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Old 10-26-2006, 01:20 PM   #1
MiracleZone
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Default ~12-15$ Rareless Turn 2 - Infinite Life.dec

So, I HAVE actually made this deck - through dealclosers only! (9 cards to be filled - asking suggestions for that). It's pretty funny, cheap, combo-ish, competitive, and an easy deck to learn this game on a "high" level (for my lil brother).
got.life? rareless  
Creatures (16):
4x Nomads en-Kor
4x Daru Spiritualist
4x Cloud of Faeries
3x Task Force
Enchantments/Artifacts (6):
4x Shuko
2x Animal Boneyard
Sorceries/Instants (9):
4x Worthy Cause
4x Snap
1x Frantic Search
Land (24):
4x Terramorphic Expanse
4x Remote Farm
4x Saprazzan Skerry
4x Starlit Sanctum
6x Plains
2x Island

AND! Another decklist i assembled quickly:
Alternative.CephaLife.0.1  
4x Nomads en-Kor
4x Shaman en-Kor
1x Warrior en-Kor
2x Avenger en-Dal
4x Daru Spiritualist
3x Task Force
1x Serra Avatar

3x Battlefield Scrounger
1x Squallmonger

3x Cephalid Illusionist

1x Animal Boneyard
1x Test of Endurance
4x Shuko

4x Worthy Cause

4x Starlit Sanctum
4x Terramorphic Expanse
1x Riftstone Portal
2x Forest
1x Island
4x Flood Plain
7x Plains
1x Swamp
What you basically do, is described here: http://www.wizards.com/default.asp?x=mtgcom/daily/mf24

Iam not lazy, but this give's an accurate explanation of prof-article writers than some random mtg-dweeb like me.

The Shuko's are an replacement of Lightning Greaves, Shuko's are faster to cast, and u don't need 2 creatures to flipper.

How to "win" in turn 2 (without disruption):
Turn 1: Saprazzan Skerry (Opponent: Wtf?!), Go.
Turn 2: Remote Farm (Opponent: Ehh?!), Snap something to space or play Cloud of Faeries} and untap lands. Play Shuko for 1 blue and Daru Spiritualist for 1 blue and 1 white. Target w/ Shuko the Spiritualist untill you have 9.126 million toughness and sac the Spiritualist with Worthy Cause! (You: Laugh horribly)


You need 6 card's for this, and they are'nt restricted so chances u'll draw them is small but not supersmall.




Now my question is, what to fill in the 9 spots or even what to cut when supported by arguments!
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Last edited by MiracleZone : 10-28-2006 at 07:25 AM. Reason: fixed decktag
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Old 10-26-2006, 03:12 PM   #2
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Quote:
Originally Posted by MiracleZone View Post
The Shuko's are an replacement of Lightning Greaves, Shuko's are faster to cast, and u don't need 2 creatures to flipper.
As far as I know you still need 2 creatures to make the infinite equip work, so that makes the turn 2 cloud of faeries necessary.

Also ornithopter and shield sphere are nice to add as alternatives for the faerie and the sphere also is a great defender.
snapback and faith's fetters are good cheap commons to add for additional defence.
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Old 10-26-2006, 03:21 PM   #3
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Originally Posted by Oxymoron View Post
As far as I know you still need 2 creatures to make the infinite equip work, so that makes the turn 2 cloud of faeries necessary.
[Shuko] Crystal Keep Rulings Summaries: (Last updated 2006/09/10)
  1. You can play the Equip ability for zero code to move to another creature or even to move to the same creature it currently equips. [D'Angelo 2006/05/23]

    The lightning greaves is harder to cast, but nevertheless, has the 'cannot be target of spells and abilities' ability, so only the greaves need 2 creatures, while this one can get mad on 1 creature.
I will consider the walker/shield sphere, but - do i really need creature defense - when iam concentrating into infinite life making, (many) creatures are just doing nothing to me?

+ Cloud of faeries thing, doing it in 2 turns NEEDS me to do the abovementioned method, since iam all tapped out of mana cause the depletion counters blow the land away, yes if i have 2 cloud of faeries i can do more crazy things but this hand seems like a godhand so :P

*offtopic - i see on the flag that ur dutch, me too lol




EDIT: i've added more stuff to the maindeck

3x Children of Korlis Or snapback vs platinum angel and crap?
---4x Avenger en-dal - is a nice option i guess, but it will make the deck not rareless anymore but it will be even stronger by removing evasive creatures, making opposing phage's (wth who plays that :S) a nutshell
2x Seal of Cleansing, plati angel too :P
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Last edited by MiracleZone : 10-26-2006 at 04:24 PM. Reason: added some more suggestions for myself
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Old 10-26-2006, 04:34 PM   #4
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First of all, just how important is the turn 2 gazillion life Is it all-important, or is a turn 3 gazillion life acceptable (since this is casual, I have to ask)?

If a turn 3 gazillion life is uncceptable, then remove cards like starlit sanctum or animal boneyard. I can't see how they contribute to a turn 2 win.

If a slower, more consistent gazillion life is acceptable, then remove cards like snap, saprazzan ferry, and shuko.

I'd also like to point out that gazzilion life won't make you win. With 4 terramorphic expanse and frantic search, it's quite a realistic situation where you'd run out of a library before your opponent does. All your opponent has to do is not play draw spells after you combo out and survive an onslought of a couple of 1/1 creature+shuko (all he has to do is play a blocker, or kill them). Unless you have some cleric recursion I can't see, sacrficing 4 clerics to swamp+starlit sanctum won't be enough to kill your opponent. The article you linked specifically mentioned win conditions like serra avatar and test of endurance, which are both lacking in this deck (since they're rares, I'd imagine).
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Last edited by mondu_the_fat : 10-26-2006 at 04:42 PM.
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Old 10-26-2006, 04:34 PM   #5
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do i really need creature defense - when iam concentrating into infinite life making, (many) creatures are just doing nothing to me?
Well like you said you need a god hand to make it work turn 2, so many alternatives and stalling will help you until you pull your combo.

Well I always thought 2 creatures where needed to over equip things but I was wrong good to know.

you can also add cards that do similar thing, needed for your combo, so you have a greater chance to pull a part of your combo. Lands like Irrigation Ditch and dwarven ruins can be used for two mana just like the depletion lands.

And maybe About face is fun to add, attack with a 2/X spirtualist and make it X/2 when it isn't blocked
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Old 10-26-2006, 04:43 PM   #6
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Quote:
i CANNOT do the Deck tags/text here cause, the pricetags dont go well with the decktag?!:S
All you have to do is delete the prices.
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Old 10-27-2006, 04:16 AM   #7
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Quote:
I'd also like to point out that gazzilion life won't make you win.
Quiter true, I'd use Unspeakable Symbol as a win condition. With infinite life, you can pump up all your creatures so that they can swing for the win. Takes up only one slot and you can even use the ability as an instant when someone tries to destroy it.

Oh, and I'd add Task Force, cause you really need to draw one of those pumpers and 4 Darus might be too few.

Last edited by [MPL] : 10-27-2006 at 04:18 AM.
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Old 10-27-2006, 04:52 AM   #8
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Quote:
Originally Posted by mondu_the_fat View Post
First of all, just how important is the turn 2 gazillion life Is it all-important, or is a turn 3 gazillion life acceptable (since this is casual, I have to ask)?
True true, it's casual yes, but it was fun having the idea of being able to pull off the combo so quickly, everyone loves that isn't it? :P Offcourse that is more than just acceptable !
Quote:
Originally Posted by mondu_the_fat View Post
If a turn 3 gazillion life is uncceptable, then remove cards like starlit sanctum or animal boneyard. I can't see how they contribute to a turn 2 win.
Yes yes, iam not focusing that much on a t2 life-blow, I might consider cutting the snap/Cloud of Faeries, doubletap lands and make place for:
1x Psychatog, 1x Golgari Thug, 1x gaea's blessing, 1x krosan reclamation, 4x Cephalid Illusionist and 4/5 mirage fetchlands to have a safer manabase while going to a more utilitive way and having other winconditions AND preventing from getting milled. I also forgot task force to supplement additional daru spiritualists
Quote:
Originally Posted by mondu_the_fat View Post
If a slower, more consistent gazillion life is acceptable, then remove cards like snap, saprazzan ferry, and shuko.
I understand cutting skerry, snap, cof and co., but Shuko too? 1 mana and it triggers the spiritualist/task force for just 1 colorless mana, it will support lightning greaves when i get my hands on those.
Quote:
Originally Posted by mondu_the_fat View Post
it's quite a realistic situation where you'd run out of a library before your opponent does. ~ (all he has to do is play a blocker, or kill them).
I might consider throwing in a few 'crap'rares (making the topicname a bit slumpy) like avenger en-dal, being able to cut the boneyard or similar.
Quote:
Originally Posted by Oxymoron View Post
Well like you said you need a god hand to make it work turn 2, so many alternatives and stalling will help you until you pull your combo.
you can also add cards that do similar thing, needed for your combo, so you have a greater chance to pull a part of your combo. Lands like Irrigation Ditch and dwarven ruins can be used for two mana just like the depletion lands.
And maybe About face is fun to add, attack with a 2/X spirtualist and make it X/2 when it isn't blocked
I don't really like stalling, infinite life within probably turn 4/5/6 - I like more options to smoothen my combo pieces out faster, sage of epityr and sage owl seemed okay.
The shield sphere I will test it, as it will block me 3 turns or so. irrigation ditch and co seems okay, but the come-into-play-tapped abillity will not eventually kill myself? About face, yeah, i have them right in my hand right now but splashing red for just 1 card, prefer not.
Quote:
Originally Posted by Shaharazad View Post
All you have to do is delete the prices.
Will do that in 2 sec now.
Quote:
Originally Posted by [MPL] View Post
Quiter true, I'd use Unspeakable Symbol as a win condition. With infinite life, you can pump up all your creatures so that they can swing for the win. Takes up only one slot and you can even use the ability as an instant when someone tries to destroy it.
Oh, and I'd add Task Force, cause you really need to draw one of those pumpers and 4 Darus might be too few.
Double black is what seems not super here, i'll cut black totally - i only use black for starlit sanctume then, and its not effective. About red, i dont know - also seems like a bad idea for splashing red only for about face/fling. task force i've forgot that
THE ultimate thing i'm going to test will be squallmonger!
It's built-in hurricane ability, being able to punch flyers away while kicking my opponent to pulp! in combination with avenger en-dal i have all the removal, alternative winconditions, additional life-gain abilities while still being able to make an offense right?!


With the en-Kor in play, and a cephalid llusionist i can mill my library, so concentrating abit more on white/blue and a small splash of green - gotten through 1 forest and 2 riftstone portal (Psychatog like) right?!

Thank you for the comments all!
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Last edited by MiracleZone : 10-27-2006 at 06:54 AM.
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Old 10-31-2006, 08:42 AM   #9
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Random point of interest: did you know that, thanks to Outrider en-Kor and Task Force, you can rebel-search for the creature-based parts of the combo? All you need then is a Worthy Cause, Animal Boneyard, Diamond Valley or Miren, the Moaning Well.
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Old 11-01-2006, 02:56 PM   #10
MiracleZone
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That's true, that can lead to a more solid synergy through the deck, still, I prefer to do a Cleric search instead of a Rebel search. While Task force is abit hard to cast (assuming you'll get burned away), using Cleric searches allows to tutor for Shaman en-Kor ANDDaru Spiritualist - this allows to search for a more versatile engine than including 8-12 more card's, this will get you probably 4-6 cards max to tutor for. Nevertheless, using a splash of green for probably Worldly Tutor will be great.

Altho - thanks for the reminder of searching for types, i will reconsider that!
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Old 11-01-2006, 07:59 PM   #11
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Quote:
Originally Posted by MiracleZone
I prefer to do a Cleric search instead of a Rebel search.
You definitely missed my point here, so I'm assuming you're unaware of the Rebel mechanic: there are no cards in Magic which search specifically for Clerics but there are plenty that search for as many Rebels as you like - click on some of the following:
Ramosian Sergeant
Ramosian Lieutenant
Defiant Falcon
Amrou Scout
Lin Sivvi, Defiant Hero
Ramosian Captain...etc.

The crucial point here is that drawing any one of the Rebel searchers in your deck (except the Sergeant) guarantees you at least one, probably two parts of the combo, straight into play at instant speed (once the rebel searcher has untapped) - unlike Worldly Tutor, which loses you card advantage.

Incidentally, if you're hell-bent on playing with Tutors, at least use Eladamri's Call...

Oh, and if you do go for the Rebel-searching method, you can always drop in some cute silver bullets like Children of Korlis and Defiant Vanguard.

Hope this helps!

Last edited by WinterAssassin : 11-01-2006 at 08:02 PM.
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Old 11-02-2006, 04:11 AM   #12
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You definitely missed my point here, so I'm assuming you're unaware of the Rebel mechanic
Hehehe, no I get your point, its to find an army of rebels like the Mercenary search mechanic. However, I also think you missed my point somewhere :P; Let me quote something of what I wrote:

"While Task force is abit hard to cast (assuming you'll get burned away), using Cleric searches allows to tutor for Shaman en-Kor AND Daru Spiritualist"

Assuming you play against burn/beatdown - this deck stands no chance against the big fatties/burn. Iam only playing 1/1 or 2/2 creatures on the first turns, he can simply burn them away - every deck/color is using some sort of removal, while keeping mana open - when my opponent is tapped-out, i'll be able to cast Worthy Cause or similar. You NEED a targetter in order to survive - to pump your clerics via daru spiritualist, or to "share" the damage somehow. My opponent will most likely have 4/5 creatures on the board at the time i can activate my rebel searcher, leaving me tapped out most of the time (turn 4). I really want to go off on turn 3 or 4 before getting overwhelmed.
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Old 11-02-2006, 05:44 AM   #13
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Hmmm... fair point. While I didn't actually say it, I thought that the Rebel mechanic is nice to have as a backup, in case you can't get all the combo pieces... but yeah, it works regardless!

One decklist I once came up with looked something like this...
Deck  
13 Plains
4 Starlit Sanctum
3 Miren, the Moaning Well

4 Tooth of Ramos
4 Pearl Medallion

4 Nomads en-Kor
4 Shaman en-Kor
4 Warrior en-Kor
4 Task Force
4 Daru Spiritualist
4 Angelic Protector

4 Worthy Cause

4 Serum Powder
So basically, maximum redundancy - and the artifact mana makes it easy to drop everything on one turn, should that be necessary. Of course, it's still pretty vulnerable to removal... maybe drop some redundancy for a few counterspells to keep them off your back?
Deck  
4 Tundra
4 Hallowed Fountain
5 Plains
3 Starlit Sanctum
3 Miren, the Moaning Well

4 Tooth of Ramos
4 Pearl Medallion

4 Nomads en-Kor
4 Shaman en-Kor
4 Task Force
4 Daru Spiritualist

4 Worthy Cause

4 Serum Powder

4 Confound
4 Intervene
Drop the expensive duals for Coastal Tower and Adarkar Wastes if they're a problem.

Now I'm not saying either of these is necessarily better than your decklist, but what do you think of them?
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Old 11-02-2006, 10:03 AM   #14
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Yes yes, thats it, nice innovative options! The Tooth/Pearl seems pretty whacky: T1: Nomads T2: drop medallion, T3: play many cards for 1 white mana!

It's even replacable with Marble Diamond for now (need to get 3 more medallions). However, the blue actually gets no advantage for the medaillon. I would go for Phantom Nomad now.

Redirecting all damage from my blockers to the nomad will hold me off another 2 turns for only 1 white if the medaillon hit's play. Enchanting it with Grafted wargear/Manriki-Gusari/grifter's blade/Crown of Convergence and you can fog away almost everything.

Can Aegis of Honor find a spot in this too?

The angelic protector i'll test it out a bit, i still need to find teh perfect build cause, flyers are good in here, and it has interaction with combo cards
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