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CaC 133 - How do I win again?


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lokman120



Joined: 31 Aug 2004
Posts: 40

PostPosted: Wed Aug 08, 2012 2:54 pm    Post subject: Reply with quote

Win At All Costs - 3UU

Enchantment

Whenever you cast a spell without paying it's mana cost put a charge counter on ~. If there are three or more charge counters on ~, you win the game.

Spells your opponent play cost 2 less to play.

Free is good, free is always good
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kane2



Joined: 24 Jan 2007
Posts: 94

PostPosted: Wed Aug 08, 2012 3:08 pm    Post subject: Reply with quote

lokman120 wrote:
Win At All Costs - 3UU

Enchantment

Whenever you cast a spell without paying it's mana cost put a charge counter on ~. If there are three or more charge counters on ~, you win the game.

Spells your opponent play cost 2 less to play.

Free is good, free is always good


Way too powerful.. Daze? FoW? Misdirection? any other spells with alternate costs?
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Eliminator
Level 3 Judge


Joined: 03 Sep 2004
Posts: 65

PostPosted: Wed Aug 08, 2012 3:14 pm    Post subject: Reply with quote

Apex Mantle - 1G
Enchantment -- Aura (R)
Enchant creature
At the beginning of your upkeep, if the creature Apex Mantle is enchanting has at least four other Auras enchanting it, you win the game.
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Thelemys



Joined: 24 Apr 2008
Posts: 910

PostPosted: Wed Aug 08, 2012 4:07 pm    Post subject: Reply with quote

Quote:
Live On The Edge (4)WU

Sorcery - Mythic Rare

Sacrifice all your permanents, discard your hand and exile all cards from your graveyard.
Target opponent takes two extra turns after this one, he may cast nonland cards from his hand without paying their mana costs.
At the beginning of your next turn, you win the game.
Many tales teach the futility of trying to outmaneuver an inexorable fate that has been correctly predicted.


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Jacois



Joined: 05 Sep 2004
Posts: 1201

PostPosted: Wed Aug 08, 2012 4:30 pm    Post subject: Reply with quote

thelemys wrote:
Quote:
Live On The Edge (4)WU

Sorcery - Mythic Rare

Sacrifice all your permanents, discard your hand and exile all cards from your graveyard.
Target opponent takes two extra turns after this one, he may cast nonland cards from his hand without paying their mana costs.
At the beginning of your next turn, you win the game.
Many tales teach the futility of trying to outmaneuver an inexorable fate that has been correctly predicted.




This Contest is over! Give this man the ten thousand dollars!
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BIRDYYY



Joined: 25 Jan 2006
Posts: 158

PostPosted: Wed Aug 08, 2012 6:50 pm    Post subject: Reply with quote

Ok...almost every card posted so far is close to impossible..


How about:

Dead Mans Last Wish. (No Mana cost)
Sorcery. (Rare)

Dead Mans Last Wish is Blue.

Miracle(1U). If you have no cards in your library you win the game.

"He was given one last wish before Doomsday, and he wished that he'd die a champion"


Last edited by BIRDYYY on Fri Aug 10, 2012 12:31 pm; edited 2 times in total
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lokman120



Joined: 31 Aug 2004
Posts: 40

PostPosted: Wed Aug 08, 2012 7:37 pm    Post subject: Reply with quote

kane2 wrote:
lokman120 wrote:
Win At All Costs - 3UU

Enchantment

Whenever you cast a spell without paying it's mana cost put a charge counter on ~. If there are three or more charge counters on ~, you win the game.

Spells your opponent play cost 2 less to play.

Free is good, free is always good


Way too powerful.. Daze? FoW? Misdirection? any other spells with alternate costs?


It's not that powerful at 5. By the time you get to 5 there's more you can do. There's more you can do even with a Show and Tell. A lot of the alternate costs need you to lose cards so in theory you need 4/5 cards in hand for this to be instant win. The cards you named are reactive and have those exact drawbacks. It's not an instant win. You need to pull it off 3 times. In Legacy, if this was such a crunch card you'd have thrown your Dazes and FoWs to get it down.
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lokman120



Joined: 31 Aug 2004
Posts: 40

PostPosted: Wed Aug 08, 2012 7:40 pm    Post subject: Reply with quote

Jacois wrote:
thelemys wrote:
Quote:
Live On The Edge (4)WU

Sorcery - Mythic Rare

Sacrifice all your permanents, discard your hand and exile all cards from your graveyard.
Target opponent takes two extra turns after this one, he may cast nonland cards from his hand without paying their mana costs.
At the beginning of your next turn, you win the game.
Many tales teach the futility of trying to outmaneuver an inexorable fate that has been correctly predicted.




This Contest is over! Give this man the ten thousand dollars!


Great card for Standard perhaps but in Legacy I think they run way too much cantrip and card draw in EVERY deck for this to be viable because you're essentially just giving them 3 turns to beat you.

Time on the Round would have been an awesome name too Very Happy
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InWaking



Joined: 30 Jun 2009
Posts: 137

PostPosted: Wed Aug 08, 2012 7:44 pm    Post subject: Reply with quote

Scion of Hope WW
Creature- Human
Whenever you would draw a card gain seven life instead.
If at any point you have seventy or more life you win the game.
2/3
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AxiomBlurr



Joined: 11 Jul 2010
Posts: 411

PostPosted: Wed Aug 08, 2012 9:10 pm    Post subject: Reply with quote

Unipolymancy 2UUU

Instant (Rare)

If among the permanents you control there is a permanent of each type, you win the game.

Know something about everything and everything about something. - Confucius

NOTE: Tribal is not a permanent type...


Last edited by AxiomBlurr on Mon Aug 13, 2012 5:27 am; edited 3 times in total
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JacobMatthew



Joined: 16 Dec 2009
Posts: 131

PostPosted: Wed Aug 08, 2012 10:19 pm    Post subject: Reply with quote

Drunk On Power
3BB
Sorcery
You win the game if you gained at least three life this turn, attacked with at least three creatures this turn, drew at least three cards this turn, had at least three cards put into your graveyard this turn, and an opponent lost three or more life this turn.

"I feel like if you did all that, you really wouldn't need to cast this spell anyways." - Mishra
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Balaviaris



Joined: 15 Feb 2009
Posts: 339

PostPosted: Wed Aug 08, 2012 11:18 pm    Post subject: Reply with quote

Battle of Realms 3GG

Enchantment - Rare

At the beginning of your upkeep, if you control 20 or more lands, you win the game.

The planeswalker who remembers every place he's been to is powerful. The planeswalker who remembers every stone he's stepped on is insane.
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kumagmd



Joined: 15 Feb 2009
Posts: 307

PostPosted: Thu Aug 09, 2012 12:26 am    Post subject: Reply with quote

Freyalise, Beloved of the Land
1GGG
Legendary Creature - Elf (M)
Whenever a spell or ability or damage from a source your opponent controls causes Freyalise, Beloved of the Land to leave the battlefield, you win the game.
"Even without her Spark, she was still a force to be reckoned with."
1/1


Last edited by kumagmd on Thu Aug 09, 2012 2:57 pm; edited 1 time in total
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pg8



Joined: 27 Feb 2011
Posts: 299

PostPosted: Thu Aug 09, 2012 12:49 am    Post subject: Reply with quote

BIRDYYY wrote:
Ok...almost every card posted so far is close to impossible..


How about:

The Last Stand. (No Mana cost)
Sorcery. (Rare)

The Last Stand is Blue.

Miracle(1U). If you have no cards in your library you win the game.

"This was the last attempt we can make at survival after doomsday"



I see what you did there..... http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4454
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Bairdsy



Joined: 03 Sep 2004
Posts: 241

PostPosted: Thu Aug 09, 2012 1:50 am    Post subject: Reply with quote



Last edited by Bairdsy on Thu Aug 09, 2012 2:40 am; edited 1 time in total
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