Coalition Victory


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal

Printings View all

Set Rarity
Time Spiral "Timeshifted" (TSB) Rare
Invasion (INV) Rare

Combos Browse all

Coalition Victory


You win the game if you control a land of each basic land type and a creature of each color.

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Coalition Victory Discussion

cdkime on The Wacky Deck Thread

1 month ago

My kitchen table is usually inhabited by somewhat janky, fun decks based around cards with unique abilities. Some notable ones include a Coalition Victory deck, a Spawnsire of Ulamog deck, a squirrel tribal (with infinite squirrels) deck, and an Undead Alchemist mill deck.

None of these decks are competitive in a traditional sense, but they tend to be pretty balanced against one another.

I also moved your thread over to the General Forum, which is for General MTG discussion not covered by other threads. Deck Help, where it was previously posted, is for asking advice on specific decks.

Boza on Unnamed Rainbow

1 month ago

Ok, so lets try to revise this. The goal is to be as five color as possible, while using colorless cards to ramp. Admirable goal. I think the best solution for this is to keep the 5 color threats, but change up the mana base.

Have you seen the land Golgari Guildgate? There are 9 more, one for each of the two-color combinations. Now, I would suggest to make your manabase as 2 of each of those plus 4 Maze's End + 2 Cascading Cataracts to fix the mana. Not only does it find you the right colors, it can win you the if you have all 10 guildgates!

Additionally, rolling right into 5 color theme we have:

Door to Nothingness, Urza, Academy Headmaster and any other 5 color thing you can imagine. But do make sure to include also Coalition Victory + Prismatic Omen + any 5-color creature for the win too.

Next you need cards like Exploration or Summer Bloom to play more lands per turn and more draw like Phyrexian Arena or simply Jace's Ingenuity to get more lands in your hand.

Finally, you will need to survive to do all that - You can play either mass bounce/tap like Sleep or River's Rebuke or Evacuation or you can play fog effects like Fog or Moment's Peace and/or counterspells and removal.

FancyTuesday on Kingdoms and alt. win cons

3 months ago

Reading the rules of the format I feel this is something that will need to be addressed with special rules either from the person "maintaining" the format or the people playing the game. But here's my take on it:

Alternate win conditions do what many cards in MTG do: what the rules do not. When you your opponent's life total is 0 you've won because the rules say they lost. There's no rule that says "you win when you cast Coalition Victory", the card says that you win and the rules tell you what it means to "win" as a game action. Looking at the rules as presented I don't see anything that stops alternate win conditions from working, though technically speaking I don't think they play nicely with the "teams" Kingdoms sets up.

For the Knight to win the Knight and King must be the only two players alive. If the King "wins" outright and a Bandit is still alive the King wins and the game is over, the Knight's special win condition isn't satisfied. If one Bandit "wins" without causing the king to lose the other doesn't benefit because the game ended with the King still alive.

To avoid this you'd have to craft an additional rule that said something to the effect of "If an effect other than a game rule would cause a player to win the game, that player doesn't win the game" or create a ban list for these type of effects.

Here's the operative rule:

104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.

Cadois on Sliver: the Gathering

6 months ago

Loonmoon18 this means Coalition Victory is banned in multiplayer (classic) commander, in 1v1 the last time I checked it's ok. :)

cdkime on Let's discuss: Battle of Wits

6 months ago

As someone who has been intrigued by Battle of Wits since I opened one in Odyssey, I'll try to answer your questions. If you are interested, here is my Modern-legal Battle of Wits Deck:

240 Card Modern Battle of Wits

Modern cdkime


Before I answer your questions, I wanted to address two of your factual statements:

With Spawnsire of Ulamog, there's no need to bounce them to your hand before shuffling them into your library--the Eldrazi solve the problem themselves. You can cast 200 legendary Eldrazi, which will die to the legend rule, only to be shuffled back into your library by Emrakul, the Aeons Torn.

240 cards is, in my opinion, the sweet spot for a true Battle of Wits deck. It allows you enough cards to safely draw and run fetch lands, without risk of going under the 200 card limit.

Now, to answer your questions:

Pertaining to the card Battle of Wits, when it was in the meta (That is to say; When it was in a relevant and newly printed set), was there ANY way to win with this thing?

  • Never in a competitive setting.

And what format was it even printed for?

  • Kitchen table, casual games.

Why was this card even printed?

  • It provides an interesting an unusual deckbuilding challenge for a more casual setting. Personally, I love terrible cards with powerful upsides--they make me want to force them to work.

Was there ANY combo that worked to win with it?

So... what gives?

  • Like many of the alternate win conditions (Coalition Victory, Barren Glory, Maze's End, etc.), cards like Battle of Wits were never designed to be used in competitive circles. They were created for those of us who like unusual, difficult deckbuilding challenges.

cdkime on Casual Dirty combo

7 months ago

There are some fun, unusual win conditions out there that are fun to pilot and build. At my kitchen table, we have some, Door to Nothingness, Spawnsire of Ulamog, Coalition Victory, and Donateing (or its adorable clone, Harmless Offering), a lose condition decks, all of which are decidedly entertaining.

cdkime on

8 months ago

First off, I am a huge fan of alternate win conditions, but they do not work in Legacy--Legacy is too fast a format. As much fun as these type of decks are, you will get slaughtered if you try to use Coalition Victory or Maze's End in an actual Legacy match. I presume you meant this deck was designed to be casual?

Moving on to more useful advice, I would cut either Maze's End or Coalition Victory. These two win conditions do not play not really play well with one another.

If you continue to run Coalition Victory, add Prismatic Omen to your deck. So long as you have one land and Prismatic Omen in play, you will have satisfied Coalition Victory's land requirement. Cards like Dream Coat or Scuttlemutt also help with Coalition Victory, ensuring you have a single creature that can satisfy the five colour requirement.

If you continue to run Maze's End, you should add land recursion spells. Having even a single land be Wastelanded will destroy your chances of winning--you need something to return these cards to the battlefield.

Amulet of Vigor is another great card to play alongside Gates, as it prevents them from entering tapped.

You can, of course, continue to run both, but your consistency will suffer.

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