We found this in our promo pack of Plots That Span Centuries here at The Game Preserve in Bloomington, IN. The card number is 56 and it has a DCI symbol. Is this a future promo, maybe?
I am surprised there is no way to get rid of it. I just played a few games of EDH Archenemy, and let me tell you this scheme would have been EXTRA busted in that format.
If it hit each opponent, then sure- or even if you got to pick your opponent, then it would be great. But as is, you're going to be focusing the most dangerous "hero" so dealing damage to the guys you don't care about is mostly irrelevant.
class Opponent
attr_accessor :life
def initialize
@life = 20
end
end
Opponents = [Opponent.new, Opponent.new, Opponent.new]
all_dead = 0
doom = 0
turns = 0
while (all_dead == 0) do
doom += 1
turns += 1
Opponents.sort! { |a,b| b.life <=> a.life }
Opponents[0].life -= doom
all_dead = 1
Opponents.each do |n|
all_dead = 0 if (n.life > 0)
end
end
print turns
According to those calculations, it's 12 turns to kill three opponents starting at 20 life each, if no other damage is dealt.
For 40 life and three opponents, it's 16 turns.
In an Arch Enemy duel, with both players starting at 40 life, this scheme alone would take nine turns to win the game.
When you consider that together with a few extra bits of damage here and there, this actually looks like a decent win condition for a controllish Arch Enemy, especially against control decks, since this damage is really hard to prevent. And, for that reason, it's also a nice damage addition for any aggro Archenemy.
It's Ruby. Yeah, it's a weird one. I like it for doing little calculations like that, though, since it's quite quick to write, with a lot of built-in methods and such.
By the way, forgot to comment about this in last post: I find it really unexpected that his Scheme is, indeed, inescapable. Unless I'm missing something, it will stay active for the rest the game, always, right?
Yeah, this does get props as the one Ongoing scheme that has no removal condition. And it does get better each turn it is in play. If you are playing against allies who want to somehow stall you out, this will eventually kill all of them, unless they gain infinite life.
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Makes a great first turn Scheme. Would be a horrible topdeck later. But then again, most schemes are either AWESOME turn 1 and suck later, or awesome later and suck turn 1.
If you got cards that prevent life gain, boost this card's damage, this card does help. In addition if you got cards that keep opponents from attacking you, and prevent non-combat damage are also good.
The first ongoing scheme without an "abandoning" effect. And a fully leveled Hedron-Field Purist will only prevent a bit of damage...how about shroud on you? Try true believer...
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Enchantment - Aura
Enchant Creature
Enchanted creature gets +2/+2, has Defender, and can’t @#$% you or a planeswalker you control.
"Now that's a turn off."
- Gwendlyn Di Corci
The first ongoing scheme without an "abandoning" effect. And a fully leveled Hedron-Field Purist will only prevent a bit of damage...how about shroud on you? Try true believer...
This scheme doesn't targets, so Shroud doesn't help against it.
Runed Halo seems like the best suggestion, overall.
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I rolled 5 D6's and got 3 fours. They must have changed the odds of getting a 4!
This scheme doesn't targets, so Shroud doesn't help against it.
Runed Halo seems like the best suggestion, overall.
Behold The Power of Destruction! (Destroys your Halo)
I can actually see an archenemy doing that in a game, or they just happen to have enchantment removal in hand or something that tutors up such removal.
Yeah, this does get props as the one Ongoing scheme that has no removal condition. And it does get better each turn it is in play. If you are playing against allies who want to somehow stall you out, this will eventually kill all of them, unless they gain infinite life.
Its ok, this card eventually does infinite damage, too .. once you achieve infinite turns
Of course you can have multiple ongoing schemes at once and still use one scheme per turn. The Archenemy would be completely underpowered if ongoing schemes were played any other way.
The games went on forever!
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- Innistrad <- Personal Favorite
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- Tarkir
Currently Playing:
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For 40 life and three opponents, it's 16 turns.
In an Arch Enemy duel, with both players starting at 40 life, this scheme alone would take nine turns to win the game.
When you consider that together with a few extra bits of damage here and there, this actually looks like a decent win condition for a controllish Arch Enemy, especially against control decks, since this damage is really hard to prevent. And, for that reason, it's also a nice damage addition for any aggro Archenemy.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
By the way, forgot to comment about this in last post: I find it really unexpected that his Scheme is, indeed, inescapable. Unless I'm missing something, it will stay active for the rest the game, always, right?
EDH/Commander
Daretti, Scrap Savant
Teneb, The Harvester
Brago, King Eternal
Currently Playing:
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If you suggest a card to add to a deck, suggest one to take out as well.
- whhhhhaaat?
Standard Decks:
UBRGrixis ControlRBU
If you got cards that prevent life gain, boost this card's damage, this card does help. In addition if you got cards that keep opponents from attacking you, and prevent non-combat damage are also good.
WRGRWMayael of the Anima (N00b Deck)
WBGBWGhave, Guru of Spores
URBRUSedris, the Traitor King (Unearth Goodies)
Working on:
WUBUWMerieke Ri Berit (Tapalicious)
Runed Halo seems like the best suggestion, overall.
Behold The Power of Destruction! (Destroys your Halo)
I can actually see an archenemy doing that in a game, or they just happen to have enchantment removal in hand or something that tutors up such removal.
Its ok, this card eventually does infinite damage, too .. once you achieve infinite turns
Phew... I thought my 2x Nothing Can Stop Me Now + Your Inescapable Doom + 2x Hedron-Field Purists + Lightmine Field plan was doomed.
Why did I think up something something this weird? I blame it on boredom.
Never mind that idea is out the window.
I really thought the rules on Schemes, ongoing ones at that, were different.
* Scheme cards may be "set in motion." To set a scheme in motion, the archenemy moves the top card off of his or her scheme deck and turns it face up.
this means that you do, in fact continue putting schemes in motion even while you have one (or more) ongoing.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
:symg::symu::symb: Vorosh
:symw::symu::symg: Phelddagrif
:symw::symu::symg: Jenara
:symu::symu::symu: Azami
:symb::symu::symb:DePietro
:symg::symb::symg:Savra