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Combine this with Knights of the Reliquary. Knights taps and sacs a land. Tideforce untaps the Knights and it goes again. Landfall triggers and allows the process repeat as long as you can spare a single blue mana.
Posted By: crimon149 (1/29/2010 9:38:04 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


crimon149 add lotus cobra for more fun. add rampaging baloths, emeria angel, or Ob nixilis for even more fun
Posted By: evenblackerlotus (1/31/2010 10:25:17 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


This thing with Walking Atlas in a landfall deck
Posted By: QAZAZ (3/5/2010 3:27:43 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Hilarious +Ruin Ghost infinite landfall/mana combos ahoy!
Lotus Cobra + Any Landfaller
Amulet of Vigor + Azorius Chancery + Any Landfaller
Amulet of Vigor x2 + Sejiri Refuge
And so on and so forth.
Posted By: Ragamander (5/18/2010 2:33:27 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


I played against someone who pulled Ruin Ghost and this in the same draft. He pumped up his Landfallers, tapped out my few creature and then overpowered me.
Posted By: NecroticNobody (9/9/2010 8:25:17 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Combine with cunning sparkmage and basilisk collar to go to work
Posted By: TheSwarm (6/10/2011 10:35:14 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


He's like a twisted image of an elemental-type Puppeteer with a handy landfall extra untap premium use option.

I don't think anything else is.
Posted By: Mode (9/29/2013 8:13:20 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


@ Lateralis0ne
SCRIB NIBBLERS!!!!!

And the best part is, in the current standard environment, its not hard to do, considering all the good mana fixing for 3 ally colour decks there is, and this combo's in the colour for esper. The best part is, the three combo pieces are all 3 mana or less uncommon creatures, so it shouldn't be too hard to get your hands on them and get them out. Right now I'm thinking of building a esper colour mill/control deck, with this combo, and a lot of early control in the forms of negate and Duress to help the combo actually make it. The only downside of the combo is that you have to until at least turn 5 to pull it off without any kind of mana accel. (turn 2 ghost, turn 3 nibblers, turn 4 Elemental, and win on turn 5). However, if your willing to add either red or green, you can make this happen faster, red with cards that grant haste (Burst of Speed comes to mind), green for mana accel (if y... (see all)
Posted By: f_fivefiftyseven (3/19/2010 1:45:04 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This thing is annoying to play against. my opponent tapped out my whole army of creatures with one of these and a Ruin Ghost. Good card, but not good enough alone.
Posted By: Demonic_Angel13 (2/12/2010 8:21:20 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Fine in limited, but in constructed pretty crappy. 2/1 for 3 is bad, sitting around for a turn waiting for death is bad too, and needs mana to activate is bad as well.

It's not horrible, but not good enough.
Posted By: majinara (2/1/2010 5:02:10 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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