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  • posted a message on Turn one Extended win!
    You should try adding in storm entity from Future Sight. It has haste, costs 1R, and comes into play with a +1/+1 counter for each spell played before it that turn.
    Posted in: Extended (Type 1.X)
  • posted a message on [EVE] Nettle Sentinal : TOTALLY BROKEN
    Go here for a turn two play in standard involving nettle sentinel that would theoretically let you draw most of your deck if everything worked out alright. It is post number 48.

    http://forums.mtgsalvation.com/showthread.php?t=119869&page=4
    Posted in: New Card Discussion
  • posted a message on [EVE] Regal Force, Savage Conception, Tilling Treefolk
    Regal Force can actually be played on turn two drawing nine cards and possibly winning the game on that turn depending on what was drawn with the following eight cards:
    3x .

    Turn One: Play Forest, play Nettle Sentinel or Heritage Druid

    Turn Two: Play Fire-Lit Thicket, tap forest activate thickets ability getting two green, play 2xNettle sentinel or Nettle Sentinel and Heritage Druid. You need the druid and two sentinels in play. Tap all three elves to druids ability gaining three green mana and then play the third Nettle Sentinel triggering the first two sentinels to untap (two green mana floating at this point). Tap all three sentinels for three mana (five green total now) and cast Elvish Promenade floating one green mana, triggering all three sentinels to untap and putting four elf tokens into play. Tap all three sentinels and three of the tokens to add six green mana to the mana pool for a total of seven green mana floating. Use the seven mana to cast Regal Force which triggers the three sentinels to untap and draws you nine cards when it comes into play and its CIP ability resolves (Four elf tokens, three sentinels, one heritage druid, and one regal force for a total of nine creatures). After you've drawn the nine cards then you tap all three sentinels for three green mana to play the cards out. Most likely they will be green spells which will untap the sentinels and if they cost less than three mana they will actually net you mana each time one is played. Just one green spell that costs less than three is needed to net you one mana or more to cast another promenade which will get you more than enough creatures to tap to the heritage druid to gain enough mana to possible play another Regal force. That Promeneade will put at least eight tokens into play giving you 16 elf tokens which combined with the regal force already in play and the new one that would be played would draw 18 cards at least. Thats assuming the spell you played immediately prior to the promenade wasn't an elf or another creature. This could potentially draw you into most of the rest your deck including more promenades and hopefully a Garruk Wildspeaker to untap your two lands to gain the red mana from the thicket to play emblem of the warmind to give all your creatures haste. Drawing an overrun or two would also be plausible and be a nice thing to happen.


    Another one mana elf creature can be substituted in the above eight cards to be able to draw the nine cards but you won't be able tto play any of the cardss drawn that turn. You wouldn't have the three elves available to tap after the force was played, only two Nettle sentinels would be untapped along with the force. The thicket is only in there to play emblem of the warmind it could be substituted for other lands though.

    Try these eight cards: 2xNettle Sentinel, heritage druid, fierce empath, elvish promenade, forest, anopther land that taps for green or gives you double green wth the forest on second turn, and another one green mana elf. The fierce empath gets you the Regal Force. These eight cards let you draw 11 cards turn two and let you have both nettle sentinels untapped along with one elf token to start the mana engine up to hopefully play the cards you just drew. Hope fully a few one mana elfs, a promenade, and a regal force/fierce empath to draw more cards. To make it type two you can replace the fier5ce empath with summoner's pact and draw nine cards and have two tokens and two sentinels untapped. Replacing promenade with hunting triad while using the pact will allow you to draw 8 cards and have one token untapped and both nettle sentinels untapped.
    Posted in: The Rumor Mill
  • posted a message on G/b Aggro Elves
    Yes I am aware that the abilities of quirion ranger and wirewood symbiote can only be used once per turn, but that is only the case for each individual ranger/symbiote. If the ability for one of them was used and then that creature left play and then re-entered play the creature's ability can then be used again. When the ranger/symbiote whose ability has been used leaves play the game considers that creature gone. When you replay that creature card, the game considers this new ranger/symbiote creature to be unique and not the one that was in play before. As a result of this new creature not being considered the same one as before, its ability is not considered to be used for the turn either. The way cloudstone curio gets involved in this is in its ability to let the ranger or symbiote be returned and replayed each time a creature enters play under your control. With this happening you can replay and reuse each ones ability as long as you have the mana to replay them.

    With the hand of Priest of Titania, wirewood symbiote, quirion ranger, birchlore rangers, curio, forest you could gain unlimited mana of all colors and an unlimited spell count, and win out right or get an win condition with one of the following: sylvan messengers, masked admirers, gilt-leaf archdruid, coiling oracle, fierce empath, kamahl, fist of krosa, primordial sage, or any of the storm cards or other X-spells.

    The way this hand works is this:
    Turn 1: play and tap forest, play quirion or birchlore ranger

    Turn 2: tap forest and play other ranger, tap both ranger to birchlore ability for any color mana, return forest to untap either ranger, play and tap forest, play priest, tap priest and untapped ranger for green, play symbiote

    Turn3: tap priest, play curio, tap forest, return forest to untap priest, play forest, tap priest, forest, and both rangers for five green mana and one mana of any color total (green from forest twice, three from priest and on from rangers). Return either ranger to untap priest via symbiote, play returned ranger, return symbiote with curio trigger via ranger entering play, replay symbiote and return nothing with curio trigger produced by symbiote entering play(two green mana used), tap priest for three green mana(six green mana and one mana of any color floating now, two used to replay the ranger and symbiote and three gained from priest, net gain of one green mana). Now since the symbiote whose ability was used left play and then was replayed it is not considered to be the same symbiote and thus this new symbiote’s ability has yet to be used this turn since it just entered play. Now use the ability by returning the other ranger, the tapped ranger, to untap the priest, play the ranger, return the symbiote via ranger curio trigger and then replay symbiote. Four green mana and one mana of any color now floating, both rangers and priest are untapped and the symbiote and ranger abilities are both considered unused. Tap the priest for three green and both rangers for one mana of any color (seven green and two of any color mana floating now). Repeat the process of returning one ranger to untap priest, using two green mana to replay that ranger and returning and then replaying the symbiote via the curio trigger, then tapping the priest for three green, and then returning the other ranger and using two green mana to replay that ranger and to return and replay the symbiote via the curio trigger, then tapping the priest for three green and tapping both rangers for one mana of any color. Repeating this process will gain two green mana and one mana of any color each iteration of playing one ranger, then symbiote, then other ranger, then symbiote.

    For the second hand listed in the other post: Priest of titania, quirion ranger, elvish pioneer, forest, cloudstone curio, one mana accelerator (elvish spirit guide, simian spirit guide, lotus petal, one of original five moxes) and then either sylvan messenger, masked admirers, gilt-leaf archdruid. Additional cards for drawing deck or attempting to win are fierce empath, primordial sage, Kamahl, Fist of Krosa, or even recycle.

    The way this hand works is this:
    Turn 1: play and tap forest, play/use mana accelerator, play priest

    Turn 2: tap forest, play quirion ranger, tap priest for two green, return forest to untap priest, play and tap forest, play curio, tap priest for two green, play elvish pioneer, pioneer entering play triggers curio ability and its own comes into play ability, ignore pioneer’s ability for now unless you drew a basic land for the turn, let the curio trigger resolve and return the quirion ranger, use the one green you now have floating and play the quirion ranger, upon entering play the ranger triggers the curio, before that trigger resolves use this new quirion ranger’s ability and return the forest in play to untap the priest(this can be done because of the same concept explained above with the symbiote) and then tap the priest for three green mana(priest, ranger, pioneer in play), let the curio trigger resolve and return the pioneer, play the pioneer, pioneer entering play triggers curio ability and its own comes into play ability again, this time with it’s ability put the forest that was just returned by quirion ranger into play tapped, the land triggers the curio but there is nothing you can return with the curio land-trigger, return the quirion ranger with the curio trigger from the pioneer entering play and replay the quirion ranger(one green mana floating now at this point, priest tapped for three and one used for pioneer and one just used for ranger), upon entering play the ranger triggers the curio, before that trigger resolves use this new quirion ranger’s ability and return the forest in play to untap the priest and then tap the priest for three green mana(four green mana now floating). Repeat the process of returning the pioneer, replaying the pioneer and putting the forest into play tapped and returning the ranger and then replaying the ranger to return the forest to untap the priest to tap the priest for three green mana. Two green mana is used each iteration of untapping the priest(one mana to play pioneer, one mana to play ranger) and as a result the priest can then be tapped for three mana.

    With unlimited mana and one of the cards mentioned in the second hand list you either siphon out all elves via messenger which will get you the elves needed to draw the rest of your deck, draw your entire deck via admirers, archdruid, primordial sage, or recycle, fetch either primordial sage or kamahl via fierce empath and/or pump all your creatures with kamahl endlessly and attack with the priest of titania. You can also use hunting pack and gain unlimited beast tokens and attack and win next turn. Hivemaster will also give you unlimited insect tokens. Golgari guildmage can give all your creatures endless +1/+1 counters and selesnya guildmage and produce infinite saproling tokens. Glimpse of nature could help you draw your entire deck just be careful not to get decked it by the forced draw. A chord of calling can be used to fetch an eternal witness which can return the chord and allow you get each creature out one by one. I especially like to get out a teferi, mage of zhalfir or a dosan the falling leaf since dosan costs three just like witness people probably won’t be suspicious going for another chord for three as opposed to changing it to five. Once dosan or teferi have entered play return the witness with the resulting curio trigger and get either Primordial sage to draw the rest of the deck or Kamahl to pump the priest endlessly and attack for the win. With dosan or teferi in play the opponent won’t be able to do much of anything.

    The deck I have that has these cards and combos in it has other cards that create even more combos and interactions. I proxying some cards cause don’t have the necessary copies yet unfortunately. Another time I will type up my list but not right now.
    Posted in: Casual & Multiplayer Formats
  • posted a message on G/b Aggro Elves
    If you add in a cloudstone curio you will be able to get infinite mana with the priest of titania, wirewood symbiote and two other elves, one of them costing only one mana. Add in sylvan messengers, masked admirers, gilt-leaf archdruid, or even coiling oracle with birchlore rangers will allow you to draw your entire deck or at least get all your elves out. With this sevenm card hand you can draw your entire deck out by turn three guaranteed: Priest, quirion ranger, birchlore ranger, symbiote, forest, curio, and one of the four cards mentioned up top. With this following hand you can draw your entire deck turn two: Priest, quirion ranger, elvish pioneer, forest, curio, one mana excellerator (elvish spirit guide, simian spirit guide, lotus petal) and then either messenger, admirers, or the archdruid.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Squee, Secret Shriner
    try using an elfhame sanctuary and a necra sanctuary.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Lorwyn Combos
    2xMerrow Reejerey + 2xDrowner of Secrets + cloudstone curio + twinning glass
    Posted in: New Card Discussion
  • posted a message on Lorwyn Combos
    shields of velis veil + wren's run packmaster

    Make all your creatures all creature types including wolves so they all gain deathtouch
    Posted in: New Card Discussion
  • posted a message on cool type two combos
    Wild Cantor + Enduring Renewal + Pandemonium/Grapeshot

    For Grapeshot:
    turn 1: G/W or G/R land, play BOP
    turn 2: W, if not played first turn, or R land, play double Rite of flame, play Enduring renewal (RR left), play cantor, sac cantor for green or red, cantor returns to your hand from renewal, then play and sac it again over and over again to up the spell count and cast grapeshot. You'll stay steady at two mana for the grapeshot to be played. It is 8 cards total.


    For Pandemonium:
    turn 1: G/W or G/R land, play BOP
    turn 2: play any land, W land preferably, tap all lands and BOP, play one rite of flame, play pandemonium
    turn 3: play land if needed in case birds died, W land if you need a second W mana, play rite of flame for three mana this time (RRRWW in mana pool), Play Enduring Renewal the Wild cantor, pandemonium triggers upon cantor entering play dealing one damage to a target of you choice, sac cantor for a mana reutrn it to your hand via renewal and play, trigger pandemonium again, sac for mana, and return to you hand as many times as needed.


    addin in farseeks, rampant growths, and search for tommorrows to ramp up mana. if needed also but rites are quickest boost so far. Seething song doesn't work well quickly.
    Posted in: Standard Archives
  • posted a message on Squee Madness Thing Needs Help
    Add in cloudstone curio to the deck. With a curio in play, two rootwallas , and a mongrel or tog, there is infinite pump for the mongrel or tog.

    Discard rootwalla #1 to tog or mongrel, play it for its madness cost then the curio will trigger when it comes play allowing you to target rootwalla #2 and return it to your hand. Then repeat the process with the new rootwalla. Each time you discard you pump up the tog or mongrel.
    Posted in: Bazaar-Based Decks
  • posted a message on Guildpact Combos
    Play Graven Dominator making all other creatures 1/1 unil eot and then play Orzhov Pontiff giving all creatures you don't control -1/-1 until eot effectively killing all creatures you don't control. When the Dominator and pontiff die have them haunt the same creature so that when that creature dies all creatures you don't control die.
    Posted in: Magic General
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