Is it possible to create an infinite turn loop with Mirari, Cast Through Time, and a Spell?
Asked by Savi0r 10 years ago
Let's say I have Mirari and Cast Through Time both out. And then I play Time Warp.
What is the best way to maximize the amount of extra turns I can take (if the Time Warp resolves of course)?
I know if I cast Time Warp and Mirari activation it, I get two turns. Then what happens at my upkeep next turn when I get the rebounded effects of the Time Warp from Cast Through Time? Do I get two more turns (One from the original Time Walk and one from the Mirari effect)?
And then once those rebounds happen, can I activate Mirari on those rebounds?
Thanks!
This should be in Q&A, not commander. ChiefBell
And If I know my spells like I think I do, When you copy the spell it's like making a token. It fizzles when it goes anywhere beyond it's initial destination (in this case, the stack). So, I'd assume that when Cast Through Time triggers, it tries to find a spell that doesn't exist, and thus fails to do so. But you can copy the original Time Walk as it's being rebounded, which should again fizzle once it leaves the stack.
So, you should get 2 the first time(Time Walk + Mirari), then 2 more the next turn(Time Walk rebounded + Mirari) for a total of 4.
And I could be wrong, but I'd give myself an 85% chance of rightness.
March 10, 2015 3:52 a.m.
Slight ninja. Didn't read the from your hand part. Thats also why.
March 10, 2015 3:54 a.m.
Epochalyptik says... Accepted answer #4
@Savi0r & MiguelDeCervantes: Nothing is activated here. All of the abilities in question are triggered abilities (and the static ability from Cast Through Time).
@Savi0r: Always check the Gatherer rulings before asking a question.
6/15/2010: Rebound will have no effect on copies of spells because you don't cast them from your hand.
You'll get two extra turns from the original Time Warp and its copy (created through Mirari's ability. You can get two more turns from the rebounded Time Warp and its copy (created through Mirari's ability. The copies won't rebound, so the highest number of extra turns you can get with only these cards is four.
March 10, 2015 12:36 p.m.
Epochalyptik says... #5
Also, @GoofyFoot: "Fizzle" means "countered by the game rules on resolution for having zero remaining legal targets." A spell (or ability) cannot both resolve and fizzle. A copy of a spell or ability in a zone other than the stack simply ceases to exist as a state-based action.
MiguelDeCervantes says... #1
On the upkeep next turn you only get the rebound off the original Time Warp; Cast Through Time only activates if you cast the spell from your hand and the copy was not cast from your hand. You can Mirari the Time Walk's rebound though.
Strionic Resonator will give you another turn off both activations. I don't think there's an infinite turn loop here though - it looks like they were pretty careful with Cast Through Time to avoid that sort of thing.
March 10, 2015 3:52 a.m.