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And I say it\'s a draw, part 2.

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TranscendenceEnlarge

Transcendence

{3}{W}{W}{W}

Enchantment

Torment

Read rules for Transcendence
You don't lose the game for having 0 or less life. When you have 20 or more life, you lose the game. Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)

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Date Posted: Thu Jun/21/12 at 3:12 pm

Academic
Posts: 1305
Joined: 29-Mar-12

Catch the first 'draw' combo of mine to get a general idea of these combos. This is based on a thing I had seen back in 2001, and the idea itself is older than Jesus. All it needed was one card to patch the gap.

Donate the False Cure to your opponent, and then drop Transcendence. Then lose a life. Which will cause you to gain two. Which will cause you to lose four. Which will cause you to gain eight. Which will cause you to lose sixteen. Which will cause you to gain thirty-two.

When this happens,the 'you lose the game' ability goes on the stack - but since False Cure is controlled by the non-active player, False Cure's ability will go on the stack second, and resolve first, causing you to lose double what you had gained, forever and ever. It's an exponential loop draw.

More as they come.
Date Posted: Thu Jun/21/12 at 4:39pm

knarf_the_dwarf
Posts: 1370
Joined: 30-Nov-11

the grammar and spelling seems to be ok (for me as a non-native speaker!-)))

But: you cannot donate an instant, you only can donate a permanent (see below for the rules).

I suggest to donate the transcendence to opponent and then cast false cure, then you need some life gain for opponent ...

See
110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it's moved to another zone by an effect or rule.

...

110.4. There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant and sorcery cards can't enter the battlefield and thus can't be permanents. Some tribal cards can enter the battlefield and some can't, depending on their other card types. See section 3, "Card Types."

110.4a The term "permanent card" is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card.
 
Date Posted: Thu Jun/21/12 at 4:56pm

Academic
Posts: 1305
Joined: 29-Mar-12

Politely, I know what a permanent is. :D You had me when you'd pointed out that it was an instant - you really didn't need to break out the rules. Save expansive explanations for the inept.

As for your idea - I like it. Give the other player infinite life that they can't ever take advantage of, and force the game to a draw when they have a massive advantage, which you've given them. That is exactly the sort of thing I'd crafted in the first combo, and it suits my ends perfectly. Good recommendation. ^^

[Edited by Academic on 21/Jun/12 at 5:03PM]
Date Posted: Thu Jun/21/12 at 6:08pm

blazedphoenix
Posts: 53
Joined: 17-Jun-12

NO COMMENT!!
Date Posted: Thu Jun/21/12 at 6:20pm

Academic
Posts: 1305
Joined: 29-Mar-12

Yes, I'm sure you've missed the point this time, also.




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