![]() ![]() I'd love to see how it works out, and to see it played successfully, but the variance, and the chances that your deck is responsible for you losing, is just too high. I love the idea, combos are stupid fun and I building them and seeing it work is great, but unfortunately your deck will punish you something fierce for trying to do this even when your opponent plays nothing, much less when they're burning your bird with ] or stealing your stuff with ]. ![]() And that's assuming you also get the pyramid online when you need it. Meaning that your final chances of pulling off the combo on turn 5, with no interaction from your opponent before then, no accidental redundant combo pieces ruining your chances and everything going well, is 13.4%.Īt the absolute best, assuming your deck is perfectly built around the combo, everything is usable, your opponent doesn't remove any pieces and you haven't lost despite doing straight nothing but set up for 5 turns, you have less than a 1 in 7 shot of actually putting the thing together. When a player reaches their final life, they will become hostile. The seed is -2883929064999870496 Here is how Life system works:: Each player starts with three lives. Assuming you still have 3 Lifecraft and everything else in the deck is abusable, you now have 5 lands and 3 cards taken up by combo pieces, so 4 cards to see 18 different abusable cards. 3rd Life is the 1st Season of the Life Series. You've used up 20 of your 35 playables to establish an infinite mana combo, and you haven't hit payoff yet. This doesn't take into account the fact that you need to see the Pyramid early, as it requires at least 3 turns on the battlefield to pay off. Besides that, all the probabilities I've used have assumed that getting 1 or greater is fine, whereas getting more than 1 of any of them actively hurts your chances of finding the others, since that's a smaller cardpool to see. Now, you're playing a 5 drop, so you want 5 lands by turn 5, which has a 62.3% chance of happening.īut now you have to consider the chances of doing all of those things successfully, altogether. Assuming 18 of each type of source, since evolving wilds and duals account for both, and you're playing 25 lands. Those are 97.6% and 96.5% respectively, for at least one. Now you need at least 1 White source, and at least 1 Green source. Assuming you're on the draw, all combo pieces are 4-ofs, and your opponent is a goldfish that plays nothing but basic lands (no removal for your stuff):īut now, you're looking for the second one, in 59 cards, and you already have your first card.Ĭhances of at least one of piece 3 (a Gideon, of which we have 8)?Ĩ0.3%! You're actually more favoured to see 2 of these instead of just one. Third person view allows the player to view the nearby environment from an 'outside' perspective. Lets assume you want to see all of your combo pieces by turn 5 (5 draw steps on the draw). Getting 3 does it, sure, but then you also need to find a use for all that mana, which is a 4th card. The issue I see with this combo is that you need more than 2 combo pieces to make it work. ![]()
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