Kuldotha Red (Humble Beginning..

by King_Shane on 23 February 2011

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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Deck Description

How this deck works:

Opening hand: Mox Opal x2, Memnite x1, Kuldotha Rebirth x2, Signal Pest, Mountain.

Turn1: Mountain, Memnite, Mox Opal. Tap Mountain for Signal Pest, Tap Mox Opal for Kuldotha Rebirth, sacrifice Mox Opal and play another Mox Opal. Tap Mox Opal, sacrifice it to play ANOTHER Kuldotha Rebirth.

Memnite 1/1
Signal Pest 0/1
Goblin 1/1
Goblin 1/1
Goblin 1/1
Goblin 1/1
Goblin 1/1
Goblin 1/1

Turn 2: draw contested war zone.
Play contested War zone. ATTACK. Tap mountain and contested war zone to give all your creatures +1/+0. Signal Pest Battle Cry kicks in.

Memnite 3/1
Signal Pest 1/1
Goblin 3/1
Goblin 3/1
Goblin 3/1
Goblin 3/1
Goblin 3/1
Goblin 3/1

22 damage turn 2. Game. Set. Match.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

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Like

This deck has been viewed 1,593 times.

Mana Curve

Mana Symbol Occurrence

000260

Card Legality

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

Deck discussion for Kuldotha Red (Humble Beginnings)

Woooow, Standard Turn 2 win. Broken....but very situational so it'll probably never happen.

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Posted 23 February 2011 at 10:44

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Just as a heads up, you have to use War Zone after you declare attackers, otherwise it'll give it's +1/+0 to an impressive 0 creatures since none of them are attacking yet. Also as a nit-pick, 3*7 + 1 = 22

But yeah, an 8 card combo is almost never going to happen by turn 2. And on the draw, that opening set assuming you can pull it off is just begging for a Pyroclasm / Ratchet Bomb.

You need some kind of back up plan Aggro is all over the place right now, thus any smart player is going to be backing copies of the quickest sweepers in the format. Once you dump your hand you have to hope they don't have an out because if they do, you're just done. Goblin Chieftain makes for a decent guy to carry you into the Mid game since he's a 2/2 haste for 3 that buffs / hastens any other Goblins, helping to rebound.

You should probably only be running 2 War Zones since in the Aggro match up, you'll lose it really quickly.

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Posted 23 February 2011 at 11:03

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Ive playtested this deck plenty, and on average it deals 10 damage turn 2. Inconsistency is not an issue. The average turn win is turn 4, unless an opponent manages to tap everything turn 3 for a pyroclasm, field clearing hasnt been an issue. Ratchet bombs were indeed this decks critical weakness, but no one main boards them. Sideboard crush or any of the mass artifact hatred that red likes to run and throw them in when you suspect your opponent threw in ratchet bombs.

My matchups thus far have been against U/B Control, B/R Vamps, and U/B artifacts. Have yet to lose a full match.'

Also, thanks for the pointer on Contested War Zone. I hadnt realized that bit and luckily neither have any of my opponents yet. I would always tap it before attacking.

Contested War zone is what makes the deck shine, but I only drop it right before an all out assault. Unless they have some good haste, theyre typically obligated to throw out what they have as chump blockers and losing my War Zones hasnt been an issue, yet.

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Posted 23 February 2011 at 15:48

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