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Combo Name: infinite turns Submitted By: GorGor73
Card Name
Type
Cost
P/T
Editions (ordered by release)

Final Fortune
Instant RR 6th Edition, Rare

Isochron Scepter
Artifact 2 Mirrodin, Uncommon

Magosi, the Waterveil
Land Zendikar, Rare

Ral Zarek
Planeswalker - Ral 2UR Dragon's Maze, Mythic
Estimated Combo Cost: $17.49
Date Posted: Thu Mar/27/14 at 4:43 pm

GorGor73
Posts: 0
Joined: 27-Mar-14

Due to take a turn / loose a turn on the same turn like +1/-1 counter stack you can play Isochron with Final Fortune on it. Tap Migosi to put a charge counter / loose a turn and Isochron with Final Fortune to gain a turn. You can also use Ral to untap Migosi and use the counter. As you are doing this you are pumping Ral for a potential 5 extra turns. Slow but fun to do.
Date Posted: Thu Mar/27/14 at 5:08pm

terakhan
Posts: 636
Joined: 24-Mar-13

While skipping the turn that would lose the game for you is a good idea, this is not infinite turns in a row without more help.
-Magosi enters the field tapped, so must be untapped before each of its other abilities can be used.
-Its "take an extra turn" ability returns Magosi to your hand, forcing you to start back at the entering tapped point again.

In order for this to go fully infinite, rather than just extra turns without actually skipping any, you need to include a way to untap it twice a turn, separately.
Resulting in:
Play magosi > untap it > activate iso-fortune > tap magosi to skip turn > untap magosi > activate magosi's extra turn ability.
Date Posted: Thu Mar/27/14 at 8:56pm

gericault5
Posts: 2788
Joined: 13-Oct-09

drop magosi 1 turn, start the cycle the next, and then drop magosi after every cycle so the new turns untap step takes care of the first untap
or just add amulet of vigor
Date Posted: Thu Mar/27/14 at 10:51pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

Don't forget Ral Zarek's first ability! It can untap Magosi.
Date Posted: Fri Mar/28/14 at 3:58am

knarf_the_dwarf
Posts: 1370
Joined: 30-Nov-11

http://www.mtgcombos.com/view.php?fid=2&tid=19973
http://www.mtgcombos.com/view.php?fid=2&tid=50794

It seems not to be so new ...

Adding a new way for untapping doesn't change the heart of the Combo.
Adding Silver Myr and Hematite Talisman would make it colorless.
Date Posted: Wed Apr/02/14 at 2:47pm

sr819
Posts: 76
Joined: 17-Nov-11

even if you put a counter on it and untap it to take an extra turn..the turn u skip to put a counter on it cancels out the extra turn you would take...because it will b the turn u have to skip.....get it?
Date Posted: Wed Apr/02/14 at 7:43pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

You brought up a good point, so here is Final Fortune's errata:
Card Text:Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
10/4/2004 If you end up skipping the extra turn that is gained, you do not lose the game.
10/4/2004 If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved.

This means that The scepter has to be activated for Final Fortune FIRST, thne skipped by Magosi. Then the Magosi has to grant the extra turn.

Can we still make this work.
Date Posted: Wed Apr/02/14 at 8:59pm

gericault5
Posts: 2788
Joined: 13-Oct-09

boyachi-it works just the way you wrote, the only rule that matters is the 1st one (the 2nd rule is for more hivemind effects)

tap scepter, gain a turn, not the turn structure looks like
-current turn
-your new turn gained by fortune
-your opponents turn

tap magosi, and lose your next turn (as above shows your next turn is the one gained by fortune). now the turn structure is
-current turn
-opponents turn

untap magosi, tap and return to hand to gain a turn

ultimately its just simple math= your have two gain a turn effect, 1 lose a turn effect when put together one gain a turn is left.



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