![]() ![]() ![]() As a white artifact for three mana, Halo Fountain possesses three activated abilities, each of which requires a different amount of white mana to be spent as well as a different number of tapped creatures to be tapped. Printed in Streets of New Capenna, Halo Fountain is a potent alternate win condition for white decks capable of amassing a sizable board state. This ability triggers at the beginning of its controller's upkeep, meaning it may be responded to before a player can use it to win a game, when paired with spells and abilities that can bestow flash to other cards, it can be much more difficult to respond to at instant speed. Only requiring a Commander player to gain ten or more life, Test of Endurance is a great way for life-gain decks to quickly steal a game out from under an opponent's nose. While reaching 50 life is a decently difficult feat within the majority of formats due to the fact that players begin games with 20 life, within the Commander format, in which players begin with 40 life, reaching 50 is far from difficult. Simple yet effective, at the beginning of its owner's turn, if that player has 50 or more life, they immediately win the game. Test of Endurance is an impressive white enchantment for four mana that can allow one's high life total to become an easily achievable alternative means of winning a game. Many players look down on life gaining strategies, citing that while gaining life can make it more difficult for an opponent to win, it doesn't help a player get any closer to winning. This means that rather than requiring a player to best their foes with the massive monster they've created, a player can win the game just by simply creating such a massive threat. Last but certainly not least, if that player controls a creature with a power of 20 or greater, that player immediately wins the game. Then, if that player controls a creature with a power of ten or greater, they gain ten life. While many decks look to wreak havoc on their opponents with such a massive creature, Mayael's Aria is a Naya enchantment for three mana that provides increasingly better effects based upon if its controller has creatures of different power thresholds.įirstly, at the beginning of its controller's upkeep, if that player controls a creature with power five or greater, they may put a +1/+1 counter on each creature they control. Alternate win conditions can be tied to a wide variety of Magic's mechanics, from rewarding a player based on the size or quantity of their creatures to providing players with a payoff for gaining massive sums of life.īetween the litany of aggressive, creature-heavy decks and Voltron decks within the Commander format, there are countless Commander decks that seek to create a singular, massive, hard-to-answer creature. ![]() The use of alternative win conditions can be quite unexpected, meaning that an opponent may have more difficulty stopping one of these conditions than they would if a player was simply trying to achieve victory through combat. While many new cards can be used to help augment an already existing deck archetype, others can help form brand-new strategies or offer a new potent win condition. Updated on by Paul DiSalvo: As new Magic sets are released several times a year, brand-new cards are frequently introduced to the Commander format. So today, we're going to count down the strongest alternative win conditions in the Commander Format! There are numerous cards and combos that can cause a player to lose the game through a means besides traditional combat damage. While traditionally, the goal of Magic: The Gathering is to bring your opponent's life totals to zero, there are numerous other ways to win and lose a game of Magic. RELATED: Magic The Gathering: The Strongest Cards For A "Super Friends" Commander Deck ![]()
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