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Forum Overview >> Combos
Combo Name: Resolved to stop Submitted By: Squillis
Card Name
Type
Cost
P/T
Editions (ordered by release)

Blazing Archon
Creature - Archon 6WWW 5/6 Ravnica: City of Guilds, Rare

Hypergenesis
Sorcery Time Spiral, Rare

Teferi, Mage of Zhalfir
Legendary Creature - Human Wizard 2UUU 3/4 Time Spiral, Rare

Knowledge Pool
Artifact 6 Mirrodin Besieged, Rare

Torpor Orb
Artifact 2 New Phyrexia, Rare
Estimated Combo Cost: $8.93
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.



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