If you cast it, you deserve it

There are cards and combos in Magic where, if you manage to pull it off, the general consensus that you deserve to win the game anyways. I want to see a card or *small* combo of cards that would be absurdly hard to pull off and would basically win the game, or at least play an extremely good game of catchup.

Rules:
Entries can consist of up to three separate cards or one combo per cardsmith.
New cards only. (Sorry, @Tommia.)
Not a rule, but do shoot for originality, instead of more Omnisciences in other colors.

Prizes:
1st place: Card made in their honor, five favorites distributed as they'd like.
2nd place: four favorites distributed as they'd like.
3rd place: Three favorites distributed as they'd like.
Honorable mentions: a favorite distributed as they'd like.

I'll try to give unbiased feedback as I see fit, though I'm not sure how helpful it will be. I'll probably just make a lot of puns.

Happy smithing!

Comments

  • Why do dey have to be new? I could post my recent Glissa!
    http://mtgcardsmith.com/view/glissa-power-manipulator?list=user
    (Not an entry)
  • edited June 2016
    (My card is utter trash.)
    http://mtgcardsmith.com/view/road-beyond
  • @Lujikul ...fie...

    JK. It's funny you mention me, but it's true. My set is made for epic matches where you can pull off combos for startling victory, yet anyone can just nope you and ruin your day. But don't worry. I actually had something in the works for my next set, but I might do it now... once I finally finish remaking cards from my contests.
  • edited June 2016
    Combo's in legitimate magic i am currently running are generally interesting, such as Niv-Mizzet draw combo, his description is "Whenever you draw a card, Niv-Mizzet deals 1 damage to target creature or player." for 2RRUU, and theres a theros artifact which has the ability "whenever a creature you control deals damage to a player, draw a card". which infinite loops damage-draw. I also particularly like using Melek, Izzet Paragon and running with Howl of the Horde cards in my library. With melek you can cast instants or sorceries from the top of your library, if you cast a card from the top of your library you get to copy it and choose new targets for the copy. If howl of the horde ("Whenever you cast your next instant or sorcery spell this turn, copy it. you may choose new targets for the copy." it also has raid for copy it an additional time) is casted from the top of your library you can essentially infinitely copy itself, by changing the target - which is pretty fun. Another good combo im thinking of integrating into an IRL tournament deck is using Kurkush, Onnakke Ancient (whenever you activate an ability of an artifact, if it isn't a mana ability, you may pay (1 red mana). If you do, copy that ability.
    Running that ability with the Quicksilver Amulet and a deck full of the toughest creatures in Magic can be quite fun. Really fun -Chuck emrakul and tons of worms in there.

    Anyway my submission for this would be my recent Dragon Planeswalker, 'Valethi, The Ancient' . His combo ability (the last Dragon-draw-cast ability is basically only good if you have a full-dragon deck, in which case it would run extremely well, but is also hindered if you do not have sufficient shuffling or seeding skills - Here is a link to his page: http://mtgcardsmith.com/view/valethi-the-ancient-1?list=user

    Hope you like it, Peace out.

  • edited June 2016
    I just made a card called Punished Wolf - triple damage, anyone? Just be careful; surviving to turn 5 with a red-black deck is challenging enough in and of itself, and it doesn't help that once you get this guy out on the field, your opponent can promptly use it against you.

    Trophic Incubation is also a contender. It was going to have a clause preventing you from generating more than 1 token copying a legendary creature (putting +1/+1 counters on your new token instead), but I ran out of room. So if you manage to fire off a 6- or 8-mana Trophic Incubation on a sufficiently beefy creature... well... your opponent's screwed unless they have a board wipe ready to go.

    Then there's my own card, which was deliberately designed to be fuel for other planeswalkers. So if you can manage to combo me with a planeswalker who has a super-expensive, next-to-guaranteed-win ability (like, say, Nicol Bolas), you can easily spring said ability on your opponent well before they can respond and proceed to flatten them.
  • Nah you need Karn or Nissa for the loyalty
  • edited June 2016
    @TastyCheez Were you replying to me? I did consider mentioning Karn as a planeswalker whose ultimate is freaking amazing, because it is, but the way it works, it's really nothing special unless you build up his ultimate the traditional (read: hard) way, namely spamming his plus-loyalty ability. Besides, if I were to try to list every planeswalker who has an amazing ultimate, I might as well list almost all of them. The whole point of an ultimate is to be a huge, potentially game-swinging effect; that's why they have such big loyalty costs. I intentionally made my card's ultimate a bit on the weak side so that it would fail to measure up to the ultimates of other planeswalkers, thus giving more incentive to use the second ability (the planeswalker-fueling effect). Even then, I'm sure there are decks that would love to get some Equipment and/or Auras onto the battlefield without having to pay for them.
  • edited June 2016
    On second thought, Punished Wolf looks like a weaksauce Furnace of Rath. Its only redeeming factor is the triple damage thing.

    A better candidate is Bowser, Star Eater. Red-black decks tend to suck at stalling, so a 5-mana drop is a tall order, and a -16 loyalty cost is pretty crazy. But if you can pull it off, your opponent is going to be left with nothing to do but weep. Profusely.
  • @Luigifan
    I would absolutely love to play your Punished wolf in a deck. There was this one combo I was running until Khans went out of standard and it was this: before turn five have a creature on the field. On turn five, play pyromancer's goggles (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=pyromancer's+goggles). Turn six or seven aim to have a creature with high power put out. Then, turn seven or eight, attack with a little peon creature. During your second main, tap your pyromancer's goggles and cast Howl of the Horde with raid (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386561). So the way I took it, it would multiply the next instant or sorcery six times so now you have six spells (I couldn't tell if the copied version from pyromancer's goggles was actually the next one cause if so then you'd actually like times it by nine or it's infinity I guess?) Anyways if you go with the six times, cast Chandra's ignition directly after (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398416). Usually, I'd cast the ignition on something like zurgo if I could (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=38673) for a minimum if 42 damage (more if zurgo had extra counters). First off, Zurgo dealt minimum of 42 damage to each other creature and each opponent. If that wasn't lethal enough, he would also put on quite a few +1/+1 counters for the next turn. However, I can't imagine playing that with your Punished Wolf. Play it with a Nahiri's Machinations (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Nahiri's+Machinations) to make the Punished wolf indestructible until end of turn, then the huge combo, and suddenly Zurgo is dealing a minimum of 126 damage to each creature and each opponent. Not even Ajani, mentor of heroes could save you from that haha!
  • Actually, @RohanDragon, what happens with your combo is that the Goggles copy Howl of the Horde, so that when Raid goes off on your next spell you get an extra 4 copies of it for a total of 5 (original + first part + Raid + first part + Raid). So if you cast Chandra's Ignition at this point, then Zurgo does 21 (the tripled dmg) + (7+D1) + (7+D1+D2) + (7+D1+D2+D3) + (7+D1+D2+D3+D4) = 49 + 4*D1 + 3*D2 + 2*D3 + D4 (Dx is the number of things that dies from the last casting that put counters on Zurgo). So if there's only the Punished Wolf, then Zurgo does 53 dmg. However, if you give the Wolf indestructible like you mentioned, then Zurgo does 105 + 4*D1 + 3*D2 + 2*D3 + D4 (min.105 if there's only the wolf). So it's only slightly more lethal at minimum and slightly less lethal at maximum than your numbers, but still kind of ridiculous, but if you're opponent's lasted until turn 7, this could be a decent way to punish them for letting you live that long.

    Angel's Grace anyone? XP
  • Oh, that's a lot of numbers. In any case, buuuuuump.
  • @cadstar369
    Thanks for clearing that up for me. I don't often get to cast it but I still try to run that combo in my zurgo-eldrazi deck for edh
  • Here is my entry for you to chew over, I hope you guys like it.

    http://mtgcardsmith.com/view/maw-from-the-abyss
  • Previous Maw from the Abyss was plagued by rookie mistakes, here is the remake;

    http://mtgcardsmith.com/view/maw-from-the-abyss-1
  • edited June 2016
    I decided to make a hard (ish) lock, though I deliberately left a few holes in it. (Nobody likes actual hard locks.)
    http://mtgcardsmith.com/view/azorius-patent-officer
    http://mtgcardsmith.com/view/eldritch-famine

    The reason that this isn't just 4WUG: Spells can't be cast (and the reason that this took awhile to do; this is my second stab, and the first consisted of no fewer than twelve iterations before it worked) is that both of the pieces prevent the other from being cast. Patent Officer locks out Famine, and Famine makes assembling the mana for Officer a challenge. That said, there are a few ways to get the combo out, of varying effectiveness and elegance.

    The most obvious way is to just cheat one or both of the pieces into play. AEther Vial, Show and Tell, and Reincarnation are all easy ways to get Patent Officer into play after you've dropped Famine, not even counting abilities like Elvish Piper or Reanimate which require more setup. Cheating in Famine is a little harder, but Replenish, Academy Rector, and Charmed Griffin are all solid ways to do it.

    Probably the BEST way to get the combo in is to play Famine and then exploit its interaction with certain mana producers. Famine doesn't actually limit how much mana can be in your pool; it limits how you can get it there. If you tap three islands for mana, you're stuck at UUU, but if you tap two and then a Sol Ring, you're sitting pretty at 2UU. Things like Grim or Basalt Monolith, or any storage land (among others) can boost you up to the levels you need to cast Patent Officer. Additionally, cost reducers (Semblance Anvil, Urza's Incubator) and triggered mana producers (Black Market, Shizuko, though she's not recommended) can help you bypass the restriction.

    My favorite way (since it's the most elegant, and works with either piece first) is to play one, flicker it, and play the other before it returns. If you play Famine first, Flickerwisp or Synod Sanctum are what you're looking for. If you drop Patent Officer first, Galepowder Mage works wonders, and Glimmerpoint Stag or Void Walk (among others) can get the job done quick.

    The combo will break down eventually (once you can't pay Famine's upkeep), but a simple Sol Ring can loosen the lock, and CMC 4 is rife with boardwipes and spot removal to kill one or both pieces of the combo.
  • First play this:
    http://mtgcardsmith.com/view/graceful-savior
    Then play this:
    http://mtgcardsmith.com/view/cease-existence
    Result:
    You have 13 life and a 3/5 flying, your opponent has nothing.
  • edited July 2016
    image
  • edited July 2016
    -
  • edited July 2016
    Mnemonic Stream
    http://mtgcardsmith.com/view/mnemonic-stream?list=user

    Okay if this is a couple days old?
  • @FangQuil Yeah, that's fine.
  • Judging will begin tomorrow! If you have any last minute entries, now's the time!
  • These would likely make for a good game of catchup against quite a few lists:
    image image
  • Remade Demonic Summoning, fixing the 'you control' wording:

    image
  • @FangQuil I feel like you wouldn't want to cast that. You would just draw out at least half of your deck and not be able to cast most of them.
  • STOP THE PRESSES!!!! I believe I have the winner!!!

    http://mtgcardsmith.com/view/i-force-a-new-judgment-day

    Based on the FNAF series, this card charges up as your creatures die. Well, specifically, your opponent has to kill them. And you have to pay mana as your creatures die. But when it's charged up, you can utterly wipe your opponent's field, including their lands. Any opponent with half a brain is going to start avoiding killing your creatures as soon as this thing shows up, so actually making use of it will be tricky. And it's not protected from removal, so it can easily be wiped off the field (bonus points if your opponent does it right before it's ready to go off, so you'll have wasted roughly 10 mana with nothing to show for it). But if it goes off, your opponent is in a literally next-to-unwinnable position.
This discussion has been closed.