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Magic (The Gathering) => Combo Corner => Topic started by: Deathseide on August 05, 2012, 05:53:04 PM

Title: Mob counters
Post by: Deathseide on August 05, 2012, 05:53:04 PM
Had found a defense against most mass attacks that will clear your opponant's field of attacking creatures a year or so ago.

When attackers are declared, and after the defenses have been declared, play flash foliage, assigning it to the hardest to block creature, then play as an instant valor made real to block the rest of the non flying creatures, and crossbow ambush to handle the fliers, then play venemous breath on the saproling token, which destroys all creatures blocking or blocked by the targetted creature, this will provide a surprise wipe and even the field better.

A combo to keep the field even is fire ants enchanted with venemous fangs, with lash knife barrier to protect your own creatures, add in a global enchantment to ground all fliers and you control most of the creature board with the exceptions of pro red and indestructables
Title: Re: Mob counters
Post by: BlackJester on August 05, 2012, 06:57:03 PM
Quote from: Deathseide on August 05, 2012, 05:53:04 PM
Had found a defense against most mass attacks that will clear your opponant's field of attacking creatures a year or so ago.

When attackers are declared, and after the defenses have been declared, play {flash foliage}, assigning it to the hardest to block creature, then play as an instant {valor made real} to block the rest of the non flying creatures, and {crossbow ambush} to handle the fliers, then play {venemous breath} on the saproling token, which destroys all creatures blocking or blocked by the targetted creature, this will provide a surprise wipe and even the field better.

A combo to keep the field even is {fire ants} enchanted with {venomous fangs}, with {lash knife barrier} to protect your own creatures, add in a global enchantment to ground all fliers and you control most of the creature board with the exceptions of pro red and indestructables
Title: Re: Mob counters
Post by: Thorn on August 05, 2012, 06:59:56 PM
Thank you BJ
Plz use curly brackets.
Title: Re: Mob counters
Post by: tsul25 on August 05, 2012, 07:16:34 PM
Woah. I'll just {fog} and swing for lethal on my turn.
Title: Re: Mob counters
Post by: BlackJester on August 05, 2012, 07:17:37 PM
Everything looks good except that for the first one to work you have to cast {Flash Foliage} before blockers are declared, not after.
Title: Re: Mob counters
Post by: Deathseide on August 05, 2012, 09:58:20 PM
Oracle text on {flash foliage} states it can only be cast during combat after blockers are declared
Title: Re: Mob counters
Post by: Mentonin on August 05, 2012, 10:05:16 PM
And a "kill all attackers" for 9 spending so many cards is very... Well, bad
Title: Re: Mob counters
Post by: Deathseide on August 05, 2012, 10:16:45 PM
Quote from: tsul25 on August 05, 2012, 07:16:34 PM
Woah. I'll just {fog} and swing for lethal on my turn.
If this in in reference to the blocking combo, fogging will not help as {venemous breath} requires no damage to be done, just the act of blocking or being blocked {fog} just prevents combat damage
Title: Re: Mob counters
Post by: Deathseide on August 05, 2012, 10:25:57 PM
Quote from: Mentonin on August 05, 2012, 10:05:16 PM
And a "kill all attackers" for 9 spending so many cards is very... Well, bad
At the point this would be played, more than likely you would be grateful for a field reset.
The basic two card combo of {flash foliage} and {valor made real} costs all of a converted cost of 4, using {crossbow ambush} only If they are attacking with more flying creatures that your other defenses can handle.
Using the {venemous breath} is a way to clear their side of the field of most attackers.
Unless they have come out with instants that combine these effects, this is the best one to handle the job on a more permanent basis than stopgaps like {fog}
The deck using this would also use hefty mana production, like an elf deck so the cost would be easily handled.
Title: Re: Mob counters
Post by: Mentonin on August 05, 2012, 10:43:55 PM
Quote from: Deathseide on August 05, 2012, 10:25:57 PM
Quote from: Mentonin on August 05, 2012, 10:05:16 PM
And a "kill all attackers" for 9 spending so many cards is very... Well, bad
At the point this would be played, more than likely you would be grateful for a field reset.
The basic two card combo of {flash foliage} and {valor made real} costs all of a converted cost of 4, using {crossbow ambush} only If they are attacking with more flying creatures that your other defenses can handle.
Using the {venemous breath} is a way to clear their side of the field of most attackers.
Unless they have come out with instants that combine these effects, this is the best one to handle the job on a more permanent basis than stopgaps like {fog}
The deck using this would also use hefty mana production, like an elf deck so the cost would be easily handled.
that many card slots! There are better ways to deal with it than 8 cmc(assuming they are non-fliers) and 3 cards going to the GY. Let me research something(jester, any top of the head ideas?)
Title: Re: Mob counters
Post by: tsul25 on August 05, 2012, 11:04:24 PM
Quote from: Deathseide on August 05, 2012, 10:16:45 PM
Quote from: tsul25 on August 05, 2012, 07:16:34 PM
Woah. I'll just {fog} and swing for lethal on my turn.
If this in in reference to the blocking combo, fogging will not help as {venemous breath} requires no damage to be done, just the act of blocking or being blocked {fog} just prevents combat damage

Haha no. I meant instead of using a four card combo to kill all the attackers I'd just tap one green to avoid damage. Although it is a cool combo it's a little too ambitious for my liking.
Title: Re: Mob counters
Post by: Deathseide on August 05, 2012, 11:17:45 PM
Quote from: Mentonin on August 05, 2012, 10:43:55 PM
Quote from: Deathseide on August 05, 2012, 10:25:57 PM
Quote from: Mentonin on August 05, 2012, 10:05:16 PM
And a "kill all attackers" for 9 spending so many cards is very... Well, bad
At the point this would be played, more than likely you would be grateful for a field reset.
The basic two card combo of {flash foliage} and {valor made real} costs all of a converted cost of 4, using {crossbow ambush} only If they are attacking with more flying creatures that your other defenses can handle.
Using the {venemous breath} is a way to clear their side of the field of most attackers.
Unless they have come out with instants that combine these effects, this is the best one to handle the job on a more permanent basis than stopgaps like {fog}
The deck using this would also use hefty mana production, like an elf deck so the cost would be easily handled.
that many card slots! There are better ways to deal with it than 8 cmc(assuming they are non-fliers) and 3 cards going to the GY. Let me research something(jester, any top of the head ideas?)
Adding in one card into the mix, {gaea's blessing} will allow you to recover most of the cards back into your deck
Title: Re: Mob counters
Post by: BlackJester on August 06, 2012, 12:31:24 AM
If you cast {Flash Foliage} after blockers have been declared, then casting {Valor Made Real} will not allow you to block anymore creatures since youve already moved past the beginning of the Declare Blockers step.
Title: Re: Mob counters
Post by: AgrusKos on August 06, 2012, 12:35:18 AM
For only 7 mana use {Deadly Allure}!
Title: Re: Mob counters
Post by: Deathseide on August 06, 2012, 11:35:42 AM
There is a creature based version of this, but requires having an {elvish piper} in play with a haste effect on it, using it to drop {avatar of hope} then play {venomous breath} on it.
When I had come up with the instant based version, the rulIngs were not the same
Title: Re: Mob counters
Post by: Bleakone on August 07, 2012, 10:48:19 PM
How about {ashmouth hound} + {valor made real} + {deadly allure} or something else that gives it deathtouch.
Title: Re: Mob counters
Post by: BlackJester on August 07, 2012, 11:04:29 PM
Quote from: Bleakone on August 07, 2012, 10:48:19 PM
How about {ashmouth hound} + {valor made real} + {deadly allure} or something else that gives it deathtouch.
Similarily {Somberwald Vigilante}, {Lure} or {Revenge of the Hunted}, and Deathtouch.