Loops

Send any loops you find in the game of Magic to catatcatpress@gmail.com and I'll post them here for everyone to see.

Name the cards involved and, if the cards themselves don't obviously describe the loop, add your own description.

As with all loops, be careful how often you play these as they are effectively "I win" combos and therefore are not much fun to play against. Never, never, ever use any of these on a new player (as they will likely, immediately become an ex-player).

Death Draw (Draw & Direct Damage)

Niv-Mizzet, the Firemind

Curiosity

Curiosity (Aura) on Niv-Mizzet, the Firemind. Simply enchant this guild leader and draw a card! Niv's ability triggers to ping, causing curiosity to trigger (off of the damage dealt by the enchanted creature), which causes you to draw, allowing Niv to ping again...

Just don't mill yourself out!


Stop Hitting Yourself! (Direct Damage)

Stuffy Doll

Guilty Conscience

Play the Guilty Conscience aura on the Doll, Name the player that is the biggest threat to you. As soon as you can tap the doll to activate, the damage starts to fly. One to its self, duplicated on to the target player simply from the doll's text. GC aura duplicates that damage back to the doll and repeat!
Alts for Stuffy require either an indestructibility aura or equipment, in addition to the Guilty Conscience, and so far include: Spitemare, Boros Reckoner, and Mogg Maniac. The trick with each of these is to get that first point of damage on to the trigger creature. These combinations can also be used to gain 'infinite' life by adding Lifelink or any other card that gives the key creature a lifelink ability.

Presence of Legions (Tokens)

Midnight Guard

Presence of Gond

If you can give all of your creatures haste (Concordant Crossroads) you can play the Guard and the aura on the same turn and all of your tokens will be able to swing the turn they are created. As soon as the Guard can tap to create a creature, do it! The token comes in and untaps the Guard, repeat! With some early ramp and a good draw you can usually get this out as early as turn three. Sans ramp and tutors, and depending on your deck, it may be turn four, five or six.
Alt for the Guard - Sunstrike Legionnaire.

Tide after Tide (Untaps)

Tidewater Minion

Illusionist's Bracers

This can be used as half or two thirds of many different loops. The idea is to target Tidewater and one other permanent with TW's second ability, copying the untap with the bracers. Tap to untap him and something else.
Loop Tokens with any of: KrenkoMyr TurbineThraben Doomsayer, or any number of other token generating permanents.
Loop Mill with Codex Shredder or another tap to mill permanent.
Likewise with Lifegain, Direct Damage, Mana or Draw, or anything else you can imagine that requires tapping!

Cloud Navigator (ETBs / CIPs)

Cloud of Faeries

Deadeye Navigator

Soulbind the Faeries with the Navigator, use the untapped mana to flash them out, then pair them the same way when they return. You'll need at least one other card in play but you can take your choice of effects, or use several of these simultaneously.
Loop for mana by making one of your untap lands produce an additional mana when tapped. 
Loop for damage with anything like Pandemonium.
Loop for life with Essence Warden or any of the Soul Sisters (Warden, or Attendant).
Loop for mill with Altar of the Brood.
This pairing can be used for so many different loops, the sky's the limit!

Arr! go Infinite ({pirate} Mana)

Argothian Elder

Wirewood Lodge

(Okay, there's nothing 'pirate' about this, except for how it sounds when you say it.) Either with a land that produces two mana naturally or by enchanting a land to produce additional mana, you can pump out all the mana you could ever want. Just make sure at least one of those mana produced is green so you can pay to activate the Lodge.

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