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Monoblue Graft-wipe

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Vigean GraftmageEnlarge

Vigean Graftmage

{2}{U}

Creature — Vedalken Wizard Mutant

Dissension

Read rules for Vigean Graftmage
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) {1}{U}: Untap target creature with a +1/+1 counter on it.

0/0

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Cauldron of SoulsEnlarge

Cauldron of Souls

{5}

Artifact

Shadowmoor

Read rules for Cauldron of Souls
{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

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Grim PoppetEnlarge

Grim Poppet

{7}

Artifact Creature — Scarecrow

Shadowmoor

Read rules for Grim Poppet
This creature enters with three -1/-1 counters on it. Remove a -1/-1 counter from this creature: Put a -1/-1 counter on another target creature.

4/4

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Date Posted: Tue Dec/06/11 at 12:00 pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

Using the woodwork of MTGNerd's "Graft to Infinity" I decided to tweak the difficulty. Throw out Vige, Ash, Cauld, Tide, training grounds, sages, and Grim to the battlefield and distribute the -1/-1 counters to the opposing creatures.

Activate the cauldron, and continuously sac the Grim Poppet and using the mana to pay for the drake (bouncing itself) and the sages(untapping the cauldron to give Grim Poppet persist again)

Whenever you decide to stop, you will have cleared the opposing army/armies (aside from shrouded and hexproof creatures) and you'll have a REALLY big Vigean Graftmage.
Date Posted: Tue Dec/06/11 at 12:04pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

It has more cards to work, but:
1)You can get it out as early as turn six with no accelerators.
2)It is monoblue.
Date Posted: Tue Dec/06/11 at 1:15pm

gericault5
Posts: 2788
Joined: 13-Oct-09

Sorry to burst your bubble, but when the grim comes back after the persist it will have 4 -1/-1 counters on it, 1 from the persist 3 from its own static ability.  you do not get an opportunity to remove the counters or graft one own (graft is a triggered ability) before state based effects kill it.  you will need to add a static effect that gives it +1/+1 such as glorious anthem.

also how are you getting the blue mana to play the drake or sages abilities-the alter gives you colorless-you could add gemstone array or phyrexian altar and that sunburst artifact that has charge counters 
Date Posted: Tue Dec/06/11 at 1:24pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

Incorrect my good lad. Persist looks at counters when the creature hits the graveyard. By then you would have distributed all of the -1/-1 counters to the enemy creatures, thus when sacrificing it to the altar, it would be counter free, allowing persist to take effect.
Date Posted: Tue Dec/06/11 at 1:33pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

Though I must admit I am still an idiot, as you point out, for I thought the altar produced color mana of choice...

Guess it will go to turn seven requiring a mycosynth lattice. Still doable, but darn it all!
Date Posted: Tue Dec/06/11 at 1:47pm

gericault5
Posts: 2788
Joined: 13-Oct-09

Incorrect my good lad. Persist looks at counters when the creature hits the graveyard. By then you would have distributed all of the -1/-1 counters to the enemy creatures, thus when sacrificing it to the altar, it would be counter free, allowing persist to take effect.

 

yes that is true, however, after the sacrifice, when the persist resolves and it comes back into play persist gives it a -1/-1 counter, and since it changed zones it is a new object and it then gets its counters back because of its own ability, for 4 counters total.
Date Posted: Tue Dec/06/11 at 2:00pm

Akinas86
Posts: 327
Joined: 16-Jun-10

@ boyachi:

gericault is correct. yes, persists does in fact work for the poppet however remember the poppet's ETB, "Grim Poppet enters the battlefield with three -1/-1 counters on it." poppet would die automatically due to state based effects which are:

704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.

704.5f. If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.

which also means that you cant remove the counters in time b/c you dont have priority.

[Edited by Akinas86 on 6/Dec/11 at 2:01PM]
Date Posted: Wed Dec/07/11 at 12:13pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

Oh... that's what he was pointing at.

Add one Adaptive automaton and this becomes an actual but too big to be useful combo!




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