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Infinite counters

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Darksteel ReactorEnlarge

Darksteel Reactor

{4}

Artifact

Darksteel

Read rules for Darksteel Reactor
Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on this artifact. When this artifact has twenty or more charge counters on it, you win the game.

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Time BombEnlarge

Time Bomb

{4}

Artifact

Fifth Edition

Read rules for Time Bomb
At the beginning of your upkeep, put a time counter on this artifact. {1}, {T}, Sacrifice this artifact: This artifact deals damage equal to the number of time counters on it to each creature and each player.

Full card details & printings ›

Read rules for Everflowing Chalice
Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) This artifact enters with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on this artifact.

Full card details & printings ›

Date Posted: Mon May/24/10 at 3:10 pm

DuffCapers
Posts: 33
Joined: 20-May-10

Infinite counters:

Of course, have the mantle on the Bairn and in play, training grounds in play and one or more of the other artifacts listed in play.  Tap the bairn for blue mana using the mantle, then because training grounds makes it only :U: to use you untap him and double the counters on whatever you like.  Double the counters on your chalice for infinite colorless mana, the counters on your magma mine for infinite damage, the reactor for a quick game win, the time bomb to hit everything on the board (keep a reverse polarity/damage in hand if you don't wanna die here though)....really the uses are endless.  The Gilder/Mantle combo was already pretty overpowered, Training grounds has just put it over the top though.

Later peeps - let me know what you think.  This is all in a fun theme deck I play.  "Evil Genius"

Duffy


[Edited by DuffCapers on 24/May/10 at 3:12PM]

[Edited by DuffCapers on 24/May/10 at 3:13PM]
Date Posted: Mon May/24/10 at 7:25pm

shakii23
Posts: 5711
Joined: 08-Sep-09

Yup, an overpowered combo...
Date Posted: Tue May/25/10 at 5:57am

Turbine
Posts: 10194
Joined: 26-Oct-09

Magma Mine has a great flavor text. . .
Date Posted: Tue May/25/10 at 9:27am

psyche
Posts: 1250
Joined: 31-Aug-09

I love Gilder Bairn paradise mantle combs, though i sometimes use other enchantments to tap him. Ocular halo is one of the better ones, since drawing lets you do lots of things. Also adding in planeswalkers is a good idea. Infinite counters on a planeswalker makes them useful for the best ability without limit. Bolas with the barin is a cruel ultimatum each turn. With Sorin markov you play both sides of the game, and with chandra ablaze you can torch the bord as much as you want. Seiroulsy powerful.
Date Posted: Tue May/25/10 at 7:52pm

shakii23
Posts: 5711
Joined: 08-Sep-09

I still like to give Gilder Bairn a mana ability.. because it works well with his activated ability which requires mana...