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Get In, Hit Hard, Hit Fast, Get Out

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SpellbinderEnlarge

Spellbinder

{3}

Artifact — Equipment

Darksteel

Read rules for Spellbinder
Imprint — When this Equipment enters, you may exile an instant card from your hand. Whenever equipped creature deals combat damage to a player, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost. Equip {4}

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Aven RiftwatcherEnlarge

Aven Riftwatcher

{2}{W}

Creature — Bird Rebel Soldier

Planar Chaos

Read rules for Aven Riftwatcher
Flying Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature enters or leaves the battlefield, you gain 2 life.

2/3

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Read rules for Betrayal of Flesh
Choose one — • Destroy target creature. • Return target creature card from your graveyard to the battlefield. Entwine—Sacrifice three lands. (Choose both if you pay the entwine cost.)

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Changeling TitanEnlarge

Changeling Titan

{4}{G}

Creature — Shapeshifter

Lorwyn

Read rules for Changeling Titan
Changeling (This card is every creature type.) Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

7/7

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Puresteel PaladinEnlarge

Puresteel Paladin

{W}{W}

Creature — Human Knight

New Phyrexia

Read rules for Puresteel Paladin
Whenever an Equipment you control enters, you may draw a card. Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.

2/2

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Date Posted: Thu Oct/20/11 at 7:59 am

Gregorius
Posts: 412
Joined: 01-Aug-10

Let's just do this to save those who don't want to read the trouble...

...TL;DR: You have a 10-power heavy that hits hard, lets you regenerate 14 life per hit, and practically gains every possible creature ability without being bogged down by a million Equipment and Aura cards... good? Good.

For those that need a good bedtime story, look below. (Or I could just make the thing more concise, but that's not my thing.)
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With Aven Riftwatcher in play, champion it when you play the Changeling Titan to gain two life. Then equip the Spellbinder to the Titan and imprint Betrayal of Flesh to it—now when the Titan attacks, you can sacrifice three lands to activate both the instant's effects; use that to take out the Titan and bring in the Aven, then use the second half of the ability to champion the Aven again when you bring the Titan back to the battlefield. With this, not only do you gain four life with every attack sequence, the Titan comes back untapped and ready to attack or block for the beginning of your opponent's turn...

...but that's only if you deal damage to a player, which means you either need to hit them faster than they can hit you, or hit them so hard that some damage breaks through. That's what the Loxodon Warhammer and the Bladed Pinions are for... and while we're at it, let's add a Puresteel Paladin to the fray. Now that we have three artifacts out, the Paladin's effect takes place—all of our equipment now has no equip cost to our Titan should they ever become unattached. Awesome.

But there's also the problem of the sacrificing lands; if you throw away three lands to pay the imprinted instant's entwine cost, how are you going to get them back? Simple—Crucible of Worlds and Azusa, Lost but Seeking make a potent pair.

So let's see exactly what we have when we put this all together:
• a 10/7 creature with trample, first strike, flying and lifelink (thanks to Equipment cards);
• an emulated version of vigilance (since the Titan will leave and come back in untapped);
• an emulated version of regeneration (should the Titan ever die during the combat phase);
• an emulated version of haste (the Titan can attack or block by your next turn);
• another weaker version of lifelink (see the Aven's abilities);
• a way to bring back any of your smaller creatures should they go to the graveyard; and
• a self-renewable payment option for Betrayal of Flesh's entwine ability.
Date Posted: Thu Oct/20/11 at 8:08am

lin sivvi
Posts: 1608
Joined: 14-Jan-10

You can't pay the entwine cost with spellbinder:
  • 12/1/2004: You don't pay the spell's mana cost. If
    the spell has X in its mana cost, X is 0. You do pay any additional
    costs for that spell. You can't use any alternative costs.

Date Posted: Thu Oct/20/11 at 8:17am

Gregorius
Posts: 412
Joined: 01-Aug-10

You fail to understand that the entwine cost is not the casting cost.
The entwine cost falls within the "additional costs" part of that clause, and can be paid anytime the instant is cast via Spellbinder.
Date Posted: Thu Oct/20/11 at 10:25am

TheCaptain
Posts: 909
Joined: 13-Apr-11

Yeah you can pay the entwine cost.
Date Posted: Thu Oct/20/11 at 10:46am

lin sivvi
Posts: 1608
Joined: 14-Jan-10

Sorry, misread the rulings, thought that you couldn't kick a card like that though.
Date Posted: Thu Oct/20/11 at 10:50am

Dakkon Thued
Posts: 312
Joined: 15-Mar-10

this whole thing cost like 30 mana, and it's like 10 cards.  I don't see this really happening this way.
Date Posted: Thu Oct/20/11 at 4:42pm

rav514
Posts: 329
Joined: 02-Dec-10

I have this rule where i figure 3 of each card in order for it to be reliable, that puts this @ 27 cards + 20 lands (min, many ppl go 24) puts you at a minimum of 47 of 60 cards. This isn't a nice combo, its a nice deck idea. Run with it.
Date Posted: Thu Oct/20/11 at 7:41pm

DyingJester
Posts: 1771
Joined: 16-Dec-08

Anyone else concerned that the combo name is describing rape...just saying...
Date Posted: Thu Oct/20/11 at 7:57pm

Gregorius
Posts: 412
Joined: 01-Aug-10

Well, Celestia forbid that if you get this all out on the field (though probably only in chunks), you would be in essence 'raping' your opponent with this combo / deck. It's still a terrible insinuation, though, one way or the other...

...it sullies the good name of 'rape'.




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