Main Deck - 100 cards, 84 distinct
Sideboard - 0 cards, 0 distinct
No cards here. :(
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Scratchpad - 0 cards, 0 distinct
Cards in the scratchpad represent cards that you are considering for this deck, but are not
actually in the built deck. They do not count towards the in built decks count
shown in your inventory. If you are using the Auto Trade feature, they will be
still be marked for trade although cards in your main deck and sideboard will not.
No cards here. :(
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Notes
https://www.reddit.com/r/EDH/comments/16909xk/barren_glory_a_noninfinite_guide_to_winning_the/
For those who haven't seen it, [[Barren Glory]] is a card that wins you the game if on your upkeep you have no cards in hand and nothing on the battlefield except for Barren Glory. It's too much mana, it's too slow, and it leaves you so wide open for removal that it's near impossible to actually resolve the trigger. [[Heliod, the Radiant Dawn]], or more specifically his robust back side Heliod the Warped Eclipse, is going to solve that for us. Follow me here:
Turn 1: Plains, Sol Ring
Turn 2: Plains, Heliod the Radiant Dawn
Turn 3: Island, 3 mana and 2 life to flip to Heliod, the Warped Eclipse. You have 2 mana open and all your spells can be cast at instant speed and cost one less for each card your opponents have drawn this turn. It's go time.
Pass turn. Wait until end step just before your upkeep.
Your opponent has drawn one card this turn. Cast [[Day's Undoing]] for two mana. Everyone draws 7 new cards to hand.
Each of your spells now costs 22 less to cast, one for your opponents draw step and 21 from the new hands your three opponents just drew. You're tapped out. Problem? Not really. From your new hand you cast [[Arcane Signet]] for free at instant speed, or any of your other mana rocks you might have drawn. Maybe [[Chromatic Orrery]], maybe [[Astral Cornucopia]] for X=7, whatever you've got that gives you the mana to also cast the [[Prosperity]] you drew into for X=22.
Now with 22 new cards in hand and all your spells reduced in cost by 88 you cast all the mana rocks you drew into and literally any other X draw spell, we'll say [[Finale of Revelation]] paying two blue mana from your free mana rocks, for X=The rest of your library. Don't make me count it Jeff, you know what I mean. Ugh, okay fine, give me a second........ it's 75 Jeff. X=75.
With your whole deck in hand you need 9 mana to finish things off. Shouldn't be an issue with all your free mana rocks, but if you somehow got here without 9 mana cast [[Rebuild]] for one mana and recast your mana rocks untapped. Now cast [[Silence]]. Your opponents have 29 cards in hand each and the last thing we want is for them to actually use them.
The final combo. Cast [[Leveler]], [[Sentinel Totem]], and [[Patchwork Gnomes]] for free. Exile your non-existent library. Then form your stack, holding priority, in this order: Barren Glory, then [[Dimensional Breach]], then [[Fractured Identity]] targeting Leveler, then [[Balancing Act]]. Discard the rest of your hand to Patchwork Gnomes.
Balancing Act resolves. Be sure to keep Sentinel Totem and Leveler as you're sacrificing permanents. Your opponents discard their hands to match yours.
Fractured Identity gives each of your opponents a copy of Leveler. They exile their libraries.
Dimensional Breach exiles the battlefield. At each player's upkeep they can return one of the exiled permanents.
Barren Glory enters an empty battlefield and you have an empty hand.
Turn 4: Remember all of the above steps happened at your opponent's end step. Go to your upkeep. With no way for your opponents to respond to your upkeep trigger and all of the requirements of Barren Glory met you can safely put Barren Glory's trigger on the stack ahead of Dimensional Breach's to win, but you're going for style points now. Let Dimensional Breach return Sentinel Totem to the battlefield. Tap and exile it to exile all graveyards, the last cards that were still left in the game.
Now there is nothing to do but witness glory.
Edit: It's not Bottle Gnomes you discard to, it's Patchwork Gnomes.
For those who haven't seen it, [[Barren Glory]] is a card that wins you the game if on your upkeep you have no cards in hand and nothing on the battlefield except for Barren Glory. It's too much mana, it's too slow, and it leaves you so wide open for removal that it's near impossible to actually resolve the trigger. [[Heliod, the Radiant Dawn]], or more specifically his robust back side Heliod the Warped Eclipse, is going to solve that for us. Follow me here:
Turn 1: Plains, Sol Ring
Turn 2: Plains, Heliod the Radiant Dawn
Turn 3: Island, 3 mana and 2 life to flip to Heliod, the Warped Eclipse. You have 2 mana open and all your spells can be cast at instant speed and cost one less for each card your opponents have drawn this turn. It's go time.
Pass turn. Wait until end step just before your upkeep.
Your opponent has drawn one card this turn. Cast [[Day's Undoing]] for two mana. Everyone draws 7 new cards to hand.
Each of your spells now costs 22 less to cast, one for your opponents draw step and 21 from the new hands your three opponents just drew. You're tapped out. Problem? Not really. From your new hand you cast [[Arcane Signet]] for free at instant speed, or any of your other mana rocks you might have drawn. Maybe [[Chromatic Orrery]], maybe [[Astral Cornucopia]] for X=7, whatever you've got that gives you the mana to also cast the [[Prosperity]] you drew into for X=22.
Now with 22 new cards in hand and all your spells reduced in cost by 88 you cast all the mana rocks you drew into and literally any other X draw spell, we'll say [[Finale of Revelation]] paying two blue mana from your free mana rocks, for X=The rest of your library. Don't make me count it Jeff, you know what I mean. Ugh, okay fine, give me a second........ it's 75 Jeff. X=75.
With your whole deck in hand you need 9 mana to finish things off. Shouldn't be an issue with all your free mana rocks, but if you somehow got here without 9 mana cast [[Rebuild]] for one mana and recast your mana rocks untapped. Now cast [[Silence]]. Your opponents have 29 cards in hand each and the last thing we want is for them to actually use them.
The final combo. Cast [[Leveler]], [[Sentinel Totem]], and [[Patchwork Gnomes]] for free. Exile your non-existent library. Then form your stack, holding priority, in this order: Barren Glory, then [[Dimensional Breach]], then [[Fractured Identity]] targeting Leveler, then [[Balancing Act]]. Discard the rest of your hand to Patchwork Gnomes.
Balancing Act resolves. Be sure to keep Sentinel Totem and Leveler as you're sacrificing permanents. Your opponents discard their hands to match yours.
Fractured Identity gives each of your opponents a copy of Leveler. They exile their libraries.
Dimensional Breach exiles the battlefield. At each player's upkeep they can return one of the exiled permanents.
Barren Glory enters an empty battlefield and you have an empty hand.
Turn 4: Remember all of the above steps happened at your opponent's end step. Go to your upkeep. With no way for your opponents to respond to your upkeep trigger and all of the requirements of Barren Glory met you can safely put Barren Glory's trigger on the stack ahead of Dimensional Breach's to win, but you're going for style points now. Let Dimensional Breach return Sentinel Totem to the battlefield. Tap and exile it to exile all graveyards, the last cards that were still left in the game.
Now there is nothing to do but witness glory.
Edit: It's not Bottle Gnomes you discard to, it's Patchwork Gnomes.
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