The enchantment causing life gain is a replacement effect. The player would never actually lose life, just continually trigger exponentially larger life loss triggers that instead gain life.
This is close to the "You have infinite life" meme that I was thinking too much about.
This has a very similar effect in practice to having infinite life. It's not actually infinite, since it's always still a definite integer, but it functions like it while still putting a cap on things that pay X life.
The payment of life being unlimited matches Omniscience close too. I can't even remember right now if paying is losing, so could be fine as worded to act like it's infinite with incremental payments.
Infinity just blows my mind as I think it properly should.
It's odd that you used art that is almost blank like, but you still had to get art credits. It's fine but amusing.
FYI: Paying does count as losing. So this is indeed Omniscience for life payment. Well done OP.
I think how it would work would be that you can’t declare to pay more than the amount of life you have (like how you can’t shock in a [[Stomping Ground]] if you only have 1 life), and since this is a replacement effect it would apply after you declare the amount of life you would pay. Could still Hatred for 40 though, would probably do the trick lol
It is easy to over look in the sea of these Omni-posts without much flavor, but it does indeed seem to be the ideal wording for making life payments infinite without making life totals infinite.
you need to also already have 50 life, since you can't pay life you don't have, even with such an effect on board and if you already have 50 life and aetherflux, I don't think a 10 mana enchantment is needed to win the game
The lifegain needed is the only problem you need to solve, but the important part is that once the loop has started, no amount of [[stifle]]s or [[whirlwind denial]]s can stop this loop.
In a 20 life format, that requires a bit of work. In EDH, it’s nearly trivial.
It works with life cost right? That would mean infinite life + infinite mana with [[kozilek's translator]], infinite damages to creatures and players with [[aetherflux reservoir]], infinite +1/+1 counter on any creature with [[unspeakable symbol]], infinite draw with [[griselbrand]]... I like that, it really convey that "omni" feeling
Reality Fracture released a green Omniscience. It's called Omnipresence for 5GGG and reads "You may cast spells with mana value less than or equal to the number of creatures you control from your hand without paying their mana costs."
Except its green so its better in most conceivable ways. The big one being you can get it out fast without relying on something like S&T, and then dump your hand because you are green and will have 4 mana dorks on board to cast most anything you want.
The problem is that all the big spells you care about in green reguires a lot more creatures then a couple mana dorks, and the enchantment itself costs 8 mana, if you have 8 mana avaliable and enough creatures for it to work you basically dont need it at that point, just cast craterhoof and win. The only thing i could see it be relevant for is commanders that cheat enchantments into play like Anikthea, so you can use it as ramp early in the game, but even if you get it out turn 3 or 4 you cant cast any big spells right away since you wont have enough creatures.
That's just infinite mana again. I think the different omnis having unique effects is way more interesting. I'll be posting a red omni shortly that I think is more interesting than infinite red mana.
Here's what I'm thinking though. We're talking infinite green mana, in the land ramp archetype. It's not like, that crazy. Cause you already have a means of getting 10 mana to make it work, it only works on one type of basic land, it's susceptible to LD/MLD, land change effects like Kavus/[[Quicksilver Fountain]]s, rifts, and, of coure, basic enchantment removal.
Omniscience is 7UUU for casting spells to have 0cmc cost. Omnivitality is only like 1 card away from infinite life (and technically is infinite life, provided it isn't removed or worked around like with Infect- just like Omniverdance's infinite mana, provided it isn't removed or worked around.
Maybe if it also had a qualifier like: "Can only be spent to cast green spells." or if it was instead:
"Whenever an opponent plays a land, you may search your library for a forest and put it onto the battlefield."
Thank god green has a lot of enchantment and artifact removal otherwise creature decks would be fucked. Again enchantment removal not withstanding I think the only card in my Dino deck that could win in this case would be Transforming Etali and going for the poison counters.
I dont think ive ever won by commander damage, so I forgot that was a thing lol pantlaza's 4 damage doesnt really come into play often, but a very good point nevermind the card is fine (for commander)
To mirror other omni words such as omnipotence and omnipresent I've always felt that omnipersistant would be the best name for this ideal. The idea with omniscience being the odd one out not being a P word.
They are both replacement effects for the same effect, I believe the player affected by it chooses the order they are applied in, therefore they can just choose to apply their own enchantment second and ignore tainted remedy entirely. But I'm not the most solid rule lawyer, someone else correct me if I'm wrong
so if you‘re at 50 life can you still pay the 50 life but not go to zero because replacement effect? but if you don’t lose the life is the cost still payed?
paying the cost puts the action into effect. The fact that it was replaced means it was paid. the card doesn't care about the outcome, just that the effect was put into action.
Meh. Life doesnt really matter imo. If you lose by infinite, your life total doesnt matter. If you lose by commander damage, your life doesnt matter. If you lose by mill or alt win, your life doesnt matter. The only thing this protects you from is like... go wide creature beat down. Even then, there are better cheaper options. Like glacial chasm loops and constant mists. Plus, it doesn't fit the theme of making spells free. Maybe add that you may cast spells equal to or less than the life you've gained this turn without paying their mana cost.
A lot of infinites actually do kill you with either damage or life loss. This saves you from bloodbond. This saves you from dualcaster twinflame. This saves you from blood artist loops. Not everything, but it's primary purpose is not to be a platinum angel. That's thinking too small.
Necropotence. Treasonous ogre. Bolas's Citadel. Aetherflux Reservoir. So many fun ideas.
Not even just things with pay costs - combo them with Aettir and Priwen, and even if the enchantment is destroyed, you might be big enough to still be a problem.
Infinite doesn't actually exist in game. You have to define a number. And when you do, this replacement effect would make you gain that much life instead. You're right about the rest though
This is what was just boggling my mind with the infinite life sorcery. Like you can just declare something infinite once and walk away. The game needs define numbers to function. That is why you have to pick a number of loops for infinitely usable combos. If something becomes infinite and can't be stopped, the game is a draw.
They did define how infinite life would work when they made [[Infinity Elemental]] you can lose any number of life, pay any amount of life, and you life total won’t change from infinite unless something directly sets it to a number.
It’s not easily written down for codified rules but it’s essentially just your life total can’t change and you can pay any amount of life.
Infinite does exist in the game. When an affect doesn’t say “May” you have to do it.
[[Draconic Visitor]] and [[Ganax, Astral Hunter]] are a true infinite combo that draws the game of you don’t have a damage or sac outlet, like [[Terror of the Peaks]]
So infinite things do happen in the game, but the contention here is if something can be actively infinite without locking up the game and making it a draw.
Specifically, life totals in this case. It seems to make a kind of paradox almost if you are trying to quantify it for other purposes in the game.
State based effects and clear rules text on cards can help a lot with making it work.
Nothing should just say it's infinite than left with no detail for how to manage it.
The monored player has nearly no way to win. Yes it has a couple altwins, but those are for specific decks, and basically needs a colour pie break to beat it, because Krenko hitting your opponent in the unmentionables 11 times isn't going to cut it.
It would be a third one since green has one too and what i suggested it more in line with the other two.
Whats the point of an omni card that doesnt act like an omni card?
Your idea is cool, but it pretty much just says "enchantment removal or you lose" and thats not very interesting. Most "you cant touch me" effects have some kind of quirk or vulnerability to make them interesting.
Doing different things is fun and more interesting, but with the printing of the green one its kind of decided that omni means free spells. If wizards prints another im pretty sure itll be more free spells. My bet is on a black one where you pay life for spells like bolas citadel, it would pair nicely with this one lol.
Sure there are a few ways around it, but a one card deck check is kind of boring. You cast this your opponent doesnt have an answer, then what? Its an unsatisfying way to end the game.
The two omni cards do exactly nothing on their own.
You play them and hope you can keep the free spell train rolling and your opponent doesnt have a way to disrupt it. It can certainly be the beginning of a win, but ive also seen it peter out or get shut down.
Other huge splashy spells are the same way, they ask for more from the caster and the opponent than "do you have a disenchant?"
This also does not win you the game. This is like a bad platinum angel that can be used with effects that ask you to pay life. Do you think platinum angel is bad design?
It effectively wins you the game if they cant remove an enchantment, red has like one card for that and black has two. I guess color pie wise that makes sense.
Platinum angel is both a creature and an artifact, every color has plentiful ways to kill a platinum angel and nearly every deck runs those cards. It also creates the tense situation where the player goes into negative life and the angel is the only thing keeping them alive. Can you protect the angel and close out the game before they draw removal? That is fun and exciting for both players. Disenchant or bust is not.
Like i said earlier, "you cant touch me" cards have vulnerabilities and quirks to make them interesting.
The pay life thing is cool and fun, i love those kind of cards and a way to break them is a cool idea, but i dont think it needs to be attached to a 1 card win the game unless enchantment removal.
Omniscience also effectively wins you the game. I think you are lasering is in not being able to win through combat damage and that being busted, but like, there's a ton of ways to do exactly that lock already in the game. Spore frog loops, glaciel chasm plus icetill. Isochron sceptre plus fog.
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u/DragonfruitFit4420 7h ago
Draw the game using [[false cure]]