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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 3.512 / 5  (40 votes)
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...Did we just find the Nemesis of Reason's summer home?
Posted By: NARFNra (11/4/2010 5:11:16 PM)
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This came up when I was using a mill deck and my opponents had an "oh shit" moment.

Anyone who happens to have Paradox Haze has no chance if this stays out.
Posted By: Etregan (12/27/2009 7:31:15 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


just run one of the Legendary Eldrazi, you will never be milled again.
Posted By: bijart_dauth (10/2/2010 7:49:29 PM)
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Everybody instinctively tries their hardest to roll away from this place. Looking at this art is like listening to a sirens song: beautiful to behold, but deadly to linger.
Posted By: Keino (7/6/2011 5:09:48 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


By far my favorite of the planes so far. An auto include in any mill or reanimation deck. When you planeswalk to it on your turn it will hit your next opponent and have them waste mana trying to get away from it.
Posted By: Fragskull (11/3/2009 3:47:23 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Alternate wincon for the Battle of Wits deck.
Posted By: Grumman (4/29/2013 5:08:54 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


For anyone who knows the DailyMtG column Okra-Twinkie-Tofu (http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/stf/114), I definitely thought this was Twinkie (completely fake word) or Tofu (stitched together from pieces of real words). Nope, it's definitely Okra, which I noticed while reading Dante's Inferno, as Dante mentions the location of the mythical River of Forgetfulness. So, they made it a lake, and the plane card has a mill affect to fit the flavor of forgetfulness.
Posted By: sarroth (4/5/2011 7:16:33 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


A milling plane, huh? Kinda risky though, I think... Many times the biggest weakness of a mill strategy is itself getting milled. On the other hand, that makes it kinda fun! One thing's for sure, if it stays out long enough, the game will quickly end.
Posted By: Totema (1/25/2012 10:49:53 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


willingly putting this in a Planar Deck is almost Suicidal without a guarantee to draw and play a Wheel of Sun and Moon before turn #5 (this is assuming you dont get milled by the chaos ability, and you are running a 60 card deck)
turn deck size
1 42 (drew 8, milled for 10)
2 31 (drew 1, milled for 10)
3 20 (drew 1, milled for 10)
4 9 (drew 1, milled for 10)
5 0 (drew 0, milled for 9)

*Playing with 4 players gives a minimum of 20 rolls should the person who has the anti-mill draws 2 lands and the wheel does roll once a turn. by turn 3, everyone will be rolling 3 times to get off the plane, giving a 1/6th chance that someone will roll a planeswalk
Posted By: darkfury (9/11/2009 6:21:52 PM)
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The entire self-milling drawback could be solved by simply having one instance of Emrakul, the Aeons Torn in your deck. I have him in an artifact deck and don't even use him (a lot of people I play with have decks centered around bringing out their Eldrazi of choice, usually Spawnsire or Emrakul. I find that annoyingly cheap) for combat; he just benefits me on the merit that mill decks that I play against are essentially crippled from the start. (Some of the people I play with have decks that do nothing but mill too, so it's a win-win. They're forced to lose horribly or not use cheap strategies, that is, just because Emrakul simply exists.)

With the drawback done and away with, this card has MASSIVE potential for decks centered around bringing cards back from the grave. It's like having a slightly limited Archmage Ascension without having to mess with counters, and it also doubles as a mill effect if that's what you're looking for.
Posted By: Rendin (7/21/2011 4:06:24 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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