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!
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!
This discussion has been closed.
Comments
http://mtgcardsmith.com/view/glissa-power-manipulator?list=user
(Not an entry)
http://mtgcardsmith.com/view/road-beyond
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.
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.
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.
http://mtgcardsmith.com/view/curse-of-bones
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.
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!
Angel's Grace anyone? XP
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
http://mtgcardsmith.com/view/maw-from-the-abyss
http://mtgcardsmith.com/view/maw-from-the-abyss-1
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.
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.
This is for 2 other contests:
13 and Cardsmith2017
That's mine for you. Hard enough to cast?
http://mtgcardsmith.com/view/mnemonic-stream?list=user
Okay if this is a couple days old?
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.