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Posted: Wed Apr 30, 2008 6:21 pm
Blowfly infestation, Flourishing defenses, and PandemoniumHere's how it works. Play blowfly infestation, then flourishing defenses. Drop pandemonium, then have a creature (preferably a 1/1) gain a -1/-1 counter. Flourishing defenses activates, you get a 1/1 elf. If you had a 1/1 creature, it dies, triggering blowfly infestation. target your elf, then you get another one. repeat using pandemonium to target your opponent.
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Posted: Wed Apr 30, 2008 6:34 pm
well it is effective, but it's 3 colors and a lot more difficult than simply using pandamonium and norin. granted once you hit the condition, assuming they haven't stopped it, it's a kill condition.
while norin takes turns, and many chances to stop it.
I like it I could see running a casual stall deck about it.
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Posted: Thu May 01, 2008 10:21 am
That's pretty neat, even without the Pandemonium for the kill. I actually thought up a combo back when Lorwyn first came out using Pandemonium and Hostility. The only downside is the loop is infinite unless you have something that'll make the cycle end.
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Posted: Thu May 01, 2008 5:42 pm
Pandemonium, Walker of Groves?
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Posted: Thu May 01, 2008 7:02 pm
That isn't too bad. Eleven damage for five mana...not counting how much it was to play Pandemonium.
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Posted: Fri May 02, 2008 7:41 pm
Lady Visara well it is effective, but it's 3 colors and a lot more difficult than simply using pandamonium and norin. granted once you hit the condition, assuming they haven't stopped it, it's a kill condition. while norin takes turns, and many chances to stop it. I like it I could see running a casual stall deck about it. true, it is 3 colors, but one of them is green. Last time I checked, green was the "zomg mana" guy, who loves mana (bop, other thingies that make other colors of mana). so yeah, you could just do a r/g deck and splash black (or b/g splash r, or b/r splash g, etc.) so yeah, lorwyn is showing that there are alot of ways to get mo' mana (all those new crazy lands and their whatnots).
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Posted: Sat May 03, 2008 12:28 pm
bamaotaku That isn't too bad. Eleven damage for five mana...not counting how much it was to play Pandemonium. I like it because turn 4 drop Pandemonium, turn 5 evoke the Walker, deal 7, get a token, deal 4 and keep a 4/4 beat stick.
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Posted: Sat May 03, 2008 3:08 pm
true green does make colored mana but than you need more things to make the combo go off. where as the better walker/pandemonium turn five thats 11 not including what ever else ou have brought to play. although green does have the ways to do it.
a fun varient on that would be include a hostility. I think it would work(confermation please) so you then have 11 3/1 dudes.
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Posted: Sun May 04, 2008 6:15 pm
Lady Visara true green does make colored mana but than you need more things to make the combo go off. where as the better walker/pandemonium turn five thats 11 not including what ever else ou have brought to play. although green does have the ways to do it. a fun varient on that would be include a hostility. I think it would work(confermation please) so you then have 11 3/1 dudes. Actually, it would end the game in an infinate cycle. Each elemental triggers Pandemonium, with triggers Hostility, etc....
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