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Thread: Four Horseman Legality

  1. #1
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    Four Horseman Legality

    I know that back in December they were going to make it so that loops had to have a number to be legal and that made Four Horseman basically unplayable in tournaments. Was this ruling reversed when they reversed the other rules with that or is it still unplayable.

    Thanks.

  2. #2
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    Re: Four Horseman Legality

    You can propose a loop as such:

    Tap Basalt Monolith
    Mill for Mesmeric Orb
    Untap Basalt Monolith

    With a condition to stop for when you hit graveyard trigger.

    However, this is not a loop:

    Same actions above
    Ordered such a way that leaves Dread Return and Sharuum, but not Emrakul.

    Since this relies on random events (g/y shuffles with Emrakul) it cannot be repeatable and declared a loop. Attempting to do so may lead to Slow Play warnings for the appropriate rules enforcement level.
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  3. #3

    Re: Four Horseman Legality

    Quote Originally Posted by Koby View Post
    You can propose a loop as such:

    Tap Basalt Monolith
    Mill for Mesmeric Orb
    Untap Basalt Monolith

    With a condition to stop for when you hit graveyard trigger.
    No, that's not a loop - a loop has to have both a precise number of iterations and and a precise end state. You can shortcut milling a card at a time off the top, but that's not a loop.

    Same actions above
    Ordered such a way that leaves Dread Return and Sharuum, but not Emrakul.

    Since this relies on random events (g/y shuffles with Emrakul) it cannot be repeatable and declared a loop. Attempting to do so may lead to Slow Play warnings for the appropriate rules enforcement level.
    That's neither an acceptable loop nor an acceptable shortcut.


    tl;dr Four Horsemen is essentially unplayable in tournaments because it requires non-determinate iterations to hit a complicated game state - you'll be in Slow Play penalty territory 99% of the time before you hit the state you want.
    “It's possible. But it involves... {checks archives} Nature's Revolt, Opalescence, two Unstable Shapeshifters (one of which started as a Doppelganger), a Tide, an animated land, a creature with Fading, a Silver Wyvern, some way to get a creature into play in response to stuff, some way to get a land into play in response to stuff (a different land from the animated land), and one heck of a Rube Goldberg timing diagram.
    -David DeLaney

  4. #4
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    Re: Four Horseman Legality

    This reminds me of the brief period where people actually tried pulling this combo off on Magic Online. Easiest pax I ever won, just F6-ing for 25 minutes .

    From everything I know, the December change had no substantial impact on the playability of this deck.
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  5. #5
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    Re: Four Horseman Legality

    Ah yes, shortcut is what I was thinking. Thanks for correcting me. (I've proposed shortcuts with Elves before, so just mixed up my terminology)
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  6. #6

    Re: Four Horseman Legality

    Quote Originally Posted by Julian23 View Post
    From everything I know, the December change had no substantial impact on the playability of this deck.
    The December change made it crystal clear that it was Slow Play to attempt invalid loops - before it was a little ill-defined. You're right though, the correct ruling for years has been that combos like Four Horsemen don't work in tournaments.
    “It's possible. But it involves... {checks archives} Nature's Revolt, Opalescence, two Unstable Shapeshifters (one of which started as a Doppelganger), a Tide, an animated land, a creature with Fading, a Silver Wyvern, some way to get a creature into play in response to stuff, some way to get a land into play in response to stuff (a different land from the animated land), and one heck of a Rube Goldberg timing diagram.
    -David DeLaney

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