Phage, the Hypercade

by BurtonErnie on 08 June 2014

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

I haven't had a chance at all to test this deck out what-so-ever, so there may be a lot of swapping cards out and figuring out the land situation, but I wanted to throw this up while I had internet access available to do so.

How to Play

The theory of this deck is a first turn win with Phage. Ideally you'll have have one or two Spirit Guides in your hand, slap down a land and exile a couple of those to play ANY cascade card, which will guarantee to cascade into HyperGenesis, slap down Phage, then Fires of Yavimaya to give it haste, then Invisimancer to get past any blockers they may lay down, and voila, a first turn win with Phage, the Untouchable!

Deck Tags

  • first turn win
  • Phage
  • Cascade
  • hypergenesis

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,990 times.

Mana Curve

Mana Symbol Occurrence

010201614

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Phage, the Hypercade

I really like Hypergenesis decks! I think you have a good basic structure, but there are a couple things slowing you down.
- You have a few too many cascade cards. With 14 of them, there's a good chance you'll end up with a hand full of them, and nothing to cast WITH your Hypergenesis. I would suggest going down to about 10, to have good chance that you'll have one, but not be full of them.
- Akroma's Memorial is a fun card, but it's a problem in this deck. In order to make the deck function for a t1 win, you need things that can kill t1 (like your Phage and your Blightsteel). Memorial can buff things, but it can't kill anything on its own, so it will often become a dead card. I would suggest replacing it with some other huge creature that can win in 1-2 turns on its own (Progenitus is the most common, but also things like Maelstrom Wanderer, which is a big creature on its own, AND it gives everything haste [reducing the number of Fires of Yavimaya you need].

Good luck!

1
Posted 26 June 2014 at 21:52

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I actually used to run the wanderers in there, but I chose Akroma's memorial over them for a couple reasons. Firstly, while they both provide has, AM also provides flight for both Phage and BSC, just incase I don't draw an Invisimancer. Secondly, it's an artifact so it's slightly less susceptible to instant-speed removal, and also providing creature protection against murder and such.

I chose Fires in case I get really unlucky and don't draw AM or Invisimancer, then I can sac 'em and hopefully get enough of a boost to get a trampiling BSC over any blockers the opponent might lay down.

I think you are correct about too many cascade cards though. Any suggestions for those slots?

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Posted 27 June 2014 at 18:45

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I would say you can probably get rid of your Demonic Dread cards, and replace them with, say, Gitaxian Probe? It acts as a "free" slot, since you cantrip without mana; the two life won't be too harmful to you, since you're planning to win turn 1 or 2; and being able to see what your opponent has in-hand might help set you up for what they'll be putting into play with HyperG. It's not the most creative solution, but it frees up the slots in your deck.

1
Posted 27 June 2014 at 22:20

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Oh my gosh, that's so beautiful! I don't know why I didn't think of it! +1 from me, great idea!

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Posted 27 June 2014 at 22:28

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Actually, silly me, Gitaxian Probe would give you another spell low enough to cascade into. Instead, use Street Wraith (Cycling free for 2 life, same deal but you can't accidentally cascade into him)!

And then two more things: Neurok Invisimancer is nice to give your guys unblockable, but if you're attacking turn 1, they probably won't have blockers. I don't know what you could replace him with, but he just seems like a dead card in here.

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Posted 28 June 2014 at 00:10

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Silly me! It's my deck and I didn't even notice that! I haven't gotten to test it much yet, but I figure they'll play everything in hand once Hypergenesis drops, especially when they see the one-hitter quitters drop, they'll want something to defend against them.

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Posted 28 June 2014 at 03:34

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Oh, right, as I posted that I forgot that they get to play with HyperG too. :P

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Posted 28 June 2014 at 03:59

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Correct me if I'm wrong, but would phage just make you lose the game when you put it into play with hypergenesis, because putting a creature into play and playing something from your hand are different things? Sorry for the run on sentence.

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Posted 27 June 2014 at 17:41

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If she is in the hand, and is played/casted in some way from your hand, then you will not lose the game. However you can not reanimate her, or use a card that directly plays her from your deck.

1
Posted 27 June 2014 at 18:26

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