Doesn't seem good, but a wacky White card:
Orzhov Advokist![]()
Creature - Human Advisor
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature he or she controls. If a player does, creatures that player controls can't attack you or a planeswalker you control until your next turn.
1/4
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
I dunno if I'd be so quick to judge. Sure, they can opt out, but then you're growing creatures by 2 each turn. That's a better rate of damage growth than Bitterblossom.
Flickerwisp / Eldrazi Displacer handle the symmetry, and if they go for the counters, then you're earning time to push your lock pieces or get their blocker removed. Two counters on ANY of your creatures is very good; it's basically horizontal growth, which is far superior to vertical growth.
I'm not sure there's room in D&T for a card that does nothing on its own, but this is more interesting than you give it credit for.
Hmm... Divergent Transformation can work as a mass polymorph clone for combos.
E.g. Mogg Alarm+Divergent Transformation -> Emrakul, The Aeons Torn + Xenagos, God of Revels.Divergent Transformation
6R
Instant
Undaunted (This spell costs 1 less to cast for each opponent)
Exile two target creatures. For each of those creatures, its controller reveals cards from the top of his or her library until he or she reveals a creature card, puts that card onto the battlefield, then shuffles the rest into his or her library.
Buried Alive
Necrotic Ooze
Griselbrand
Will's Mage
Reanimate on Ooze
go off from there
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That's still 6 mana and a lot of card disadvantage/risk compared to Sneak Attack, even if it doesn't one-shot. And it dies like a bitch to Terminus.
The cheapest non-creature token producer for 2 tokens are Raise the Alarm type cards. With Divergent Transformation plus a Raise the Alarm, and 2 "combo" creatures in your deck - you have a 2 card insta win combo for 6WR . . . which isn't that great. Why not just tooth and nail?
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
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But what about a 3 mana will, that simply has to survive for a turn. Like instead of basing a combo around the guy, shouldn't we be thinking about it like this:
2B
Creature
If you untap with this card on the battlefield, you win the game.
3/3
Now. . . obviously it's not that, we still have to make it work, and making it work is the hard part.
Half of the reason to play a combo deck like storm is to blank certain angles of interaction like creature removal. This thing makes you more vulnerable to anything from Needle to Bolt to Plows to yardhate, with the later already being an issue ANT players need to get around
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One interesting thing about Magus is what removal sucks against it. Taxing counters, usually amazing against Storm, obviously suck.
But, removal? It doesn't die to Pyroclasm or Massacre or Golgari Charm or Zealous Persecution. Killing it in a timely fashion with Engineered Explosives or Ratchet Bomb is a bitch. Kozilek's Return doesn't kill it.
That is to say, most tools people would use to murder Goblins this doesn't care about. Terminus and Toxic Deluge work, and Lands players can cut their percentages against Mother of Runes by playing Firespout. But that's all expensive, apart from Terminus.
It actively says "you have to play spot removal". Sadly, spot removal sucks against hordes of Goblins.
This means you can play a three-way lottery of no creatures - goblins - Magus.
Originally Posted by Lemnear
No, it's better than that.
During your upkeep, each player chooses whether they want to put counters on their dorks. You and everyone else. If your opponent wants the counters, they can't attack you this turn cycle. But you? You're free to put the counters on regardless. I mean, technically you are also agreeing you cannot attack yourself this turn cycle, but that's impossible anyway.
So it's like this. Each turn, your creatures grow. Your opponents can choose to either grow their creatures or attack, but not both.
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