![]() It has 4 different Peregrine Drake lists all of which are pretty rough to start with (heck even the Esper familiars deck is almost the same as I posted above) but they give an idea at how significant this set is in the world of Pauper. When Peregrine Drake enters the battlefield, untap up to five lands. The first, which you've already covered, is PD+flicker effects. I for one am looking forward to this brave new world. 'Always a welcome sight breaking through the clouds.' You choose which lands to untap as the triggered ability resolves. Magic: The Gathering Cards, Yu-Gi-Oh Cards, Pokémon Cards, Dragon Ball Super, Digimon TCG, Flesh and Blood. They aren't targeted, and they don't have to be lands that you control. Card Sleeves, Booster Boxes, Packs, And More. The other is PD+mana doubler+repeatable bounce effects. The combo I've used is Retraction Helix + Pemmin's Aura + any Mana Doubler (plus a random creature to use Retraction Helix and Pemmin's Aura on). Have your mana doubler out, attach Pemmin's Aura to a random creature (not PD), cast Retraction Helix targeting that same creature. Then you can play PD, untap up to 5 lands, tap those lands again for 10 mana, tap random creature to bounce PD to your hand with RH, and then pay U to untap your random creature. Pay another 5 to put Peregrine Drake back out, and you're left with 4 mana floating and you're back at the beginning of the loop. Choose Printing (5 Total) Sign up to add this card to your Inventory, Wishlist or Tradelist, and to start creating decks with it. You only need to make 7 mana from 5 lands (with at least two blue) to go infinite, so there are probably other ways to do it besides mana doublers. I only have PD in my deck as a poor man's Palinchron (since I really don't feel like dropping $40 for one card just for cheeky infinite combos). My deck runs three infinite combos - Pemmin's Aura/Aphetto Alchemist, Isochron Scepter/Dramatic Reversal, and Deadeye Navigator/Peregrine Drake. Peregrine Drake, Urzas Saga, Blue, Creature, Uncommon, cmc: 5, artist: Bob Eggleton, flavor: That the Tolarian mists parted for the drakes was warning enough to stay away. It's just a good way to get as much mana out as we can during the combat phase, while hopefully keeping some mana sources open for your second main phase.All of these cards have additional uses in the deck besides being combo pieces except for Peregrine Drake, so eventually I do want to swap it out for Palinchron (which at least has more/easier ways to go infinite without Deadeye Navigator). Because you've only got the combat phase to use your ninjutsu abilities, there's a small window of opportunity before your mana dissipates. Doubling Cube is an artifact that doubles the amount of mana in your mana pool. To top it all off, there's Doubling Cube. It can also bounce itself to your hand for an added layer of protection. Palinchron untaps seven mana, and we can ninjutsu it in for the same mana value as we would a Peregrine Drake. While more players might be familiar with the Deadeye Navigator and Peregrine Drake combo, we're going to swap Peregrine Drake with Palinchron. Not only does it work with Cabal Coffers and Magus of the Coffers to produce lots of black mana, it ensures all your opponent's lands are swamps too for your Swampwalk creatures. Urborg, Tomb of Yawgmoth works very well in this deck. Combined with the enchantment Intruder Alarm, which untaps all creatures you control whenever a creature enters, we should be able to use the Magus to fuel a few ninjutsus each turn. Magus of the Coffers can pay two and tap itself to produce black mana equal to the number of swamps you control (which is just Cabal Coffers, so we've got that in as well). There are a few creatures who can help us, too. ![]() There's also a Moonsilver Key thrown in there, because it's a massively underrated card that can help get an extra land out. After all, we're going to be bouncing creatures back to our hand a lot, the last thing we need is to be forced to discard them. Silumgar Monument, Commander's Sphere, Dimir Locket, Dimir Signet, and Talisman of Dominance all produce coloured mana, while we've also got Thought Vessel for the unlimited hand size. That means we need to go hard on the ramp, by any means necessary.įirst thing, we've got the mana rocks. Although blue and black aren't the colours best known for their ramping potential, we need a lot of mana to afford all those ninjutsu abilities.
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