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Most counters by turn 3?
Topic Started: Apr 5 2010, 04:13 PM (555 Views)
Gatkiss37
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Whats the highest number of +1/+1 counters you can have on a single character at the start of the combat phase on turn three? I have a deck that can get up to 26 maybe more. No energize please.
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KardKrazy
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Gatkiss37
Apr 5 2010, 04:13 PM
No energize please.
Party Pooper=P.
I'll have to think about this one. Just so I am clear though you want an actual deck that functions and can achieve around 20+ +1/+1 counters by the start of the combat phase on turn 3? Out of curiousity can we see your decklist?
later,
Kj
Edited by KardKrazy, Apr 5 2010, 04:39 PM.
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Gatkiss37
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Its pretty simple although I use the 3 drop blink that is banned in tournaments and stuff here. 5drop rogue and 3 drop blink from MEV to get mass shift counter which in turn gets 2drop Mistique alot of +1/+1's. Had well over 100 counters on the 6th or seventh. And i was just wondering what would be the most without using blink. Although Just 4 rogues and mistique could get around 15. The way mine works though I can get 26 on mistique on three and even more on 4 then use I Got 'Em All! and bounce blink to swing twice with a HUGE mistique.

edit: 54counters on 4 with a double swing using the 3drop blink.
Edited by Gatkiss37, Apr 5 2010, 05:11 PM.
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HomerJ
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You banned Energize but allowed Shift in this challenge?
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EvilDave
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Yeah, most tourney-viable counters I've seen involved the Shift deck with Mystique, moved visible and shielded from damage. In the days of blink it wasn't too hard; but not 26 on 3. If you have a list, show it; otherwise I call "Shinanigans" (and I don't want a longshot engine "hey look, 1 in a billion" listing either; it should be viable at least 1 in 100 times, that doesn't seem like asking too much :)).
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Gatkiss37
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EvilDave
Apr 5 2010, 10:36 PM
Yeah, most tourney-viable counters I've seen involved the Shift deck with Mystique, moved visible and shielded from damage. In the days of blink it wasn't too hard; but not 26 on 3. If you have a list, show it; otherwise I call "Shinanigans" (and I don't want a longshot engine "hey look, 1 in a billion" listing either; it should be viable at least 1 in 100 times, that doesn't seem like asking too much :)).
-Opening Hand-
Panoptichron
Blink(1)
Rogue
Rogue
-Turn ONE-
-Draw- Mystique, Earth 797 & Blink(3)
Place Panoptichron In resource row
Play Blink(1)
Rally into Rogue
Shift Rogue with one shift counter
Start of combat Rogue has two shift counters
-Turn TWO-
-Draw-
Beak Saves the Day x2
Place Beak Save the Day into resource row
Shift two rouges with one shift counter each
Start of combat, Rogue<3>Rogue<2>Rogue<2>
-Turn THREE-
-Draw-
Beak Saves the Day x2
Place Beak Saves the Day into resource row
Shift Blink(3) with two shift counters and Mystique with one
Panoptichron Blink(1) putting the counter on Blink(3)
Shift Blink(3) into play and respond with Beak Saves the Day from resource row.
Shift Mystique into play.
Remove all shift counters minus Blink(3) = 11
Shift Blink(3) into play and respond with Beak Saves the Day from resource row.
Remove all shift counters minus Blink(3) = 15
Shift Blink(3) into play and respond with Beak Saves the Day from hand.
Remove all shift counters minus Blink(3) = 19
Shift Blink(3) into play and respond with Beak Saves the Day from hand.
Remove all shift counters minus Blink(3) = 23
Shift Blink(3) into play.
Remove all shift counters = 27 +1/+1 counters on Mystique.
At the start of combat you can remove the three from the Rogues if you wish and have an even 20 counters.


My deck is no where near perfect but very fun when it works. Cloak of Nabu on Mystique and Hunt for Nitro exhausting Blink(3) during here shifting to move Mystique visible. Then attack with Mystique and use Got 'Em All for double swing.




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EvilDave
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I mean, in fairness that was a literal "perfect draw" (which ended with 4 Beak's, 2 Blinks, and the exact characters and cards you need). I have seen those decks get 30 - 35 counters on mystique by 5 (that's actually typical). You can even make a reasonable version without blink 3-drop; though finishing with Magnus X 5 on 6 or recurring Mariko is obviously more effecient without the blink tricks. But even without Blink 3 you can get a reasonable amount on 3 through shifty-rogues, Panop tricks, etc.

The true answer is much more infinite, though not in a tourney-viable deck :).
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Canadian Bacon
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And then I play this :P

Posted Image
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banstylejbo
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Here at CoolStuffInc we call that getting Squirrel-Rolled. [laugh]
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OnyxWeapon
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consistent? easy as pie.
turn 1
hand: alfred, superbat robot, the return of donna troy, new and improved
draw: the return of donna troy x2

set new and improved, recruit alfred.

Turn 2
hand: return of...X3, superbat
draw: Maggie Sawyer, Forbidden Loyalties

set loyalties, recruit maggie, activate alfred, searching out your fourth return of donna troy, and re-recruit alfred.

turn 3
hand:the return...x4 superman batman robot.
draw:superbat robot x2

set a return of donna troy, activate alfred, searching for bat-signal, playing it exhausting maggie to search for a superbat-bot.
then recruit superbat for 0 flipping and using new and improved for it's koing effect, recruit the next superbat, doing the same, and the third, for the same.
flip return of donna troy returning a superbat robot and rerecruiting for another ko. follow suite with the other 3 returns, and on the final recruit (the 7th) boost superbat for 3 landing it at a solid 12/12. then flip forbidden loyalties discarding alfred for an easy peasy 13/13.

sure this is epic ideal draws, but i consistently see my superbat at 10/10 on 3 with a teen supremes on hand for hilarity.

regarding sheer counter abuse, i know this isn't the best, but ask yourself how many counters were WASTED in this? as each superbat robot came in with progressing amounts of counters. second with 1, third with 2... seventh with...six. i wonder how easily we could have added in freak out? for some truly horrendous counters?
if our 1 drop were elasti-girl...
hmm... food for thought.
Edited by OnyxWeapon, Apr 6 2010, 04:01 PM.
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Guglio
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Quote:
 
Ongoing: KO a non-Army character you control -> Characters you recruit this turn with the same name as that character enter play with two +1/+1 counters.
What?

One Bot -> 2 counters. Four Bots -> 8 counters. Three returns = Seven Bots -> 14. Final Return, Final Bot with Boost -> 20/20.

Am I wrong here?
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unclechawie
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That would be correct with all 4 Robots and all 4 Returns. 20/20 would be your number.
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Guglio
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Lol and then Freak Out the counters to Apocalypse 5 for Apoc 8 on turn 5!!!!!!!!!

Like this will ever happen though.
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OnyxWeapon
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lol wow totally zoned on new and imp's effect.
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barquiel
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If you want to show how viable getting that many counters on a character you'll need to use a random draw program that mtg uses in mws. At least then you can show real results in how often you get these perfect draws. Other wise I have to say,
Yea that looks fun, no doubt, but good luck getting those draws.
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