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Turning a friend;y card into not-so-friendly

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Aether VialEnlarge

Aether Vial

{1}

Artifact

Darksteel

Read rules for Aether Vial
At the beginning of your upkeep, you may put a charge counter on this artifact. {T}: You may put a creature card with mana value equal to the number of charge counters on this artifact from your hand onto the battlefield.

Full card details & printings ›

Tunnel IgnusEnlarge

Tunnel Ignus

{1}{R}

Creature — Elemental

Scars of Mirrodin

Read rules for Tunnel Ignus
Whenever a land enters under an opponent's control, if that player had another land enter the battlefield under their control this turn, this creature deals 3 damage to that player.

2/1

Full card details & printings ›

Date Posted: Mon May/21/12 at 2:15 pm

Jesscrazy
Posts: 70
Joined: 30-Mar-11

Forest is Collective Voyage from commander

Have an aether vial at 2, or some other way to flash in a creature, such as Elvish Piper or incandescent soulstrike (because it\'s an elemental!!!) or with winding canyons.

Cast Collective Voyage at a time when you know your oppoent will want to grab a butt-ton of lands.  When they grab a bunch of lands, flash in Tunnel Ignus, making them take 3 times the number of lands they grabbed in damage.

Not sure if this works because the lands may enter after the tunnel ignus... is there a way to make this work??
Date Posted: Mon May/21/12 at 2:35pm

TheCaptain
Posts: 909
Joined: 13-Apr-11

Yeah, the thing here is that once you and all other players make the choice about how much mana to play upon resolution of the spell. You can't cast other spells or activate abilities once a spell has started to resolve until it's finished resolving. So you would need the Tunnel Ingus in play before those spells resolve. And really the problem with combos of this nature, is that there are no cards (that I'm aware of) that FORCE an opponent to find and put out a land. They all have either a "may" ability, or the few that don't have modifiers to the searching, so a player can choose not to find a card with those specific characteristics.
Date Posted: Mon May/21/12 at 3:41pm

Squillis
Posts: 424
Joined: 20-Nov-08

Because you're looking for cards with the quality 'Basic Land' you won't be able to force them to find the cards.  If you have Tunnle Ignus out and an infinite mana source and pool 100 mana you can't force your opponent to find the mana that would kill them, though these two cards do work wonderfully well anyways :).  It makes your opponents question whether they want to grab that extra mana at the cost of their life while you lose nothing for it.

701.15b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn't required to find some or all of those cards even if they're present in that zone.

701.15c If a player is searching a hidden zone simply for a quantity of cards, such as "a card" or "three cards," that player must find that many cards (or as many as possible, if the zone doesn't contain enough cards).
Date Posted: Tue May/22/12 at 7:41am

Squillis
Posts: 424
Joined: 20-Nov-08

Oh, and I thought you may want to know the rulings for Tunnel Ignus works in your favor as well, if they fetch 3 lands they will get pinged 3 times.  See the ruling below:

  • 1/1/2011: If multiple lands enter the battlefield under an opponent's control at the same time, Tunnel Ignus's ability triggers that many times, even if no other lands had entered the battlefield under that player's control earlier in the turn. That's because each ability takes into consideration the other land(s) that entered the battlefield at the same time as the one that caused it to trigger.
  • Date Posted: Mon Nov/12/12 at 6:06am

    knarf_the_dwarf
    Posts: 1370
    Joined: 30-Nov-11

    Searching for combos with tunnel ignus I found this thread. I think instead of collective voyage just take care that the opp. graveyard is full of basic lands and then cast planar birth.




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