As we may know, there are combos which result in a tie game via infinite, mandatory, triggered abilities.
I know of a couple off hand:
Stuffy Doll (Targeting yourself) + Pariah = some damage (from a tap, perhaps) repeated forever between you and the doll. Game becomes a draw.
Lich's Mirror + Donate (on Lich's Mirror) + 10 poison counters (on opponent) = Opponent constantly losing the game, replaced with the mirror's instructions. Game becomes a draw.
(Their are many alternatives to the first, I chose one with only two cards.)
Does MTGSalvation know of any other methods?
(also, should this be in Rumored Card Rulings? I R teh newest)
Lich's Mirror + Donate (on Lich's Mirror) + 10 poison counters (on opponent) = Opponent constantly losing the game, replaced with the mirror's instructions. Game becomes a draw.
Doesn't work.
You have ten or more poison counters. Lich's Mirror doesn't remove poison counters. If you'd lose the game this way, you'll do what Lich's Mirror says, then you'll lose the game the next time state-based actions are checked.
Also, a 3 Oblivion ring is not necesarily an tie-causing infinite combo, as you could always target something else. If one of the o-rings is destroyed in response, for example.
A Donated Lich's Mirror will in fact cause the game to end in a draw if its controller loses in some way other than hitting 0 life.
If you control *but don't own* Lich's Mirror, Lich's Mirror itself will still be on the battlefield after its effect is finished. If you would lose the game again for any of the reasons above, Lich's Mirror has its effect again . . . and again . . . and again. An involuntary infinite loop will be created, and the game will end in a draw. (In the case of the triggered ability example given last in the list above, it's possible that a player could cause the loop to end while the ability is on the stack. None of the loops caused by state-based actions can be stopped at all.)
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Rules Advisor (as of the last time they offered that certification).
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There are few men in this Parliament for whom I have greater respect than the leader of the Co-operative Commonwealth Federation. I admire him in my heart, because time and again he has had the courage to say what lays on his conscience, regardless of what the world might think of him. A man of that calibre is an ornament to any Parliament.
I don't play decks. I solve optimization problems.
Currently solving:
Standard: Too poor for this format.
Modern: GW Auras, Living End, WB TurboFog, UB Mill, UR Storm
Legacy: R Burn, GU Infect, RG Lands, B Contamination
redcodekevin - that's why he specified using Donate to give the Mirror to an opponent. The opponent doesn't own the Mirror, therefore it won't get shuffled into their library, and still be on the battlefield when state-based actions are next checked.
This needs to be on a board where there are no other permanents that would be legal O-Ring targets, otherwise one player will be forced to break the loop by the game rules. Which player (assuming the O-Rings are not all controlled by the same person and all players involved in the loop have equal capacity to break the loop, i.e. no Hexproof shenanigans) is somewhere deep in the Comprehensive Rules, but I believe it is the active player in 2 player games and have no idea in multiplayer.
This needs to be on a board where there are no other permanents that would be legal O-Ring targets, otherwise one player will be forced to break the loop by the game rules. Which player (assuming the O-Rings are not all controlled by the same person and all players involved in the loop have equal capacity to break the loop, i.e. no Hexproof shenanigans) is somewhere deep in the Comprehensive Rules, but I believe it is the active player in 2 player games and have no idea in multiplayer.
As a bonus, this thread could be used for future reference for other people who aren't EDH'n, so we might as well include all the combos we can muster.
-Play Teysa, then play Æther Flash + Swirl the Mists ( If you have a X/2 creature in your hand choose one of its colors and play it)( teysa will make tokens of that color and then they will die trrigering teysa .... the game is a draw)
-with Teysa + Spreading Plague play Swirl the Mists and choose a color diferent from black or white ( you have to make 2 tokens before the game is a draw)
This begs the question: why would anyone want an infinite-tie loop? I can compare a game of Magic (in a sense) to an artistic piece of work. An artist has one goal, to create emotion with their work. Emotion can be either of 2 forms: praise or disgust. An artist doesn't want someone walking away thinking, "Meh... it's mediocre at best..." The artist fails if the work does nothing. With praise or disgust, at least the artist got a reaction.
The same can be said for a game of Magic. The outcome should be either a win (= to praise) or a loss (= to disgust). A tie is something in the middle, a gray area, or as in my metaphor, mediocracy. A tie is limbo, a place that is neither here nor there. Ask any player, losing as a result of a tie in a tourney is much worse than a straight out loss.
The only thing I find slightly amusing is the creativity that goes into the infinite tie... but that can grow old after it has happen a few times. That is like tricking your friend into sitting on a whoopee cushion; the first and second time is funny, after that is grows old.
Want a fun combo that doesn't end in a tie? Play with these three: Knight of the Hokey Pokey, Donate, and Mindslaver. Donate the Knight, Mindslaver your opponent, and force the Hokey Pokey out of them!!!
This begs the question: why would anyone want an infinite-tie loop? I can compare a game of Magic (in a sense) to an artistic piece of work. An artist has one goal, to create emotion with their work. Emotion can be either of 2 forms: praise or disgust. An artist doesn't want someone walking away thinking, "Meh... it's mediocre at best..." The artist fails if the work does nothing. With praise or disgust, at least the artist got a reaction.
The same can be said for a game of Magic. The outcome should be either a win (= to praise) or a loss (= to disgust). A tie is something in the middle, a gray area, or as in my metaphor, mediocracy. A tie is limbo, a place that is neither here nor there. Ask any player, losing as a result of a tie in a tourney is much worse than a straight out loss.
The only thing I find slightly amusing is the creativity that goes into the infinite tie... but that can grow old after it has happen a few times. That is like tricking your friend into sitting on a whoopee cushion; the first and second time is funny, after that is grows old.
Want a fun combo that doesn't end in a tie? Play with these three: Knight of the Hokey Pokey, Donate, and Mindslaver. Donate the Knight, Mindslaver your opponent, and force the Hokey Pokey out of them!!!
Sample answer: To troll everybody
Like 5 people playing EDH and then comes your turn... "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO .... i was winning" (says one of your's opponents)
" This way everybody wins ( Troll face)"
Like 5 people playing EDH and then comes your turn... "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO .... i was winning" (says one of your's opponents)
" This way everybody wins ( Troll face)"
Isn't that the quickest route to having to find a new play group?
This begs the question: why would anyone want an infinite-tie loop? I can compare a game of Magic (in a sense) to an artistic piece of work. An artist has one goal, to create emotion with their work. Emotion can be either of 2 forms: praise or disgust. An artist doesn't want someone walking away thinking, "Meh... it's mediocre at best..." The artist fails if the work does nothing. With praise or disgust, at least the artist got a reaction.
The same can be said for a game of Magic. The outcome should be either a win (= to praise) or a loss (= to disgust). A tie is something in the middle, a gray area, or as in my metaphor, mediocracy. A tie is limbo, a place that is neither here nor there. Ask any player, losing as a result of a tie in a tourney is much worse than a straight out loss.
The only thing I find slightly amusing is the creativity that goes into the infinite tie... but that can grow old after it has happen a few times. That is like tricking your friend into sitting on a whoopee cushion; the first and second time is funny, after that is grows old.
Want a fun combo that doesn't end in a tie? Play with these three: Knight of the Hokey Pokey, Donate, and Mindslaver. Donate the Knight, Mindslaver your opponent, and force the Hokey Pokey out of them!!!
It's not the only EDH I'll have (Rhys, the Redeemed being the other). If I'm playing someone new, I can use this deck to surprise them. Not all of us are Spike, and I like to play the most gimmicky way I can some games, and then as serious as I can the next. Keeping it fun, and MTG makes that easy with all of the interesting interactions it provides.
Back on subject, however, mutual loss/win also results in tie games. Having an Abyssal Persecutor and Platinum Angel out, getting all players down to 0 life or some other loss condition, then sac-ing both results in a draw. Probably the most convoluted of all listed, but still works.
It's not the only EDH I'll have (Rhys, the Redeemed being the other). If I'm playing someone new, I can use this deck to surprise them. Not all of us are Spike, and I like to play the most gimmicky way I can some games, and then as serious as I can the next. Keeping it fun, and MTG makes that easy with all of the interesting interactions it provides.
Back on subject, however, mutual loss/win also results in tie games. Having an Abyssal Persecutor and Platinum Angel out, getting all players down to 0 life or some other loss condition, then sac-ing both results in a draw. Probably the most convoluted of all listed, but still works.
Yikes, came in here out of curiousity and found one of the most narrow definitions of "Art" I've ever read.
There are definitely a lot more ways to approach an art-piece or Magic deck than generating a positive or negative reaction. Creativity is what makes a deck and a game interesting. Unexpected interactions and outcomes, thinking outside the box, those are what illicit reactions and emotions. That said, I'm not sure how I feel about a deck that combos into a draw, it appears a lot like comboing into a win, but harder to assemble because the interactions between cards are more specific.
I say go for it, but don't get so wrapped up in the idea that you miss out on protecting yourself and staying in the game long enough to force it's end.
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I know of a couple off hand:
Stuffy Doll (Targeting yourself) + Pariah = some damage (from a tap, perhaps) repeated forever between you and the doll. Game becomes a draw.
Lich's Mirror + Donate (on Lich's Mirror) + 10 poison counters (on opponent) = Opponent constantly losing the game, replaced with the mirror's instructions. Game becomes a draw.
(Their are many alternatives to the first, I chose one with only two cards.)
Does MTGSalvation know of any other methods?
(also, should this be in Rumored Card Rulings? I R teh newest)
There's the triple Faceless Butcher combo, but I think recent a rules change has nixed it.
Was planning on making a commander around it, need more combos to pull off, fill more spots because 100 cards
[CARD]
Sporemound[/CARD] + Life and Limb
Doesn't work.
Also, a 3 Oblivion ring is not necesarily an tie-causing infinite combo, as you could always target something else. If one of the o-rings is destroyed in response, for example.
I don't play decks. I solve optimization problems.
Currently solving:
Standard: Too poor for this format.
Modern: GW Auras, Living End, WB TurboFog, UB Mill, UR Storm
Legacy: R Burn, GU Infect, RG Lands, B Contamination
This needs to be on a board where there are no other permanents that would be legal O-Ring targets, otherwise one player will be forced to break the loop by the game rules. Which player (assuming the O-Rings are not all controlled by the same person and all players involved in the loop have equal capacity to break the loop, i.e. no Hexproof shenanigans) is somewhere deep in the Comprehensive Rules, but I believe it is the active player in 2 player games and have no idea in multiplayer.
3 Faceless Devourer
Worldgorger Dragon + oblivion ring + Journey to Nowhere / Icy Prison
I didn't know he wanted it for EDH...
Also i said
"3 O Rings >>>>> Classic"
http://www.youtube.com/watch?v=AGXG5rNe_tI
Another just remembered: No creatures in graveyard besides a Worldgorger Dragon, then Animate Dead
Sig by Rivenor at miraculous recovery and Avatar by Ace5301 at five handed lizard
EDH
Ghave
Phelddagrif
Omnath
-Play Teysa, then play Æther Flash + Swirl the Mists ( If you have a X/2 creature in your hand choose one of its colors and play it)( teysa will make tokens of that color and then they will die trrigering teysa .... the game is a draw)
-with Teysa + Spreading Plague play Swirl the Mists and choose a color diferent from black or white ( you have to make 2 tokens before the game is a draw)
Conspiracy/Xenograft + Xathrid Necromancer/Rotlung Reanimator + Æther Flash////Illness in the Ranks+Engineered Plague / Heartless Summoning
-Necromancer or Reanimator will trigger when a " Masked " Zombie die (from Æther Flash or Illness in the Ranks+Engineered Plague/ Heartless Summoning) causing soo much confusion that the game will be a draw...
note that you can combo with Spreading Plague + Swirl the Mists + Xathrid Necromancer/Rotlung Reanimator + Conspiracy/Xenograft tooo....
Another:
Conspiracy + Requiem Angel + any of these:
-Æther Flash
-Spreading Plague + Swirl the Mists
-Illness in the Ranks
-Engineered Plague
-Heartless Summoning
Also with Swirl the Mists you can seach combo pieces with Green Sun's Zenith
The same can be said for a game of Magic. The outcome should be either a win (= to praise) or a loss (= to disgust). A tie is something in the middle, a gray area, or as in my metaphor, mediocracy. A tie is limbo, a place that is neither here nor there. Ask any player, losing as a result of a tie in a tourney is much worse than a straight out loss.
The only thing I find slightly amusing is the creativity that goes into the infinite tie... but that can grow old after it has happen a few times. That is like tricking your friend into sitting on a whoopee cushion; the first and second time is funny, after that is grows old.
Want a fun combo that doesn't end in a tie? Play with these three: Knight of the Hokey Pokey, Donate, and Mindslaver. Donate the Knight, Mindslaver your opponent, and force the Hokey Pokey out of them!!!
Sample answer: To troll everybody
Like 5 people playing EDH and then comes your turn... "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO .... i was winning" (says one of your's opponents)
" This way everybody wins ( Troll face)"
Isn't that the quickest route to having to find a new play group?
No, when you make two draws in a row you become the target kkkk
If you want to not draw the game play library of leng
hive mind + mind spring+ windfall
Just draw a few cards, then windfall. If you don't want to get surprised by a reshuffler like emrakul, make sure and draw about 25+ cards.
Lol
didn't thinked about draws by draws
It's not the only EDH I'll have (Rhys, the Redeemed being the other). If I'm playing someone new, I can use this deck to surprise them. Not all of us are Spike, and I like to play the most gimmicky way I can some games, and then as serious as I can the next. Keeping it fun, and MTG makes that easy with all of the interesting interactions it provides.
Back on subject, however, mutual loss/win also results in tie games. Having an Abyssal Persecutor and Platinum Angel out, getting all players down to 0 life or some other loss condition, then sac-ing both results in a draw. Probably the most convoluted of all listed, but still works.
soo Wrath of God in ?
Prowling Pangolin works, too.
There are definitely a lot more ways to approach an art-piece or Magic deck than generating a positive or negative reaction. Creativity is what makes a deck and a game interesting. Unexpected interactions and outcomes, thinking outside the box, those are what illicit reactions and emotions. That said, I'm not sure how I feel about a deck that combos into a draw, it appears a lot like comboing into a win, but harder to assemble because the interactions between cards are more specific.
I say go for it, but don't get so wrapped up in the idea that you miss out on protecting yourself and staying in the game long enough to force it's end.