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/tg/ sucks at magic

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Thread replies: 53
Thread images: 14

File: titanialattice.png (595KB, 624x445px) Image search: [Google]
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I bet tg can't tell me
what the interaction is???
>>
It kills all of the lands.
>>
>>50556011
Every permanent becomes a colorless artifact with p/t equal to its mana cost.

How is this complex?
>>
>>50556011
it is essentially a janky humility interaction but for what purpose?
>>
>>50556089
but is lattice a 6/6 creature?
>>50556108
>>50556304
>he didn't read the cards
>>
>>50556011
It gets you punched in the face for thinking you're clever for bringing up the Humility Opalescence combo without using either of those cards.
Protip: you're not clever.
>>
>>50556327
0.
>>
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>>50556413
>OP can't read
>>
>>50556470
Q1: 7
Q2: 7
>>
>>50556505
It's 2 not 7
>>
>>50556470
Six on both
>>
>>50556505
>>50556570
>>50556611
>three answers
>all wrong
I should've started the thread with this one
>>
>>50556470
6, 2

?
>>
>>50556618
Mine was not counting twisted image, if you wanna get technical it say "how many cards?" well 4 are used therefore 4 cards.
>>
>>50556470
Three and three.

Twisted Image also draws a card.
>>
>>50556470

First one

Cast image, it's now a 3/5
Cast experiment, it's now a 6/4
draw 6

Second one

Cast experiment, now it's 8/2
Cast image, now it's 2/8
Cast justice, draw 2
>>
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>>50556570
Twisted Experiment is Layer 7c, Twisted Image is 7b
Experiment applies after Image, timestamps be damned
You also forgot that Twisted Image cantrips

>>50556618
Even if you're wrong, you don't add to the tally unless you post your answer
>>
>>50556658
Holy shit that is not how power/toughness switching works.
>>
>>50556470

Six first, two second, plus the draw from Twisted Image which adds one draw to each.
>>
>>50556665
Twisted image is layer 7e dude. you got memed.
>>
>>50556685
THE ORDER DOESN'T FREAKING MATTER THIS IS NOT A TIMESTAMPS QUESTION AAAAAAAAAAAH
>>
>>50556680

How does it work?
>>
>>50556470
cantrip 1, sac for 2

cantrip 1, sac for 2

"Effects that switch power and toughness apply after all other effects that change power and/or toughness, regardless of which effect was created first."
>>
>>50556736

Interesting
>>
>>50556727
It applies last.
>>
File: I was wong.jpg (38KB, 500x374px) Image search: [Google]
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>>50556697
>613.3e.
>Layer 7e:
>Effects that switch a creature's power and toughness are applied.
>Such effects take the value of power and apply it to the creature's toughness, and take the value of toughness and apply it to the creature's power.
>>
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>>50556697
>>50556611

Shit I got them backwards.
>>
File: ?.png (314KB, 1223x952px) Image search: [Google]
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>>50556727
http://www.yawgatog.com/resources/magic-rules/#R613
>>
>>50556821
I wanna see that you have a win condition
>>
>>50556821
>10,000
I hate you enough to play through that.
Use a more reliable number next time.
I always use TREE(3).
>>
>>50556821
Seems more likely that after 10000 runs you're just going to have no permanents left.
>>
>>50556821
On average, each cast will reduce the number of permanents each player controls by P, where P is the "permanent density" of their deck (i.e. # of permanent cards not in hands, graveyards, or exiled divided by the number of cards not in hands, graveyards, or exiled).

Because you can never gain a permanent this way, unless a deck runs no non-permanent cards, this means that an infinite number of casts will always result in no permanents on the board, when the stack is emptied.

But if your win condition can go off at instant speed, like a non-tapping pinger (Kumano, Master Yamabushi), sure.
>>
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>>
>>50556864
>TREE(3)
You are terrible person.
>>
>>50556932
Works right up until some chuckle fuck says SCG(13)
And then you both start using inordinately large combinations of exponents and functions.
>>
>>50556011
makes mycosynth a 6/6 creature with no abilities.
>>
File: roots.png (1MB, 1249x445px) Image search: [Google]
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All abilities are activated once (Wall of Roots produces G), Living armor and Dwarven Armor target the wall and opponent enchants the wall with Spirit Shackle and manages to tap it

How many counters end up on Wall of Roots if Dwarven Armor produced +1/+0? How many if Dwarven Armor produced +0/+1?
>>
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>>50556919
>>50556927
since no one corrected you guys, looks like I have to
>>
>>50557239
>121.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.
>704.5r. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.
Only +1/+1 and -1/-1 counters remove each other, it's a (fairly) recent change to help with bookkeeping. No new cards use other counters so WotC (and the rules) give no fucks.

>>50557354
Still has the possibility of fizzling. I'll pause and consider every offer to cut the deck.
>>
>No new cards use other counters
Well, charge counters and flavor-named counters.
But no new cards use "weird' + or - counters.
>>
>>50556470
1: 7
2: 3
>>
>>50557239
Four, because they don't cancel each other out. Only +1/+1 and -1/-1 counters do, per CR121.3.

>>50557354
??? Maybe I'm doing this wrong, but feel free to correct me.

Say you start with N permanents. First Warp World shuffles them in, reveals N-X1 permanents and X1 nonpermanents. N-X1 permanents go on the board. Second Warp World shuffles those in, reveals N-X1-X2 permanents. Repeat until you have 0 permanents (i.e. Sum[Xi,{i,1,Inf}] == N) on the board.

There's no guarantee you'll see every permanent card in an infinite number of casts*, let alone the finite number of casts you're guaranteed, because the order of your library changes every time. This is the same problem as Four Horsemen, except Four Horsemen has a complex goal state no technical fail state except one imposed by the tournament rules, and this has a simple goal state (Kumano on the board) and an obvious fail state.

*Edge case: You have your entire deck on the board in the first place, but this is a trivial solution.

Day of the Dragons helps by removing useless cards over various cycles, but it doesn't solve the inevitable decay of the consecutive Warp Worlds.
>>
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>>50556011
I bet tg does not
know the combo off-hand.
>>
>>50557574
>removing useless cards
???
I only meant to correct the claim that you can never gain a permanent
If there's one permanent other than Djinn when Warp World resolves, and Day of the Dragons + 1 creature are revealed, Day of the Dragons removes the creature from play and makes a token.
Warp World #2 resolves with 2 permanents in play. When Day of the Dragons leaves, the exiled creature re-enters, and I can get up to 2 more permanents for a total of 3

I purposely picked the coolest, least obvious interaction. The obvious cards to go in this deck are ETB token producers
>>
>>50557615
You're right. I can't remember what to tutor for.
>>
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>>50557646
Oh, shit, I misread DotD. I thought they were gone for good, but you're right, you can gain a permanent.

This is what I get for mathposting at midnight.
>>
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>>50557615
Flash in the Hulk, tutoring for 4 copies each of pic related.

All of the artifacts are 0/0 and die immediately, triggering the disciples a total of 32 times, killing the opponent.

Also, with a Gemstone mine and spirit guides you can get enough mana to combo off on your opponent's first upkeep, before the first main phase of the game.
>>
>>50558021
Not Gemstone Mine, it's Gemstone Caverns.
>>
>>50558021
how the fuck are you supposed to get to 7 mana with 6 cards + 1 hulk
>>
>>50558070
nvm ima dumbass
>>
File: hint.jpg (64KB, 312x445px) Image search: [Google]
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>>50558021
>12 cards
>fizzle if too many start in your hand
I guess if you want to short yourself on digs spells...

Here's a hint.
>>
>>50558021
he's probably looking for the one that uses like karmic guide, carrion feeder, kikki jikki, reveillark, and body snatcher I think

that might be a mix of two different combos, I don't remember it
Thread posts: 53
Thread images: 14


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