Wait, can this work though? Because I thought that state-based actions, or mandatory actions couldn't be responded to. So if an opponent is unable to take priority from the combo to cast a removal spell, then it's impossible for a player to use removal to end the combo. Is that how it would work?
@@Alittlefruitgoesalongway I believe the following happens: - Transcendence checks if you have 20 or more life. You do, so it triggers. - Everyone gains priority and can react. - If no one reacts, Platinum Angel says to ignore the effect. - Everything resolves. - Transcendence triggers again. An infinite loop is created, therefor halting the game to a stop. Because your opponent doesn't need to react, the ruling forces the player to react or the game is considered a draw because of the infinite loop. Again that's my take on this.
I think the point of Ice Cauldron is that it is a mana storage. If I understand it right, you do not need to store the exact mana cost of the creature and nothing is stopping you from paying additional mana. So you can summon an expensive creature, Darksteel Colossus for example, buy storing 5 mana and paying 5 mana next turn. Or instead of playing a Drain Life for 3 damage, you can store it and play it for 9 damage next turn.
@Lief Theorine "The mana put in the Cauldron can only be used to cast the given spell, but you can add additional mana to a spell. This means you can pay part of the cost on one turn and the rest of it on the next turn. " Official ruling on it. So you can pay part of the cost one turn, and then the rest in a following turn. Ice Cauldron does have some interesting uses. Delay a spell to combo them with others, split the payment on something big between two turns and thus get it out early and so on. But it does come with the disadvantage of your opponent knowing what's going on and having a chance to prepare for it.
Use Power Conduit to remove the mana counter, then something else to untap the Cauldron to do it with another card in your hand. Again and again. Congrats, hellbent activates while you technically still have a hand.
Golden rule of magic is the card trumps the rule book. It used to be weird to enchant a nonpermanent; but Animate Dead and Dance of the Dead also do this and I don't find them to be weird. Remember, we used to not be able to enchant nonpermanents, but then curses happened. Now we can. I don't see what is so strange minus the card. What it does is weird, not the fact that it enchants a card.
I think the you is referring to the person who activated the ability. That sounds really fun! I play this card and now we're all sacrificing lands bidding for control over this massive Burn spell... Then some little s******* plays counterspell after everyone has had their fun...
“You” always means the controller of the spell/ability/permanent. The new card Xantcha, Sleeper agent also does something similar. So in the case of lightning storm, whoever controls the activated ability may choose a new target
Yup, that's the case, the enemy can discard land cards from hand to kill the player's creatures, even though the player is the one who casted Lightning Storm.
@@crimsontrench9230 if you cast lightning storm, another player may activate the ability once given priority and may choose a new target instead of the original target, which you can do the same after they do if you can discard..I think that's how it works
I think the most flavorful combo in existence is transcendence and everlasting torment. It creates a state where nobody can gain life or prevent damage, and all creatures slowly wither away, except for the transcended one, who watches the battlefields of their opponents become hellscapes as they sit atop their island of calm, unaffected by the torment
A true infinite loop of mandatory actions, whether or not the action is on the stack, ends the game in a draw. Plus, to actually be invincible with Transcendence, just play Platinum Emperion. Duh
Eternity Vessel won't work. If you set your EV to something low, say 5, and you've gained life until you're up to something like 18, when you activate EV, it will make you lose 13 life, and Transcendence will then make you gain 26 life, causing you to lose. By the rules, any time your life "becomes" a number, you lose X or gain X life, where X is the difference between your current life and the new value.
Eternity Vessel won't work. If you set your EV to something low, say 5, and you've gained life until you're up to something like 18, when you activate EV, it will make you lose 13 life, and Transcendence will then make you gain 26 life, causing you to lose. By the rules, any time your life "becomes" a number, you lose X or gain X life, where X is the difference between your current life and the new value.
A combo a briefly did back in the day with a R/W/U deck was Transcendence + Sulfuric Vortex. the TLDR is on every player's upkeep, they take 2 damage & players cannot gain life. The splash blue helped keep them on the board. Didn't always work but it was fun to do
A looong time ago when I played Magic I created an Artifact deck that was all colorless with the Urza lands and gaining a lot of mana fast. I played with Naked Singularity anginst a one color deck and managed to have it in board for a while. That was really funny.
Here is what Transcendence _really_ does. Let's say you're down to three life. You cast Transcendence. Now your opponent(s) have to deal 17 damage to you to make you lose the game instead of just 3. So essentially, it just reverses the course of your life counter, so to speak. Of course, they can get around that by destroying Transcendence, but let's say they already dealt 5 damage to you when they removed it, thus giving you 5 life (2 for each point of damage they dealt to you, _minus_ the damage they dealt to you). Now they have to get you down to 0 from 8 instead of 3. That's all it does. There is no trick here with gaining a benefit from dealing damage to yourself or anything like that. (Although I guess you could gain life by paying life or something like that and then remove Transcendence yourself before you hit 20.)
Lightning Storm is easy. "You" means whoever used the activated ability. Player A casts Lightning Storm and targets player B for 3 damage Player B discards a land card to increase the damage to 5 and redirect it back at Player A Player C discards a land card to increase the damage to 7 and redirect it at Player D Repeat until nobody is willing to discard more lands, and whoever discarded the latest land decides who it explodes on. It's hot potato with an escalating payload and a bidding war with lands. You're also misunderstanding the Transcendence ruling. It's not saying that a player can arbitrarily remove one of the cards, it's saying that if nobody uses a removal effect to stop the combo the game ends in a draw.
@DesolatorMagic Transcendence has a State Trigger Ability. It triggers when the requirement is met (20 life or more) and won't trigger again for as long it's on the stack. The trigger resolves, but Platinum Angel prevents you from losing the game. Now, as the requirement is still met (20 life or more) the ability triggers again. Now we're stuck in an infinite loop. Endrek Sahr, Master Breeder has also a State Trigger Ability, but with rulings explained If the game loss was a state based action, there wouldn't be a problem, because Platinum Angel prevents that Action from occuring. Another non-state-based-action game loss is that of Door to Nothingness. I hope this clarifies the confusion about the type of the ability, it's a special Trigger Abilitiy, not a state based action
Ice Cauldron can also be used to help you cast a bigger spell, let's say you wanted to cast a Verdant Force. You tap 4 forests and exile the Force with Cauldron. Next turn you can tap cauldron and use the 4 mana in addition to your now untapped lands and cast the Force. I used Ice Cauldron to cheat out huge creatures with small or no drawbacks so many times when I was a kid (most often times the creature was Verdant Force that's why I used it as an example lmao) back then "spell card" could mean "creature card" as well because before they hit play ('the battlefield' these days) it was considered an uncast "spell card". I think errata has changed it a lot but you could still cheat out huge casting cost spells early with this. And Lightning Storm is the win con in Ad Nauseam. And yes your opponent can redirect the entire spell with one land, but you have to create a small separate stack for the land bidding so to speak, so whoever discards the last land on that stack resolves the spell under their control.
The ruling on Transcendence is entirely correct. In rule 104.4b it states "If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw". In the event that Transcendence and Platinum Angel are both on the battlefield at the same time, the game would enter a mandatory loop. The player with 20 or more life would lose the game as a state-based action, which would then be negated by the platinum angel. The player would once again lose the game as a state-based action, and this would once again be prevented by the platinum angel. Since none of these actions are optional, the loop is mandatory and will result in a draw. Generally, in both tournament and casual play, players would be allowed, if they both agreed, to remove either card from play in order to prevent the game from ending in a draw (although this probably wouldn't happen, since the worse-off player would probably rather the game be a draw than continue playing). You brought up the combination between Saheeli Rai and Felidar Guardian, which shows that you are confusing infinite combos with mandatory loops. A mandatory loop is a series of state-based actions or triggers which are not optional and which prevent any player from being able to do anything, because they are constantly triggering one another. An infinite combo is a series of game actions which cause the game state to return to its state at the beginning of the combo, except for some added benefit to the player executing the combo. For example, in the Saheeli/Felidar combo, the player would copy the felidar, which would blink the saheeli, which would return the game state to its original state before the felidar was copied, with the only difference being that the player now has one additional felidar token. The important thing to remember is that at any time, the player can simply choose not to activate saheeli, or not to blink saheeli, and then the combo will stop. This means that the combo is not mandatory, so the game will not end in a draw, so the players can not come to an agreement to end the combo like they could if it were a mandatory loop.
You are right, but with one slight correction. Transcendence doesn't make you lose the game as a state-based action. It says "when you have 20 or more life" and "when" is a triggering condition, which is why trigger goes on the stack, tries to resolve, PA says no, then it tries again. IF Transcendence was state-based, there would be no infinite loop, and before anyone says "yes there would be," well having 0 life or being unable to draw a card causes a state-based "you lose" but PA doesn't infinite loop in those instances. PA basically says, the state of your losing is ignored. If you are at a state where you would lose, you continue playing. Transcendence, however, puts a trigger on the stack whenever it sees you have 20 or more life, which tries to cause the state of you losing, and PA can prevent that state, but because you still have 20 or more life, Transcendence will trigger again. THIS is why it causes an infinite loop. You can't progress to a new phase or turn until triggers resolve, and Transcendence will keep triggering until you either no longer have 20 or more life, or it is removed, or PA is removed. Hence why this specific instance results in a draw.
I've cheated in a Phage and not lost, used her as a Commander actually. I've also forced her to enter the battlefield under and opponents control to force them to loose the game
Spellweaver Volute, this is not the first card that can enchant a card in a graveyard pretty sure "animate dead" from alpha takes that honor. In the earliest days of magic all cards had to enchant something there were no non-aura enchantments. They later came up with world enchantments which would go on to become regular enchantments and cards that enchanted something became enchantment auras. When the aura keyword was added to the game as a sub-type of enchantments it has always been enchant target object or player so this card in no way changed any of rules. Note that an object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem, so I could enchant the activated ability of lightning storm while it is on the stack with out having to rewrite the rules.
While you're right on Animate Dead enchating stuff in the graveyard (though because it puts it into play, you could argue that it's just targetting the card in the graveyard, while Volute leaves it in the graveyard), they had regular enchantments in Alpha. Bad Moon, Castle, the Circles of Protection... they had plenty of cards that didn't target anything and just came into play and did their thing. World enchantments were a specific type of enchantment that affected everything, with the caveat that there could only be a single World enchantment in play at a time. They didn't "go on to become regular enchantments", WotC just stopped making them.
Also Des, the Lose ability on Transcendence is a triggered ability. I run it in my Zedruu deck. You play it then donate it to the other players to make them lose before you do.
No, a triggered ability would say "if" as in a condition for something. Transcendence says "when", as in a state of being. The wording is actually really important to look at in these cases
No, WotC uses the word "if" for replacement effects and states, "When, whenever, at the beginning..." for triggers. The difference between "when" and "whenever" is that they usually use "when" on an effect that should normally only be able to trigger once. "When you cast this spell," "When you control," "When you have," and use "whenever" on permanents that should trigger more often than once "Whenever this creature attacks," "Whenever a creature dies."
That sounds like a really fun idea. I do suspect though that your opponents get real salty when you kill them with the trigger that should’ve killed you, especially when that player didn’t realize the situation could happen in the first place.
I don't know if I'm misunderstanding, but you can store a part of the mana to cast a card, with ice cauldron, and pay for the rest of the card when you actually cast that card next turn. So if you want to drop a 10 Cost artifact, you can pay for 5 of it when loading the cauldron, and next turn you pay the other 5. its a way get a 10 cost out much earlier
13:23 From wikipedia - "A volute is a spiral, scroll-like ornament that forms the basis of the Ionic order, found in the capital of the Ionic column. It was later incorporated into Corinthian order and Composite column capitals."
For lightning storm, when an opponent activates the ability, they control the ability, and the “You” in the text is always referring to the player that controls the spell/ability. Thus, if an opponent were to use it, the opponent chooses the target.
Hand destruction wasn't as big an issue back in Ice Age when Ice Cauldron was around. What it was generally used for was to effectively double your mana on X burn spells. - Pay 10R for Lava Burst (to use a card from the same set) and put it into the Cauldron - Wait until your next turn - Tap Cauldron to add 10R to your mana pool - Add 10 more mana to your mana pool - Kill opponent
Ice Cauldrin lets you use your mana twice to pay for a spell. For example, turn five, tap five mana and load up a fireball. Turn six, tap out your now 6 mana + the pre loaded 5 mana, fire off a 9 damage fireball. If running a deck that uses spells/abilities to get artifacts into play cheap and easy, it will then allow you to do things like preload an 8 drop creature on turn 4, and then fully play it on turn 5. Also works in games where you get 4 mana out, but then never seem to draw another land. It lets you get out other bigger things, over two turns. Kinda like buying spells on layaway.
The game loss ability of Transcendence is a triggered ability which triggers whenever a player would gain priority and the trigger isn't already on the stack. With the ability on the stack, players gain priority, and eventually the trigger resolves, but has no effect if you have Platinum Angel. Then it triggers again, next time players would gain priority.
18:13 It's a state-based trigger. It's a triggered ability that will trigger every time the conditions are met and there isn't another instance of it on the stack. It would make the game a draw. The instance is put on the stack, it resolves and has no effect with PA and then it repeats.
hey des i have 4 things: 1: thanks for putting naked singularity in 2: lightning storm lets the player that discarded redirect the spell ... its also the win condition of the modern deck ad nauseam 3: you can get eround cumulative upkeep by playing cards like power conduit which remove the age counters 4: for the next video if you like you could look up the card aether storm thanks for all the great content
I've got a suggestion. 'Foresight'. 1U for a sorcery. Search your library for any 3 cards and exile them. Shuffle your library. Draw a card at the beginning of the next turn's upkeep.
Ice Cauldron just lets you play a spell in two halves. Example: if a card's mana cost is 7GW, you can pay (say) 4G now, put a counter on the Cauldron noting that you've paid 4G, then next turn you tap the Cauldron, remove the counter, get 4G in your mana pool then you can pay the remaining 3W and cast the card.
Sway of the stars. Chains of Mephistopheles. Fatespinner. Equal Treatment. Invoke Prejudice I think Ice cauldron could be used to pay for cards in 2 parts as well.
the infinite loop resulting in a draw is the only ruling that makes sense. Since, its deciding if a player is going to lose or not you cant just have either of them decide when the loop stops because they'll just have it resolve in their favor every time. and the "choosing to destroy one" part means if they have a way to get rid of it not that they can just decide to remove a permanent from the field.
For transcendence and platinum angel, the opponent removing the "infinite loop" from the stack means more like the opponent casting a spell on the stack to remove the angel to allow you to actually lose
lightning storm means that whoever pays the cost redirects the ability. Its supposed to be "holy crap, im the target of this, let me pay a land and shoot somebody else instead." This generally goes until somebody wants to just tank the damage, or nobody has any land cards left in hand.
One other use of the ice cauldron is that you can use it to cast a really expensive spell early. You can essentily store mana in it and on your next turn you can use the stored mana and the mana in your mana pool to cast the spell
With Phage the Untouchable, the cheeky play is to give control of the SPELL to your opponent. Your opponent didn't cast it from his or her hand, and so your opponent resolves Phage and loses the game.
This is the ruling for all infinite loops that are not activated abilities or have "may" in them case the game to end in a draw unless one of the players can disrupt the loop. The case ruling for transcendence is saying that if you or your opponent don't do something to destroy or exile it then the game ends in a draw.
Transcendence seems weird as hell in a vacuum, and that ruling is weirder than the card itself, but I can already see a use for the card - play it when you're at low health, and it effectively puts you back at high health.
Lightning storm- after the controller is done discarding you get a chance to redirect it by discarding a land, it is one of the main win conditions of ad nausem, the key is to make sure your opponent doesn’t have a land to discard when you fire it off
Future sight was a delightful collection of nonsense, most of which HAS become standard since then. Enchantment creatures did not exist before then. Enchantments did not tap before that set. Artifacts did not have colored mana costs. Spells weren't explicitly colorless but have colored mana coats before then. The whole set was very revolutionary and upended what we think mtgs rules even are.
Some other gems from that set. Nix was the first card to care about exact mana spent, and not converted mana cost. Bound in Silence was the first enchantment with a creature subtype. Imperiosaur was the first card to care about mana being made from basic lands. Llanowar Reborn was the first non-creature to have +1/+1 counters on it. Lumithread Field, Zoetic Cavern, and Whetwheel were the first morph cards to NOT be creatures. Murganda Peteoglyphs was the first card to care about the amount of text on other cards. Phosphorescent Feast was the first card to care about the number of mana SYMBOLS on cards. Sarcomite Myr was the first COLORED artifact. And of course, Steamflogger Boss dealt with contraptions a full ten years BEFORE unstable was even made.
Fireballs were commonback then and the Ice Cauldron helps you cast half of it one turn then add more to it the next turn, and good against mind twist/black decks because they couldn't destroy artifacts. color pie was super important then. I wish it still was.
Imagine playing Naked Singularity to counter something like Blood Moon... you're playing blue with a bunch of weird lands in play, opponent drops Blood moon and says you have no mana... you drop Singularity and goes "no u".
Ice cauldron is incredible for ramp. Turn four, cast cauldron, turn five exile some ten-cost creature, X=5, turn six use the counter AND the mana on hand, ten drop on turn six. Also, Black had Deathgrip that was an exact color mirror to lifeforce. Color hosing back in the day was insane. Flashfires, conversion, the list goes on.
The funny thing about the Future Sight set was that it had a lot of cards that were teasing what "could be" card abilities in the future of Magic...and a lot of them seemed crazy at the time. Then ten years later, there are a TON of card/creature abilities or effects that made what was used in Future Sight seem reasonable. There are so many things in Magic 2019, that would be gamebreaking or not even conceivable to Magic players back in the 90's and early 2000's. We have Enchantments that are also Creatures, Artifacts that are Enchantments, Artifacts that are Colored, split cards, two sided cards, colorless creatures that are not artifacts, cards that become monstrous, cards that are cast face down and then morph face up...in many ways, Magic has become Yu-Gi-Oh!
Lightning storm is a win condition from the modern deck Ad Nauseam. They will have all the lands to put it all in your face and have enought if you want to change the spell. He can even pact of negation to be sure you're dead. It is a not funny combo deck.
According to the rules on stacks and time stamping on cards. It specifically states you cannot stop a state-based infinite combo, and losing the game is a state-based effect.
Lightning storm say "you" within the activated ability text so it is referring to the player who activated the ability. So any player may discard a land to increase the damage or lightning storm by 2 and choose a new target for the spell.
Phage was a part of those Magic Video Game puzzles. You cast a card that allows her to enter battlefield from your graveyard to thier control some how. It's weird combo card.
5:51 Cycling is an activated ability, so are channel and bloodrush. 19:12 The ruling should say "... if a player doesn't remove either card from the battlefield ..."
....Imagine if Ice Cauldron could be loaded with Sorceries and Creatures who don't have flash so that you can threaten to blast that sorcery/creature out on an opponent's turn. Like, if it just let you cast them during the opponent's turn. You could use it to: Drop a Woldfire on the opponent's turn meaning you're more likely to get to do damage first as you'll draw first after Worldfire is cast, drop a Necromantic Selection IMMEDIATELY AFTER they play their 10/10 red giant who's holding up the sky, pop a Volcanic Vision after your opponent plays their annoying ass Ojutai but before they get to attack and tap all your shit, or even drop a Guardian of the Gateless after your opponent drops his Blasphemous Act and goes in to swing with his goblin horde to block literally everything. It would've been such a fun/interesting card.
I love coming back to watch these Videos so much honestly, especially if I'd ever wanna just make a strange, chaotic Commander deck, where people would just, have no idea what to expect due to the insaneness of these cards Though a few that do come to mind that you haven't mentioned yet.... Possibility Storm, and Eye of the Storm, both of which basically turn the game on it's head a lot like Knowledge Pool Imperial Mask.... just from it's ETB Really and on the whole subject of strange Enchantments the one Card with Aura Swap in the game! Arcanum Wings. Hope this helps out with the potential of more of these Videos!
1. Mandatory loops cause draws when they do not do anything. They cannot be stopped. The rule of both players having to choose which to remove from the battlefield is for the official sanctioned games where a “draw” is not allowed to occur from state based actions. The turn player chooses which to remove to prevent the game from breaking. The infinite loop is because of two mandatory state based actions that cannot be resolved by layering. 2. The Felidar Loop is not mandatory, and also causes an event to happen (lots of kitties). It doesn’t cause an unstoppable loop and the controller of the loop must make a finite amount of cats before moving on. Hope this helps.
The ygo rules state that card text is above the rules, so if, for instance, a Madolche monster is destroyed, it never goes to the graveyard even though the rules say that's what happens to destroyed cards, since the card says it's shuffled into the deck. If a card like Spellweaver Volute were to be put in YGO, like an equip spell that can equip to a monster in the GY, it would probably be regarded as just an interesting mechanic by the vast majority of players
A weird card that's really very straightforward: Great Wall, from Legends. Back when landwalk was a thing, it let you block creatures with plainswalk as if they didn't have that ability. Legends had enchantments for each color, granting a similar ability for their corresponding landwalk (i.e, red's Crevasse let you block mountainwalk). The only thing was... at the time of Legends, the ONLY card with plainswalk was Righteous Avengers, a card FROM Legends. The other colors had multiple cards with their landwalk and/or ways to grant their landwalk. White's plainswalk had ONE card, in the same set as the card that neutralized it. (In total, there would be FOUR cards with plainswalk ever made, plus one that granted plainswalk and three more that could give different types of landwalk.) (Other than Legends' Righteous Avengers, the plainswalking cards are Portal Three Kingdom's Zodiac Rooster, Odyssey's Graceful Antelope, and Shadowmoor's Boggart Arsonists. Homeland's Aysen Highway gave all white creatures plainswalk, Tempest's Excavator could give plainswalk if you sacrifice a Plains, Ravnica's Concerted Effort could give plainswalk to all your creatures if you already had one with plainswalk (which wouldn't be likely), and Conspiracy's Traveler's Cloak let you grant any one landwalk ability to a creature.) (Okay, there's also Magical Hack, I suppose.) So, yeah: Great Wall. A 2W enchantment that lets you neutralize an ability your opponent probably was never going to be using in the first place, so it would be a waste of space even in a sideboard.
Notably, the mana from Ice Cauldron is only usable for casting the spell on Ice Cauldron, but it is not stated that ONLY the mana from Ice Cauldron can be used to cast the spell on it. So you can use Ice Cauldron to prepay part of the cost of an expensive spell, and pay the remainder on a subsequent turn, or use multilands across two turns to pay a multicolored cost you were having issues getting another way.
I’ve cauldron pays portions of hugely costed cards. For example you spend 5 on x to hide an 8 drop spell. On your next turn you can activate the cauldron and pay 3 mana to play your 8 drop
Transcendence makes you "lose" because the flavor is: you reach another plane of existence and leave the current one to ascend. At least, that's how I view it.
When Future Sight was being designed, MaRo went to the Rules Manager and asked if "Enchant instant card in a graveyard" could be done. RM said yes. The rest is history.
Ice cauldron would make more sense if it was " tap: pay the Mana cost of a non land card in your hand and then put it on ice cauldron face up." And then "tap: play any card on top of ice cauldron without paying its Mana cost"
White has lots of counterspells such as Dawn charm, Equinox, Illumination, Lapse of Certainty, Order of the Sacred Torch, Rebuff the Wicked, Unyaro Griffin, Vigilant Martyr.
I’m surprised gilded drake hasn’t been mentioned. The card is weird for innumerable reasons but my favorite part of the card is that it’s the only card in the entire game whose effect still resolves if the target is illegal
I love Phage. Combo with several different boot equipment is fun (Swiftffoot Boots, Lightning Greaves, Trailblazer Boots, Fleetfeather Sandals) or like you stated, an aura or equipment that lets you tap Phage to do 1 damage to a player...bam. =)
Lightning storm is kinda like the new "assist" cards, but in a mechanic. You cast it, you get to bolt someone for 3, plus 2 for each land anyone in the table drops. Saying this, I want to play this in some jund deck with a gitrog monster on the field, the potential seems funny just because the whole thing with charge counters makes it so each land drop is a separate trigger for your frog.
It’s also important to know that if you have Phage the Untouchable as your Commander, you will lose if you ever cast it because it specifically said cast from your hand and the command zone is not your hand.
Lightning Storm however is the main win condition of a potent modern deck, so it cant be that stupid. (Funny thing is, it is the only instant I know of that actually gets pithing needled on a regular basis.)
You don't have to pay the full price of the spell to put it in Ice Cauldron, neither is that the only mana you can use. That means you can stack mana to cast a spell. End of the opponent turn, you pay whatever mana you have and exile a card with an X cost, for instance
The idea of storing a spell with Ice Cauldron to cast later seems really neat, it's just that the card itself does a really poor job of explaining itself
I remember someone who would play that white enchantment with something blue to prevent the enchantment from being destroyed, as well as a black card that would damage them every turn, & I can't remember the artifact that basically, made them impossible to kill apart from milling them. Sort of wish I could remember the combo better.
I think the "...wants to end the loop by removing..." ruling on Transcendence is referring to a player using a spell or ability to remove a card. It's the same ruling for Sanguine Bond + Exquisite Blood; the game ends in a draw due to an infinite loop unless either card is removed from the battlefield. "Want" is just a weird word they used back in 2004 and never bothered to correct.
I've got a card idea. Living Death Egg (B)(G/U) Enchantment When Death Egg enters play, each opponent may choose a mana colour. (2), T: Counter target spell thats not of a mana colour chosen. (8), T: Counter target spell. While I'm at it. Nervous Defender (1)(W) Creature - Human Coward Defender (1), T: Deal 2 damage to attacking creature that Nervous Defender cannot block. When Nervous Defender blocks, it gains +3/+1 until the end of turn. 1/2
Phage can be your commander, and there is a commander deck for her using Platinum Angel, Angel's Grace etc etc. It's not a "Don't be that guy" thing it's a "This is the only way to play Phage as your commander" thing. And the land that puts your commander into your hand is not just because of Phage but to reduce the cost of your commander after summoning it more than a few times.
You can't play Angel's Grace in a Phage deck but yeah any artifact that lets you not loose the game, counters a triggered ability or ends the turn make her work.
Probably "removing infinite loop" means that someone should kill platinum angel or enchantment, to end the loop. Well, maybe you or your opponent has some removals on hand, and then loop solves in one or another way: either you lose (remove angel) or you not lose (remove enchantment)
Lightning storm: Discard a land to represent the amount of territory effected to result in the storm (some of it is just being rained on while the lightning is being controlled by the mage or planeswalker), but, since you sacrificed energy from the land (by not being able to draw from it ever again [ how does this work with for the spread of the storm, you can choose what it's destructive forces are focused on. You only get to push it back to another player, choosing not to results in that player directing the damage of the storm. I think the idea the card designer had was: If you can pay for it, you could Groundskeeper(9th edition)/petrified field(I think still legal in Lightning Storm's release year's modern) to keep adding more land to it (by responding to adding Groundskeeper's effect to the stack? which I guess is halted by the last line of text thus breaking the card?) to expand where the mana you are drawing from the land to grow the storm is coming from. I'm sure there's even more weird tech in the "return land you control to your hand" section of relevant spell/creature/artifact abilities but who has time to look up all this stuff? great "weird" card for sure.
I'm amazed at how many of the cards on these lists I know. I haven't played Magic in close to twenty years. I used to own two or three of the cards in this video alone!
Regarding Spellweaver Volute, cards are allowed to violate the game rules. I remember seeing in a rules book that if a card and a game rule conflict, the card takes precedence.
I think "Transcendence" was meant to be played in w/u control decks with "Donate" from "Urzas Destiny" to add an additional win option against creature removal. would make some kind of sense to me - even if nobody would play this...
for lightning storm you cast it and it does 3 damage to any target then any player as a response to Lightning storm going onto the stack may discard lands to put charge counters on Lightning Storm while it's still resolving # of charge counters on the card is the X value so more lands sacrificed more damage is done. Any player may activate the second ability and thus choose a new target for the spell, the previous target is no longer the target
I think that ruling at the end is meant to imply that it draws unless the opponent has a way to remove it, not arbitrary removal for no reason.
This is exactly correct poor wording but its not like say its gone and its gone.
Wait, can this work though?
Because I thought that state-based actions, or mandatory actions couldn't be responded to. So if an opponent is unable to take priority from the combo to cast a removal spell, then it's impossible for a player to use removal to end the combo. Is that how it would work?
I am always surprised by desolator. It's like he goes out of his way to interpret things so wrongly that they don't make sense anymore.
@@Alittlefruitgoesalongway I believe the following happens:
- Transcendence checks if you have 20 or more life. You do, so it triggers.
- Everyone gains priority and can react.
- If no one reacts, Platinum Angel says to ignore the effect.
- Everything resolves.
- Transcendence triggers again.
An infinite loop is created, therefor halting the game to a stop.
Because your opponent doesn't need to react, the ruling forces the player to react or the game is considered a draw because of the infinite loop. Again that's my take on this.
Lifeforce isnt wierd...there was a ton enemy color hate spells back in the day...there is a black version called deathgrip that counters green.
Yu donotneedtoknow i HAD a deathgrip
the art on deathgrip was pretty cool back in the day
Squeezing that green heart. Definately sick art work.
Pretty sure it's on the list because it's a counter-spell that you can use indefinitely.
but the thing is now Green has so much mana ramp that life force is ridiculous
I think the point of Ice Cauldron is that it is a mana storage.
If I understand it right, you do not need to store the exact mana cost of the creature and nothing is stopping you from paying additional mana.
So you can summon an expensive creature, Darksteel Colossus for example, buy storing 5 mana and paying 5 mana next turn. Or instead of playing a Drain Life for 3 damage, you can store it and play it for 9 damage next turn.
@Lief Theorine "The mana put in the Cauldron can only be used to cast the given spell, but you can add additional mana to a spell. This means you can pay part of the cost on one turn and the rest of it on the next turn.
"
Official ruling on it. So you can pay part of the cost one turn, and then the rest in a following turn. Ice Cauldron does have some interesting uses. Delay a spell to combo them with others, split the payment on something big between two turns and thus get it out early and so on. But it does come with the disadvantage of your opponent knowing what's going on and having a chance to prepare for it.
Well, if you can add charge counters to it (proliferate/doubling season), you can do that spell several times.
What about X cost cards? Can I put a card on ice cauldron for x and then play it on the next turn for 2x?
Use Power Conduit to remove the mana counter, then something else to untap the Cauldron to do it with another card in your hand. Again and again. Congrats, hellbent activates while you technically still have a hand.
Golden rule of magic is the card trumps the rule book. It used to be weird to enchant a nonpermanent; but Animate Dead and Dance of the Dead also do this and I don't find them to be weird. Remember, we used to not be able to enchant nonpermanents, but then curses happened. Now we can. I don't see what is so strange minus the card. What it does is weird, not the fact that it enchants a card.
Yeah, for this reason it’s a little frustrating hearing the words ”that’s now how this works”, because if the cards say so, it does work that way.
I think the you is referring to the person who activated the ability. That sounds really fun! I play this card and now we're all sacrificing lands bidding for control over this massive Burn spell... Then some little s******* plays counterspell after everyone has had their fun...
Tyler Barrett that is my understanding of how the card works, it reminds me of chain lightning a little bit
you discard land cards (from your hand) not sacrificing them from the field.
No, the you on lightning storm refers to the person who played it
@CardCaptorB
The person who played the effect, not the card.
“You” always means the controller of the spell/ability/permanent. The new card Xantcha, Sleeper agent also does something similar. So in the case of lightning storm, whoever controls the activated ability may choose a new target
Yup, that's the case, the enemy can discard land cards from hand to kill the player's creatures, even though the player is the one who casted Lightning Storm.
I don't know how these are so confusing...
@@crimsontrench9230 if you cast lightning storm, another player may activate the ability once given priority and may choose a new target instead of the original target, which you can do the same after they do if you can discard..I think that's how it works
I think the most flavorful combo in existence is transcendence and everlasting torment. It creates a state where nobody can gain life or prevent damage, and all creatures slowly wither away, except for the transcended one, who watches the battlefields of their opponents become hellscapes as they sit atop their island of calm, unaffected by the torment
Holy shit, that's evil. Then again, fits WBR.
or give your opponent transendence and drop a false cure.... any change to life total equals death
Dude I know plays this and laughs. Muahahaha. smh.
When I first got into Magic I was told one simple thing, "The rules can and will be broken."
A true infinite loop of mandatory actions, whether or not the action is on the stack, ends the game in a draw. Plus, to actually be invincible with Transcendence, just play Platinum Emperion. Duh
or use any of the cards that prevent players from gaining life. Sulferic Vortex Transcendence combo INCOMING
Eternity vessel at low health could also be interesting
Eternity Vessel won't work. If you set your EV to something low, say 5, and you've gained life until you're up to something like 18, when you activate EV, it will make you lose 13 life, and Transcendence will then make you gain 26 life, causing you to lose. By the rules, any time your life "becomes" a number, you lose X or gain X life, where X is the difference between your current life and the new value.
Eternity Vessel won't work. If you set your EV to something low, say 5, and you've gained life until you're up to something like 18, when you activate EV, it will make you lose 13 life, and Transcendence will then make you gain 26 life, causing you to lose. By the rules, any time your life "becomes" a number, you lose X or gain X life, where X is the difference between your current life and the new value.
A combo a briefly did back in the day with a R/W/U deck was Transcendence + Sulfuric Vortex. the TLDR is on every player's upkeep, they take 2 damage & players cannot gain life. The splash blue helped keep them on the board. Didn't always work but it was fun to do
A looong time ago when I played Magic I created an Artifact deck that was all colorless with the Urza lands and gaining a lot of mana fast. I played with Naked Singularity anginst a one color deck and managed to have it in board for a while. That was really funny.
Here is what Transcendence _really_ does.
Let's say you're down to three life. You cast Transcendence. Now your opponent(s) have to deal 17 damage to you to make you lose the game instead of just 3. So essentially, it just reverses the course of your life counter, so to speak. Of course, they can get around that by destroying Transcendence, but let's say they already dealt 5 damage to you when they removed it, thus giving you 5 life (2 for each point of damage they dealt to you, _minus_ the damage they dealt to you). Now they have to get you down to 0 from 8 instead of 3.
That's all it does. There is no trick here with gaining a benefit from dealing damage to yourself or anything like that. (Although I guess you could gain life by paying life or something like that and then remove Transcendence yourself before you hit 20.)
Lightning Storm is easy. "You" means whoever used the activated ability.
Player A casts Lightning Storm and targets player B for 3 damage
Player B discards a land card to increase the damage to 5 and redirect it back at Player A
Player C discards a land card to increase the damage to 7 and redirect it at Player D
Repeat until nobody is willing to discard more lands, and whoever discarded the latest land decides who it explodes on.
It's hot potato with an escalating payload and a bidding war with lands.
You're also misunderstanding the Transcendence ruling. It's not saying that a player can arbitrarily remove one of the cards, it's saying that if nobody uses a removal effect to stop the combo the game ends in a draw.
@DesolatorMagic
Transcendence has a State Trigger Ability. It triggers when the requirement is met (20 life or more) and won't trigger again for as long it's on the stack. The trigger resolves, but Platinum Angel prevents you from losing the game. Now, as the requirement is still met (20 life or more) the ability triggers again. Now we're stuck in an infinite loop. Endrek Sahr, Master Breeder has also a State Trigger Ability, but with rulings explained
If the game loss was a state based action, there wouldn't be a problem, because Platinum Angel prevents that Action from occuring. Another non-state-based-action game loss is that of Door to Nothingness.
I hope this clarifies the confusion about the type of the ability, it's a special Trigger Abilitiy, not a state based action
for lightning storm, it's SUPER simple. "You" is the person who discards a land to activate the ability. simple. you're overcomplicating things.
I’m glad that your continuing this series Des there’s a ton of cards that will keep this series going !
Ice Cauldron can also be used to help you cast a bigger spell, let's say you wanted to cast a Verdant Force. You tap 4 forests and exile the Force with Cauldron. Next turn you can tap cauldron and use the 4 mana in addition to your now untapped lands and cast the Force. I used Ice Cauldron to cheat out huge creatures with small or no drawbacks so many times when I was a kid (most often times the creature was Verdant Force that's why I used it as an example lmao) back then "spell card" could mean "creature card" as well because before they hit play ('the battlefield' these days) it was considered an uncast "spell card". I think errata has changed it a lot but you could still cheat out huge casting cost spells early with this.
And Lightning Storm is the win con in Ad Nauseam. And yes your opponent can redirect the entire spell with one land, but you have to create a small separate stack for the land bidding so to speak, so whoever discards the last land on that stack resolves the spell under their control.
One of my friends has a commander deck where one of the win cons is entering Phage the Untouchable on to the battlefield under someone else's control.
The ruling on Transcendence is entirely correct. In rule 104.4b it states "If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw". In the event that Transcendence and Platinum Angel are both on the battlefield at the same time, the game would enter a mandatory loop. The player with 20 or more life would lose the game as a state-based action, which would then be negated by the platinum angel. The player would once again lose the game as a state-based action, and this would once again be prevented by the platinum angel. Since none of these actions are optional, the loop is mandatory and will result in a draw. Generally, in both tournament and casual play, players would be allowed, if they both agreed, to remove either card from play in order to prevent the game from ending in a draw (although this probably wouldn't happen, since the worse-off player would probably rather the game be a draw than continue playing).
You brought up the combination between Saheeli Rai and Felidar Guardian, which shows that you are confusing infinite combos with mandatory loops. A mandatory loop is a series of state-based actions or triggers which are not optional and which prevent any player from being able to do anything, because they are constantly triggering one another. An infinite combo is a series of game actions which cause the game state to return to its state at the beginning of the combo, except for some added benefit to the player executing the combo. For example, in the Saheeli/Felidar combo, the player would copy the felidar, which would blink the saheeli, which would return the game state to its original state before the felidar was copied, with the only difference being that the player now has one additional felidar token. The important thing to remember is that at any time, the player can simply choose not to activate saheeli, or not to blink saheeli, and then the combo will stop. This means that the combo is not mandatory, so the game will not end in a draw, so the players can not come to an agreement to end the combo like they could if it were a mandatory loop.
Thank u
You are right, but with one slight correction. Transcendence doesn't make you lose the game as a state-based action. It says "when you have 20 or more life" and "when" is a triggering condition, which is why trigger goes on the stack, tries to resolve, PA says no, then it tries again. IF Transcendence was state-based, there would be no infinite loop, and before anyone says "yes there would be," well having 0 life or being unable to draw a card causes a state-based "you lose" but PA doesn't infinite loop in those instances. PA basically says, the state of your losing is ignored. If you are at a state where you would lose, you continue playing. Transcendence, however, puts a trigger on the stack whenever it sees you have 20 or more life, which tries to cause the state of you losing, and PA can prevent that state, but because you still have 20 or more life, Transcendence will trigger again. THIS is why it causes an infinite loop. You can't progress to a new phase or turn until triggers resolve, and Transcendence will keep triggering until you either no longer have 20 or more life, or it is removed, or PA is removed. Hence why this specific instance results in a draw.
DyrianLightbringer Ahhh, thank you. That's an important distinction.
Well how the new commander Aminatou, the Fateshifter's -1 with Felidar? My buddy claimed it looped infinite so it ended the game.
I've cheated in a Phage and not lost, used her as a Commander actually. I've also forced her to enter the battlefield under and opponents control to force them to loose the game
I so love Endless Whispers.
I've done that too, lol. So fun.
I just cheat phage out for 3 mana and 8 life with k'rrik
Play Lifeforce or Deathgrip and sleight of mind one of those spells, and you can shut down and colored deck as long as you have open mana.
I played this combo soooo good
There is a black version of life force that does the exact same thing except it costs black mana and counters green cards.
Yeah, Deathgrip. I remember having one of those. Have to look that up in my card pool.
Sleight of mind with death grip or lifeforce ruined ppls day
I ran lifeforce with slieght of mind to change color text pure chaos
Spellweaver Volute, this is not the first card that can enchant a card in a graveyard pretty sure "animate dead" from alpha takes that honor. In the earliest days of magic all cards had to enchant something there were no non-aura enchantments. They later came up with world enchantments which would go on to become regular enchantments and cards that enchanted something became enchantment auras. When the aura keyword was added to the game as a sub-type of enchantments it has always been enchant target object or player so this card in no way changed any of rules.
Note that an object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem, so I could enchant the activated ability of lightning storm while it is on the stack with out having to rewrite the rules.
While you're right on Animate Dead enchating stuff in the graveyard (though because it puts it into play, you could argue that it's just targetting the card in the graveyard, while Volute leaves it in the graveyard), they had regular enchantments in Alpha. Bad Moon, Castle, the Circles of Protection... they had plenty of cards that didn't target anything and just came into play and did their thing.
World enchantments were a specific type of enchantment that affected everything, with the caveat that there could only be a single World enchantment in play at a time. They didn't "go on to become regular enchantments", WotC just stopped making them.
Also Des, the Lose ability on Transcendence is a triggered ability. I run it in my Zedruu deck. You play it then donate it to the other players to make them lose before you do.
No, a triggered ability would say "if" as in a condition for something. Transcendence says "when", as in a state of being. The wording is actually really important to look at in these cases
No, WotC uses the word "if" for replacement effects and states, "When, whenever, at the beginning..." for triggers. The difference between "when" and "whenever" is that they usually use "when" on an effect that should normally only be able to trigger once. "When you cast this spell," "When you control," "When you have," and use "whenever" on permanents that should trigger more often than once "Whenever this creature attacks," "Whenever a creature dies."
That sounds like a really fun idea. I do suspect though that your opponents get real salty when you kill them with the trigger that should’ve killed you, especially when that player didn’t realize the situation could happen in the first place.
I don't know if I'm misunderstanding, but you can store a part of the mana to cast a card, with ice cauldron, and pay for the rest of the card when you actually cast that card next turn. So if you want to drop a 10 Cost artifact, you can pay for 5 of it when loading the cauldron, and next turn you pay the other 5. its a way get a 10 cost out much earlier
13:23 From wikipedia - "A volute is a spiral, scroll-like ornament that forms the basis of the Ionic order, found in the capital of the Ionic column. It was later incorporated into Corinthian order and Composite column capitals."
For lightning storm, when an opponent activates the ability, they control the ability, and the “You” in the text is always referring to the player that controls the spell/ability. Thus, if an opponent were to use it, the opponent chooses the target.
Ice Cauldron looks actually pretty dope for commander. instant speed sorceries on opponents turns? double activate with Kurkesh Onnake ancient? yes please
Pretty sure it says the cards can only be cast when they would normally be casted.
Hand destruction wasn't as big an issue back in Ice Age when Ice Cauldron was around. What it was generally used for was to effectively double your mana on X burn spells.
- Pay 10R for Lava Burst (to use a card from the same set) and put it into the Cauldron
- Wait until your next turn
- Tap Cauldron to add 10R to your mana pool
- Add 10 more mana to your mana pool
- Kill opponent
Ice Cauldrin lets you use your mana twice to pay for a spell. For example, turn five, tap five mana and load up a fireball. Turn six, tap out your now 6 mana + the pre loaded 5 mana, fire off a 9 damage fireball. If running a deck that uses spells/abilities to get artifacts into play cheap and easy, it will then allow you to do things like preload an 8 drop creature on turn 4, and then fully play it on turn 5. Also works in games where you get 4 mana out, but then never seem to draw another land. It lets you get out other bigger things, over two turns. Kinda like buying spells on layaway.
I pulled a Phage from one of my first Legion's packs. I don't think I ever actually put her in a deck.
The game loss ability of Transcendence is a triggered ability which triggers whenever a player would gain priority and the trigger isn't already on the stack. With the ability on the stack, players gain priority, and eventually the trigger resolves, but has no effect if you have Platinum Angel. Then it triggers again, next time players would gain priority.
18:13
It's a state-based trigger. It's a triggered ability that will trigger every time the conditions are met and there isn't another instance of it on the stack. It would make the game a draw. The instance is put on the stack, it resolves and has no effect with PA and then it repeats.
hey des i have 4 things:
1: thanks for putting naked singularity in
2: lightning storm lets the player that discarded redirect the spell ... its also the win condition of the modern deck ad nauseam
3: you can get eround cumulative upkeep by playing cards like power conduit which remove the age counters
4: for the next video if you like you could look up the card aether storm
thanks for all the great content
I've got a suggestion. 'Foresight'. 1U for a sorcery. Search your library for any 3 cards and exile them. Shuffle your library. Draw a card at the beginning of the next turn's upkeep.
No, you can't stop a true infinite loop
Also, ice cauldron does get around most counter magic. Useful against your, "look I'm good at magic because I play blue" friends.
Ice Cauldron just lets you play a spell in two halves. Example: if a card's mana cost is 7GW, you can pay (say) 4G now, put a counter on the Cauldron noting that you've paid 4G, then next turn you tap the Cauldron, remove the counter, get 4G in your mana pool then you can pay the remaining 3W and cast the card.
Sway of the stars.
Chains of Mephistopheles.
Fatespinner.
Equal Treatment.
Invoke Prejudice
I think Ice cauldron could be used to pay for cards in 2 parts as well.
the infinite loop resulting in a draw is the only ruling that makes sense. Since, its deciding if a player is going to lose or not you cant just have either of them decide when the loop stops because they'll just have it resolve in their favor every time. and the "choosing to destroy one" part means if they have a way to get rid of it not that they can just decide to remove a permanent from the field.
For transcendence and platinum angel, the opponent removing the "infinite loop" from the stack means more like the opponent casting a spell on the stack to remove the angel to allow you to actually lose
lightning storm means that whoever pays the cost redirects the ability. Its supposed to be "holy crap, im the target of this, let me pay a land and shoot somebody else instead." This generally goes until somebody wants to just tank the damage, or nobody has any land cards left in hand.
One other use of the ice cauldron is that you can use it to cast a really expensive spell early. You can essentily store mana in it and on your next turn you can use the stored mana and the mana in your mana pool to cast the spell
Spellweaver Volute: OMG INFRACTION OF RULES. ILLEGAL RULING
*coughs and points to Haunt from Ravnica*
With Phage the Untouchable, the cheeky play is to give control of the SPELL to your opponent. Your opponent didn't cast it from his or her hand, and so your opponent resolves Phage and loses the game.
This is the ruling for all infinite loops that are not activated abilities or have "may" in them case the game to end in a draw unless one of the players can disrupt the loop. The case ruling for transcendence is saying that if you or your opponent don't do something to destroy or exile it then the game ends in a draw.
Transcendence seems weird as hell in a vacuum, and that ruling is weirder than the card itself, but I can already see a use for the card - play it when you're at low health, and it effectively puts you back at high health.
Lightning storm- after the controller is done discarding you get a chance to redirect it by discarding a land, it is one of the main win conditions of ad nausem, the key is to make sure your opponent doesn’t have a land to discard when you fire it off
Future sight was a delightful collection of nonsense, most of which HAS become standard since then.
Enchantment creatures did not exist before then. Enchantments did not tap before that set. Artifacts did not have colored mana costs. Spells weren't explicitly colorless but have colored mana coats before then. The whole set was very revolutionary and upended what we think mtgs rules even are.
Some other gems from that set.
Nix was the first card to care about exact mana spent, and not converted mana cost.
Bound in Silence was the first enchantment with a creature subtype.
Imperiosaur was the first card to care about mana being made from basic lands.
Llanowar Reborn was the first non-creature to have +1/+1 counters on it.
Lumithread Field, Zoetic Cavern, and Whetwheel were the first morph cards to NOT be creatures.
Murganda Peteoglyphs was the first card to care about the amount of text on other cards.
Phosphorescent Feast was the first card to care about the number of mana SYMBOLS on cards.
Sarcomite Myr was the first COLORED artifact.
And of course, Steamflogger Boss dealt with contraptions a full ten years BEFORE unstable was even made.
It ruled, still fucken rules.
@@EnderPryde ...and try beginning to draft with Time Spiral. Uh, what's that? New cards every friggin pack?! Oy Vey!
Fireballs were commonback then and the Ice Cauldron helps you cast half of it one turn then add more to it the next turn, and good against mind twist/black decks because they couldn't destroy artifacts. color pie was super important then. I wish it still was.
Problem is, the mana only exist during upkeep because mana are lost between phase.
Imagine playing Naked Singularity to counter something like Blood Moon... you're playing blue with a bunch of weird lands in play, opponent drops Blood moon and says you have no mana... you drop Singularity and goes "no u".
Combine transcendence with one of the red "players can't gain life" cards.
Ice cauldron is incredible for ramp. Turn four, cast cauldron, turn five exile some ten-cost creature, X=5, turn six use the counter AND the mana on hand, ten drop on turn six.
Also, Black had Deathgrip that was an exact color mirror to lifeforce. Color hosing back in the day was insane. Flashfires, conversion, the list goes on.
The funny thing about the Future Sight set was that it had a lot of cards that were teasing what "could be" card abilities in the future of Magic...and a lot of them seemed crazy at the time. Then ten years later, there are a TON of card/creature abilities or effects that made what was used in Future Sight seem reasonable. There are so many things in Magic 2019, that would be gamebreaking or not even conceivable to Magic players back in the 90's and early 2000's. We have Enchantments that are also Creatures, Artifacts that are Enchantments, Artifacts that are Colored, split cards, two sided cards, colorless creatures that are not artifacts, cards that become monstrous, cards that are cast face down and then morph face up...in many ways, Magic has become Yu-Gi-Oh!
Lightning storm is a win condition from the modern deck Ad Nauseam. They will have all the lands to put it all in your face and have enought if you want to change the spell. He can even pact of negation to be sure you're dead. It is a not funny combo deck.
Muahahaha.
im just noticing this series but jeez i love seeing these odd series from you :) go des woo
According to the rules on stacks and time stamping on cards. It specifically states you cannot stop a state-based infinite combo, and losing the game is a state-based effect.
Lightning storm say "you" within the activated ability text so it is referring to the player who activated the ability. So any player may discard a land to increase the damage or lightning storm by 2 and choose a new target for the spell.
Phage was a part of those Magic Video Game puzzles. You cast a card that allows her to enter battlefield from your graveyard to thier control some how. It's weird combo card.
5:51 Cycling is an activated ability, so are channel and bloodrush.
19:12 The ruling should say "... if a player doesn't remove either card from the battlefield ..."
....Imagine if Ice Cauldron could be loaded with Sorceries and Creatures who don't have flash so that you can threaten to blast that sorcery/creature out on an opponent's turn. Like, if it just let you cast them during the opponent's turn. You could use it to: Drop a Woldfire on the opponent's turn meaning you're more likely to get to do damage first as you'll draw first after Worldfire is cast, drop a Necromantic Selection IMMEDIATELY AFTER they play their 10/10 red giant who's holding up the sky, pop a Volcanic Vision after your opponent plays their annoying ass Ojutai but before they get to attack and tap all your shit, or even drop a Guardian of the Gateless after your opponent drops his Blasphemous Act and goes in to swing with his goblin horde to block literally everything. It would've been such a fun/interesting card.
I love coming back to watch these Videos so much honestly, especially if I'd ever wanna just make a strange, chaotic Commander deck, where people would just, have no idea what to expect due to the insaneness of these cards
Though a few that do come to mind that you haven't mentioned yet....
Possibility Storm, and Eye of the Storm, both of which basically turn the game on it's head a lot like Knowledge Pool
Imperial Mask.... just from it's ETB Really
and on the whole subject of strange Enchantments the one Card with Aura Swap in the game! Arcanum Wings.
Hope this helps out with the potential of more of these Videos!
1. Mandatory loops cause draws when they do not do anything. They cannot be stopped. The rule of both players having to choose which to remove from the battlefield is for the official sanctioned games where a “draw” is not allowed to occur from state based actions. The turn player chooses which to remove to prevent the game from breaking. The infinite loop is because of two mandatory state based actions that cannot be resolved by layering.
2. The Felidar Loop is not mandatory, and also causes an event to happen (lots of kitties). It doesn’t cause an unstoppable loop and the controller of the loop must make a finite amount of cats before moving on.
Hope this helps.
The ygo rules state that card text is above the rules, so if, for instance, a Madolche monster is destroyed, it never goes to the graveyard even though the rules say that's what happens to destroyed cards, since the card says it's shuffled into the deck. If a card like Spellweaver Volute were to be put in YGO, like an equip spell that can equip to a monster in the GY, it would probably be regarded as just an interesting mechanic by the vast majority of players
ice cauldron can be used to cast very expensive spells, just storing mana for them, and spend additional mana later.
A weird card that's really very straightforward: Great Wall, from Legends. Back when landwalk was a thing, it let you block creatures with plainswalk as if they didn't have that ability. Legends had enchantments for each color, granting a similar ability for their corresponding landwalk (i.e, red's Crevasse let you block mountainwalk). The only thing was... at the time of Legends, the ONLY card with plainswalk was Righteous Avengers, a card FROM Legends. The other colors had multiple cards with their landwalk and/or ways to grant their landwalk. White's plainswalk had ONE card, in the same set as the card that neutralized it. (In total, there would be FOUR cards with plainswalk ever made, plus one that granted plainswalk and three more that could give different types of landwalk.)
(Other than Legends' Righteous Avengers, the plainswalking cards are Portal Three Kingdom's Zodiac Rooster, Odyssey's Graceful Antelope, and Shadowmoor's Boggart Arsonists. Homeland's Aysen Highway gave all white creatures plainswalk, Tempest's Excavator could give plainswalk if you sacrifice a Plains, Ravnica's Concerted Effort could give plainswalk to all your creatures if you already had one with plainswalk (which wouldn't be likely), and Conspiracy's Traveler's Cloak let you grant any one landwalk ability to a creature.) (Okay, there's also Magical Hack, I suppose.)
So, yeah: Great Wall. A 2W enchantment that lets you neutralize an ability your opponent probably was never going to be using in the first place, so it would be a waste of space even in a sideboard.
Notably, the mana from Ice Cauldron is only usable for casting the spell on Ice Cauldron, but it is not stated that ONLY the mana from Ice Cauldron can be used to cast the spell on it. So you can use Ice Cauldron to prepay part of the cost of an expensive spell, and pay the remainder on a subsequent turn, or use multilands across two turns to pay a multicolored cost you were having issues getting another way.
Also "You" refers, in pretty much all cases, refers to the activator of the ability.
I’ve cauldron pays portions of hugely costed cards. For example you spend 5 on x to hide an 8 drop spell. On your next turn you can activate the cauldron and pay 3 mana to play your 8 drop
I just want to use your and Wedge's lists of the weirdest cards ever to build a 5 color Trolling deck.
Lightning Storms ability - player who activated the ability is the abilities controller. Any player may discard the land and change the target.
Transcendence makes you "lose" because the flavor is: you reach another plane of existence and leave the current one to ascend. At least, that's how I view it.
When Future Sight was being designed, MaRo went to the Rules Manager and asked if "Enchant instant card in a graveyard" could be done. RM said yes. The rest is history.
Ice cauldron would make more sense if it was " tap: pay the Mana cost of a non land card in your hand and then put it on ice cauldron face up." And then "tap: play any card on top of ice cauldron without paying its Mana cost"
White has lots of counterspells such as Dawn charm, Equinox, Illumination, Lapse of Certainty, Order of the Sacred Torch, Rebuff the Wicked, Unyaro Griffin, Vigilant Martyr.
I’m surprised gilded drake hasn’t been mentioned. The card is weird for innumerable reasons but my favorite part of the card is that it’s the only card in the entire game whose effect still resolves if the target is illegal
I love Phage. Combo with several different boot equipment is fun (Swiftffoot Boots, Lightning Greaves, Trailblazer Boots, Fleetfeather Sandals) or like you stated, an aura or equipment that lets you tap Phage to do 1 damage to a player...bam. =)
Lightning storm is kinda like the new "assist" cards, but in a mechanic. You cast it, you get to bolt someone for 3, plus 2 for each land anyone in the table drops. Saying this, I want to play this in some jund deck with a gitrog monster on the field, the potential seems funny just because the whole thing with charge counters makes it so each land drop is a separate trigger for your frog.
It’s also important to know that if you have Phage the Untouchable as your Commander, you will lose if you ever cast it because it specifically said cast from your hand and the command zone is not your hand.
Andrew Charles just run a torpor orb and that solves the issue
Lightning Storm however is the main win condition of a potent modern deck, so it cant be that stupid. (Funny thing is, it is the only instant I know of that actually gets pithing needled on a regular basis.)
You don't have to pay the full price of the spell to put it in Ice Cauldron, neither is that the only mana you can use. That means you can stack mana to cast a spell. End of the opponent turn, you pay whatever mana you have and exile a card with an X cost, for instance
The idea of storing a spell with Ice Cauldron to cast later seems really neat, it's just that the card itself does a really poor job of explaining itself
Alternate way to use Ice Cauldron is basically to pay half the mana for your spell this turn and then the other half next turn.
I remember someone who would play that white enchantment with something blue to prevent the enchantment from being destroyed, as well as a black card that would damage them every turn, & I can't remember the artifact that basically, made them impossible to kill apart from milling them. Sort of wish I could remember the combo better.
I think the "...wants to end the loop by removing..." ruling on Transcendence is referring to a player using a spell or ability to remove a card. It's the same ruling for Sanguine Bond + Exquisite Blood; the game ends in a draw due to an infinite loop unless either card is removed from the battlefield. "Want" is just a weird word they used back in 2004 and never bothered to correct.
I lied. No idea where I found that ruling for Sanguine Bond + Exquisite Blood, but apparently it's not true :/
I've got a card idea.
Living Death Egg (B)(G/U)
Enchantment
When Death Egg enters play, each opponent may choose a mana colour.
(2), T: Counter target spell thats not of a mana colour chosen.
(8), T: Counter target spell.
While I'm at it.
Nervous Defender (1)(W)
Creature - Human Coward
Defender
(1), T: Deal 2 damage to attacking creature that Nervous Defender cannot block.
When Nervous Defender blocks, it gains +3/+1 until the end of turn.
1/2
Also Phage was so problem in Commander that they did a land that can put the commander from command zone into hand
You can't run Phage as a commander, if you play her from the command zone you lose the game.
There's touphre orb and a couple other odd things that allow you to bypass the etb trigger. Still really bad though.
Phage can be your commander, and there is a commander deck for her using Platinum Angel, Angel's Grace etc etc. It's not a "Don't be that guy" thing it's a "This is the only way to play Phage as your commander" thing.
And the land that puts your commander into your hand is not just because of Phage but to reduce the cost of your commander after summoning it more than a few times.
ICEY Think out side the box man. I bet you also think Mishra is unplayable.
You can't play Angel's Grace in a Phage deck but yeah any artifact that lets you not loose the game, counters a triggered ability or ends the turn make her work.
Phage the Untouchable has text saying it's a Minion Legend on the Legions version.
I was super hyped as a kid pulling one from a Legions booster pack.
Probably "removing infinite loop" means that someone should kill platinum angel or enchantment, to end the loop. Well, maybe you or your opponent has some removals on hand, and then loop solves in one or another way: either you lose (remove angel) or you not lose (remove enchantment)
Lightning storm: Discard a land to represent the amount of territory effected to result in the storm (some of it is just being rained on while the lightning is being controlled by the mage or planeswalker), but, since you sacrificed energy from the land (by not being able to draw from it ever again [ how does this work with for the spread of the storm, you can choose what it's destructive forces are focused on. You only get to push it back to another player, choosing not to results in that player directing the damage of the storm. I think the idea the card designer had was: If you can pay for it, you could Groundskeeper(9th edition)/petrified field(I think still legal in Lightning Storm's release year's modern) to keep adding more land to it (by responding to adding Groundskeeper's effect to the stack? which I guess is halted by the last line of text thus breaking the card?) to expand where the mana you are drawing from the land to grow the storm is coming from. I'm sure there's even more weird tech in the "return land you control to your hand" section of relevant spell/creature/artifact abilities but who has time to look up all this stuff? great "weird" card for sure.
I'm amazed at how many of the cards on these lists I know. I haven't played Magic in close to twenty years. I used to own two or three of the cards in this video alone!
Naked Singularity in a Chronotog Stasis deck would be funny. Even if they can find a way to untap their land, they still can't cast spells.
Izzet deck with 4 treasure hunts, 4 reliquary towers, 1 lightning storm, all the rest lands.
21:00 I have transcendence. You're listing a lot of cards I have.
Regarding Spellweaver Volute, cards are allowed to violate the game rules. I remember seeing in a rules book that if a card and a game rule conflict, the card takes precedence.
Giving Phage to the enemy was always fun
I think The Great Aurora has a place in this series if part 8 ever comes around
5:38
I was about to jump in...but Chain Lightning is a sorcery. Still the same idea, though.
Painter’s Servant+Lifeforce lockdown
Phage+Donate
I think "Transcendence" was meant to be played in w/u control decks with "Donate" from "Urzas Destiny" to add an additional win option against creature removal. would make some kind of sense to me - even if nobody would play this...
for lightning storm you cast it and it does 3 damage to any target then any player as a response to Lightning storm going onto the stack may discard lands to put charge counters on Lightning Storm while it's still resolving # of charge counters on the card is the X value so more lands sacrificed more damage is done. Any player may activate the second ability and thus choose a new target for the spell, the previous target is no longer the target
Naked Singularity has a Blue Enchantment doing similar
Reality Twist