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#untappable
niuttuc · 1 year
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Today’s recent budget commander sleeper is a common from Baldur’s Gate that is hard to match at what it does. It’s powerful enough that this 4-mana common needs an extra line of text that does nothing in most cases except stop it from generating infinite mana with just another copy of itself!
Untappers that can untap any permanent are already usually found at three mana at the least, getting another untap for just one mana more on your initial investment is quite the upgrade, particularly considering untapping any permanent also includes lands. This means the floor for this is a mono-blue card that double ramps you as long as it sticks around, and with bouncelands, sol rings and others, might ramp even more than that, which turns this into at worse a Thran Dynamo on a body if you have those reliably.
More than that, tap abilities of all sorts are relatively common among cards in commander, alongside ETB abilities and death triggers. If your deck has enough of those, be it in the manabase in utility lands, on your commander or just in general, using this as both a not-great ramp spell with a lot of synergy and utility can be quite powerful, much more than it looks!
I wouldn’t use it in any generic blue deck, but any that can do more than just ramp with it will find it quite useful, particularly for the handful of pennies it costs. It won’t go infinite easily, it’s quite specific about that, but that only makes it less likely to eat a removal.
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markrosewater · 5 months
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Hi Mark! When initially designing planeswalkers back in Lorwyn, why did they not tap to activate? Given that they only activate once per turn and there is an in built way in the game of MTG to represent once per turn abilities, it seems like a deliberate design choice to not have them tap. This would make it unambiguous when walkers have activated for turn as well as give some interesting synergy with untappers.
We didn’t want players to untap planeswalkers to use their abilities again.
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beetledrink · 2 years
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if scientists could only harness the untappable energy of when you make a tiny mistake that severely fucks yourself over and or ruins something you’ve worked on and for a little while you feel like you understand why chihuahuas just sit there and tremble with anger
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nacricissa · 2 months
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9 people you want to know better
Huge thanks to @squarebracket-trick for tagging me with only small amounts of sarcasm per my request to be included in the fun!
Currently Reading: The Code Breaker: Jennifer Doudna, Gene Editing and the Future of the Human Race, by Walter Isaacson. I think this is the same book I was reading the last time I was tagged in this game. I read nonfiction slowly.
Last song I listened to: Spotify seems to believe it was The Chain by Fleetwood Mac and I have no evidence to contradict that.
Currently Watching: I am on Season 8 of Smallville, which I have been thoroughly enjoying. It is very strange to watch TV from that era though, because the way computers are treated is truly hilariously wrong.
Current Fic I'm reading: I love that this implies I could stop reading in the middle of a fic. I woke up at 1:30 pm today because last night I finished reading Light As A Feather (Heavy As The Burden I Carry) by @havenoffandoms and @creativwit. It's heavy reading (ED TW), but masterfully done.
Current Obsession: I have made an infinite mana deck in standard (uh I play Magic: The Gathering, if you don't, apologies for the seemingly random set of words I'm about to spew). It's an Agatha's Soul Cauldron deck (Sleep-cursed faerie+ Kami of Whispered Hopes) though it's easier to assemble the win using Patchwork Crawler, even though it's more mana intensive because then you can search all the parts with Fauna Shaman. The win is with Triskadecaphile, either on board drawing to the alternate win con, or if you have an untappable Fauna Shaman, you can search for Ulvenwald Oddity with the first creature you draw, then transform it to give everything haste and win with combat damage on the spot. The interaction package is mostly creatures because Fauna Shaman, Malevolent Hermit, Tishana's Tidebinder and Colossal Skyturtle. Tishana's is especially useful when trying to win when an opponent has Sheoldred on board, you can Fauna Shaman it up if you draw a creature before you run out of life.
Favourite Colour: Lavender and Indigo. Really, the colour scheme of my pfp is my favourite colours, I had it comissioned for a reason.
Spicy, Sweet, Savory or Salty: Big fan of the savory.
Relationship Status: Not really looking for romance, in QPR with best friend.
Last thing I googled: Well now it's the fic I read last night cause I wanted to find the link, uh before that? I was trying to find this post, as if search is an effective way to locate things you're looking for on Tumblr.
Song stuck in my head: Well now it's Mr Blue Sky by Electric Light Orchestra because while looking for the post to link for the last question I saw a post that contained the lyrics... Before that probably John Williams is the Man.
Favourite Food: It's a one-pan thing with chicken, broccoli, red peppers, minute rice and a sauce made of brocoli cheese soup and chicken broth. It takes maybe fifteen minutes to cook after you've cut everything up, it's good hot or cold, it reheats well, truly a masterful thing and I only have to wash one pan when I'm done!
Dream Trip: I intend to tour Cascadia with my best friend. We might even go to visit the Quileute reserve (that beach looks great) give them the tourism bucks they deserve for having their legends taxidermized like that.
Tagging @magic-is-something-we-create, @lesorciercanadien, @neural-cactus-is-lonely, @bargainbincheese, @wonder-stuck, @chauceryfairytales, @a-had-matter, @threebooksoneplot and @mk-writes-stuff if you'd care to answer some or all of these questions about your fine selves.
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aflo · 7 months
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the slo ring will be popular in lists that care about activated abilities, but i doubt the back end of this is going to accomplish much. 9 mana (7 if you can start your combo tapped) and up to 5 specific cards is such a massive investment that your combo is going to have to win the game to be worth it, and with the "only once each turn" rider your choices to combo will be pretty limited. here are some low hanging fruit:
Magister's Scepter
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combine these with two self-untappers like the Monoliths or a Horseshoe Crab. note that your Empowered Autogenerator activation will not be doubled, but your untaps will, so you can still go infinite by making 3 counters a turn and using your last tap to spend on the scepter.
Sage of Hours
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essentially any creature with {T}: put a +1/+1 counter on CARDNAME will do, along with one untapper like Staff of Domination. each tap is 2 counters and each untap is doubled, so you're already getting 6 counters per turn.
Time Sieve
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it's time sieve. i'll let you figure this one out on your own.
Honorable Mention: Magosi
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you can't combo directly with magosi since the craft ability specifies nonland cards only, but you can cobble together an infinite using the locus' static ability. as long as you bring a land untapper and a way to counter one of the skip activations, you can net one turn every two times you turn magosi sideways.
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calpalsworld · 2 years
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There is no argument that Ooooh Grif and Simmons never have a serious romance with each other because they are comedy relief characters!!! Not true because they have a serious Friendship moment at least twice per season on god. And have had lots of character development. Roosterteeth would literally just need to make one of those Serious Friendship moments NOT say "no homo" like they always do, and instead say "YES HOMO." And then the show would actually have some fresh material for once because Grif and Simmons could make jokes about BEING IN A RELATIONSHIP. They break up with each other and its comedic. They want to propose to each other and its comedic. They buy anniversary gifts for each other and its comedic. So much potential. UNTAPPPED. What is roosterteeth afraid of??? The classic dudebro RVB fandom being mad they made them gay? The dudebros dont even like the show anymore sooo. What is roosterteeth afraid of??? Nerds. Its nerdphobia on god. They cant let Grif and Simmons be in love because geeky losers cant love each other ESPECIALLY lgbt-ly according to SOCIETY. No longer will we take this. Nerd army rise up.
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bitmapdreams · 2 years
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why do all my transparent gifs now have a gradient background on the app and are untappable 😭 is it just me
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mowu-moment · 9 months
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Mob Rule: Realmbreaker, the Invasion Tree
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My name is Mowu, and if there's one thing I hate as much as I hate rules, it's cards. What do you mean someone can play a card and mess with my stuff? We can't let them have any of those, and this hole in the sky that opened up behind me seems to agree. Welcome back to Mob Rule, a blogpost/article series about Rule Zero commanders, a unique(ly bad) deck tech around them, and what legendary creatures to substitute for them if the lawmages get too much on our backs.
Turning of the Handle
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Since we've yet to have a colorless Praetor, there are three parts to Realmbreaker we get to focus on: mill, lands, and abilities. Mill is fairly straighforward: put cards in the graveyard. Colorless affords few great options, but enough good ones: Sands of Delirium, Whetstone, and Keening Stone all capitalize on our oodles of mana, while Ghoulcaller's Bell, Altar of the Brood, and Codex Shredder come down early to help our commander get rolling.
Spinning of the Grave
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Mill goes hand in hand with graveyard synergies, and similarly has a few good pickings for colorless. A sampling of reanimation with Grimoire of the Dead and Portal to Phyrexia, a taste of big creatures with Bonehoard and Unlicensed Hearse, and a few funnier things like Myr Welder and Dermotaxi. While Realmbreaker takes its share of the lands, these cards pick up the creatures and artifacts that get milled in the process, so nothing is wasted.
Reaping of the Sown
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Lands are harder to find additional synergy with, the only standout cards being Blackblade Reforged and Seer's Sundial. However, there are replacements for Realmbreaker should our tree be chopped down: Canoptek Scarab Swarm bombs a graveyard in exchange for a board full of tokens, Mirran Safehouse (ironic, I know) gives us the much of same potential outright taking the lands does, and worst comes to worst, we can twiddle our own thumbs with a Crucible of Worlds (along with a good package of sac-lands).
Spreading of the Tree
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The greatest thing about ability copying, like the new Abstruse Archaic, is that it not only applies to our commander, but anything that might come attached to the realms we break (except mana abilities, but things like Inventor's Fair or Maze of Ith are still welcome). We also run some untappers like Voltaic Servant and Manifold Key to spread our infection a few more times each turn.
Staying of the Hand
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We're a mill deck, so combat is nowhere near a focus, but we still need a solid package of creatures for the Vehicles and Equipment that we need for the strategy. To make some use of them, we're either taking creature-based removal, like Bladegriff Prototype and Steel Hellkite, or anything that can slow the board down, like Silent Arbiter and Rug of Smothering. If one had the budget, they could opt for a graveyard shuffler like Kozilek, Butcher of Truth, as a failsafe if they mill themselves too much, but we won't do that today.
Replacing of the Commander
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This time around, there are very few options for proper commanders as a whole, much less ones that can do anything for the strategy. There are two self-shufflers we could choose, but they won't do much from the command zone. If you want to make a point to your playgroup, I'd go for Ulamog, the Ceaseless Hunger, as his exile ability resembles mill if you squint, and can make decking an opponent a viable strategy. If they're scared, Hope of Ghirapur works as a board-staller as well as a good body to hold Equipment (even if there's only four).
The full decklist can be found at https://tappedout.net/mtg-decks/mob-rule-first-i-break-your-realms/ .
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Engaging Team Building Activities for Students
In a world increasingly dominated by screens and technology, the call of the wild serves as a powerful counterbalance, offering not just a respite from the digital noise but a vital connection to the natural world. This immersion in nature is more than an escape, it fosters a deep appreciation for our planet, reduces stress, and cultivates a sense of self-reliance that seems all but forgotten in our technology-driven existence.
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sdyuteiaok · 2 months
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Ah, had a really cool trophy deck today (like clockwork, I trophy once ever row of three games on my untapped screen), featuring two of the Magnifying Glass-fetching sphinges! I just barely managed to pick up a Magnifying glass in my penultimate pick to support my 4/3s, and I ended up fetching it up quite regularly. A couple of times nothing happened cuz I already had it in play (from an earlier Sphinx or just casting it) or my 1/2 Husher turned off the ETB, but it was pretty reliable. I only ever made one clue across my entire run, drawing one card, but it enabled my 3/3 Detective token to attack unblocked thanks to my UW signpost Homunculus. But the stars of the show were my 4/2 exiler Angel, which, thanks to a Magnifying Glass's mana (a mode I'd completely forgotten about--it's a mana rock!) I was able to Plague Wind four of my opponent's five creatures. And then I also got to play with that super sweet Fact or Fiction mythic--the first time I cast it I went with the fabled 5/0 split--so I could either draw 5 or get a flash flying 5/5 for lethal. My opponent gave me the 5/5 and scooped. So we had a ton of punch in the air, though I did tend to play the Angel pretty conservatively, never using it until I could get a drop on at least one creature, but meanwhile my Sphinges and pumped Detectives on the ground kept the heat off of my morph so I could time it perfectly. I almost swept, but I lost one match to an absolutely relentless opponent, and he pulled ahead just enough that I couldn't catch up. But definitely chasing that perfect run now. But my trophy winning play was casting the Collected Company morph card off the splash. I had the Evolving Wilds to fetch one forest, but also the rainbow tapland, which I hold is a solid one-of. Yes, it can trip you up every now and then, but generally I've found it to be just fine, and an incredible relief when splashing, without ruining your main colors. Plus with a Magnifying glass and a bunch of random Thopters, there were artifacts to tap over lands. I thought about playing the GW Oblivion Ring mana ramper, but decided to play it minimal with my splash so I would minimize and mana hiccoughs. Only a couple times did we have dicey mana, but generally everything flowed. I had a tricky pick between the 1/4 untapper and a 1U morph bouncer, but went with the ramper, which helped us hit Sphinx mana reliably, not to mention helped juice the pricey Angel morph cost, and help trigger our Thopter-maker upon evidence. So a bunch of neat little synergies, and a lot of raw power. And this run kinda and the previous one have rekindled my appreciation of this format. I know it's not terribly popular, but I'm enjoying it quite reliably. It's too bad it's almost over already, it feels like we just got here, and since they're not putting in all the special guests and stuff into prize packs, it's going to be a slog to collect the ones I haven't been able to scoop up in draft. I had a couple shots at Fabricate, but there's always something more important to pick. I did grab a Field of the Dead, though. I'm hoping for Drown in the Loch, though, as that one looks pretty sweet, and it's a card I actually use. It's pretty lowdown that they make them mythic and then don't even let them into store packs. Arena could be so great if they weren't so stingy and punishing. Just make it irresistible and make a buck from a billion players rather than keep trying to harvest $100 from 100,000 players. Arena could be so much better.
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zoydraft · 4 months
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Discard to Hell Sultai drafted by ML, February 2, 2024.
ML: "Psychatog MVP for me. I didn’t expect it to do the heavy lifting it did. There was a wild interaction with a card in DF's deck where they were trading back and forth. Hell Mongrel was great too in a discard/graveyard-eating deck like that, their whole thing feels deliciously broken. Sickening Dreams was my fav, so nasty. Krosan Restorer untapping Fertile Ground enchanted land to get Pelakka Wurm out on turn 4 was my highlight of the night (sorry CC). I liked the forbidden cube! Definitely a different experience than kitty pink sleeves, but would play again."
CC: "Did you have card draw? It seemed like you sac'ed a lot but always had more cards in hand."
ML: "Yeah, Obsessive Search with Madness kicked ass, then Adventurous Impulse and Relentless Pursuit helped me out a few times."
With the positive review of the land enchantments and untapper I think that's where I lean in. I didn't have a vision for green outside of some Delve, but I can definitely add Arbor Elf and Wild Growth.
Psychatog being a focal point warms my heart; it's supposed to be a central card in the list and it delivered. Also cool that Sickening Dreams was worthwhile. I got hit with it to clear my board and that felt like a steep but correct investment. I was worried it would just be trash but it's absolutely not, at least for now.
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niuttuc · 2 months
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Tap, Untap. Concede?
Well, people voted on this one, so time to talk about this one! Years and years back, when I first assembled it, it was much more about stealing stuff and abusing the peculiar wording on Merieke's abilities allowing for a few shenanigans. Some of that remain to this day, Nightmare Shepherd, Faerie Artisans, Darksteel Plate...
it pivoted over the years onto much more of a generic focus on tap abilities and untap effects. Given the propensity of untap effects to go infinite, I kept discovering more ways to go infinite in the deck, so instead of fighting it, I went along with it. This deck will combo off if left unchecked for too long, that's a fact of life and the main wincon of the deck though stealing threats with Merieke is still here as a backup.
This is a deck I pull out relatively rarely among my pool, because more relaxed pods don't always want the pressure of playing against a combo deck, certainly not one with a commander that can steal things. But I enjoy playing it immensely, as it has a lot of interesting lines of play.
There's not one given combo for the deck, you're mostly assembling things on the fly. The basis of it is basically to generate a multiplicative untap source, something that can untap more permanents that it takes to generate the effect. As such, the main combo enablers for the deck will be Pemmin's Aura, Freed from the Real and Illusionist's Bracers. Some of them require another untapper, or a permanent that taps for two or more colored mana, or something else. Halo Fountain can also serve as the multiplying untap source in the right circumstances. Another way to combo is to use Unctus, which is a simple two card combo with Aphetto alchemist or three cards with any two untappers, allowing you to loot through your entire deck if necessary to find another combo. And of course, Staff of Domination can get out of hand, along with Lithoform Engine with some untap effects.
As far as actually winning the game, generating infinite untaps generally means you get access to infinite mana, and with any of the many, many tapping effects in this deck, also infinite of something else you can parley into a win. Halo Fountain can do the job of actually winning the game once everything is set up. Fain the Broker can generate an infinitely big army of infinitely big flying creatures that you can haste up with boots or a drawbridge. Merieke and Beguiler of Wills can steal your opponents' entire board. Shorikai will draw through your deck while making 40 1/1s that shaile can pump up infinitely. Wizard's Spellbook will copy all the spells in all the graveyards,...
Before you combo, of course, you also play cards with tap effects, creatures and artifacts, to get some value and play a "fair" gameplan. Be they upsides on mana rocks or just fun cards. In that area (and in others, as Norritt can attest, just not as much), the picks are very much cards that look fun and are on theme with their tapping effect more than "optimized" choices for everything. Shaile and Embrose are a pet card of mine, Oracle en-Vec is just fun to play with, and the Deck of Many Things is certainly not the best card ever printed.
The manabase is dated but I've barely touched it up over the years, there are certainly optimizations to make.
Something that's very convenient is the tendency for recent untappers to be able to target any permanent, which includes lands. This makes them double up as value engine and ramp in this deck, and is particularly potent with lands or rocks that tap for more than one mana, which in this deck also happen to be combo pieces. Lotus Field, bouncelands, Empowered Auto-Generator. This deck can get up to high amounts of mana, and doesn't always have enough fuel to spend it on. Probably means it should go a bit heavier on card draw, but slots are slots.
Anyway, this is one of my favorite decks to pilot as mentioned earlier, I just make sure that any opponents facing it know what they're dealing with and to try and stop me.
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markrosewater · 1 year
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Hi Mark, I often see you mentioning that Shadowmoor/Eventide was made to be drafted mono-color and that many people didn't get that. I would like add that the messaging really didn't help. Despite being playable with only one color of mana (and having hybrids cards that fulfilled both conditions), way too many cards used two color words on them: Duos, Lieges, Mimics, Hatchling, Auras and a sprinkle of uncycled rares and uncommon.
There were even cards that actually required you to be 2-colors to optimize: Witches, Hedge-Mages, "If M was spent do X, if N was spent do Y" spells and a least an uncycled rare, making it so "mono-colored" decks usually ran a decent ammount of off-colored lands. Hybrid meaning you could afford doing it without getting in trouble. For instance, 11 White cards, 12 hybrid UW, 10 Plains and 7 Islands for a single copy of Repel the Intruders or Mistmeadow Witch.
While there are a bunch of cards encouraging to play a single color of spells, Initiates, Cohorts, Mentors, */* creatures, untappers, Chromas and other uncycled cards, only the "land-counting" cycle penalyzed for those "splashes".
If you had to do it again, would you make more card that incentive playing lands of only one type?
Playing two colors was an option. It was just the set that made it easiest to play one color.
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michaelj1968dk · 6 months
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violetren · 1 year
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The Master of Puppets Chapter 10
They reached over and took Karusa’s hand, their palm morphing into an access point. Karusa linked to the access point, opening a direct, and more importantly, undetectable and untappable commlink between them.
Cool techy-shapeshifter thing is cool.
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aflo · 9 months
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i know there's something here but i'm just not seeing it yet. both Agatha pieces are aggressively costed at 2 mana and come with an infinite mana sink and free targeted graveyard hate, sleep-cursed faerie and incubation druid are individually good cards, without doing too much digging i'm certain there are alternative pieces for your mana generator/self-untapper. it's just that at the end of the day this combo takes a lot of pieces on the field and in exile zones and in graveyards and i don't imagine things are going to line up very often.
just thinking out loud here, but maybe you can get this clunkiness running in a Prime Speaker Vannifar shell. a soul cauldron with a vannifar under it can turn any of your creatures into tutors, tutors that put stuff into your graveyard to cauldron up again. talk to me in a week or two when i've brainstormed a list for this.
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