Skip to content
MTGCombos
MenuClose

Share your combos and save your decks.

Join for freeLog in
Magic The Gathering Combos

Home     Submit A Combo     Deck Builder     Forums     Picture Guess     Help

You are not logged in [click to login] - [Join For Free!]  





Resolved to stop

Hover a card name for a preview. Tap or click an image to zoom, or open its rules below.

HypergenesisEnlarge

Hypergenesis

Sorcery

Time Spiral

Read rules for Hypergenesis
Suspend 3—{1}{G}{G} Starting with you, each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.

Full card details & printings ›

Knowledge PoolEnlarge

Knowledge Pool

{6}

Artifact

Mirrodin Besieged

Read rules for Knowledge Pool
Imprint — When this artifact enters, each player exiles the top three cards of their library. Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with this artifact without paying its mana cost.

Full card details & printings ›

Date Posted: Thu Sep/06/12 at 3:14 pm

Squillis
Posts: 424
Joined: 20-Nov-08

This builds a pretty solid lockout.  It's still vulnerable to O-Ring or other non-creature artifact or enchantment trigger, but will otherwise win it for you on resolution.  Resolve a hypergenesis through your choices of how.  First thing to put out from it is the Torpor Orb, this will prevent your opponent from doing anything if their creatures have an EtB trigger.  Next is put out Teferi, Archon, and Pool in your choice of order.

The Pool and Teferi create a lockout so your opponent can't cast spells, Archon will prevent their creatures from attacking.  The only threats from this Flashback cards as Knowledge Pool doesn't interact with them, triggers from things other than creatures entering, being milled out, or something crazy like Humility.
Date Posted: Thu Sep/06/12 at 7:24pm

spiderman1100
Posts: 354
Joined: 19-Apr-12

What if they choose not to play a permanent?
Date Posted: Fri Sep/07/12 at 1:57am

knarf_the_dwarf
Posts: 1370
Joined: 30-Nov-11

Spidy, they are not allowed to cast spells due to the Teferi/Pool lock, so the decision is not up to them.
Date Posted: Fri Sep/07/12 at 7:59am

Squillis
Posts: 424
Joined: 20-Nov-08

They can put Artifacts, Enchantments, or Creatures in from the Hypergenesis, but if they don't they won't be able to get any more permanent unless they have a really far out way to get rid of one of your cards that's blocking them.  They can Flashback and Unearth, but not much else, and a Grafdiger's Cage would take care of that option.
Date Posted: Fri Sep/07/12 at 3:33pm

spiderman1100
Posts: 354
Joined: 19-Apr-12

But Hypergenesis says "put", not "cast". Because of that, they can keep their permanent, no?
Date Posted: Fri Sep/07/12 at 4:16pm

gericault5
Posts: 2788
Joined: 13-Oct-09

What if they choose not to play a permanent?

 they don't have to put a permanent out during hypergenesis,  however, as long as someone does hyper keeps going until all players stop putting things out.
But Hypergenesis says "put", not "cast". Because of that, they can keep their permanent, no?
yes they can keep their permanenent if the hyper resolves after knowledge pool.  since you are putting something into play, it does get around the lock.  However the idea is to play they hyper to put the lock into place all at once, not to play it once established.




©2006-2026 MTGCombos.com

As an Amazon Associate I earn from qualifying purchases.