RUG Super-Friends Multi-Turn

Modern* CurdBrosBrewingCo

SCORE: 78 | 133 COMMENTS | 15344 VIEWS | IN 32 FOLDERS


DatJunkPlayer says... #1

Card rulings of Savor the Moment , Temporal Mastery and Time Warp specifically say take an extra turn after THIS ONE... you're effectively resolving the spell five times in one turn off of Chandra, Pyromaster ... Unless I'm wrong that's not 5 extra turns.

January 26, 2014 1:42 a.m.

Bofu...from what I understand (however I am by no means a judge :). Copying "extra turn spells" are cumulative...

According to a level three judge on MTGSalvation "...yes, multiple turns are cumulative. The second extra turn would be inserted between the first extra turn and the current one.

Another states..."When you are instructed to take more than one extra turn, you will take each of those turns in order....he then quotes a rule..."500.7- Some effects can give players extra turns. They do this by adding err turns after the current turn. If a player gets multiple extra turns or multiple players get extra turns during a single turn, extra turns are added one at a time. The most recently created turn will be taken first."

This was just a brief online search on our part when building the deck (to see if it was legal). Having said this; these were answers to copying a spell with cards such as Reverberate and not directly to Chandra, Pyromaster ; however the "Copy Rules" we read seemed to cover Chandra's copy ability as well. Without being a judge myself, I can't pretend to be absolutely certain; but we were confident enough after reading this to continue building the deck.

I do appreciate you bringing this up. If there are any other judges reading this that can aid in this discussion; please do. We would greatly appreciate it. We don't wish to present any illegal ideas; and if they are we will make the changes or remove the deck. Regardless; this is a great discussion to have in general. Thank you for commenting!

January 26, 2014 4:31 a.m.

I've tried to look up additional information pertaining to Chandra, Pyromaster 's ultimate and copying spells like Temporal Mastery ...it hasn't been easy :). In terms of wording, technically whether you take on extra turn or five; all of them will occur after your current turn...I'm fairly certain you can copy such spells and their effect is cumulative; however I want to make absolutely certain this also pertains to Chandra, Pyromaster as she casts copies of the spell rather than copying an individual spell. I think that it still ends up working the same way; but I'll make sure to contact another judge about it. Again; if anyone else knows; please feel free to comment. Thank you!

January 26, 2014 12:34 p.m.

MTG card info states a ruling on 10/04/2004:

If multiple "extra turn" effects resolve in the he same turn, take them in the reverse of the order that the effects resolved.

At this point I'm confident enough to keep the deck up; but please do let us know if you know of any additional rulings that can help clarify this for certainty.

January 26, 2014 12:57 p.m.

lil_cheez says... #5

January 26, 2014 6:59 p.m.

WaveAmbassador says... #7

January 26, 2014 10:25 p.m.

JustMeHunter...what a fun card! I remember having that in a Ral deck we had along with Stitch in Time ... This is something we need to test for sure. We wanted to make sure we balanced the extra turns with enough damage to win during those turns (Garruk 's overrun, Prime Time, Kessig Wolf Run , etc.) so we have to test with that in mind. Thanks so much! Great suggestion!

January 27, 2014 12:26 a.m.

Thanks goes to lil_cheez for making the deck that much better with his suggestion of Lighthouse Chronologist . Added to description and Update. Thanks for the help!

January 27, 2014 7:08 p.m.

lil_cheez says... #10

Don't mention it! That card is insane in multuplayer!

January 27, 2014 8:54 p.m.

TDoubleE says... #11

+1

Well this is quite the amazing deck! Looking through it I just kept laughing. I would HATE to be an opponent to this deck. And it may be worth trying to create considering I personally have a lot of the bigger cards here (like Chandra, Pyromaster and Temporal Mastery ). Thanks for some great ideas. I can just see the opponent sitting there, angry and bored, waiting til it was FINALLY their turn again. HA!

January 28, 2014 3:09 p.m.

Thanks TDoubleE! It really is a fun deck :) And we've actually been surprised at how well it competes with the best decks in the format.

I do sometimes feel bad when playing it and annoying the opponent; but what can you do? Its too much fun to keep taking turns!

January 28, 2014 5:24 p.m.

dotytron says... #13

maybe make room for a Magosi, the Waterveil ?

January 29, 2014 5:28 p.m.

I can agree with Krark's Thumb though

January 29, 2014 6:28 p.m.

dotytron...Magosi, the Waterveil is a great addition! It goes great with doubling season as well and falls in line perfectly with the deck's idea! We can even skip one of our "other" extra turns so that our opponent doesn't even get the benefit of our having to skip a turn :) Thanks so much for such a great idea!

HostOfSmallPox....I do love Krark's Thumb ; however it only interacts with Ral Zarek at this point. If we find a way to add Stitch in Time to the deck; we may end up adding it; but right now we can't think of what card to remove to put it in that would have a more positive effect on the deck. Please let us know which card(s) you think should be replaced by the Krark's Thumb and we will make sure to test it (as there is always room for improvement!). Thank you for helping with the deck!

Given the amount of different counters we are creating; we are going to look at a few "proliferate" cards to see if adding a few will help. We'll keep everyone informed. Thanks again to all who have helped, given suggestions, and given +1 's !

January 29, 2014 7:20 p.m.

Magosi, the Waterveil becomes even better when you think that both Ral Zarek and Garruk Wildspeaker can untap it the turn it comes into play! Great suggestion dotytron!

January 29, 2014 7:22 p.m.

We've added Tezzeret's Gambit to the deck to help (a) add an additional counter to Magosi, the Waterveil or any of our planeswalkers. Of course, it also draws two cards. You will nearly always take the 2 life and pay only three mana (as you can literally get down to 1 life before "going off" and still pull through...assuming of course they don't have a lightning bolt or anything like that :)

We are testing it now and will see how this goes! Hopefully it makes the deck that much better! Thanks again everyone for your help.

January 29, 2014 7:35 p.m.

TDoubleE says... #18

Being that in order to take advantage of Magosi, the Waterveil extra turn ability, you have to return it to your hand, wouldn't that make the bonus of extra eon counters kinda pointless?

I could be wrong, as I am definitely no "pro player". "(TAP), Remove an eon counter, return to hand". Just wondering about the benefit of adding additional counters.

January 29, 2014 10:46 p.m.

TDoubleE....you are right. We realized during testing that the card basically does nothing. We won't get too far into it (as we've already started a pretty long update); but even if you get it untapped when it comes into play and add a counter; the two turns just cancel each other out. We may be playing it wrong as well; but this is just the way we've read it and understood it. Without some kind of card to copy the effect of the "extra turn" you are basically paying mana to play your turns like normal :)

We are by no means "pro players" either, and this is the first time we've played this card; so if dotytron or anyone else knows something we don't about it; please do let us know. It seems like it could be a great card; but as its worded it almost appears to be useless without additional cards to double its effect. Thanks to any and all comments/help we can get concerning Magosi, the Waterveil .

January 29, 2014 11:13 p.m.

Don't get us wrong though....dotytron's suggestion is something we love to have (even if in the end it doesn't work out). The only way to know if a card will or won't work is to hear about it, think about it, and most importantly test it :) The more comments and suggestions, the merrier!

January 29, 2014 11:17 p.m.

TDoubleE says... #21

From the way I read it: (just thinking out loud)

Yes, you are essentially paying one mana to "Relocate one of your turns", so to speak. Because you are Skipping your turn by adding the counter, but you don't necessarily have to play the ability to get the extra turn on the following play through either. So, let's say that you have an amazing combo you have in your hand that you can't play just yet and will require 2 back to back turns to get maximum potential, you keep that eon counter on there until you are ready for the first turn to unleash combo. This is the breakdown as I see it:

(PLAY CARD)It comes out tapped, so nothing you can do on first cast

tap for mana as needed, just as a land

you eventually obtain what you need, or get close, to be able to set up a combo, uber double attack, whatever, but let's say you just need one more mana to achieve

(YOU GO AHEAD AND USE THE 1xU,TAP ABILITY TO ADD EON COUNTER)

skip next turn

take next few turns as normal til you draw the last mana needed to be able to play full combo

(USE TAP, REMOVE COUNTER, RETURN CARD ABILITY TO ACTIVATE EXTRA TURN)finish up first turn setting up combo, or swinging big first time

then instantly continue with extra turn allowing you to untap necessary cards, or play spells for 2nd part of combo

So therefore, I do see the benefit of the card, it is just rather risky (i.e. Opponent removes it after you skip turn but before removing counter), and you REALLY have to be planning ahead. In a deck like this one, I think it is an un-useful addition, but in a deck that has no other "extra turn" focuses, it could be a benefit.

But as always, I could be wrong. ;)

Thoughts?

January 29, 2014 11:38 p.m.

iamacasual says... #22

You take lots of turns but you really have no win con...

January 29, 2014 11:55 p.m.

JustMeHunter...we are also testing the deck with Krark's Thumb and Stitch in Time .,,crossing our fingers that it works!

January 29, 2014 11:57 p.m.

TDoubleE says... #24

iamacasual: with all of the extra turns being taken here, I am fairly certain the main win con is just that the opponent will get fed up and concede out of frustration.

;)

January 30, 2014 12:04 a.m.

iamcasual....I completely understand where you are coming from. It is very difficult to see the way the deck wins just looking at the list. Most people aren't used to taking multiple extra turns, so they don't really visualize how it would play out.

The win-cons are as follows:

  1. Garruk Wildspeaker - He creates both 3/3 tokens and can Overrun after one turn.

  2. Primeval Titan - Obviously a 6/6 trampler ends up doing a bit of damage after a few attacks.

  3. Kessig Wolf Run - You build up a lot of mana while taking multiple turns and often times 2 turns with a pumped up creature is all you need.

It is true that there is no "flashy" 20/20, infinite combo, or anything like that. This is a difficult deck to understand without actually playing it. The difficulty is understanding that often times your opponent simply can't build the board or have enough cards to deal with yours (as you don't really give them a chance to).

It is hard to see how some games you simply "chip away" each turn. Looking at a list of cards often times doesn't help see how a deck wins if one card (like Emrakul or something) doesn't jump out at you.

Your are 100% right that it is best to provide examples of such wins. We should have done so from the start (as this is always the best way to show a deck). So here goes!

  1. I was playing against Jund.

He had 16 life, a Tarmogoyf at 3/4 and a Deathrite Shaman tapped on board.

I had 5 life, and a Noble Hierarch and Garruk Wildspeaker on board...I also had six lands (off of two explores).

  1. I cast a Time Warp and one Noble Hierarch . I then used Garruk Wildspeaker to make a 3/3 token.

Extra Turn One:

  1. Played Land for Turn - now 7 total.
  2. Cast Ral Zarek .
  3. Untapped a Land and tapped down his Tarmogoyf.
  4. Attacked with Token (now 5/5 thanks to two Noble Hierarch 's.
  5. Used Garruk to untap two lands (now 6 untapped)
  6. Cast Savor the Moment

Extra Turn Two

  1. Played Land for Turn - Now 4 untapped and two Noble Hierarch 's
  2. Untapped a land with Ral Zarek and tapped down their land (no real reaason)
  3. Untapped two more lands with Garruk Wildspeaker (now 7 untapped lands and the two dorks).
  4. Hard cast a Temporal Mastery
  5. Cast a bird of paradise.
  6. Attacked with 5/5 token

Extra Turn 3

  1. Do a lot of stuff, but basically zapped him for three with Ral Zarek and attacked with the token. This is already a total of 18 damage; and I could have Overrun Garruk Wildspeaker if I wanted to do like 15+ on this turn alone. (as I +1'd him the last few turns).

As you can see, you don't need a lot of "gas" to do a lot of damage. One Garruk and one Ral is typically enough. Because you can tap their stuff down and because you get a huge amount of turn, card, and land advantage; you can win without even casting Primeval Titan (although he makes it easier :)

This doesn't include the Kessig Wolf Run wins either. It is hard to see; but I promise you the deck has win-cons and plenty of them :) The main win-con is simply the fact that you get so many turns compared to your opponent. This is a HUGE advantage.

We'll try to provide a few more examples (and format them in a way that is easy to read); but hopefully this helps! Thanks for suggesting we put up some examples!

January 30, 2014 1:02 a.m.

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