Something else similar should work:
Exile two Simian Spirit Guides and tap Glimmervoid to cast Gathan Raiders face down.
Turn it face up, discarding Golgari Grave-Troll.
Cycle Street Wraith, replacing the card drawing with dredge, which gets one Narcomoeba, four Sword of the Meek, and one Fatestitcher. The Narcomoeba returns to the battlefield; return the Swords of the Meek to the battlefield.
Play Tolarian Academy and tap it to get four blue mana.
Cast Proteus Machine face down and turn it face up; it doen not matter what creature type is chosen.
Unearth Fatestitcher with the last blue mana and use it to untap and tap Tolarian Academy, getting five blue mana this time.
Cycle Esper Sojourners and untap and tap Tolarian Academy, then do that three more times, ending up with thirteen blue mana.
Cast Riptide Survivor face down and turn it face up with seven blue mana left; discard Golgari Grave-Troll and draw three cards.
Cast Coral Trickster face down and turn it face up; untap and tap Tolarian Academy, ending up with eight blue mana.
Cast another Coral Trickster face down and turn it face up; untap and tap Tolarian Academy, ending up with nine blue mana.
Cast Weaver of Lies face down and turn it face up with one blue mana left; turn Riptide Survivor and the two Coral Tricksters face down.
Turn a Coral Trickster face up with the remaining blue mana, and untap and tap Tolarian Academy, getting five blue mana.
Do the same with the other Coral Trickster, ending up with nine blue mana.
Turn Riptide Survivor face up with six blue mana left; discard nothing and draw three cards.
Cast Vesuvan Shapeshifter face down and turn it face up, leaving one blue mana; make it a copy of Weaver of Lies, and turn Weaver of Lies and the two Coral Tricksters face down.
Now Weaver of Lies, Vesuvan Shapeshifter, and the Coral Tricksters can be repeatedly turned face down and up to get infinite blue mana; Riptide Survivor and Glimmervoid can be hit to get mana of other colours and draw cards. Repeatedly cycle Resounding Thunder, discarding Emrakul, the Aeons Torn with Riptide Survivor to get it back, dealing damage to the opponent as many times as necessary.
- nerdyjoe
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Kozilek, Butcher of Truth / Lion's Eye Diamond / Shelldock Isle
1) 0-6 CalvinSchwa On the play, Kozilek threatens, either the unkicked capsise puts it back in hand, and then it comes back many turns later, or you just lose (EDIT: or you venser it, and win). On the draw, the isle gets bounced before Kozilek can appear, or I get landlocked.
2) 6-0 Magus of the Aesthetic :: This Hand Brought to You by Mogg Waiting until turn 3, I get do anihilate your lands.
3) 0-6 ManyCookies :: Slow Rolling is BM On the play, you get to kill me, ignoring kozilek. On the draw, you have to shoot down kozilek, but he comes back. You then gain 6 life a turn, starting on turn 3, with an extra 5 thrown in some time. You get to 48+5 life on turn 10, just in time to kill me with kozilek back on the board.
4) 0-6 Mogg You are best served not playing anvil. You can hold up chain to prevent me from isling. You play out 26 power on turn 8, and another 26 power on turn 10. This beats down sooner than Kozilek can eat up the delicious zombies.
5) nerdyjoe
Kozilek, Butcher of Truth / Lion's Eye Diamond / Shelldock Isle
6) 0-6 Superbajt :: Let's Do It Again! Path eats Kozilek whenever.
7) 3-3 Tatterhood On the play, I get Kozilek down before you have drain up, on the draw you get to hold me back until you can combo on turn 7 or so.
8) 3-3 tomsloger On the play, I get Kozilek down before you have drain up. On the draw, you get to edict lands before I can recast Kozilek.
0 6 0 0 X 0 2 2
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I think the format becomes not (stupid) broken if you're restricted to one card at each cmc.
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I'm slightly confused by your 5 vs 6/8 analysis. You have your own life increasing for no discernible reason:
It looks to me like that line should end (17-14).
You may have also missed that meteor shower is 1+X damage, so all the damage is increased by 1.
Without doing any thinking of my own, a corrected line of play is:
t2: you digger, we incinerate. (20-17)
t3: you can Meteor Shower for 2 damage (18-17)
t4: you can return Meteor Shower. we digger, returning incinerate. You Disenchant digger.
t5: You Meteor Shower for 3 damage (15-17). we lore back digger, then incinerate. (15-14).
t6: You return and redraw Disenchant and can Meteor Shower for 1 (13-14). We play digger, activate twice, returning incinerate then lore.
t7: You return and redraw Meteor Shower, cast Disenchant, return Disenchant. We redraw incinerate.
t8: You can Meteor Shower for 4 damage. We denial. Lore back digger. Incinerate (13-11).
t9: You redraw Disenchant, and we counter Meteor Shower which you play for two, then return shower. We play digger. Return Arcane Denial, incinerate, lore.
t10. You can redraw Meteor Shower, then shower for 5 damage. (8-11) We redraw denial and hold it up.
t11: You redraw Meteor Shower. Can Shower for x=2, 3 damage (allowing Disenchant & return Disenchant in response to denial) or 4. If you Disenchant, shower for 2, we allow this to resolve (5-11).
[Showering for 4 gets denied, and we get card advantage and to incinerate faster.]
We redraw lore. Lore back digger. Play digger. Incinerate (5-8). Return Incinerate, Lore. In our end step you return Shower.
t12: Can Disenchant. **Departing from the above line here** Do so, you have to let it resolve, because otherwise Shower for x=4, 5 damage kills. Fire off the Shower for x=2, 3 damage(2-8). We shouldn't counter this. You put shower, disenchant back in library. We draw incinerate.
t13: Shower for x=1, 2 damage, gets denialed. Shower is put on bottom. In our upkeep you redraw disenchant and shower, we draw lore, then miss draw-step for turn. Lore has to get back denial to not lose next turn, but then our recursion is all gone, and we don't have enough burn in hand to kill.
Comes out in my favor in this line, I left my deviations using the same voice to not be confusing. We, our, us is 6/7, you, your is 5.
piato, I don't want to fight about digger mirrors either. I have nothing but appreciation and respect for everyone here. I think the easiest way is to practice a few games with paper cards, trading decks back and forth between the players and seeing what lines emerge.
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The key error in this line (which just says it doesn't work as described, not that it doesn't work) is that Arcane Denial is not: Counter target spell, draw a card, the spell's controller draws two cards.
I vote that unless you (or someone else for you) can show a clean line of logic for a win, digger+denial/disenchant/pillage/icefall pairings are all 2-2.
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6 Island / phantasmal bear / Commandeer / Disrupting Shoal / Foil / daze
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 | PT | Points
6 | 2 1 2 ! 0 X 0 2 0 0 4 2 0 2 2 | 17 | 121
vs 1: Odd choice of which red blast to use, but it doesn't matter for me. I can't beat the blast, so I hold Shoal+Bear for one of your threats, and Foil+Island for the other. 2-2
vs 2: You play Island, then we fight over LED. I foil, you foil back, emrakul shuffle trigger. I commandeer, you daze. If I can pay for daze, I win (the counter war). 1-4
vs 3: Shoal pitching daze ends your chance of winning. karakas ends mine. 2-2
vs 4: I dunno. Flag this one for deeper analaysis. !!!
vs 5: Leyline T.T 0-6
vs 7: I can foil RB but then can't counter gargadon. Nothing else I have counters RB, and if I don't counter it, my hand gets wiped. It's too bad commandeer doesn't work as a counterspell here. 0-6
vs 8: Memnites can't race, you don't go for the iona, since i can counter it. But if I start swinging, you either block and kill, or crack back for more. 2-2
vs 9: No plan for man-lands. 0-6
vs 10: No plan for man-lands, and bloodghast hits the field even if I counter it. 0-6
vs 11: This is the fight I planned to fight. If you're on the play, you play your dude, I let it go. I play Island, Cast bear. You can shoal pitching 1cmc. I daze. You daze back. I Foil back. Dude hits the field. Then you play tabernacle, dooming both our dudes. If I'm on the play, I cast bear, you shoal pitching 1 cmc, I Commandeer, redirect to commandeer. Works as a counterspell. Pass. You can play your dude or tabernacle, I'm home free. 4-1.
vs 12: I have no plan for man-lands. But I race. 2-2
vs 13: Karakas clears the path, I have nothing to interact with the token. 0-6
vs 14: If you suspend Mindstab, we wait for it come off suspend. If you target me, I let it resolve, discarding Commandeer, Shoal and Daze. You now have no way to get a threat into play, and we draw. If you target you, I let it resolve. You pitch Iona, and the foil package. You then may cast reanimate, but I'd commandeer that so fast your head would spin. If you don't suspend mindstab, we chat about stuff and go to time. 2-2
vs 15: I play my bear, Hold Daze for bitterblossom. You can innocent blood away my bear. Oh well. 2-2.
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Following from the 500 turn rule adjustment, some suggestions were to try a shorter time, so let's do it again.
Slow Down v2
Rule 3.1 is adjusted so as to mean the following:
Before an opponent has taken 100 turns, decks may not win the game, cause an opponent's cards to change zones or take an arbitrary number of turns.
Deck Size: 3
Land Rule: Basic Land Rule (7.3a, below)
Additional Banned list: None (please remember to check Land Rule and regular PHM Banned Lists)
Reducing deck size makes this still a bit of a puzzle, as some of the worst creatures (survivor of the unseen) still get the job done too quick (21 turns), but the classic Gut Shot / Reiterate / Disruption or protection still works.
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-3-100 Mental Misstep.