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I use this card in my pyromancer's ascension deck. It works well if you get it first turn; take a bit of a mana disadvantage, but they can't hurt you too much. Also combos with instants, since you can play them when it's not your turn (the deck is almost all instants). Then once my quest is activated the extra turn is damn effective. it's won me games, but I must add that it can be hard to tell if I would have just won those games anyway. One last thing: sucks in multiplayer, because you end up getting owned by more people during your sacrificed turn.
Posted By:
Macsen
(5/8/2011 12:28:10 PM)
It's good. It can be pretty good for reloading land fall threats. It's also decent in a control deck if you know nothing is going to happen or you can stop anything from happening.
Posted By:
VoidedNote
(5/19/2011 11:02:51 PM)
Delixu: i think you can do without Rings of Brighthearth. i just got buliding a deck with 2 garruck wildspeaker and 3 Magosi, the waterveil 2 primeval titans with some cultivates and 4 amulets of vigor and 4 trinket mage and i through in a karn for the hell of it
Posted By:
yogistrikesagain
(5/20/2011 5:24:10 PM)
@BetrayerKol
the reasons that combo doesn't work are as follows.
A) you can't keep stacking on eon counters because you have to return it to your hand every time you pop the extra turn effect, which removes all extra counters
B) even if you could take infinite turns, Maralen of the Mornsong would only be doing damage to you, so you would kill yourself for nothing...
so pretty much... yeah, that's about it. it doesn't work that way, and if it did, it would kill you.
Posted By:
CaptainMal
(5/24/2011 9:31:56 PM)
@CaptainMal
BetrayerKol was talking about activating the "{U} tap, : Put an eon counter on Magosi, the Waterveil. Skip your next turn." over and over again, skipping his own turns, causing his opponent to have a ton of extra turns, taking three damage on each of them.
@Delixu
Doesn't that sequence also lead to a great number of skipped turns? Every time you "gain" a turn with Rings of Brighthearth, you still need to have skipped a turn via Magosi's third ability, right?
Posted By:
The_Duke
(6/1/2011 9:00:15 AM)
In Magic, only this one card says "you can't do this, you can't do that, you can't do nothing". In Yugioh, this level of wordiness is average. And they fall short by applying this wordiness haphazardly.
When you need to forbid players from doing many things on an average card, I guess something basic in your game needs to be overhauled, be it a game rule or a design convention.
Posted By:
Gabriel422
(7/1/2011 12:45:43 PM)
If you had enough prolifierate, that would be endless turns, No?! :o
Posted By:
TrueBloodWolf
(7/4/2011 8:29:03 AM)
If you proliferate this do you still have to skip turns?
Posted By:
hugemanatee
(7/7/2011 7:47:50 PM)
THIS IS A RE-POSTED COMMENT, I MADE A MISTAKE ON THE LAST ONE, MY APOLOGIES FOR CONFUSION.
i think you're all missing a very simple combo. Sorin Markov's ultimate and a proliferator.
ex.
Magosi in play and NOT charged.
play Markov, proliferate him. (Contagion engine x2, preferably, it allows for re-use.)
Charge Magosi.
use Sorin's ultimate.
Result: you pass turn, their two-turn run starts, one of which you control. either pass it uneventfully or attempt to sabotage them. their second turn, they control , weather as best you can and then enjoy your two-turn beat down.
Rinse the guts off, laher and repeat.
**Drawback** Mana intensive, try to find a cheaper way to proliferate or generate mana. I'm using Subterranean Hanger, which works well, but it stays tapped.
*multi-player note* the timing is alot trickier, but play it right and you could wreak serious havoc.
other options: instead of trying to get around magosi's drawback, turn it into a drawback for your opponent. Mana Vapors... (see all)
Posted By:
pann85
(12/16/2011 1:04:16 PM)
QUESTION.. Could you skip a turn, get a counter, proliferate 'X' times (lets say twice), so you have 3 counters and then activate ability and right after that use a temp exile to protect the other 2 counters? I'm guessing Venser, the Sojourner's +1 is out b/c it's a sorcery.. But what about that artifact.. I forget the name, something to do with pod I think.. Any who, could you use that ability to save this from leaving the table, return it whenever and have another 2 turns stored up??
Posted By:
Mike-C
(2/4/2012 4:23:05 AM)