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Magic (The Gathering) => Combo Corner => Topic started by: TreeSmoker on June 10, 2014, 09:50:03 AM

Title: Turns and synergies
Post by: TreeSmoker on June 10, 2014, 09:50:03 AM
Well sice nobody will make this
Hopefully it will get moved to its own thread.

Garruk caller of beasts+1
Have purphorus god of the forge on the field
Activate nykthos
And hope to cast your whole hand
Title: Re: Turns and synergies
Post by: Noobnein on June 18, 2014, 03:26:38 PM
{manabarbs} + {pariah} + {swans of bryn argoll} = {mind spring} lands :D
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 21, 2014, 08:40:38 PM
Quote from: Noobnein on June 18, 2014, 03:26:38 PM
{manabarbs} + {pariah} + {swans of bryn argoll} = {mind spring} lands :D

+  {Venser's Journal}. Tap all your extra lands at the start of each of your turns (before in you UT). Basically all your opponents are taking damage while you draw cards and gain life. The only thing I don't like is the colours and odds of getting it out. Do you play it/have you gotten it out?
Title: Re: Turns and synergies
Post by: TreeSmoker on June 22, 2014, 01:52:23 AM
the abilities of a patron
Title: Re: Turns and synergies
Post by: Subiskier on June 23, 2014, 03:07:59 AM
{intrepid hero} + {rancor}
Target your opponents creatures, anything over 1/1 will die and you get rancor back
Title: Re: Turns and synergies
Post by: particle on June 23, 2014, 09:43:53 AM
Quote from: Subiskier on June 23, 2014, 03:07:59 AM
{intrepid hero} + {rancor}
Target your opponents creatures, anything over 1/1 will die and you get rancor back

Legit.
Title: Re: Turns and synergies
Post by: Subiskier on June 23, 2014, 01:52:01 PM
T1 {forest} {bird of paradise}
T2 {plain} {fabled hero}
T3 {forest} {auratog}. {rancor} on fabled hero, sac to auratog, play again on fabled hero. Attack 6/4 double strike trample. Next turn sacrifice rancor as much as you can and attack again. Lots of damage real quick
Title: Re: Turns and synergies
Post by: Subiskier on June 23, 2014, 02:06:35 PM
Add a {Mesa enchantress} for card draw, or {kor spiritdancer} for more variety
Title: Re: Turns and synergies
Post by: Destore117 on June 23, 2014, 04:24:53 PM
I think these would work well together
{Descendants' Path} + {Door of Destinies} especially with Centaurs...god I hate centaurs..
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 25, 2014, 08:23:24 PM
{Vent Sentinel} +  {Flamewright} escalating damage and defenders to boot. Idk but I really like those two cards together.
Title: Re: Turns and synergies
Post by: Destore117 on June 25, 2014, 08:32:22 PM
Quote from: LinkCelestrial on June 25, 2014, 08:23:24 PM
{Vent Sentinel} +  {Flamewright} escalating damage and defenders to boot. Idk but I really like those two cards together.
Picturing a {Doorkeeper} in here somewhere
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 25, 2014, 08:42:31 PM
Quote from: Destore117 on June 25, 2014, 08:32:22 PM
Quote from: LinkCelestrial on June 25, 2014, 08:23:24 PM
{Vent Sentinel} +  {Flamewright} escalating damage and defenders to boot. Idk but I really like those two cards together.
Picturing a {Doorkeeper} in here somewhere

And  {Axebane Guardian}.
Title: Re: Turns and synergies
Post by: Destore117 on June 26, 2014, 01:46:16 PM
If it were to be multicored I'd picture {Lobber crew} in there
Title: Re: Turns and synergies
Post by: NovusOrbis on June 26, 2014, 07:57:29 PM
{Launch the Fleet} + {Akroan Hoplite}
I've one alot of games with these two cards!
Title: Re: Turns and synergies
Post by: particle on June 26, 2014, 08:04:06 PM
Quote from: NovusOrbis on June 26, 2014, 07:57:29 PM
{Launch the Fleet} + {Akroan Hoplite}
I've one alot of games with these two cards!

just make sure you stack it so that hoplite resolves last
Title: Re: Turns and synergies
Post by: NovusOrbis on June 26, 2014, 09:48:53 PM
It would happen simultaneously would it not? Hoplite gets +x where x is the number of attacking creatures, they would all be attack at the same time.
Title: Re: Turns and synergies
Post by: particle on June 26, 2014, 11:04:39 PM
Quote from: NovusOrbis on June 26, 2014, 09:48:53 PM
It would happen simultaneously would it not? Hoplite gets +x where x is the number of attacking creatures, they would all be attack at the same time.

no. nothing in magic is simultaneous. each creature triggers individually to put a dude out attacking and the hoplite also triggers. since you control all the triggers, you choose what order they are put on the stack
Title: Re: Turns and synergies
Post by: NovusOrbis on June 27, 2014, 12:39:38 AM
Quote from: particle on June 26, 2014, 11:04:39 PM
Quote from: NovusOrbis on June 26, 2014, 09:48:53 PM
It would happen simultaneously would it not? Hoplite gets +x where x is the number of attacking creatures, they would all be attack at the same time.

no. nothing in magic is simultaneous. each creature triggers individually to put a dude out attacking and the hoplite also triggers. since you control all the triggers, you choose what order they are put on the stack
Ok, I see now, the attack is initiated, attackers declared, tokens come in, then hoplites trigger
Title: Re: Turns and synergies
Post by: particle on June 27, 2014, 09:34:45 AM
Quote from: NovusOrbis on June 27, 2014, 12:39:38 AM
Quote from: particle on June 26, 2014, 11:04:39 PM
Quote from: NovusOrbis on June 26, 2014, 09:48:53 PM
It would happen simultaneously would it not? Hoplite gets +x where x is the number of attacking creatures, they would all be attack at the same time.

no. nothing in magic is simultaneous. each creature triggers individually to put a dude out attacking and the hoplite also triggers. since you control all the triggers, you choose what order they are put on the stack
Ok, I see now, the attack is initiated, attackers declared, tokens come in, then hoplites trigger

not exactly. you have multiple creatures. you have already resolved {launch the fleet} targeting all your creatures. now you have a bunch of creatures that have abilities that trigger "WHEN this creature attacks". The {akroan hoplite} now has two abilities that trigger "when this creature attacks". after you declare your attacking creatures, you have a chance to put all of these abilities on the stack. there is no rhyme or reason to which ability resolves first, except the order you give it. Note that if you didnt control all these abilities it would be a different story. At the end of the day, to accomplish this properly, declare attackers, then say something like "ill stack the triggers so hoplite's individual ability resolves last." and youll be good to go.
Title: Re: Turns and synergies
Post by: Arbitratur on June 30, 2014, 09:55:35 AM
M15{Necromancers stockpile}+{gravecrawler}

Discard gravecrawler, get 2/2 zombie and get gravecrawler back!
Title: Re: Turns and synergies
Post by: particle on June 30, 2014, 10:11:06 AM
Quote from: Arbitratur on June 30, 2014, 09:55:35 AM
M15{Necromancers stockpile}+{gravecrawler}

Discard gravecrawler, get 2/2 zombie and get gravecrawler back!

well you still need a black to cast {gravecrawler} right?
Title: Re: Turns and synergies
Post by: TreeSmoker on July 08, 2014, 12:19:27 PM
Well i thought of a pretty good synergistic couple

{courser of kruphix} + {domri rade}

They make pretty babies
Lol

I wonder what a caveman-centaur baby would look like o.O
Title: Re: Turns and synergies
Post by: particle on July 08, 2014, 12:47:30 PM
Quote from: TreeSmoker on July 08, 2014, 12:19:27 PM
Well i thought of a pretty good synergistic couple

{courser of kruphix} + {domri rade}

They make pretty babies
Lol

I wonder what a caveman-centaur baby would look like o.O
{chandra pyromaster}'s 0 is also pretty sweet with them.
Title: Re: Turns and synergies
Post by: Chargingswadger on July 08, 2014, 11:07:49 PM
{courser of Kruphix} +{fast bond}
Title: Re: Turns and synergies
Post by: Mattao19 on July 09, 2014, 01:43:14 AM
Quote from: Chargingswadger on July 08, 2014, 11:07:49 PM
{courser of Kruphix} +{fast bond}

Too bad you can never use it :(
Title: Re: Turns and synergies
Post by: TreeSmoker on July 09, 2014, 09:18:18 AM
Planned on edh with it :p
Maybe modern.
Title: Re: Turns and synergies
Post by: Destore117 on July 09, 2014, 03:38:37 PM
That's nasty ^_^
{Down//Dirty} + {Demigod of Revenge}
Friend uses this in Rakdos and wrecks people. Discards 2 demigods
Hits for 15 next turn.
Title: Re: Turns and synergies
Post by: Subiskier on July 23, 2014, 03:54:07 PM
I'm making a deck with playsets of {legion loyalist} {frontline medic} {day of judgement} and {legion's initiative}. My idea is to attack with batallion, make everyone indestructible then day of judgement. Or flicker everyone with the initiative ability then day of judgement. Wanted some extra ideas or creatures that would synergize well with this. Thanks!
Title: Re: Turns and synergies
Post by: LinkCelestrial on July 23, 2014, 03:58:02 PM
Quote from: Subiskier on July 23, 2014, 03:54:07 PM
I'm making a deck with playsets of {legion loyalist} {frontline medic} {day of judgement} and {legion's initiative}. My idea is to attack with batallion, make everyone indestructible then day of judgement. Or flicker everyone with the initiative ability then day of judgement. Wanted some extra ideas or creatures that would synergize well with this. Thanks!

{Legion's Initiative}. Your creatures leave then come back just in time to smash your opponent in the face. It's nasty.
Title: Re: Turns and synergies
Post by: Subiskier on July 23, 2014, 08:06:27 PM
Yeah I have 4 of those. Glad were on the same page!
I need some good 2-drops. {ash zealot} or something along those lines. Competitive on it's own but benefits from batallion as well
Title: Re: Turns and synergies
Post by: LinkCelestrial on July 23, 2014, 08:28:22 PM
Quote from: Subiskier on July 23, 2014, 08:06:27 PM
Yeah I have 4 of those. Glad were on the same page!
I need some good 2-drops. {ash zealot} or something along those lines. Competitive on it's own but benefits from batallion as well

{Legion Loyalist} is an epic one drop. My R/W deck doesn't use Battalion much but {Bomber Corpse} isn't bad. {Ash Zealot} is most likely better though. :P
Title: Re: Turns and synergies
Post by: Destore117 on July 23, 2014, 11:36:12 PM
Can turns and synergy be a new page underneath Combos to avoid all the arguments and what not? Instead of just a stickied thread.
Title: Re: Turns and synergies
Post by: Mattao19 on July 24, 2014, 03:26:11 PM
For infect decks. Just get them to 5 poison and {Tezzerets Gambit} them :P
Title: Re: Turns and synergies
Post by: DimirOverlord1300 on July 24, 2014, 08:20:22 PM
Quote from: Mattao19 on July 24, 2014, 03:26:11 PM
For infect decks. Just get them to 5 poison and {Tezzerets Gambit} them :P
Proliferate doesn't double it only adds one
Title: Re: Turns and synergies
Post by: Mattao19 on July 24, 2014, 11:49:02 PM
Quote from: DimirOverlord1300 on July 24, 2014, 08:20:22 PM
Quote from: Mattao19 on July 24, 2014, 03:26:11 PM
For infect decks. Just get them to 5 poison and {Tezzerets Gambit} them :P
Proliferate doesn't double it only adds one

Oh .love. really??? Well I'm dumb oops
Title: Re: Turns and synergies
Post by: Mattacheu on July 27, 2014, 06:48:34 AM
Just wanted to make sure, does {prophet of kruphix} and {vorel of the hull clade} work the way I think it does? With a {cloudfin raptor}?
Title: Re: Turns and synergies
Post by: particle on July 27, 2014, 09:48:47 AM
Quote from: Mattacheu on July 27, 2014, 06:48:34 AM
Just wanted to make sure, does {prophet of kruphix} and {vorel of the hull clade} work the way I think it does? With a {cloudfin raptor}?

can you explain what you think it does? prophet just lets u untap everything everyturn. so every turn you can pay once for vorel.
Title: Re: Turns and synergies
Post by: Mattacheu on July 29, 2014, 04:45:17 PM
Quote from: particle on July 27, 2014, 09:48:47 AM
Quote from: Mattacheu on July 27, 2014, 06:48:34 AM
Just wanted to make sure, does {prophet of kruphix} and {vorel of the hull clade} work the way I think it does? With a {cloudfin raptor}?

can you explain what you think it does? prophet just lets u untap everything everyturn. so every turn you can pay once for vorel.
that's what I thought it did, just wanted to make sure that my 48/49 cloudfin was legit.
Title: Re: Turns and synergies
Post by: Destore117 on July 30, 2014, 12:09:55 AM
._. Did they not have a single removal spell? XD
Title: Re: Turns and synergies
Post by: Mattacheu on July 30, 2014, 08:06:00 AM
Quote from: Destore117 on July 30, 2014, 12:09:55 AM
._. Did they not have a single removal spell? XD
No, not they did not XD just kinda let it sit there....I was the quiet party the entire game, with just an 0/1 cloudfin the entire time. When vorel and prophet hit, it just kind of...launched from there. Everyone was slapping each other, didn't pay me attention. Finally realized it was a 48/49 with trample thanks to Nylea, when I used {predators rapport}. Scooped on the spot.
Title: Re: Turns and synergies
Post by: Destore117 on July 30, 2014, 10:39:45 AM
Predators rapport and {Colossus of Akros} makes me happy
Title: Re: Turns and synergies
Post by: Mattacheu on July 30, 2014, 09:04:05 PM
Quote from: Destore117 on July 30, 2014, 10:39:45 AM
Predators rapport and {Colossus of Akros} makes me happy
that's just funny, and yet painful XD take a look at my simic, and tell me what you think of it, please?
Title: Re: Turns and synergies
Post by: Destore117 on July 31, 2014, 02:25:29 AM
Quote from: Mattacheu on July 30, 2014, 09:04:05 PM
Quote from: Destore117 on July 30, 2014, 10:39:45 AM
Predators rapport and {Colossus of Akros} makes me happy
that's just funny, and yet painful XD take a look at my simic, and tell me what you think of it, please?
You have some crazy high costing rediculous eldrazi in there ._. Lol didn get through the whole list (iPod crashed) but Afew people I know say {Master Biomancer} is the way to go all the time you don't even need big creatures.
Run 4
If they're all out at the same time?
Creatures enter with 16 +1/+1 counters plus a {Zegana} or what's it called? Draw your deck pretty much. Also if you have {Door of Destinies} call Mutant.
That'll be a fun one.
Title: Re: Turns and synergies
Post by: particle on July 31, 2014, 10:14:33 AM
Quote from: Destore117 on July 31, 2014, 02:25:29 AM
Quote from: Mattacheu on July 30, 2014, 09:04:05 PM
Quote from: Destore117 on July 30, 2014, 10:39:45 AM
Predators rapport and {Colossus of Akros} makes me happy
that's just funny, and yet painful XD take a look at my simic, and tell me what you think of it, please?
You have some crazy high costing rediculous eldrazi in there ._. Lol didn get through the whole list (iPod crashed) but Afew people I know say {Master Biomancer} is the way to go all the time you don't even need big creatures.
Run 4
If they're all out at the same time?
Creatures enter with 16 +1/+1 counters plus a {Zegana} or what's it called? Draw your deck pretty much. Also if you have {Door of Destinies} call Mutant.
That'll be a fun one.

but they are entering the battlefield as mutants, they are not "mutant spells" so they wont add any counters to {door of destinies}
Title: Re: Turns and synergies
Post by: Destore117 on July 31, 2014, 09:41:26 PM
Awe dammit! I thought I had something ;~;
Title: Re: Turns and synergies
Post by: Mato on August 01, 2014, 12:13:29 PM
{Pentavus} + {Mana Echoes} + {Corpsejack Menace}
Title: Re: Turns and synergies
Post by: Munchlax on August 01, 2014, 02:02:02 PM
Quote from: Mato on August 01, 2014, 12:13:29 PM
{Pentavus} + {Mana Echoes} + {Corpsejack Menace}
If you swap corpsejack with {Doubling season} it gets even stupider
Title: Re: Turns and synergies
Post by: Mato on August 01, 2014, 02:30:36 PM
Quote from: Munchlax on August 01, 2014, 02:02:02 PM
Quote from: Mato on August 01, 2014, 12:13:29 PM
{Pentavus} + {Mana Echoes} + {Corpsejack Menace}
If you swap corpsejack with {Doubling season} it gets even stupider

Yeah, that's exponentially more badass, didn't know {Doubling Season}, thx for that
Title: Re: Turns and synergies
Post by: Mattao19 on August 02, 2014, 11:13:44 AM
{Strip Mine} in Modern? How do you ask?

Well {Ghost Quarter} while playing mill with a few cards in hand usually allows you to strip mine them lol bc they're playing around {Archive Trap} and whether you have it or not your opponent will be shitting hiself lol

Also works well with {Path to Exile}!!

:P
Title: Re: Turns and synergies
Post by: Arbitratur on August 03, 2014, 03:44:57 PM
 {Yeva, Nature's Herald} +  {Ob Nixilis, Unshackled}

I know it's mana intensive, especially with {G}{G} and {B}{B}... Would feel really nice to pull off though
Title: Re: Turns and synergies
Post by: Mattao19 on August 03, 2014, 05:16:30 PM
Quote from: Arbitratur on August 03, 2014, 03:44:57 PM
{Yeva, Nature's Herald} +  {Ob Nixilis, Unshackled}

I know it's mana intensive, especially with {G}{G} and {B}{B}... Would feel really nice to pull off though

Sadly Yeva says only Green creatures but hey {Savage Summoning}!!!
Title: Re: Turns and synergies
Post by: Arbitratur on August 03, 2014, 06:35:34 PM
Quote from: Mattao19 on August 03, 2014, 05:16:30 PM
Quote from: Arbitratur on August 03, 2014, 03:44:57 PM
{Yeva, Nature's Herald} +  {Ob Nixilis, Unshackled}

I know it's mana intensive, especially with {G}{G} and {B}{B}... Would feel really nice to pull off though

Sadly Yeva says only Green creatures but hey {Savage Summoning}!!!

Doh!!
Title: Re: Turns and synergies
Post by: Destore117 on August 04, 2014, 01:32:33 PM
{Exava Rakdos blood witch} + evolve?
Title: Re: Turns and synergies
Post by: LinkCelestrial on August 04, 2014, 01:52:05 PM
Quote from: Destore117 on August 04, 2014, 01:32:33 PM
{Exava Rakdos blood witch} + evolve?

Would only work if you played her then an evolve creature then a creature that's bigger than the evolve creature. Or if you played her second and she's bigger.
Title: Re: Turns and synergies
Post by: Remillo on August 04, 2014, 02:27:31 PM
Quote from: LinkCelestrial on August 04, 2014, 01:52:05 PM
Quote from: Destore117 on August 04, 2014, 01:32:33 PM
{Exava Rakdos blood witch} + evolve?

Would only work if you played her then an evolve creature then a creature that's bigger than the evolve creature. Or if you played her second and she's bigger.

Or, you could just play the Evolve creature, then Exava.  She'll still give it haste.
Title: Re: Turns and synergies
Post by: Destore117 on August 04, 2014, 02:33:02 PM
Quote from: Remillo on August 04, 2014, 02:27:31 PM
Quote from: LinkCelestrial on August 04, 2014, 01:52:05 PM
Quote from: Destore117 on August 04, 2014, 01:32:33 PM
{Exava Rakdos blood witch} + evolve?

Would only work if you played her then an evolve creature then a creature that's bigger than the evolve creature. Or if you played her second and she's bigger.

Or, you could just play the Evolve creature, then Exava.  She'll still give it haste.
I was just curious if it was a viable play option.
Although, you'd probably be better with something like  {Kalonian Hydra}
Title: Re: Turns and synergies
Post by: Remillo on August 04, 2014, 03:58:58 PM
Quote from: Destore117 on August 04, 2014, 02:33:02 PM
I was just curious if it was a viable play option.
Although, you'd probably be better with something like  {Kalonian Hydra}

Yeah, that's the big play.  I'm still a little sad that Exava Jund never actually became a thing.
Title: Re: Turns and synergies
Post by: particle on August 04, 2014, 05:14:21 PM
Quote from: Remillo on August 04, 2014, 03:58:58 PM
Quote from: Destore117 on August 04, 2014, 02:33:02 PM
I was just curious if it was a viable play option.
Although, you'd probably be better with something like  {Kalonian Hydra}

Yeah, that's the big play.  I'm still a little sad that Exava Jund never actually became a thing.

i just think jund already tried haste with xenagod and that was less limited as u didnt need creatures that had counters.
Title: Re: Turns and synergies
Post by: Mattacheu on August 05, 2014, 02:16:46 PM
I have thought of the master himself, and I had like two in a deck before. I'm kinda feared with this deck, so people don't trust it much, and therefor dies pretty soon. Gyre sage helps me with mana incredibly, cause I have counter doublers in vorel and gilder bairn. Increasing savagery on to a gyre sage, tapping him for the flashback cost, then untap with a prophet for a Emrakul. No one touches me past that.
Title: Re: Turns and synergies
Post by: Destore117 on August 05, 2014, 02:46:03 PM
As long as I have a {Vampire Nighthawk} emeakul will fall! >.>
Title: Re: Turns and synergies
Post by: Mattacheu on August 05, 2014, 04:05:37 PM
Protection from colored spells broski :P can't be blocked, as night hawk is a colored spell.
Title: Re: Turns and synergies
Post by: Destore117 on August 05, 2014, 04:14:35 PM
Spell - stack
Creature - on the field.
Title: Re: Turns and synergies
Post by: particle on August 05, 2014, 04:42:58 PM
Quote from: Destore117 on August 05, 2014, 04:14:35 PM
Spell - stack
Creature - on the field.
correct!
Title: Re: Turns and synergies
Post by: Mattacheu on August 05, 2014, 06:04:39 PM
This makes sense. Thank you, thought it was the way that I had it for the longest time.  :P
Title: Re: Turns and synergies
Post by: Destore117 on August 05, 2014, 06:12:17 PM
Quote from: Mattacheu on August 05, 2014, 06:04:39 PM
This makes sense. Thank you, thought it was the way that I had it for the longest time.  :P
Yeah understanding stack and spells and where things go is a very difficult journey that we all have to make some time.
Luckily the Rules section is here to help!
Title: Re: Turns and synergies
Post by: Subiskier on August 07, 2014, 04:11:37 PM
{auratog} + {rancor}
Title: Re: Turns and synergies
Post by: Mattao19 on August 07, 2014, 05:22:26 PM
Quote from: Subiskier on August 07, 2014, 04:11:37 PM
{auratog} + {rancor}

I played this a month ago lol it was awesome until he rancored aura tog for the last time (tapped out) and in response I pathed it lol but it would've been HUGE (and lethal!!!!) on T4!!!
Title: Re: Turns and synergies
Post by: Subiskier on August 14, 2014, 11:58:12 PM
Favorite first turn?

{swamp} {thoughtsieze}+{surgical extraction}
Title: Re: Turns and synergies
Post by: Mattao19 on August 15, 2014, 03:04:46 AM
Quote from: Subiskier on August 14, 2014, 11:58:12 PM
Favorite first turn?

{swamp} {thoughtsieze}+{surgical extraction}

Nah {Archive Trap} ---> {Surgical Extraction} on T1 lol
Title: Re: Turns and synergies
Post by: Destore117 on August 15, 2014, 12:44:07 PM
Quote from: Mattao19 on August 15, 2014, 03:04:46 AM
Quote from: Subiskier on August 14, 2014, 11:58:12 PM
Favorite first turn?

{swamp} {thoughtsieze}+{surgical extraction}

Nah {Archive Trap} ---> {Surgical Extraction} on T1 lol
Doesn't work. You searched their library. Read trap again. If an OPPONENT searched their library this turn it costs {0}
Title: Re: Turns and synergies
Post by: Mattao19 on August 15, 2014, 01:58:33 PM
Quote from: Destore117 on August 15, 2014, 12:44:07 PM
Quote from: Mattao19 on August 15, 2014, 03:04:46 AM
Quote from: Subiskier on August 14, 2014, 11:58:12 PM
Favorite first turn?

{swamp} {thoughtsieze}+{surgical extraction}

Nah {Archive Trap} ---> {Surgical Extraction} on T1 lol
Doesn't work. You searched their library. Read trap again. If an OPPONENT searched their library this turn it costs {0}

Sorry meant like they fetch on T1 then you trap them
Title: Re: Turns and synergies
Post by: Destore117 on August 15, 2014, 02:12:11 PM
Quote from: Mattao19 on August 15, 2014, 01:58:33 PM
Quote from: Destore117 on August 15, 2014, 12:44:07 PM
Quote from: Mattao19 on August 15, 2014, 03:04:46 AM
Quote from: Subiskier on August 14, 2014, 11:58:12 PM
Favorite first turn?

{swamp} {thoughtsieze}+{surgical extraction}

Nah {Archive Trap} ---> {Surgical Extraction} on T1 lol
Doesn't work. You searched their library. Read trap again. If an OPPONENT searched their library this turn it costs {0}

Sorry meant like they fetch on T1 then you trap them
Oh...now that...I like that...
Title: Re: Turns and synergies
Post by: AdamS on August 17, 2014, 05:13:13 PM
 {Ink-Treader Nephilim} in a heroic deck lol
Title: Re: Turns and synergies
Post by: Destore117 on August 17, 2014, 08:50:23 PM
Quote from: AdamS on August 17, 2014, 05:13:13 PM
{Ink-Treader Nephilim} in a heroic deck lol
Til they play {Murder} XD
Title: Re: Turns and synergies
Post by: AdamS on August 17, 2014, 09:08:23 PM
Quote from: Destore117 on August 17, 2014, 08:50:23 PM
Quote from: AdamS on August 17, 2014, 05:13:13 PM
{Ink-Treader Nephilim} in a heroic deck lol
Til they play {Murder} XD
in response i cast {Gods Willing} black lol
or just give the nephilim hexproof
Title: Re: Turns and synergies
Post by: Destore117 on August 18, 2014, 01:41:24 PM
I suppose. I just never really liked his ability. I could see it's uses but I don't think it'd work for heroic as it's copying the spell not casting copies. Is it?
Title: Re: Turns and synergies
Post by: particle on August 18, 2014, 04:01:32 PM
Quote from: Destore117 on August 18, 2014, 01:41:24 PM
I suppose. I just never really liked his ability. I could see it's uses but I don't think it'd work for heroic as it's copying the spell not casting copies. Is it?

correct. the copies are not being "cast" and thus wont trigger heroic.
Title: Re: Turns and synergies
Post by: Subiskier on August 18, 2014, 08:19:13 PM
Same situation with {elite arcanist}. His ability says 'cast' so would that trigger heroic?
Title: Re: Turns and synergies
Post by: particle on August 18, 2014, 08:41:27 PM
Quote from: Subiskier on August 18, 2014, 08:19:13 PM
Same situation with {elite arcanist}. His ability says 'cast' so would that trigger heroic?

with {elite arcanist}'s ability, you are CASTING the copies, so they, like a normal spell, could trigger heroic. the difference is just copying a spell vs. casting a copy.
Title: Re: Turns and synergies
Post by: mickeven on August 22, 2014, 10:54:38 PM
 {Time Warp}  {Archaeomancer}  {Conjurer's Closet}

Play {Archaeomancer} on turn 4, hopefully {Conjurer's Closet} on 5, and {Time Warp} on 6, and use the Conjurer's Closet ability on the Archaeomancer to get Time Warp back, play it again on the extra turn. Repeat it forever for unlimited extra turns.
Title: Re: Turns and synergies
Post by: Subiskier on August 25, 2014, 01:35:57 AM
{notion thief} + {jace beleren}
{notion thief} + {temple bell}
{notion thief} + {dictate of kruphix}
Title: Re: Turns and synergies
Post by: Munchlax on August 25, 2014, 10:23:33 AM
Quote from: mickeven on August 22, 2014, 10:54:38 PM
{Time Warp}  {Archaeomancer}  {Conjurer's Closet}

Play {Archaeomancer} on turn 4, hopefully {Conjurer's Closet} on 5, and {Time Warp} on 6, and use the Conjurer's Closet ability on the Archaeomancer to get Time Warp back, play it again on the extra turn. Repeat it forever for unlimited extra turns.
This is a legitimate combo. Well done
Title: Re: Turns and synergies
Post by: LinkCelestrial on August 25, 2014, 06:30:19 PM
{Midnight Guard} + {Retraction Helix} + {Omniscience}. Then pick your poison from the arsenal of U/W enters the battlefield effects.
Title: Re: Turns and synergies
Post by: DrainCleaner on August 30, 2014, 02:32:21 PM
Quote from: AdamS on August 17, 2014, 05:13:13 PM
{Ink-Treader Nephilim} in a heroic deck lol

The copied spells from the nephilim trigger won't actually trigger heroic because there is no point where you "cast" the spells. The copies are created and put onto the stack targeting the creatures.
Title: Re: Turns and synergies
Post by: Chargingswadger on August 30, 2014, 09:16:51 PM
Quote from: Munchlax on August 25, 2014, 10:23:33 AM
Quote from: mickeven on August 22, 2014, 10:54:38 PM
{Time Warp}  {Archaeomancer}  {Conjurer's Closet}

Play {Archaeomancer} on turn 4, hopefully {Conjurer's Closet} on 5, and {Time Warp} on 6, and use the Conjurer's Closet ability on the Archaeomancer to get Time Warp back, play it again on the extra turn. Repeat it forever for unlimited extra turns.
This is a legitimate combo. Well done

Never thought I'd say this
This belongs in combos
Title: Re: Turns and synergies
Post by: Mato on August 31, 2014, 08:32:28 PM
{panoptic mirror} + {dust of moments} and a {Chronozoa}, that's exponential mitosis every turn
Title: Re: Turns and synergies
Post by: Subiskier on September 04, 2014, 04:49:00 PM
Probably it's best combo. Forgot to add that one
Title: Re: Turns and synergies
Post by: Subiskier on September 04, 2014, 04:49:43 PM
{notion thief} and {jaces archivist} as well
Title: Re: Turns and synergies
Post by: Subiskier on September 13, 2014, 02:28:27 PM
{phyrexian obliterator} + {lure}
Title: Re: Turns and synergies
Post by: Redrighthand on September 17, 2014, 01:50:54 PM
Quote from: Subiskier on September 13, 2014, 02:28:27 PM
{phyrexian obliterator} + {lure}

So Evil! I love it!!
Title: Re: Turns and synergies
Post by: Redrighthand on September 17, 2014, 01:54:59 PM
Not super powerful but {Blood Artist} and {Wall of Limbs}. I have a sacrafice based deck and these synergy pretty well.
Title: Re: Turns and synergies
Post by: Subiskier on September 17, 2014, 03:28:58 PM
{high priest of penance} + {honor of the pure} + {pestilence}

Give him lifelink to negate the loss of life or ramp up his toughness to pestilence more things. Real fun
Title: Re: Turns and synergies
Post by: Subiskier on September 17, 2014, 03:29:32 PM
Or {indestructibiluty}
Title: Re: Turns and synergies
Post by: mickeven on September 17, 2014, 06:05:45 PM
how about  {Stuffy Doll} +  {Vampiric Link} +  {Pestilence}
Title: Re: Turns and synergies
Post by: Munchlax on September 17, 2014, 06:21:27 PM
Quote from: mickeven on September 17, 2014, 06:05:45 PM
how about  {Stuffy Doll} +  {Spirit Link} +  {Pestilence}
How many friends have you lost
Title: Re: Turns and synergies
Post by: mickeven on September 17, 2014, 06:48:07 PM
Quote from: Munchlax on September 17, 2014, 06:21:27 PM
Quote from: mickeven on September 17, 2014, 06:05:45 PM
how about  {Stuffy Doll} +  {Vampiric Link} +  {Pestilence}
How many friends have you lost

lol that explains why I own so many cats!
Title: Re: Turns and synergies
Post by: Swamplord99 on September 18, 2014, 04:59:13 PM
Quote from: Redrighthand on September 17, 2014, 01:54:59 PM
Not super powerful but {Blood Artist} and {Wall of Limbs}. I have a sacrafice based deck and these synergy pretty well.
Nice i use that a lot too, I also use {killing wave} to annoy ppl
Title: Re: Turns and synergies
Post by: Kaylesh on October 09, 2014, 07:38:27 AM
Quote from: Wizardmook on September 23, 2014, 03:25:19 PM
Quote from: Subiskier on September 13, 2014, 02:28:27 PM
{phyrexian obliterator} + {lure}

This!!!
Reminds me of the oldskool trio I used to play:  {Lure}  {Thicket Basilisk}  {Regeneration}
Title: Re: Turns and synergies
Post by: Munchlax on October 16, 2014, 07:09:07 AM
Well I just say a guy use {That Which was Taken} to keep resetting a {Mojinn life's web}
Title: Re: Turns and synergies
Post by: LinkCelestrial on October 16, 2014, 01:08:12 PM
Quote from: Munchlax on October 16, 2014, 07:09:07 AM
Well I just say a guy use {That Which was Taken} to keep resetting a {Mojinn life's web}

{Myojin of Cleansing Fire},  {Myojin of Infinite Rage}, {Myojin of Night's Reach}, {Myojin of Seeing Winds}. I have new EDH deck ideas...
Title: Re: Turns and synergies
Post by: Subiskier on October 16, 2014, 02:48:30 PM
The above plus {thrumming bird}
Title: Re: Turns and synergies
Post by: Munchlax on October 16, 2014, 04:40:42 PM
Quote from: Subiskier on October 16, 2014, 02:48:30 PM
The above plus {thrumming bird}
Or every better card with proliferate
Title: Re: Turns and synergies
Post by: LinkCelestrial on October 16, 2014, 05:33:45 PM
Quote from: Munchlax on October 16, 2014, 04:40:42 PM
Quote from: Subiskier on October 16, 2014, 02:48:30 PM
The above plus {thrumming bird}
Or every better card with proliferate

{Viral Drake}
Title: Re: Turns and synergies
Post by: Munchlax on October 16, 2014, 10:58:22 PM
Quote from: LinkCelestrial on October 16, 2014, 05:33:45 PM
Quote from: Munchlax on October 16, 2014, 04:40:42 PM
Quote from: Subiskier on October 16, 2014, 02:48:30 PM
The above plus {thrumming bird}
Or every better card with proliferate

{Viral Drake}
No. {Contagion clasp} and {Contagion Engine}
Title: Re: Turns and synergies
Post by: AdamS on October 16, 2014, 11:12:53 PM
 {Inexorable Tide} is fun for low cost decks
Title: Re: Turns and synergies
Post by: LinkCelestrial on October 17, 2014, 12:05:51 AM
Quote from: Munchlax on October 16, 2014, 10:58:22 PM
Quote from: LinkCelestrial on October 16, 2014, 05:33:45 PM
Quote from: Munchlax on October 16, 2014, 04:40:42 PM
Quote from: Subiskier on October 16, 2014, 02:48:30 PM
The above plus {thrumming bird}
Or every better card with proliferate

{Viral Drake}
No. {Contagion clasp} and {Contagion Engine}

{Viral Drake} can do it as many times as you have mana. That said I'd run all three.
Title: Re: Turns and synergies
Post by: Kaylesh on October 19, 2014, 05:38:57 AM
Quote from: LinkCelestrial on October 16, 2014, 01:08:12 PM
Quote from: Munchlax on October 16, 2014, 07:09:07 AM
Well I just say a guy use {That Which was Taken} to keep resetting a {Mojinn life's web}

{Myojin of Cleansing Fire},  {Myojin of Infinite Rage}, {Myojin of Night's Reach}, {Myojin of Seeing Winds}. I have new EDH deck ideas...
Hate to burst a great bubble, but as commander you won't cast them from hand. Thus no div counter.
Title: Re: Turns and synergies
Post by: mickeven on October 23, 2014, 03:21:58 PM
 {Narset, Enlightened Master} + {Inexorable Tide} + All The Planeswalkers
Title: Re: Turns and synergies
Post by: LinkCelestrial on October 23, 2014, 03:56:26 PM
Quote from: Kaylesh on October 19, 2014, 05:38:57 AM
Quote from: LinkCelestrial on October 16, 2014, 01:08:12 PM
Quote from: Munchlax on October 16, 2014, 07:09:07 AM
Well I just say a guy use {That Which was Taken} to keep resetting a {Mojinn life's web}

{Myojin of Cleansing Fire},  {Myojin of Infinite Rage}, {Myojin of Night's Reach}, {Myojin of Seeing Winds}. I have new EDH deck ideas...
Hate to burst a great bubble, but as commander you won't cast them from hand. Thus no div counter.

I have an idea for a "five realms" deck that uses all colours. They'd be cool to have in the deck.
Title: Re: Turns and synergies
Post by: Subiskier on November 09, 2014, 06:58:56 PM
{conundrum Sphinx} + {lens of clarity}
Title: Re: Turns and synergies
Post by: Subiskier on December 18, 2014, 07:44:39 PM
{elvish piper} + {fauna shaman} = any card in your library for 2G
Title: Re: Turns and synergies
Post by: Kaylesh on December 19, 2014, 06:31:16 AM
Quote from: Subiskier on December 18, 2014, 07:44:39 PM
{elvish piper} + {fauna shaman} = any card in your library for 2G
Emmy!!
Title: Re: Turns and synergies
Post by: Subiskier on December 19, 2014, 11:44:30 PM
Another cool way to cheat creatures out is {conspiracy} + {preeminent captain}.
Title: Re: Turns and synergies
Post by: Munchlax on December 20, 2014, 12:08:28 AM
Quote from: Subiskier on December 19, 2014, 11:44:30 PM
Another cool way to cheat creatures out is {conspiracy} + {preeminent captain}.
Or in place of the captain {Rooftop Swag}
Title: Re: Turns and synergies
Post by: Ebond on December 24, 2014, 07:52:36 PM
Turn 1: steam vents

Turn 2: mountain and goblin electromancer

Turn 3: mountain + young pyromancer + battle hymn + krenko's command + battle hymn + burn at the stakes

Turn three win tap for 21 damage
Title: Re: Turns and synergies
Post by: Munchlax on December 28, 2014, 12:06:18 AM
{Sages of the Anima}+{Primordial Sage}/{Soul of the Harvest} and a creature is one of the best things I've ever seen
Title: Re: Turns and synergies
Post by: Subiskier on February 01, 2015, 02:39:48 AM
Attack with {guttersnipe}, 2nd main phase cast {howl of the hoard} + {lightning bolt}. 19 damage assuming attack goes through
Title: Re: Turns and synergies
Post by: Munchlax on February 01, 2015, 08:20:30 AM
Quote from: Subiskier on February 01, 2015, 02:39:48 AM
Attack with {guttersnipe}, 2nd main phase cast {howl of the hoard} + {lightning bolt}. 19 damage assuming attack goes through
Not quite. Howl of the Hoarde creates a copy which is not cast. Because it isn't cast it won't trigger guttersnipes ability.
Title: Re: Turns and synergies
Post by: Pi on March 22, 2015, 10:07:54 AM
Quote from: Swamplord99 on September 18, 2014, 04:59:13 PM
Quote from: Redrighthand on September 17, 2014, 01:54:59 PM
Not super powerful but {Blood Artist} and {Wall of Limbs}. I have a sacrafice based deck and these synergy pretty well.
Nice i use that a lot too, I also use {killing wave} to annoy ppl
Keep {B} open for {Innocent Blood}
Title: Re: Turns and synergies
Post by: Pi on April 03, 2015, 07:33:19 PM
{Soul of Ravnica} with a { Transguild Courier} you get the draw and can play him mono-blue
Title: Re: Turns and synergies
Post by: Munchlax on April 04, 2015, 12:00:46 AM
Quote from: Pi on April 03, 2015, 07:33:19 PM
{Soul of Ravnica} with a { Transguild Courier} you get the draw and can play him mono-blue
This thread needed to be used and this was just the thing to use it for. Thank you
Title: Re: Turns and synergies
Post by: Kaylesh on April 11, 2015, 05:27:30 AM
Quote from: Noblellama on April 11, 2015, 04:05:57 AM
Someone just pointed out how sick {Zurgo Helmsmasher} Gets when you plug him into an {Assault Suit}...

Damn
9/4 indestructible since each turn you give him to the active player? And he can't smash your face? Nice hug :p
Title: Re: Turns and synergies
Post by: LinkCelestrial on April 11, 2015, 10:36:37 PM
Quote from: Kaylesh on April 11, 2015, 05:27:30 AM
Quote from: Noblellama on April 11, 2015, 04:05:57 AM
Someone just pointed out how sick {Zurgo Helmsmasher} Gets when you plug him into an {Assault Suit}...

Damn
9/4 indestructible since each turn you give him to the active player? And he can't smash your face? Nice hug :p

He's probably getting clumped for +1/+1 counters each turn too.
Title: Re: Turns and synergies
Post by: Kaylesh on April 12, 2015, 05:26:03 AM
Quote from: LinkCelestrial on April 11, 2015, 10:36:37 PM
Quote from: Kaylesh on April 11, 2015, 05:27:30 AM
Quote from: Noblellama on April 11, 2015, 04:05:57 AM
Someone just pointed out how sick {Zurgo Helmsmasher} Gets when you plug him into an {Assault Suit}...

Damn
9/4 indestructible since each turn you give him to the active player? And he can't smash your face? Nice hug :p

He's probably getting clumped for +1/+1 counters each turn too.
True. Just realized there is a window to kill it. Instant destruction as a response to the control change trigger. But it's a small one :)
Title: Re: Turns and synergies
Post by: Kaylesh on April 21, 2015, 09:09:45 AM
Was just organizing projects and cards again when I found this gem: {living armor}.
Nice synergy with {assault formation}
Title: Re: Turns and synergies
Post by: Deebiia on April 26, 2015, 03:13:35 AM
Soo, just had this happen to me

T1: {Llanowar Augur}
T2: {Llanowar Elves}
T3: {Tree of Redemption}
T4: {T} Tree making it 0/20
T5: {Llanowar Augur} + {Assault Formation} swinging for 23
Title: Re: Turns and synergies
Post by: Kaylesh on April 26, 2015, 04:56:10 PM
Real nice run with my {kresh the bloodbraided} deck on DotP15.
T3 {beast master ascension}
T4 {goblin rabblemaster}, 1 counter
T5 {doubling season}, swing with 3 tokens + rabblemaster. Ascension gives +5/+5 to all 4.
GG

EDIT:
Ofc you can always get trumped by goblins:
T1: 1 drop goblin
T2: {Krenko's command}
T3: {goblin rabblemaster}
T4: swing for lethal.
Title: Re: Turns and synergies
Post by: Kaylesh on April 29, 2015, 02:17:15 AM
Quote from: Noblellama on April 28, 2015, 06:10:59 PM
T5 {Composite Golem} (used a {Quicksilver Amulet})
T6 {Crystal Quarry} pay {5}{T} for {R}{W}{U}{B}{G} and sac golem for {R}{W}{U}{B}{G} and Bring out {progenitus} from command zone...
T7 now what the hell do I do with this thing, ive never gotten it out before....
T8 Wife mana ramps with {cabal coffers} 5 swamps and a {crypt ghast} and {bubbling muck} to {death cloud} for 13,      thanks babe...
Your wife is nastier in magic than mine... :)
But remember: happy wife, happy life ;)
Title: Re: Turns and synergies
Post by: mickeven on May 04, 2015, 09:41:13 AM
 {Zoologist} +  {Garruk's Horde} or anything else that makes you please with your top card revealed
Title: Re: Turns and synergies
Post by: mickeven on May 04, 2015, 10:53:31 AM
Quote from: Noblellama on May 04, 2015, 10:30:08 AM
Quote from: mickeven on May 04, 2015, 09:41:13 AM
{Zoologist} +  {Garruk's Horde} or anything else that makes you please with your top card revealed

I use {Courser of Kruphix} With {Call of the Wild}

pretty nice too! i had forgot about the good old Courser
Title: Re: Turns and synergies
Post by: mgrenier25 on May 08, 2015, 08:41:43 PM
{Assault Formation} +  {Wall of Frost} +  {Shape the Sands}
Title: Re: Turns and synergies
Post by: Kaylesh on May 11, 2015, 10:57:30 AM
Just had a blast revisiting DotP 2012, with a Planechase game. Aside from crappy ai decisions when it comes to shifting rolls.
I was running the Yeva {G} bounce deck. We were going at it for quite a while, 2 players were already out and I was at a stalemate with Odric. Had 11+ lands, {erratic portal} and a {roaring primadox} out, among others. Hello  {Thragtusk}, bye, welcome back!
Giving me 2 3/3 tokens and 10 life each turn. One of the tokens was used to chump his x/x champion, forgot the name. By the time we got into single figures in the sense of cards in deck, and with {Yeva, natures herald} on the field, I went lethal, flashed in some +2/+2 dudes and won with some 70 life to spare.
LOL
Title: Re: Turns and synergies
Post by: Flashley_ska on May 14, 2015, 04:03:51 PM
My thragtusk deck is a little bit meaner, as it uses exile, return instead:  {Nephalia Smuggler}  {Ghostly Flicker}  {Deadeye Navigator} with  {Thragtusk} and  {Acidic Slime}

Thought about  {Archaeomancer} but opted for  {Mist Raven} instead... So much more satisfying using ghostly flicker on the slime and the raven to kill a land and then put their creature that they just tapped out to play back into their hand!!!
Title: Re: Turns and synergies
Post by: Flashley_ska on May 14, 2015, 04:10:09 PM
Also... {Champion of Lambholt}, {Sunscorch Regent} and  {Enduring Scalelord} (and free infinite combo  if you get the second scalelord, of course!)
Title: Re: Turns and synergies
Post by: Munchlax on May 14, 2015, 06:06:27 PM
Quote from: Flashley_ska on May 14, 2015, 04:10:09 PM
Also... {Champion of Lambholt}, {Sunscorch Regent} and  {Enduring Scalelord} (and free infinite combo  if you get the second scalelord, of course!)
Champion doesn't have anything to do with this
Title: Re: Turns and synergies
Post by: Flashley_ska on May 14, 2015, 07:31:00 PM
Well I think he does, as sun scorch only activates when your opponents play spells, champion helps eliminate blockers (pesky 1/1 spirit chumps) and guarantees extra +1s for the scalelords every time you play a creature, not to mention triggering the scalelords combo the moment the second one is played.
Pretty relevant synergy if you ask me? With those three cards are out, your opponent plays any spell, you boost the regent and the scalelord, then on your turn you pump the scale lord and the champion, also increasing the upper limit of their blocking.
Title: Re: Turns and synergies
Post by: Munchlax on May 14, 2015, 10:44:13 PM
Quote from: Flashley_ska on May 14, 2015, 07:31:00 PM
Well I think he does, as sun scorch only activates when your opponents play spells, champion helps eliminate blockers (pesky 1/1 spirit chumps) and guarantees extra +1s for the scalelords every time you play a creature, not to mention triggering the scalelords combo the moment the second one is played.
Pretty relevant synergy if you ask me? With those three cards are out, your opponent plays any spell, you boost the regent and the scalelord, then on your turn you pump the scale lord and the champion, also increasing the upper limit of their blocking.
It's easier to just give your scale lords tramplr
Title: Re: Turns and synergies
Post by: Younghawk on May 17, 2015, 08:55:11 PM
Quote from: Destore117 on July 31, 2014, 02:25:29 AM
Quote from: Mattacheu on July 30, 2014, 09:04:05 PM
Quote from: Destore117 on July 30, 2014, 10:39:45 AM
Predators rapport and {Colossus of Akros} makes me happy
that's just funny, and yet painful XD take a look at my simic, and tell me what you think of it, please?
You have some crazy high costing rediculous eldrazi in there ._. Lol didn get through the whole list (iPod crashed) but Afew people I know say {Master Biomancer} is the way to go all the time you don't even need big creatures.
Run 4
If they're all out at the same time?
Creatures enter with 16 +1/+1 counters plus a {Zegana} or what's it called? Draw your deck pretty much. Also if you have {Door of Destinies} call Mutant.
That'll be a fun one.

The creatures would actually enter in with 32 +1/+1 counters on them
Title: Re: Turns and synergies
Post by: Kaylesh on May 18, 2015, 04:00:19 AM
Quote from: Younghawk on May 17, 2015, 08:55:11 PM
Quote from: Destore117 on July 31, 2014, 02:25:29 AM
Quote from: Mattacheu on July 30, 2014, 09:04:05 PM
Quote from: Destore117 on July 30, 2014, 10:39:45 AM
Predators rapport and {Colossus of Akros} makes me happy
that's just funny, and yet painful XD take a look at my simic, and tell me what you think of it, please?
You have some crazy high costing rediculous eldrazi in there ._. Lol didn get through the whole list (iPod crashed) but Afew people I know say {Master Biomancer} is the way to go all the time you don't even need big creatures.
Run 4
If they're all out at the same time?
Creatures enter with 16 +1/+1 counters plus a {Zegana} or what's it called? Draw your deck pretty much. Also if you have {Door of Destinies} call Mutant.
That'll be a fun one.

The creatures would actually enter in with 32 +1/+1 counters on them
Let's assume:
Cast1) 2/4
Cast2) 4/6
Cast3) 8/12
Cast4) 16/20
I count 30, am I missing something?
Then again, that's gonna be GG if you manage to get anything in.
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on May 18, 2015, 07:35:54 PM
I got to {cloudform} a {phyrexian dreadnaught} a few nights ago. Very satisfying. With the help of {sultai ascendancy}
Title: Re: Turns and synergies
Post by: Munchlax on May 19, 2015, 09:27:40 PM
{Land Tax} and {Burgeoning} is hilarious
Title: Re: Turns and synergies
Post by: Balefire Hellkite on June 09, 2015, 08:44:33 AM
{Contested Warzone} + {Homeward Path}. Never loose the Warzone!
Title: Re: Turns and synergies
Post by: Munchlax on June 09, 2015, 09:00:16 AM
Quote from: Balefire Hellkite on June 09, 2015, 08:44:33 AM
{Contested Warzone} + {Homeward Path}. Never loose the Warzone!
Path says creatures. {Brooding Saurian} works though
Title: Re: Turns and synergies
Post by: Kaylesh on June 09, 2015, 10:31:16 AM
Quote from: Noblellama on June 08, 2015, 07:58:47 PM
So its janky mono green heroic vs buddy's mono black stuffs
he has a lily dark emblem out and 3 open swamps (12 mana available) and a pumpable shade

I have 1 {wild defiance} and 3 {hardened scales} and 1 {Tuskguard captain}
I cast {incremental growth} and go three on 1 {Centaur battlemaster} and 2 on the other and 1 on the Captain, swing with both battlemasters and {giant growth} both.

after lots of confusion and math we come out with 2 {Centaur Battlemaster} that are trampleing, one is a 12/12/ with 18 +1/+1 counters and the other is a 12/12 with 16 +1/+1 counters

please tell me I did my math right when I trampled him to death...
Let's break it down.
{centaur battlemaster} gets 3 counters from being targeted, 3 and 2 from {incremental growth}. They also get +3/+3 until eot from {wild defiance}.
Then both get +3/+3 from {giant growth}, 3 counters from heroic, +3/+3 from defiance.
So that's 9 (and 8 ) +1/+1 counters, and +9/+9 until eot.
EDIT: and let's not forget 3 {hardened scales} which add 3 +1/+1 counters each time counters are placed, which account for 9 on each.
That's 18 & 17 counters. How did you figure 16?
Title: Re: Turns and synergies
Post by: Kaylesh on June 09, 2015, 04:26:41 PM
Quote from: Noblellama on June 09, 2015, 02:32:00 PM
I miscounted on hardened scales
I did the math as incremental growth 3 + HS's 3 on the first and the second target my logic said 2 from IG and then only 2 from HS

your right, but I doubt the 1 damage would have saved him :)
Well, actually, he would have lost by 1 extra point. 16 vs 17?
Title: Re: Turns and synergies
Post by: Kaylesh on June 11, 2015, 02:49:11 AM
Love magic math!
If playing modern, I should take storm I think ;)
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 11, 2015, 03:00:38 PM
Quote from: Kaylesh on June 11, 2015, 02:49:11 AM
Love magic math!
If playing modern, I should take storm I think ;)

Honestly, as somebody who also likes math, Storm is a really annoying deck to play with/against.
Title: Re: Turns and synergies
Post by: mickeven on June 11, 2015, 08:12:58 PM
Nice synergy between  {Greater Good} and  {Library of Leng} so that you dont have to discard and depending on how many big critters you got you can draw a lot of stuff.  Throw in a {Faith's Reward} to bring those big critters back.
Title: Re: Turns and synergies
Post by: Kaylesh on June 12, 2015, 02:42:11 AM
Quote from: LinkCelestrial on June 11, 2015, 03:00:38 PM
Quote from: Kaylesh on June 11, 2015, 02:49:11 AM
Love magic math!
If playing modern, I should take storm I think ;)

Honestly, as somebody who also likes math, Storm is a really annoying deck to play with/against.
Heard someone describe playing against it as watching the opponent solve his math, hence the idea.
My wife came into possession of a Time Spiral event deck "reality fracture" which combines storm with suspend. I really had a blast playing it, getting it all together. Thought storm would play out something like that.
Title: Re: Turns and synergies
Post by: Spencer Addington on June 12, 2015, 03:16:44 AM
It's so difficult keeping track of storm count and mana. A guy at my lgs uses blue and red spin downs to keep track of the mana and a clear spin down for the storm count. Makes it easier to follow.
Title: Re: Turns and synergies
Post by: griffin131 on June 15, 2015, 12:53:50 AM
Quote from: Noblellama on June 15, 2015, 12:38:30 AM
What generates all the mana for people to chain 10-15 spells a turn?
Lots of things - {Desperate Ritual} cast multiple times and copied, {Goblin Electromancer}, etc.
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 15, 2015, 10:14:47 PM
Quote from: Noblellama on June 15, 2015, 12:38:30 AM
What generates all the mana for people to chain 10-15 spells a turn?

{Desperate Ritual}, {Pyretic Ritual}, {Manamorphose}. Sounds solid kinda? Well {Pyromancer's Ascension} and {Goblin Electromancer}. That's how it works.
Title: Re: Turns and synergies
Post by: rarehuntertay on June 15, 2015, 10:26:26 PM
Plus multiple {Jeskai Ascendancy} and mana dorks... If they run that deck. Whatever happened to that deck?
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 15, 2015, 10:28:39 PM
Quote from: rarehuntertay on June 15, 2015, 10:26:26 PM
Plus multiple {Jeskai Ascendancy} and mana dorks... If they run that deck. Whatever happened to that deck?

That's a different deck. I have no idea. It destroyed me a few times then disappeared.
Title: Re: Turns and synergies
Post by: Mattao19 on June 15, 2015, 11:30:39 PM
It basically needed/relied on Cruise and/or dig
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 16, 2015, 01:22:59 AM
The {Retraction Helix} version didn't.
Title: Re: Turns and synergies
Post by: Mattao19 on June 16, 2015, 07:49:49 AM
Quote from: LinkCelestrial on June 16, 2015, 01:22:59 AM
The {Retraction Helix} version didn't.

I thought we were talking about the modern 1 my bad
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 16, 2015, 01:25:00 PM
I was talking about both. A lot of people, including me, didn't like going four colour. I remember seeing and talking about the {Retraction Helix} version. Part of the reason I thought it was viable is that you could run {Banishing Knack} for eight copies of the main combo piece and the {Midnight Guard} combo as well, however you'd often draw half of each combo and get nowhere. When I saw {Alter of the Brood} it took me a moment but I realized that that was infinitely better than {Purphoros, God of the Forge} for the {Midnight Guard} combo and that it also works with the {Jeskai Ascendancy} combo.

In Standard the deck fell apart as it has a lot of pieces that need protecting to go off properly so it folds to competent {Thoughtseize}s as well as removal in general.

I do have a janky casual version that's pretty consistently turn 4-6. (It's also undefeated). I think I'll post a Modern list and see how it goes.
Title: Re: Turns and synergies
Post by: Kaylesh on June 16, 2015, 05:37:57 PM
Just realized something.
{coat of arms} + changeling creature (=all creature types) will give +1/+1 for each other creature on the field. Now that's one for an 8 man EDH.
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 16, 2015, 06:15:00 PM
Except that {Coat of Arms} should burn in hell.
Title: Re: Turns and synergies
Post by: Kaylesh on June 17, 2015, 04:38:25 AM
Quote from: Noblellama on June 16, 2015, 07:05:22 PM
Quote from: Kaylesh on June 16, 2015, 05:37:57 PM
Just realized something.
{coat of arms} + changeling creature (=all creature types) will give +1/+1 for each other creature on the field. Now that's one for an 8 man EDH.

it unfortunately means every other creature on the battlefield gets +1/+1 also...
Yeah, at least. Could work in your favor too though. {ensnaring bridge} ( and {Bottled Cloister} for added effect)

EDIT: nvm. Thought it was can't attack you...
Title: Re: Turns and synergies
Post by: mgrenier25 on June 22, 2015, 12:53:48 AM
{Timesifter} + a broken {Ugin's Nexus} would be awesome

Never mind, {Stranglehold} is what i'm looking for :)
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 22, 2015, 12:59:50 AM
Quote from: mgrenier25 on June 22, 2015, 12:53:48 AM
{Timesifter} + a broken {Ugin's Nexus} would be awesome

Never mind, {Stranglehold} is what i'm looking for :)

I'm not seeing it.
Title: Re: Turns and synergies
Post by: Splicer on June 22, 2015, 01:00:44 AM
Quote from: LinkCelestrial on June 22, 2015, 12:59:50 AM
Quote from: mgrenier25 on June 22, 2015, 12:53:48 AM
{Timesifter} + a broken {Ugin's Nexus} would be awesome

Never mind, {Stranglehold} is what i'm looking for :)

I'm not seeing it.
It just prevents them from taking extra turns to the timesifter.
Title: Re: Turns and synergies
Post by: mgrenier25 on June 22, 2015, 10:28:08 AM
Now if i could fin something to activate {Sundial of the infinite} during my opponents turns loll

It's a long shot but {Elite arcanist} and {Time stop}
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 22, 2015, 04:10:56 PM
Quote from: mgrenier25 on June 22, 2015, 10:28:08 AM
Now if i could fin something to activate {Sundial of the infinite} during my opponents turns loll

It's a long shot but {Elite arcanist} and {Time stop}

There's {Silence} on your opponents upkeep with {Isochron Scepter} or {Elite Arcanist}.
Title: Re: Turns and synergies
Post by: Kaylesh on June 22, 2015, 04:30:38 PM
Quote from: LinkCelestrial on June 22, 2015, 04:10:56 PM
Quote from: mgrenier25 on June 22, 2015, 10:28:08 AM
Now if i could fin something to activate {Sundial of the infinite} during my opponents turns loll

It's a long shot but {Elite arcanist} and {Time stop}

There's {Silence} on your opponents upkeep with {Isochron Scepter} or {Elite Arcanist}.
That only stops spells however. There's still those pesky abilities and combat phase to win with.
Title: Re: Turns and synergies
Post by: LinkCelestrial on June 22, 2015, 05:59:56 PM
Quote from: Kaylesh on June 22, 2015, 04:30:38 PM
Quote from: LinkCelestrial on June 22, 2015, 04:10:56 PM
Quote from: mgrenier25 on June 22, 2015, 10:28:08 AM
Now if i could fin something to activate {Sundial of the infinite} during my opponents turns loll

It's a long shot but {Elite arcanist} and {Time stop}

There's {Silence} on your opponents upkeep with {Isochron Scepter} or {Elite Arcanist}.
That only stops spells however. There's still those pesky abilities and combat phase to win with.

They only get what they have on the board. You're playing U/W. Couple {Disperse} and {Oblivion Rings} and that's the game.
Title: Re: Turns and synergies
Post by: Kaylesh on June 23, 2015, 02:24:44 AM
Quote from: LinkCelestrial on June 22, 2015, 05:59:56 PM
Quote from: Kaylesh on June 22, 2015, 04:30:38 PM
Quote from: LinkCelestrial on June 22, 2015, 04:10:56 PM
Quote from: mgrenier25 on June 22, 2015, 10:28:08 AM
Now if i could fin something to activate {Sundial of the infinite} during my opponents turns loll

It's a long shot but {Elite arcanist} and {Time stop}

There's {Silence} on your opponents upkeep with {Isochron Scepter} or {Elite Arcanist}.
That only stops spells however. There's still those pesky abilities and combat phase to win with.

They only get what they have on the board. You're playing U/W. Couple {Disperse} and {Oblivion Rings} and that's the game.
Yeah, that's true. Here I go proving myself a lousy control player yet again.
Title: Re: Turns and synergies
Post by: rarehuntertay on June 28, 2015, 05:33:20 PM
Quote from: Noblellama on June 26, 2015, 05:21:42 PM
So I finally got to drop {Spectra Ward} on my {Thran Golem}
yeah :)
happy
So he became a 7/7 flying, first strike, trampling, pro-color? 😗
Title: Re: Turns and synergies
Post by: DblNcklHog on July 03, 2015, 12:06:00 PM
{Doubling Season} and {Hydra Broodmaster}
3-3-G
Hydrabroodmaster gets monstrosity +6/+6 (13/13)
With 6x 3/3 hydra tokens
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on July 15, 2015, 12:24:06 PM
I wondering if this is how this might work. Use {nivix guildmage} to discard {temporal trespass}. Play {living lore} and exile trespass. Then if you can get lore through, cast the trespass and copy it with guildmage for two extra turns. Does "'spell' you control" mean on the stack?
Title: Re: Turns and synergies
Post by: Splicer on July 15, 2015, 12:25:56 PM
Quote from: Oldschoolmtgnoob on July 15, 2015, 12:24:06 PM
I wondering if this is how this might work. Use {nivix guildmage} to discard {temporal trespass}. Play {living lore} and exile trespass. Then if you can get lore through, cast the trespass and copy it with guildmage for two extra turns. Does "'spell' you control" mean on the stack?
Yeah, that works just fine. Or, you know, {Time Strech}.
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on July 15, 2015, 12:35:39 PM
That's a good idea, but I like playing magic with other people. Not by myself while someone watches.
Title: Re: Turns and synergies
Post by: Splicer on July 15, 2015, 12:42:01 PM
Me too, just expanding on your synergy above since they essentially do the same thing.
Title: Re: Turns and synergies
Post by: Kaylesh on July 15, 2015, 12:56:14 PM
{time stretch} opens up quite some combos with re animation effects, since it isn't exiled on resolution.

Reanimate living lore in the next 4 turns you got, take even more turns. (Or none, since your opponent will just fold)
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on July 15, 2015, 03:36:07 PM
Bringing back lore won't do much for turns unless you have another time stretch in the graveyard because lore exiles it anyways. Unless you play time stretch first, then do lore. But I was trying to avoid the high cost
Title: Re: Turns and synergies
Post by: LinkCelestrial on July 15, 2015, 03:48:12 PM
More, {Living Lore} says combat damage. No player smashing needed.
Title: Re: Turns and synergies
Post by: Kaylesh on July 15, 2015, 04:20:20 PM
Quote from: Oldschoolmtgnoob on July 15, 2015, 03:36:07 PM
Bringing back lore won't do much for turns unless you have another time stretch in the graveyard because lore exiles it anyways. Unless you play time stretch first, then do lore. But I was trying to avoid the high cost
Actually, while {living lore} exiles the card, it then gives you the option to put it on the stack from exile. You don't cast a copy, you cast the exiled card. After resolving on the stack it goes to the graveyard, same as a card with rebound goes to the grave after being in exile until your next upkeep.
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on July 15, 2015, 06:49:35 PM
Quote from: Kaylesh on July 15, 2015, 04:20:20 PM
Quote from: Oldschoolmtgnoob on July 15, 2015, 03:36:07 PM
Bringing back lore won't do much for turns unless you have another time stretch in the graveyard because lore exiles it anyways. Unless you play time stretch first, then do lore. But I was trying to avoid the high cost
Actually, while {living lore} exiles the card, it then gives you the option to put it on the stack from exile. You don't cast a copy, you cast the exiled card. After resolving on the stack it goes to the graveyard, same as a card with rebound goes to the grave after being in exile until your next upkeep.

Wow...good to know! I bet that's come up a few times before with me in different situations. After reading again, I don't know why I assumed it stayed in exile. Thank you!
Title: Re: Turns and synergies
Post by: mgrenier25 on July 16, 2015, 10:39:29 PM
Just found out {Sidisi, Undead Vizier} and {Champion of stray Soul} worked quite well together
Title: Re: Turns and synergies
Post by: mgrenier25 on July 17, 2015, 05:27:16 PM
Quote from: mgrenier25 on July 16, 2015, 10:39:29 PM
Just found out {Sidisi, Undead Vizier} and {Champion of stray Soul} worked quite well together
I meant {Sidisi, Brood tyrant}
Title: Re: Turns and synergies
Post by: Kaylesh on July 18, 2015, 08:48:31 AM
Quote from: mgrenier25 on July 17, 2015, 05:27:16 PM
Quote from: mgrenier25 on July 16, 2015, 10:39:29 PM
Just found out {Sidisi, Undead Vizier} and {Champion of stray Soul} worked quite well together
I meant {Sidisi, Brood tyrant}
That makes a lot more sense.
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on July 19, 2015, 11:01:35 PM
Quote from: mgrenier25 on July 17, 2015, 05:27:16 PM
Quote from: mgrenier25 on July 16, 2015, 10:39:29 PM
Just found out {Sidisi, Undead Vizier} and {Champion of stray Soul} worked quite well together
I meant {Sidisi, Brood tyrant}

If you're playing zombies; {necromancers stockpile} and champion. I think I'll throw him in my zombie deck. So damned expensive though...
Title: Re: Turns and synergies
Post by: Kaylesh on July 20, 2015, 04:25:12 AM
Quote from: Oldschoolmtgnoob on July 19, 2015, 11:01:35 PM
Quote from: mgrenier25 on July 17, 2015, 05:27:16 PM
Quote from: mgrenier25 on July 16, 2015, 10:39:29 PM
Just found out {Sidisi, Undead Vizier} and {Champion of stray Soul} worked quite well together
I meant {Sidisi, Brood tyrant}

If you're playing zombies; {necromancers stockpile} and champion. I think I'll throw him in my zombie deck. So damned expensive though...
You're running {B}. Plenty of mana bombs. {dark ritual},  {Basal Thrull},  {Black Market},  {Bog Witch} Etc
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on August 24, 2015, 07:30:26 PM
This worked great in a draft this weekend.
{willbreaker} with {rogue's passage}. I was able to hold an infectious bloodlust just for that to swing that turn. Worked two games in a row on his {Outland colossus}. Just mean spirited.
Without all that, being able to snatch a creature every turn for 4 mana was great fun
Title: Re: Turns and synergies
Post by: Subiskier on September 11, 2015, 01:41:50 AM
{venom sliver} + {thorncaster sliver}
Tink opponent creatures with deathtouch. Gone
Title: Re: Turns and synergies
Post by: Mattao19 on September 21, 2015, 10:27:56 PM
Quote from: Noblellama on September 21, 2015, 10:06:12 PM
I got to {Sphinx's Revelation} for 6 with two {Sphinx's Tutelage} on the field!!!

I drew 6 and gained 6, he milled 24!

Just 24? Bad luck? Or was 24 all you needed? :)
Title: Re: Turns and synergies
Post by: Splicer on September 21, 2015, 10:42:42 PM
Esper mill?
Title: Re: Turns and synergies
Post by: Swamplord99 on October 14, 2015, 06:54:21 PM
Quote from: Noblellama on October 14, 2015, 05:21:27 PM
Devoid creatures and {Spreading Plague} = my new deck
Nice.
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on October 17, 2015, 09:27:31 PM
{valahairkut invoker}
4x {training grounds}

Super consistent super broken
Title: Re: Turns and synergies
Post by: Sardok on October 18, 2015, 01:59:56 AM
Quote from: Oldschoolmtgnoob on October 17, 2015, 09:27:31 PM
{valahairkut invoker}
4x {training grounds}

Super consistent super broken

You would still need to pay {1} to activate the ability, but yes it is very good.
Title: Re: Turns and synergies
Post by: Kaylesh on October 18, 2015, 05:50:48 AM
Nasty play:
Have {rest in peace} on the board, cast {Armageddon}, then cheat in {oblivion sower} somehow.

EDIT: wait, only lands owned by that opponent. nvm..

Still nice synergy with the processors and {rest in peace}..
Title: Re: Turns and synergies
Post by: Spencer Addington on October 18, 2015, 10:52:17 AM
Quote from: Kaylesh on October 18, 2015, 05:50:48 AM
Nasty play:
Have {rest in peace} on the board, cast {Armageddon}, then cheat in {oblivion sower} somehow.

EDIT: wait, only lands owned by that opponent. nvm..

Still nice synergy with the processors and {rest in peace}..
It's also cast, so you have to pay for it somehow
Title: Re: Turns and synergies
Post by: Kaylesh on October 18, 2015, 12:17:03 PM
Quote from: Spencer Addington on October 18, 2015, 10:52:17 AM
Quote from: Kaylesh on October 18, 2015, 05:50:48 AM
Nasty play:
Have {rest in peace} on the board, cast {Armageddon}, then cheat in {oblivion sower} somehow.

EDIT: wait, only lands owned by that opponent. nvm..

Still nice synergy with the processors and {rest in peace}..
It's also cast, so you have to pay for it somehow
I should REALLY improve my reading skills.
Totally missed that.
Well, 3 mana rocks can get to 8, or float mana before dropping the bomb.
Title: Re: Turns and synergies
Post by: MuggyWuggy on December 15, 2015, 08:35:34 PM
Loving oblivion sower with nissa on field, guaranteed to get you ahead in the mana game or draw game
Title: Re: Turns and synergies
Post by: mickeven on January 15, 2016, 04:46:53 PM
 {Gisela, Blade of Goldnight} +  {Satyr Firedancer} +  {Repercussion} have pretty sweet synergy. {Lightning Bolt} opponent for 6, Satyr deals 12 to a creature that player control, Repercussion deals 24 to that player. so 30 damage from a Lightning Bolt to a player
Title: Re: Turns and synergies
Post by: Kaylesh on January 15, 2016, 04:59:53 PM
{clone} a Colossus. ({darksteel colossus}/{Blightsteel colossus}.
Should the copy die, you get to shuffle the cloning card back into your library, since it still has the replacement ability when it's checked. (Just before entering the yard)
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on March 12, 2016, 07:43:08 PM
{Chandra, Flamecaller} and {Elemental Bond}

Came up together in my deck as a happy accident and was very useful.
Title: Re: Turns and synergies
Post by: Thefluffymacheen on March 12, 2016, 10:32:25 PM
Quote from: Noblellama on January 15, 2016, 04:50:26 PM
I run {Satyr Firedancer} with {Searing Blood} :)

2 to a creature (make sure it dies) 3 to the player, firedance says ok and throws another 3 at a creature

had not thought about getting some Gisela action in there...
I actually pulled this off today xD.
Title: Re: Turns and synergies
Post by: imFourth of Phils on March 22, 2016, 10:17:15 AM
play a couple of {Cumble into Dust} then {Oblivion Sower}
Title: Re: Turns and synergies
Post by: Controlfrk on March 24, 2016, 08:26:11 AM
 {Eldrazi Displacer}+  {Training Grounds}+  {Drowner of Hope}
Title: Re: Turns and synergies
Post by: Kaylesh on March 24, 2016, 10:17:14 AM
Quote from: Controlfrk on March 24, 2016, 08:26:11 AM
{Eldrazi Displacer}+  {Training Grounds}+  {Drowner of Hope}
That seems like a nice way to get infinite mana/creatures/etb & die triggers.
Title: Re: Turns and synergies
Post by: Kaylesh on March 25, 2016, 03:17:36 PM
{Immerwolf} + {geier reach bandit} seem great pals.
Never have to worry about flipping your wolves.

(Transformed bandit lets you transform your weres as they enter)
Title: Re: Turns and synergies
Post by: Kaylesh on April 10, 2016, 04:16:42 PM
Swing with {Kurkesh, onakke ancient},  equipped with {Grafted Exoskeleton} and {Whispersilk cloak}.
Activate {Contagion Engine}, copy for {R}.
Title: Re: Turns and synergies
Post by: Subiskier on April 16, 2016, 03:51:10 AM
{grimgrin - corpse born} + {grave crawler}
Title: Re: Turns and synergies
Post by: Kaylesh on April 19, 2016, 05:30:36 PM
How to shut down a game.

While having {confusion in the ranks} and {pyromancers goggles}, cast {Thieves' auction}(with the goggles for a copy). In response use {voltaic key} to untap the goggles, play {fork} targeting the auction.
Now you've got 4 thieves auctions on the stack.
If not all your opponents have folded by this time, have your first pick be CitR for each auction.
Title: Re: Turns and synergies
Post by: Thefluffymacheen on April 20, 2016, 10:15:44 AM
 {Eidolon of Rhetoric} +  {Possibility Storm}

Each time they play something, they cannot cast whatever they get with possibility storm, essentially countering all spells played.
Title: Re: Turns and synergies
Post by: Indianslayer on April 20, 2016, 02:06:47 PM
Quote from: Thefluffymacheen on April 20, 2016, 10:15:44 AM
{Eidolon of Rhetoric} +  {Possibility Storm}

Each time they play something, they cannot cast whatever they get with possibility storm, essentially countering all spells played.

Change Eidolon for {Curse of Exhaustion} so you can still cast things but the opponent you chose cannot.

You could also change Possibilty Storm for {Knowledge Pool} and still get the same result.
Title: Re: Turns and synergies
Post by: mgrenier25 on April 29, 2016, 02:49:44 PM
 {Archmage Ascension} +  {Forgotten Creation} looks fun
Title: Re: Turns and synergies
Post by: Oldschoolmtgnoob on May 06, 2016, 05:53:59 PM
{bound by moonsilver} and {demonic pact} play well together. Especially when {starfield of Nyx} comes over to play.

Last night, I had three pacts and three moonsilvers on the field with a starfield. That was a locked tight board state.
Title: Re: Turns and synergies
Post by: Kaylesh on May 14, 2016, 09:04:55 AM
{flickerform} + {brood keeper} makes for really nice token spamming.
Title: Re: Turns and synergies
Post by: Thefluffymacheen on May 17, 2016, 01:44:43 AM
 {Grim Lavamancer} +  {Phyresis}.  Exile a card and they get two poison counters every turn!
Title: Re: Turns and synergies
Post by: mickeven on May 17, 2016, 10:09:28 AM
i want to try this on my {Lord of Tresserhorn} EDH:

{Lord of Tresserhorn} +  {Grafted Exoskeleton} +  {Chandra's Ignition}
Title: Re: Turns and synergies
Post by: mickeven on June 07, 2016, 08:35:37 AM
Super EDH synergy:

{Teysa, Envoy of Ghosts},  {Pestilence Demon},  {Whip of Erebos} (or anything to give the demon lifelink) and you can even throw a {Pariahs shield} onto Teysa to prevent the damage you would take
Title: Re: Turns and synergies
Post by: mickeven on June 15, 2016, 12:19:21 PM
I tried this on Teysa  {Teysa, Envoy of Ghosts} EDH.  {Undercity Plague} ciphered onto Teysa and give her Double-strike for mini anihilator 2 since she deals damage twice, and she always lands her blows
Title: Re: Turns and synergies
Post by: Kaylesh on July 01, 2016, 04:54:43 PM
1) {Doubling Season}
2) {Tamiyo, field researcher} (EMN bant one)
3) -7, {omniscience} emblem + {ancestral recall}
4) {Tamiyo the moon sage}, -8.
5) free, everlasting spells, in one turn.

(Courtesy @vronos)
Title: Re: Turns and synergies
Post by: PMK on November 13, 2016, 01:22:14 PM
Quote from: LinkCelestrial on June 25, 2014, 08:23:24 PM
{Vent Sentinel} +  {Flamewright} escalating damage and defenders to boot. Idk but I really like those two cards together.
Since I'm new to the game this is simple enough thanks.
Title: Re: Turns and synergies
Post by: Alehnerz95 on December 24, 2016, 03:28:19 PM
Spawn site of Ulamog + channel. Or really most cards in the game  + channel for 2 forests
Title: Re: Turns and synergies
Post by: mgrenier25 on May 05, 2017, 07:11:51 PM
 {Daretti, Scrap Savant} emblem + {Mindslaver} looks fun
Title: Re: Turns and synergies
Post by: Themugz on May 24, 2017, 03:42:57 AM
Commit/Memory + torrential gear hulk

Wheel at end of turn :)
Title: Re: Turns and synergies
Post by: ELLERfeller on May 25, 2017, 07:20:31 AM
 {Food Chain} plus  {Eternal Scourge}