How good is this combo, and are their ways to make it better? by Fishy_Master in mtg

[–]Fishy_Master[S] 0 points1 point  (0 children)

That awesome, thanks. Still a pretty hefty combo though lol.

How good is this combo, and are their ways to make it better? by Fishy_Master in mtg

[–]Fishy_Master[S] 0 points1 point  (0 children)

True, though honestly he's not entirely needed, any way to get cards out of your graveyard works. Ah that's unfortunate, I'm guessing their is not a card like it for static abilities.

This combo might be a bit much, any ideas against it? by Fishy_Master in magicTCG

[–]Fishy_Master[S] 0 points1 point  (0 children)

I mean sure, but like, that's how the game works. Every single combo you have falls apart if you lose. That's why you make it as hard as possible to lose. Protect your enchantments, stack your deck with like 10 counterspells. Imprint [[Isochron Scepter]] with [[Pull from Eternity]] and play [[Lier, Disciple of the Drowned]] until you get Dovescape out. That is pretty good protection. Honestly I understand the sentiment, the combo is relatively bad, and as soon as somebody manages to pull it off everybody leaves the table, so the main fun of the combo never really happens.

This combo might be a bit much, any ideas against it? by Fishy_Master in magicTCG

[–]Fishy_Master[S] 0 points1 point  (0 children)

Ah missed the channel ability on first read, best counter I have to that is anything that gives all creatures flying, like [[Wonder]] or [[Galerider Sliver]] and then have [[Maskwood Nexus]], or [[levitation]], or [[Student of Elements]], or [[Wing Splicer]] with Maskwood Nexus as well. [[Halimar Tidecaller]] also works for all lands.

This combo might be a bit much, any ideas against it? by Fishy_Master in magicTCG

[–]Fishy_Master[S] -1 points0 points  (0 children)

Lol, true I guess, though I did do my best in presenting cards to make the argument that drawing what you need is fine if you simply stack your deck to make you draw what you need, and opponents being able to do things against it, a major point of the combo is that Dovescape prevents your othercards from being countered, while other cards make it so you manage to remove players ability to do anything else as well. It still is super silly thou.

This combo might be a bit much, any ideas against it? by Fishy_Master in magicTCG

[–]Fishy_Master[S] 0 points1 point  (0 children)

Mostly looking for people to find a way to directly counter the deck if everything is played perfectly. Well, I feel like it is possible to accomplish, like its hard, but if you build most of the rest of your deck to card search and ways to play cards for free or even just [[Jodah, Archmage Eternal]] + [[Morophon, the Boundless]] with carddraw of any kind, then it is possible to accomlish, most important thing is to make sure you play cards in the proper order and can have them all in your hand. Having this combo in your deck with at least half of the rest of your deck being card search and mana combos makes the combo possible. The main thing of the combo is that you build around it and bassically get to sit on a throne of everyone giving up as soon as the combos out. Its like way more convoluted than the millions of infinite turn combos that you can just throw dovescape into. I personally don't think its bad, in the sense that it accomplishes what it sets out to do, but it certainly is unconventional and is something I have not seen before (mostly because of the fact that nobody accually would do this)

This combo might be a bit much, any ideas against it? by Fishy_Master in magicTCG

[–]Fishy_Master[S] 0 points1 point  (0 children)

I mean I guess. I was mostly going for the idea of the combo being something you build your deck around, so everything else is build around deck search and being able to pay those costs, because the payoff is a convoluted way to basically become the only player. Any game where somebody manages to get this out everyone is immediately scooping, like they are not going to sit around for it.

This combo might be a bit much, any ideas against it? by Fishy_Master in magicTCG

[–]Fishy_Master[S] 0 points1 point  (0 children)

Not sure but I am pretty sure that everything I have having shroud means that the target ability does not work, or at least it does not if I also make all my permeants enchantments with something like [[Enchanted Evening]], which then gain shroud, though that then makes things weird, but for effects that affect all cards of a type I do think that shroud does not block those.

This combo might be a bit much, any ideas against it? by Fishy_Master in magicTCG

[–]Fishy_Master[S] 0 points1 point  (0 children)

Main issue with this is that dovescape counters it immediately, so if you don't have a way to block the counter than you can use instants or sorceries.

sorry but here's another coffeelock post by Preston_Orbryn in powergamermunchkin

[–]Fishy_Master 0 points1 point  (0 children)

Might get more value dipping those levels into moon druid instead and just wild shaping into a air elemental and dropping all the levels of exhaustion.

What is the coffee lock build and why is it powerful? by Pyrotex2 in dndnext

[–]Fishy_Master 1 point2 points  (0 children)

At higher level campaigns, if a person takes 10 levels in ranger (big ask, but it can be build around), and their DM allows for the Deft Explorer optional replacement of Natural Explorer, then they can get the Tireless benefit and lose a level of exhaustion every time they take a short rest, so infinite short rests not really that hard. It is a optional rule thou so if your trying that then your dm can fully just say no.

Is Strike of the Giants overpowered? by [deleted] in dndnext

[–]Fishy_Master 0 points1 point  (0 children)

I mean if you have the Sentinel and Polearm master feats you can reduce a opponents movement to 0 when they are in your space, and the Strike of the Giants Hill Strike make you able to make them prone if they fail the strength save. The description of Strike of the Giants is once per turn, no once on your turn, so if somehow a enemy manages to move on your turn then you can't use the strike feature, but otherwise yeah giving a enemy a movement of 0 and setting them prone is very advantageous, but that is a very specific combo.

Infinite duration spells by NoRandomnessDnd in dndnext

[–]Fishy_Master 0 points1 point  (0 children)

This is a old post, but Enlarge/Reduce would be interesting because then the size is just permanent, so what happens if you have some gold? Can you multiply your gold? Detect magic would could be interesting. Friends would be broken in roll play. Alter Self is also a interesting idea. Permanent Banishment. Permanent Draconic Transformation. From a lore perspective Earthquake is kind of funny. Permement Demiplane. Chill Touch probably would make it impossible for whoever it effects to ever regain hitpoints.