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let\\\\\\\'s go infinite

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Sekki, Seasons' GuideEnlarge

Sekki, Seasons' Guide

{5}{G}{G}{G}

Legendary Creature — Spirit

Saviors of Kamigawa

Read rules for Sekki, Seasons' Guide
Sekki enters with eight +1/+1 counters on it. If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and create that many 1/1 colorless Spirit creature tokens. Sacrifice eight Spirits: Return this card from your graveyard to the battlefield.

0/0

Full card details & printings ›

Beastmaster AscensionEnlarge

Beastmaster Ascension

{2}{G}

Enchantment

Zendikar

Read rules for Beastmaster Ascension
Whenever a creature you control attacks, you may put a quest counter on this enchantment. As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.

Full card details & printings ›

Splinter TwinEnlarge

Splinter Twin

{2}{R}{R}

Enchantment — Aura

Rise of the Eldrazi

Read rules for Splinter Twin
Enchant creature Enchanted creature has "{T}: Create a token that's a copy of this creature, except it has haste. Exile that token at the beginning of the next end step."

Full card details & printings ›

Date Posted: Tue Jan/31/12 at 1:23 pm

Draco_lich
Posts: 1073
Joined: 07-May-10

note: not everything has to be cast at the same time and can be built up so your opponent doesnt realise what is happening until it is too late
Date Posted: Tue Jan/31/12 at 2:25pm

PinkiePie
Posts: 157
Joined: 10-Sep-11

I dont think anybody understands what the hell this is supposed to do...!
Date Posted: Tue Jan/31/12 at 2:35pm

Akinas86
Posts: 327
Joined: 16-Jun-10

i believe that just the sekki, season's guide and the pandemonium is needed. have the pandemonium out then play sekki. pande will deal 8 damages which you choose to hit sekki. this will cause sekki's ability to activate, creating 8 tokens, and killing sekki, dealing 8 damages to opponent. then sac all 8 tokens to bring back sekki and start over, dealing infinite damage to your opponent.


[Edited by Akinas86 on 31/Jan/12 at 2:36PM]
Date Posted: Tue Jan/31/12 at 2:38pm

PinkiePie
Posts: 157
Joined: 10-Sep-11

That makes sense, but why the staff, twin, altar, and ascension?!
Date Posted: Tue Jan/31/12 at 3:25pm

Chiefsizzlechest
Posts: 348
Joined: 18-Oct-10

I think he is actually enchanting sekki with the twin, creating a token which deals damage to itself making 8 tokens that he sacs to the altar to mill 8 then uses staff to untap sekki and itself and repeat


however it has too many pointless cards
Date Posted: Tue Jan/31/12 at 3:30pm

PinkiePie
Posts: 157
Joined: 10-Sep-11

Legendary rule kills the seki before the damage...!
Date Posted: Tue Jan/31/12 at 3:35pm

Chiefsizzlechest
Posts: 348
Joined: 18-Oct-10

oh ya, either way, Im assuming that they were going for infinite mill, no clue though
Date Posted: Tue Jan/31/12 at 4:10pm

T}{3 0l\l3 VV}{0 1S
Posts: 178
Joined: 10-Jun-11

No it doesn't Pinkie! State-based effects, such as the Legend rule, are checked every time priority is passed and at the beginning and end of every phase/step.

I think . . .
Date Posted: Tue Jan/31/12 at 4:29pm

PinkiePie
Posts: 157
Joined: 10-Sep-11

Thats true, but when pandemoniums triggered effect is put on the stack, you pass priotity!
Date Posted: Tue Jan/31/12 at 5:54pm

Turbine
Posts: 10194
Joined: 26-Oct-09

You overcomplicated this. You were looking for this:

http://www.mtgcombos.com/view.php?fid=2&tid=2481
Date Posted: Tue Jan/31/12 at 5:59pm

PinkiePie
Posts: 157
Joined: 10-Sep-11

o.o
He even commented on that!
Date Posted: Tue Jan/31/12 at 7:48pm

Akinas86
Posts: 327
Joined: 16-Jun-10

@ the one who is:

actually state-based effects are checked constantly

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.

704.2. State-based actions are checked throughout the game and are not controlled by any player.
Date Posted: Tue Jan/31/12 at 8:02pm

PinkiePie
Posts: 157
Joined: 10-Sep-11

No, he was right! Youre selectively quoting!

704.3. Whenever a player would get priority (see rule 116, "Timing and Priority"), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step's first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.