Or for your opponent to lose the game, if there’s a difference. Last but not least are the enchantments that require a specific life total for you to win the game. There’s also Celestial Convergence which requires you to have the highest life total among all players at the table after a certain number of turns. I like to run these cards in Commander since getting higher life totals is easier when you start at 40. The following cards win you the game if you have a certain life total. Remember, this can be done before Thassa's Oracle enters play, or as late as when the ability from Oracle is on the stack. If you name a card that you know for certain isn’t in your deck, then you’ll end up exiling the entire deck. I decided to put it here anyway since they’re so similar.Īn easy way to mill yourself out is Demonic Consultation. If you pay close attention, you’ll notice that Thassa's Oracle works a bit differently than the other two. Some cards will cause you to win the game instead if they’re on the battlefield when you should lose the game by drawing cards while having none left in your library. “Wait, I thought you said you lost the game when you milled your entire library?” Yes, I know this isn’t called “Alternate Loss Conditions.” Just hear me out. That means that, as long a you have an odd life total and your opponents have even, then it’s a one-shot-kill! Self-Mill / Demonic Consultation If you pair that with a damage-doubling card, Gratuituous Violence in particular, you’ll kill anyone with an even-life total. Heartless Hidetsugu‘s activated ability causes each player to take damage equal to half of their life total rounded down. Then, simply deal damage to the new controller, adding a ninth counter and killing them! Heartless Hidetsugu + Gratuitous Violence Then, have another target opponent gain control if it by activating the ability of Zedruu the Greathearted. Here’s how it works, it’s pretty simple:įirst, get the card to eight coutners so that one additional counter will kill its controller. Nine Lives, while primarily a defensive card, acts as an alternative win condition by utilizing the “you lose the game” mechanic to kill an enemy. Individual Cards and Combos Nine Lives Donation Combo Consider using Rafiq of the Many or Uril, the Miststalker as your commander and then build a deck full of equipment and auras to maximize their damage. But dealing 21 damage with your commander can sometimes be easier than dealing a whopping 40 damage over the course of the game.īuilding a deck focused on commander damage is a perfectly reasonable strategy. Players often forget about this one, even during an actual game of Commander. If all of your creatures have infect, you only need to deal ten damage to win the game! This is a particularly strong strategy in Commander where the starting 40 life total won’t slow you down. These creatures deal damage to players in the form of poison counters. While it’s technically possible to give a player poison counters directly ( Caress of Phyrexia comes to mind), the most popular poison counters strategy involves running a bunch of infect creatures. If a player has at least 10 poison counters, that player loses the game. Poison Countersįirst introduced in Legends, poison counters are counters that are placed on players. But your opponent will usually concede before you go through the motions of decking them out one card at a time. If you can stop every one of your opponent’s threats while preserving the size of your own library with Elixir of Immortality or a Mystic Sanctuary loop, you’re golden. The other is to let your opponent mill themselves the good old-fashioned way: by letting them draw a card every turn. The most obvious is to mill your opponent’s deck as quickly as possible with cards like Glimpse the Unthinkable and Tasha's Hideous Laughter. Now, there are two ways to approach a mill strategy. It’s a pretty evil way to win if I say so myself, but hey, as my old buddy Dark Confidant would say, “greatness, at any cost.” If a player has to draw a card while they have no cards in their library, they lose the game. For those of you who aren’t entirely familiar, a mill strategy involves removing your opponent’s entire deck, usually by putting cards directly from their deck into their graveyard. Mill is probably the first alternate win condition that comes to everyone’s mind, so I’ll start with that. So, if the rules of the game declare you the winner while at least one of your opponents has one or more life, then you’ve just won thanks to an alternate win con! Mill An alternate win condition is a way to win the game without reducing your opponent’s life to zero. I’ll try to be as objective as possible when choosing what counts as an alternate win condition in Magic.
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