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Also good for early game, and even late games in a control style deck where you can last out a second turn. I got it out twice on turn 1 in the prerelease and was able to use that extra turn to my advantage later on, at little loss that early.
Posted By: SoulReaverDan (9/27/2009 10:30:48 PM)
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The number of people in this thread who thinks this is broken by proliferate is sickening. Not only did they not RTFCard, they also did not RTFComments either!

As mentioned, 2 x Rings of Brighthearth breaks this card.

Someone mentioned using it the opposite direction, with a Maralen of the Mornsong + Mindlock Orb lock. The problem is, you need to tap Magosi, and since you are skipping your turn, you do not get to untap it again to skip your next turn...

Got me to wondering how to break this...

Seedborn Muse is likely the best way. Untaps your Magosi and anything that makes the one blue mana you also need.

But it requires green. Can it be done just in UB? Even more so, can you do it in just one turn, so you can basically say: "Can you get out of this lock without new cards or do I win now?"

Wind Zendikon to turn it into a Creature Land.... Training Grounds ... (see all)
Posted By: Lord_of_Tresserhorn (4/17/2013 12:27:21 PM)
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Would coupling with Garruk Wildspeaker or Fatestitcher and an Oracle of Mul Daya or 2 mean your opponent can no longer take a turn?
as far as skipping a turn, but then untapping and taking an extra turn goes, because you have skipped your next turns, but then before the skipped turns you have created another turn for yourself. if you ever became unable to continue taking more turns, all the turns you had racked up to skip would mean your opponent would get free reign for the rest of the game.
Posted By: ArKive (10/11/2009 4:11:25 PM)
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I agree, its one of those cards that can backfire on you of course, but theres so many easy ways to make use of that extra turn and still trip up your enemy. Slapping down a big wall card is one, you may skip your turn but you can hold off your opponent while your doing it, and when you regain extra turns later it makes up for it. Secondly, you could use cards like sleep, or pacify their creatures with coma veil, or gwafa hazid comes to mind, and then you don't have to fear attack during the extra turn.
Posted By: Donovan_Fabian (9/26/2009 7:17:12 PM)
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Only reason I would use this is if I know my opponent has no lands untapped, so then I have 2 turns of un-countered spells instead of one
Posted By: PeterRabit (11/4/2009 6:49:04 PM)
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If not for return to hand, this would have been a turn 6 win in the current Standard.
Posted By: Zaneshift (11/19/2010 2:12:26 PM)
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I have a quick question about this card - if you have 2 Magosi on the field, and you use it's "Skip your next turn" ability on both, would you have to skip 2 turns? Both abilities say "Skip your next turn", which is exactly what you're doing if you just skip your next one.
Posted By: FD_02 (9/27/2009 10:07:04 AM)
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@ zenzei

You would have to skip two turns
Posted By: mkniffen (9/27/2009 1:38:31 PM)
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Combo with Tangle...
Oh gosh guys, this land is not useless.
Turbo Fog...
Posted By: TheWrathofShane (12/21/2012 7:30:14 AM)
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They designed this very carefully to make it nearly impossible to break. Yeah, there are some combos out there, but they are really hard to pull off. Coming into play tapped is kind of the nail in the coffin on this card, IMO.
Posted By: Technetium (6/24/2013 6:40:17 PM)
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0.51.01.52.02.53.03.54.04.55.0

 




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