![]() If you end up with a Scrap Trawler, be on high alert for one of these friendly robots. These three cards are Scrap Trawler ‘s best friends. Sacrifice the Mage before the spell gets put onto the stack so you can target it with the new copy of Reclamation. When Dualcaster Mage enters, there is still the original copy of Reclamation of the stack for it to copy. Flashback reclamation targeting something, the copy targeting Dualcaster Mage. While not entirely one of the “sunrise” cards, Sevinne's Reclamation can actually initiate this combo loop entirely from the graveyard. You repeat this loop until the opponent dies. Second Sunrise resolves, returning Dualcaster Mage back to play which creates another copy of Second Sunrise. You then sacrifice the Dualcaster to the Bombardment and deal 1 damage to your opponent. You cast Second Sunrise (or any of the other variants), then flash in the Dualcaster, targeting Second Sunrise. To go truly infinite with any of these cards, the easiest enabler is Dualcaster Mage and a sacrifice outlet (the easiest to think about is Goblin Bombardment ). You can either pass the turn and win from the damage off of Exploration, or gain infinite mana, life and enter the battlefield triggers by alternatively sacrificing Conjurer's Bauble to bring back the Sunrise and recast it, which in turn gets back the Bauble. You now have 10 lands in play and likely exiled the rest of your library from Valakut Exploration. You then sacrifice all of those lands plus the bauble (and any other Chromatic Star effects you have found) and cast Second Sunrise. If you started with 6 lands in play (two of them are fetchlands), you would have 8 lands in play now. ![]() Eventually you hit Second Sunrise from the exiled cards. Each triggers off Valakut Exploration to dig you a card deeper into your deck. This brings back your two fetchlands, the bauble plus however many other lands you originally hand in play as well. You sacrifice two fetchlands, then sacrifice all of your lands to Zuran Orb before casting Faith's Reward. Then you cast 7 bolts, exiling 18-21 (depending if it started in your hand or gy) cards and dealing 21 damage.Perhaps you have Zuran Orb with Valakut Exploration and Conjurer's Bauble in play. You would need 33 (including the ritual) cards in your graveyard bolt for lethal (cast ritual 4 times, exiling 12 cards, generating 8 mana. ] is (I think) the best option for the ritual since it's the most efficient if it's in the graveyard. Dredge already runs ] so even if your graveyard isn't entirely filled, this should get the job done anyways. You also only need 1 ritual and 1 bolt and/or 1 gutshot since you just keep casting the same one, so you only need 7 slots (4 of this and the 2(or 3) piece loop). Because of the wording, they keep getting escape over and over, giving you a loop until your graveyard is empty. (after an instant/sorcery with escape resolves, it ends up in the graveyard again. How fast can dredge fill it's graveyard? Because they then can keep casting red rituals and bolts/gutshots to win with underworld breach if their graveyard is filled enough. The deck I would test with it is dredge (I don't play dredge or even modern/legacy/., just commander and mtga): Already got a fun build that should be tested out: ![]() Exiling 3 cards per card cast from the graveyard is quite a low cost if you build a bit around it. Looks very broken, 2 mana cheaper than PIF, can be used for multiple turns if you flicker it twice (your endstep and your opponent's), and you can keep recasting the same instant/sorcery over and over as long as you have a graveyard and mana. r/magicTCG is not produced, endorsed, supported by, or affiliated with Wizards of the Coast.Ī ""balanced"" version of ], except it can also bring back planeswalkers and creatures and is an enchantment itself. Magic: The Gathering, including card images, symbols, and text, is © Wizards of the Coast, LLC, a subsidiary of Hasbro, Inc.
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