Quote from Burntgerbil
Lithl's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Lands1 Mishra's Workshop1 Ancient Tomb1 City Of Traitors1 Temple of The False God1 Scorched Ruins1 Crystal Vein1 Dust Bowl1 Petrified Field1 Gemstone Caverns1 Urza's Power Plant1 Urza's Tower1 Urza's Mine1 Strip Mine1 Tectonic Edge1 Mystifying Maze1 Zoetic Cavern1 Blinkmoth Well1 Mishra's Factory1 Springjack Pasture1 Darksteel Citadel1 Quicksand1 Mutavault1 Vesuva1 Miren, the Moaning Well1 Mikokoro, Center of the Sea1 Buried Ruin1 Forbidden Orchard1 Inkmoth Nexus1 Phyrexia's Core1 Homeward Path1 Cavern of Souls1 Haunted Fengraf1 Deserted Temple
Quote from mutantman
In other news, reprints of Mountain, Island, and Forest have been confirmed; no word on Swamp or Plains, but odds seem good.
Quote from Burntgerbil@ Jafoniceld :
Hey - thanks for the input !
I had an umbral mantle in the original design of my deck - it and salvaging station were originally weeded out because of something I discovered through testing : I wanted to minimize the inclusion of cards that had no active purpose on their own. Secondly, I wanted to look as harmless as possible - everything had to serve some kind of purpose. If I play a card that clearly has some complex interactions but does nothing on it's own, players are usually going to spot that and do away with it pretty quickly.
I know that those cards allow you to do some pretty broken stuff - but they sorta go in a direction that I had initially steered away from. Now - if one is going for ballsout-combo-off-asap (Perhaps for competitive 1v1 like above) then this is definitely a direction you want to explore. That's one thing I love about this deck - it's flexibility to your tastes. Lately, due to tastes in my local metagame, I'm trying to avoid winning via combo every game (But I'm not above doing it, mind you).
Quote from BurntgerbilNote that even if someone removes the cauldron, the cards you put on it are not removed - you still have access to them and can play them.
Yeah - I know. Weird is right. No other card acts like the cauldron and thinking about it, I probably play it mostly to show it off.
Quote from mistercakesi'm looking again at these combos and i'm failing to see how this one works:
Infinite Life &/or 0/1 Tokens:
(With Voltaic Construct Infinite Combo) +Mycosynth Lattice + Springjack Pasture
(how are you untapping springjack pasture?
(Voltaic Construct Infinite Mana + Draw Combo) + Mycosynth Lattice, Grinning Totem, Arcbound Reclaimer, Scarecrone
doesn't this violate the 1 land per turn rule? i still don't see how it works even if it does not. just unclear how it works.
Quote from BurntgerbilAh wow. That's a pretty amazing use for it ! After thinking about it, it only really helps when someone takes out all players (including themselves). A while back, I used to run platinum angel and won a couple of games where I Scarecrone'd her out of the graveyard.
I will say this though - people in my playgroups have wised up to these sorts of shenanigans and try to avoid taking themselves out in their own blaze of glory - making this harder to do around here. Anyone running an infinite damage win has adapted to follow my cue and run a glacial chasm to keep themselves from dying in that case.