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Magic (The Gathering) => Combo Corner => Topic started by: Deathseide on October 19, 2013, 03:59:20 PM

Title: Oddball combo
Post by: Deathseide on October 19, 2013, 03:59:20 PM
{Opalescence}, {parallel lives} with {followed footsteps}...

Self propogating doubling
Title: Re: Oddball combo
Post by: Birdbrain on October 19, 2013, 04:47:21 PM
Quote from: Deathseide on October 19, 2013, 03:59:20 PM
{Opalescence}, {parallel lives} with {followed footsteps}...

Self propogating doubling
do you have {parallel lives} be the target of this so you can get a crazy number of tokens?
Title: Re: Oddball combo
Post by: Pirate John on October 19, 2013, 04:48:05 PM
Quote from: Deathseide on October 19, 2013, 03:59:20 PM
{Opalescence}, {parallel lives} with {followed footsteps}...

Self propogating doubling

Doesn't work. While the enchantments are creatures, they're not enchanted creatures... Unless I'm missing a previous ruling
Title: Re: Oddball combo
Post by: Birdbrain on October 19, 2013, 05:03:05 PM
Quote from: Pirate John on October 19, 2013, 04:48:05 PM
Quote from: Deathseide on October 19, 2013, 03:59:20 PM
{Opalescence}, {parallel lives} with {followed footsteps}...

Self propogating doubling

Doesn't work. While the enchantments are creatures, they're not enchanted creatures... Unless I'm missing a previous ruling
i thought you could enchant the key runes when they were creatures. Or Gideon when he is a creature, but the aura falls off when there not one anymore
Title: Re: Oddball combo
Post by: Pirate John on October 19, 2013, 05:07:28 PM
You're absolutely right. It falls off as a state based action.

Disregard my previous comment. It works. I misread the last card. I thought it was a standalone enchantment similar to {growing ranks} where there wasn't a enchanted creature
Title: Re: Oddball combo
Post by: Birdbrain on October 19, 2013, 05:09:39 PM
Quote from: Pirate John on October 19, 2013, 05:07:28 PM
You're absolutely right. It falls off as a state based action.

What I'm saying here though is that there isn't a creature being enchanted by an aura.
dont you enchant a enchantment after it's a creature? I thought that's what the {opalecence} was for?
Title: Re: Oddball combo
Post by: Pirate John on October 19, 2013, 05:14:16 PM
Quote from: Birdbrain on October 19, 2013, 05:09:39 PM
Quote from: Pirate John on October 19, 2013, 05:07:28 PM
You're absolutely right. It falls off as a state based action.

What I'm saying here though is that there isn't a creature being enchanted by an aura.
dont you enchant a enchantment after it's a creature? I thought that's what the {opalecence} was for?

I was questioning {Followed Footsteps}. Missed the 1st line of its rules text lol.
Title: Re: Oddball combo
Post by: LordJanova on October 19, 2013, 05:18:08 PM
Would the tokens you made keep doubling assuming the  {Parallel Lives} is what is being enchanted?
Title: Re: Oddball combo
Post by: Deathseide on October 19, 2013, 06:54:55 PM
Yes, the order of play is first, {opalescence}, second play {parallel lives}, then enchant the lives with {followed footsteps}

Since the {parallel lives} is now a creature, you would put a copy of it into play, because of the lives' ability, that is doubled to 2.

The next turn, with 3 lives in play, the number of tokens put in is now 8,
The turn after that, with 11 lives in play, you would put in 2,024 tokens, as for each lives you have, it doubles the token count.

After that it gets into the totally astronomical numbers.
Not an infinite combo but nearly as nasty., as each is now a 4/4 creature as well
Title: Re: Oddball combo
Post by: LordJanova on October 19, 2013, 07:17:15 PM
Quote from: Deathseide on October 19, 2013, 06:54:55 PM
Yes, the order of play is first, {opalescence}, second play {parallel lives}, then enchant the lives with {followed footsteps}

Since the {parallel lives} is now a creature, you would put a copy of it into play, because of the lives' ability, that is doubled to 2.

The next turn, with 3 lives in play, the number of tokens put in is now 8,
The turn after that, with 11 lives in play, you would put in 2,024 tokens, as for each lives you have, it doubles the token count.

After that it gets into the totally astronomical numbers.
Not an infinite combo but nearly as nasty., as each is now a 4/4 creature as well

That's pretty filthy.
Title: Re: Oddball combo
Post by: Agrus Kos, Enforcer of Truth on October 19, 2013, 07:28:05 PM
Quote from: LordJanova on October 19, 2013, 07:17:15 PM
Quote from: Deathseide on October 19, 2013, 06:54:55 PM
Yes, the order of play is first, {opalescence}, second play {parallel lives}, then enchant the lives with {followed footsteps}

Since the {parallel lives} is now a creature, you would put a copy of it into play, because of the lives' ability, that is doubled to 2.

The next turn, with 3 lives in play, the number of tokens put in is now 8,
The turn after that, with 11 lives in play, you would put in 2,024 tokens, as for each lives you have, it doubles the token count.

After that it gets into the totally astronomical numbers.
Not an infinite combo but nearly as nasty., as each is now a 4/4 creature as well

That's pretty filthy.
Not really. It take forever to set up and is only legal in Legacy, where it is not playable. If any of your opponents use a board wipe, kill spell or an enchantment destroyer the combo can be blown up the turn you play it.
Title: Re: Oddball combo
Post by: Pleeb on October 19, 2013, 07:49:28 PM
Quote from: Deathseide on October 19, 2013, 06:54:55 PM
Yes, the order of play is first, {opalescence}, second play {parallel lives}, then enchant the lives with {followed footsteps}

Since the {parallel lives} is now a creature, you would put a copy of it into play, because of the lives' ability, that is doubled to 2.

The next turn, with 3 lives in play, the number of tokens put in is now 8,
The turn after that, with 11 lives in play, you would put in 2,024 tokens, as for each lives you have, it doubles the token count.

After that it gets into the totally astronomical numbers.
Not an infinite combo but nearly as nasty., as each is now a 4/4 creature as well

Just a minor correction. 2^11 is 2048, not 2024. The next iteration would then be 2^2059 tokens. 2^30 is over 1 billion, so this is truly a mind boggling number.
Title: Re: Oddball combo
Post by: Birdbrain on October 19, 2013, 08:00:41 PM
Quote from: Agrus Kos, Enforcer of Truth on October 19, 2013, 07:28:05 PM
Quote from: LordJanova on October 19, 2013, 07:17:15 PM
Quote from: Deathseide on October 19, 2013, 06:54:55 PM
Yes, the order of play is first, {opalescence}, second play {parallel lives}, then enchant the lives with {followed footsteps}

Since the {parallel lives} is now a creature, you would put a copy of it into play, because of the lives' ability, that is doubled to 2.

The next turn, with 3 lives in play, the number of tokens put in is now 8,
The turn after that, with 11 lives in play, you would put in 2,024 tokens, as for each lives you have, it doubles the token count.

After that it gets into the totally astronomical numbers.
Not an infinite combo but nearly as nasty., as each is now a 4/4 creature as well

That's pretty filthy.
Not really. It take forever to set up and is only legal in Legacy, where it is not playable. If any of your opponents use a board wipe, kill spell or an enchantment destroyer the combo can be blown up the turn you play it.
{swan song}?
Title: Re: Oddball combo
Post by: Coffee Vampire on October 19, 2013, 08:52:55 PM
Very cool combo!
Title: Re: Oddball combo
Post by: Deathseide on October 19, 2013, 09:47:42 PM
Tis true it is a combo easily disrupted, then again, every combo has a weakness.
Since it is a blue, green and white combo, figuring running it in a deck having mostly counter spells for the blue, including the creature {Guile}, for the green, having fast mana producers, like {birds of paradise}, {llanowar elves}, etc and land search cards like {lay of the land}, {rampant growth}, and {cultivate}. And some repeating token critter production.
And the white would have disenchant cards and life gain.
Title: Re: Oddball combo
Post by: griffin131 on October 20, 2013, 05:30:08 PM
Time to add this to my Bant EDH...
Title: Re: Oddball combo
Post by: Deathseide on October 20, 2013, 10:38:22 PM
Quote from: Deathseide on October 19, 2013, 09:47:42 PM
Tis true it is a combo easily disrupted, then again, every combo has a weakness.
Since it is a blue, green and white combo, figuring running it in a deck having mostly counter spells for the blue, including the creature {Guile}, for the green, having fast mana producers, like {birds of paradise}, {llanowar elves}, etc and land search cards like {lay of the land}, {rampant growth}, and {cultivate}. And some repeating token critter production.
And the white would have disenchant cards and life gain.
And adding in two {sterling grove}s to give all of your enchantment critters shroud.
Before putting the second into play pop a {followed footsteps} onto the first to be able to search your library for any enchantment card(s) you want by sacrificing the copies.
Title: Re: Oddball combo
Post by: Agrus Kos, Enforcer of Truth on October 20, 2013, 10:41:26 PM
Quote from: Deathseide on October 20, 2013, 10:38:22 PM
Quote from: Deathseide on October 19, 2013, 09:47:42 PM
Tis true it is a combo easily disrupted, then again, every combo has a weakness.
Since it is a blue, green and white combo, figuring running it in a deck having mostly counter spells for the blue, including the creature {Guile}, for the green, having fast mana producers, like {birds of paradise}, {llanowar elves}, etc and land search cards like {lay of the land}, {rampant growth}, and {cultivate}. And some repeating token critter production.
And the white would have disenchant cards and life gain.
And adding in two {sterling grove}s to give all of your enchantment critters hexproof
They have shroud, it makes a difference.
Title: Re: Oddball combo
Post by: Deathseide on October 20, 2013, 10:45:23 PM
Yep... Had not remembered that until I checked the card, had modified post accordingly