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Run with Rings of Brighthearth.
Posted By: mrredhatter (2/2/2011 12:28:05 PM)
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Final Fortune

Bulky combo here:
2 of these, Final Fortune and Isochron Scepter.

Final Fortune on the Isochron Scepter.
2 of these in play.
Final Fortune. Tap one to skip turn of doom. Opponent's turn. Your turn.
Tap and return to hand to take extra turn. Put it back into play. Final Fortune. Tap other one to skip turn of doom. You get your safe extra turn, repeat.
Posted By: blindley (7/6/2010 4:05:29 AM)
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It should be deeply noted that Rings of Brighthearth works with this. You can get 2 turns or more with extra ring activations from other rings.
Posted By: Evil_Tactics (10/2/2009 10:59:23 PM)
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This was what they wanted time vault to do. They just messed *that* card up.

You give up a turn and bank it, so that you can use it when you want. 1 for 1. I don't really think there's a way to exploit this card. You would have to get an eon counter on it without skipping your turn (clock spinning and gilder bairn won't work because you need one on the card already. Having two or more doesn't help because they get removed when you return the card to your hand), or you can try to get a free turn w/o returning it to your hand (impossible, since returning to your hand is part of the activation cost.)

Grimn777 is on the right track. You bank your turn when you're in a good defensive position, and the damage your opponent's second turn will do is minimal. Then when it is *crucial* for you to have two turns, you'll have it ready to go. In addition, you get to put the land back down, triggering landfall (a moderate but still tangible advantage).

If you took this strat... (see all)
Posted By: Nickkom (12/2/2009 12:01:10 AM)
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1 Magosi + 1 Rings of Brighthearth:

turn a - play Magosi
opponent turn
turn b - untap and charge Magosi (can play another land)
opponent turn
opponent turn
turn c - discharge Magosi, copy its ability and replay Magosi
turn d - untap and charge Magosi (can play another land)
opponent turn
loop back to turn c

2:1 turns in exchange for skipping at the beginning: good for a 2-card combo that doesn't crash if the Rings are removed, but not very exciting.

2 Magosi + 1 Rings of Brighthearth:

turn a - play Magosi #1
opponent turn
turn b - charge Magosi #1 and play Magosi #2
opponent turn
opponent turn
turn c - discharge Magosi #1, copy its ability, untap and charge Magosi #2 and replay Magosi #1
loop back to turn c with the two Magosi exchanged.

Infinite turns but no new land drops: you need to have something to play extra land (e.g. Oracle of Mul Daya) and/or something that wins reliably (e.g. milling).

1 Magosi + 2 aut... (see all)
Posted By: LG (1/26/2010 2:03:30 AM)
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Here's the combo I use:

Maralen of the Mornsong - players can't draw cards and take 3 damage each upkeep, but can search their libraries for one card.
Mindlock Orb Players can't search their libraries. With Maralen out, this means that you're limited to the cards in play, AND you take three damage each turn for nothing.

Then, I just stockpile aeon counters and stasis them to death. There's nothing stopping you from skipping turns over and over again.

It's a pretty annoying combo that doesn't win any friends, but it works.
Posted By: BetrayerKol (6/11/2010 11:35:10 PM)
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This does not work with gilder bairn because as part of the activation cost it returns to your hand.
Posted By: Dragoonmike (10/1/2009 2:29:12 PM)
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God, enough with the Gilder Bairn or Clockspinning "combos"!! What good will it do you to add seven extra eon counters on Magosi if you have to return the land to your hand AS A COST before you can even put the "take an extra turn after this one" ability on the stack?!

Everything that comes before an ability's colon (:) is the cost you need to pay BEFORE you put the ability on the stack (unless it's a mana ability; mana abilities don't use the stack, they're different). In Magosi's case, 3 things come immediately before this colon: the tap symbol, a "remove an eon counter from Magosi" string of text, and a "return Magosi to it's owner's hand" instruction. Unless you do all three, no effect stating that you take an extra turn after this one exists.

I think most of you are reading this card as if it stated: "Tap, remove an eon counter from Magosi: return Magosi to it's owner's hand and take an extra turn after this one." That's not what's writt... (see all)
Posted By: LiXinjian (11/19/2010 12:55:30 PM)
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Sure they can have turns 2 and 3 in a row. I'll just be taking turns 5,6, and 7 in a row. This goes great with Time Warp in my blue deck.
Posted By: Eved (6/20/2010 1:28:45 PM)
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@ LG: I have to applaud you, LG! You did a good job at finally breaking this nut! I can't believe I didn't think of Rings of Brighthearth sooner! It, for some reason, never occured to me that the rings would actually work with lands!

@ NeoSin: If you wish to negate the drawback with a spell, I'd rather suggest you take a look at Savor the Moment. For (1)(U)(U), you get an extra turn, with a drawback. Put an eon counter on Magosi, and you get to skip this cheaply bought (in terms of mana) turn.
You can then let your opponent get his/her turn, and proceed to activate Magosi's ultimate to attain your additional turn, free from any disadvantages, when your turn comes as normal.
Or you can continue on your turn and untap Magosi, proceed to activate its ultimate, and get an additional turn without any disadvantages aside from one colourless and three blue mana, in addition to the cost of whatever method you used to untap it, without even letting y... (see all)
Posted By: Tiggurix (6/4/2010 4:45:23 PM)
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