Before I jump into looping, I want to throw out the disclaimer that this is just a beginner’s guide–I plan on having a more in-depth post about the more powerful loop strategies available in a different post. If you’re a beginner and you’d like to learn how to incorporate this strategy into your decks, you’ve come to the right place.
What makes looping possible?
There are two elements of every good loop: drawing cards, and generating the mana necessary to pay for the new cards. When you can draw and pay consistently, this turns into a loop. Because decks are not finite, it is possible to construct loops that can continue almost indefinitely.
Drawing Cards
In general, having the ability to draw more cards in MTG:PQ is a good thing. There are some rare exceptions (Torment of Hailfire, Fevered Visions, etc.), but for the most part more cards means more options. In a loop, drawing cards that allow you to generate more mana and/or draw more cards is key to keeping a loop going.
Although Blue generally is the way to accomplish this, a similar mechanic that can be used to great effect across multiple colors is the ability to seek for card types or create copies (see Sylvan Messenger, for example). When combined with mana generating cards, this too can facilitate a loop.
Generating Mana
To generate mana, you’re either going to have to use cards that provide mana to other cards in hand, or gem converters that hopefully will convert enough to pay for newly drawn cards.
Green, of course, is your most plentiful option for gem converters. The easiest loops to sustain tend to contain an element of gem converters.
However, there are numerous cards outside of green that can provide mana to drawn cards. Typically they tend to be of higher rarity, but getting your hands on any one of them should be enough to maintain a well constructed loop.
Constructing a Basic Loop
You’ve probably noticed that there are some decks you go against that seem ridiculously easy to beat, whereas others roll you over in the first few turns. The key difference between these two decks is simple: synergy.
Deck synergy is about gearing all the cards in your deck to accomplish a particular goal. In our case, our goal is to create a loop that will be able to sustain itself.
In order to stick to the idea that it’ll be a “basic” loop, I’ll only include Common, Uncommon, and Rare cards. Naturally, Mythics and Masterpieces make for the strongest loops, but you can still maintain a decent role with lesser rarities.
To make this deck work, you’re going to need a Green/Blue planeswalker, such as Kiora. Note also that this deck is currently Standard legal, on purpose (it’s a lot easier to get standard cards via booster crafting rather than it is to get legacy cards).
Card List:
Creatures
Sylvan Messenger
Spells
Scapeshift
Thunderherd Migration
Talent of the Telepath
Incubation
Animist’s Awakening
Enter the Unknown
Supports
Path of Discovery
Zendikar’s Roil
Rupture Spire
The premise behind this deck is to specifically loop Sylvan Messenger. To get started, you’ll need to have at least Path of Discovery out (Zendikar’s Roil out as well would be useful), and at least three full mana copies of Sylvan Messenger in your hand, and preferably a fourth to pick up some initial mana. To make the mana issue a little easier, we threw in cards like Animist’s Awakening, Thunderherd Migration, Enter the Unknown, Scapeshift, and Rupture Spire in order to pay for other cards. Incubation and Talent of the Telepath help you pull together the cards that you want in hand. Although the loop won’t be indefinite (you’ll eventually match and destroy Path of Discovery), the combo should be enough to build a formidable army.
How It Works
When you place down your Sylvan Messenger, Path of Discovery triggers, converting two gems to Green. This generally doesn’t have a large impact on the board–however, you’ll instantly draw another Sylvan Messenger, and cast a new one. This too converts another two gems to green, as will the third one–all together, you’ll be converting 6 gems to green. There’s a fair chance that you’ll be able to make two matches in this process. This pays for the next Sylvan Messenger. If you have Zendikar’s Roil out, every time the green match includes 4+ gems, you’ll create a token that in turn will generate another two green gems, thereby extending the loop. This trigger chain can pass back and forth as long as Path of Discovery remains on the field, and you’re generating matches whenever a new Sylvan Messenger comes out.
Note
Once upon a time, this Path of Discovery loop chain was easiest with Hautli, Radiant Champion, and Legion Conquistador. As an added bonus, whenever Legion Conquistador Explored, it would be two white gems instead of green, which meant that the odds of destroying Path of Discovery was greatly diminished. However, a fix was implemented a number of patches ago that limited certain creatures from perpetually drawing more creatures–specifically Legion Conquistador and Forerunner of the Legion. Thankfully, Sylvan Messenger was not affected by this change, although her increased mana cost (especially since she can’t be paid for with a single match like Legion Conquistador) hinders her ability to be a consistent pull.
Next Steps
Now that you have a bit of experience constructing a loop, let’s talk next steps to making something even more powerful. Here are some qualities that you’ll want to look for:
- Massive gem changers
- Significant card draws (3+)
- Cards that provide mana to the hand (think Blue Sun’s Zenith, Apex of Power, Overflowing Insight, Desert of the Mindful, Omniscience, etc.)
- Creatures that facilitate the loop by either:
- Generating mana
- Drawing cards
- Seeking specific cards