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Loop hero combos
Loop hero combos





loop hero combos

Storm King's Thunder offers some of the best value in the deck. It’s useful in the early game to slow your opponents and can devastate artifact-themed decks in the late game. Expansion is another copy of the best spell you want to cast and wins counter wars by copying your opponents’ counterspells.īy Force lets you destroy multiple artifacts for next to no mana. Explosion can take out two players at once by dealing lethal damage to one and forcing the other to draw their deck or sets us up for a quick burst of card draw while killing a threat. It adds up quickly and gets better the later the game goes.Įxpansion // Explosion is a fantastic mana outlet. Every three counters or mana you have for X is another five damage. If you can’t cast Comet Storm for a million mana, Crackle with Power with a million power is another, arguably more satisfying, option.

loop hero combos

That last bit matters because most of your combos can happen at instant speed, letting you try to win the game on somebody’s end step, so you still have an extra turn if you’re interrupted. Spellseeker tutors this since its mana value is two, and it’s an instant. With infinite mana, you can easily take out all your opponents. It also lets you draw your library to find something to end the game with.Ĭomet Storm is one of your most consistent win conditions.

loop hero combos

You can use this as a win condition by making your opponents draw more cards than they have in their library, though this only takes out one player at a time. Almost all the X spells are great outlets for your infinite mana combos.īlue Sun's Zenith is one of your best card draw options that cost X. These always trigger Mizzix since the spell always has a higher mana value than your experience counters because you’re paying X in addition to colored mana costs. If you cast Blue Sun's Zenith with four experience counters, you can have X=4 while only paying. You declare X before paying mana costs, so they’ll be discounted by the number of experience counters you have. Spells with X in their casting cost are fantastic with Mizzix. Try to cast these when the card’s mana value generates an experience counter so that each card gives you two counters.

loop hero combos

You get more proliferation in Tezzeret's Gambit, Steady Progress, and Experimental Augury. Mizzix dispenses experience at a trickle, but you’ll want those counters flowing to get massive discounts faster than your opponents can keep up with your virtual mana generation. Several of your combos utilize Mizzix and its cost reduction to generate infinite mana, making your X spells into lethal finishers. Your best bet for winning a fair game without combos is to use Mizzix’s cost reduction to cast spells like Crackle with Power and Comet Storm, where X represents enough damage to level a pod. Outside of this, Mizzix fuels your game plan. Unless you’re facing Solemnity, experience counters are a resource your opponents can’t interact with. As soon as you recast your commander, the count starts at four again. If you get four experience counters before Mizzix dies, you keep them. Once you start racking up experience counters, your opponents can’t remove them. Making your spells cheaper is strong in a spellslinger list, but what makes Mizzix special is how hard it is to interact with experience counters. Mizzix of the Izmagnus ties the entire deck together. They’re also an outlet for your infinite combos! The Commander While you could build around using your commander to get discounts on massive spells, the X spells offer greater flexibility in castability when you don’t control your commander. You also have a bunch of X spells to capitalize on Mizzix’s cost-reduction ability. There are certainly some controlling elements to buy the time you need to win, but it’s all in the service of setting up an infinite combo to win the game with. This deck falls into the combo side of things. These strategies tend towards being controlling or combo-focused because that’s where a bunch of instants and sorceries leads: you’re either throwing a bunch of countermagic and removal around and whittling your opponent away or setting up for one explosive turn. The goal is to cast tons of instants and sorceries alongside spells that benefit you from doing so. Blue-red spellslinger is a classic Commander strategy.







Loop hero combos