed into its owner's graveyard. Then, Archaeomancer 's ability is put onto the stack. You now choose targets for that ability. Because Ghostly Flicker is now in your graveyard, it is a legal target for the ability.
Thennnnnn I like this a lot. it's cheap, which is always a plus
an idea tarland is a legendary u might want to run 2 instead u can only have 1 legendary creature at a time
Well you only need 1 of him and you can use the combo and win next turn. Having 4 in the deck just increases the chances of getting him. I'd rather have multiple in my hand than 2 at the bottom of my deck.
ok your choice :)
So... You just need to assemble 1)Archeomancer, 2)Gilded Lotus, 3)Ghostly Flickers and either 4a)Talrand or 4b)Denizen...Seems incredibly unlikely to happen, but gotta admit, its standard legal infinite combo.
It's a lot more likely when you add in Divination and Forbidden Alchemy for card draw since I have 4 of each and 4 of each card in the combo.
Fine. Even if you assemble the combo you can't truly hope to protect all pieces with just 3 Dispells against Shocks and Doomblades (try Negate sideboard?) and just 3 Essence Scatters against Scavenging Oozes and Deathrite Shamans (more Rapid Hybridization sideboard?)...Still, I appreciate the combo even fragile as it is. Its not easy to go infinite in standard.
All combos are fragile. This deck is $25 and just for fun. Obviously it won't do well against $300 decks with Scavenging Oozes and Deathrite Shamans...
Sadly it's only standard legal for another 11 days - otherwise I'd totally playtest this at FNM for giggles.
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check out my infinate combo infinate life and damage at http://www.mtgvault.com/exterminator5000/decks/infinite-life-gain-and-damage/
why divination? why not think twice?
rather pay 3 to draw 2 cards than 5 to draw 2 cards