Re: Magic: The Gathering
He'd have to cast his whole combo on his turn, which admittedly isn't hard to pull off given the mana acceleration available to Green.
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Magic: The Gathering
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Re: Magic: The Gathering
Actually Cid is in love with Innocent Blood and Evoking Shriekmaws so I'm wondering what would go off first, that combo or Cid killing off those creatures.
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Re: Magic: The Gathering
Removing Enchantments in Green? Unheard of!
Now let's see you cheat out an Asceticism and a Mirror Gallery to answer both of the other mentioned Melira combo-breakers.
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Re: Magic: The Gathering
Two legendary creatures on the field. The phantasm just has to resolve.
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Re: Magic: The Gathering
Actually, burn tends to screw that Combo over anyway, I just wanted to post something bit different than "Just set Melira on fire"
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Re: Magic: The Gathering

Turn 0 Combo Breaker, Persist and Undying creatures go straight into exile :3
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Re: Magic: The Gathering
the more I playtest it... the more badass it feels.
So far I've run 30 tests and 26 of those tests have won on turn 4. I'm happy with the end result.
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Re: Magic: The Gathering
Eh I'm not a fan of 1/1 One-Drops in Multiplayer decks unless they actually do something useful like these guys:



Multiplayer games tend to last long enough to make mana curves a non-issue and Fast Aggrocentric decks tend to run out of steam and maybe take out one player before keeling over.Last edited by Firewind; 01-09-2013, 07:40 PM.
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Re: Magic: The Gathering
Murderous Redcap, Kitchen Finks, Elvish Visionary, Baubles, Gitaxian Probe, Manamorphose, maybe some 1-drops and Birthing Pod.
R/G Combo isn't hard. I have a R/G Modern Aggro-Combo deck on Cockatrice myself, and you can bet the fire lit under your bum that the upcoming Burning-Tree Emissary is going in there as soon as Gatecrash hits.Last edited by Yellow Mage; 01-09-2013, 06:11 PM. Reason: In hindsight, I can't believe I didn't think of putting Probe in there before, but the deck already works so well without it that I'd have no idea where I'd put it.
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Re: Magic: The Gathering
But what would you put in the rest of the deck?
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Re: Magic: The Gathering
You know whats fun? Color wars.
5 players
Everyone builds a mono color deck of their decided color
Each player has 2 alli colors and 2 enemy colors based on the elemental wheel*
First person to defeat both their enemies wins
*Your allies are the 2 colors adjacent to yours on the wheel. The other 2 are your enemies.

Example: Red is allied Green and Black and needs to beat White and Blue to win.
Example 2: Blue is Allied with White and Green and needs to beat Red and Black.
The overlap is what makes it fun. Red and Blue are trying to kill one another even though both are allied with Green. In turn, Green won't help either one against the other.
Also:
Originally posted by Taskmage View Postalso this delicious synergy between Melira, Sylvok Outcast and persist creatures that goes full on combo when you add a:
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This combo scares me too. Mostly because it's dirt cheap and threatens a 3rd turn unlimited combo win in the right circumstances... or 4th turn in the worst.
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