Turn 2 Win?

by zarlack135 on 15 October 2013

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Welcome to the updated deck! Since I posted this, there have been a number of new card releases and mechanic discoveries I've made. This list will now continually be updated, and is currently updated with the high-tech gadgets that are now legal in Modern. Without further ado, I present WeirdStorm. I now ask for sideboard suggestions.

How to Play

This deck revolves around a single combo: equipping a Paradise Mantle to a Blistercoil Weird for a repeatable mana generator and storm count. This deck has taken a recent turn, however. Now, instead of being a more subtle "infinite" loop, it has become a combo that can net us multiple colors of mana, and has become heavily graveyard-based. The same basic principle remains; play a Blistercoil Weird, attach Paradise Mantle, and combo off for the win. Now let us go over the more tools we've acquired to become more consistent:

In terms of mana netting, no new cards have been actually newly added. The cards are Gitaxian Probe and Cerulean Wisps. Gitaxian Probe let's you pay life to play instead of using the mana the combo geberates to net 1. Cerualean Wisps let's you untap before his normal untap would occur, allowing for another re-tapping, netting us 1. Use this extra mana for Manamorphose, Ideas Unbound, and Grapeshot.

Graveyard mechanics have been added for extra consistency in the form of Faithless Looting, Ideas Unbound, and Treasure Cruise. Faithless Looting, Ideas Unbound, and Thought Scour all fuel Treasure Cruise, which lets us dig 3 cards deep for maximum consistency (aka most reduced chance of fizzling due to land draws). Be careful though. This entire interaction puts you at the mercy of graveyard hate, as well as makes you use your Visions of Beyond before Treasure Cruise. If you mess that up, at least Visions of beyond stays as a 1 mana "draw a card" spell.

Deck Tags

  • Modern
  • Infinite Combo
  • Aggro
  • Burn

Deck at a Glance

Social Stats

172
Likes

This deck has been viewed 17,602 times.

Mana Curve

Mana Symbol Occurrence

0364144

Card Legality

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

Deck discussion for Turn 2 Win?

This is kinda funny. I like it.

1
Posted 16 October 2013 at 01:00

Permalink

my thoughts exactly. i would make this purely to piss off my friends every now and then

1
Posted 18 October 2013 at 17:33

Permalink

Same here.

0
Posted 18 October 2013 at 20:41

Permalink

Ernestogod has deleted this comment.

Posted 17 October 2013 at 04:33

Permalink

-2
Posted 17 October 2013 at 14:52

Permalink

if i was you i would add five lands.

0
Posted 17 October 2013 at 15:28

Permalink

You honestly don't need 5 more lands in this deck. This deck works as long as you have 1 mana at your disposal the whole game. Take this into account: Turn one: Paradise Mantle & Blistercoil Weird. Turn 2: Equip Paradise Mantle to Blistercoil, and and let the carnage begin. You can do all this with 1 land.

1
Posted 17 October 2013 at 20:09

Permalink

Daggerback5423 has deleted this comment.

Posted 17 October 2013 at 21:05

Permalink

oh, and how much did you actually get this deck for?

0
Posted 17 October 2013 at 21:06

Permalink

about $30... and it's actually super consistent.

0
Posted 17 October 2013 at 21:07

Permalink

when i did the draw hand function i only got that combo twice out of about fifteen

0
Posted 17 October 2013 at 21:10

Permalink

No way... Adding 5 lands would make very unstable. I just playtested the deck it works only a few times, because you only cast 1 card and draw 1 card you sometimes draw land. Drawing a land just stops the combo and loses you the game. The same with grapeshot, it's a great finisher, but it doesn't allow you to draw more cards and also stops the combo. So i'd remove 4 lands and the 2 grapeshots. Also it can be countered by any blocker. So i'd add Cloak of 2 Feathers and
4 Brainstorm, to let the combo keep rolling and give the creature flying.

0
Posted 27 October 2013 at 11:46

Permalink

Lol his deck is awesome

0
Posted 17 October 2013 at 17:44

Permalink

Indeed!:D
Real awsome, fun deck

0
Posted 23 November 2013 at 19:23

Permalink

Like it. Precise, concise... But what worries me is the waiting time until you find Blistercoil Weird and Paradise Mantle. I understand that you've put some drawing cards to help it to come faster. But, imagine it against a Goblin Deck; Turn 2: 3 Goblins in play; Turn 5: 5 Goblins in play plus 5 goblin token from Siege-Gang Commander and Beetleback Chief. (I'm just making an assumption, it could be an Elf deck, a token deck or any fast/creature-based deck). Can you see it? Doesn't metter how much powerfull Blistercoil Weird gets if it doesn't have trample. Then you'll have to rely on Grapeshot. Of course if you have some lucky it will do perfect, but it's too risky for me. Dunno, maybe if you put some more lands, as Daggerback5423 mentioned, it would give you more mobility.

Obs:
I'm no taking the credit of the deck. It's still awesome, and it's the first deck I gave my "like" around here. congrats.

0
Posted 17 October 2013 at 21:37

Permalink

yayyy... I was mentioned. But really, I support you.

Can you look at this for me?: http://www.mtgvault.com/daggerback5423/decks/white-human/

0
Posted 17 October 2013 at 21:51

Permalink

You should include Slip through Space in here. It makes Blistercoil unblockable while drawing you a card. I'd take out Visions of Beyond.

0
Posted 05 August 2016 at 13:36

Permalink

Wow, thats pretty ingenious. Kudos!

0
Posted 17 October 2013 at 22:44

Permalink

I was thinking of making a deck with this combo. I saw one a while ago with this combo and I thought it was so incredibly fun and rather good unless played against mono red or black or white or blue.

Cards that stop this for suggestion.

Tragic slip
Shock
Lightning bolt
Anything that deals one damage for one Mana.
An unsummon will get him off the board
Also white has several one drop exile cards that can be played as four of.

Best bet against this deck would be and aggressively curved red deck that'll kill the weird the turn he comes down.

1
Posted 18 October 2013 at 01:15

Permalink

This is a stretch, but if you had two simian spirit guides in your hand and a crimson wisps in your hand, then this is a potential turn one win

1
Posted 18 October 2013 at 02:03

Permalink

Awesome idea but he'd still be summoning sick. Gotta be turn 2.

0
Posted 25 October 2013 at 06:47

Permalink

crimson wisps gives him haste...

0
Posted 26 October 2013 at 23:18

Permalink

You really only need 1 at the most grapeshot. Considering you will be drawing yourself out in no time, you will have no problem finding a grapeshot.

Another wincon would be fling, in case you get Meddling Mage'd or Slaughtergamed. I'd recommend it in the sideboard for game 2, or anotherone in place of the second GS

0
Posted 18 October 2013 at 02:41

Permalink

Edit: Goldfishes at T3.

0
Posted 18 October 2013 at 03:36

Permalink

Ha lol first time I drew sample hand I got the combo

0
Posted 18 October 2013 at 03:50

Permalink

path to exile would stuff this deck up so much

0
Posted 18 October 2013 at 04:13

Permalink

It's the only card this deck CANNOT go up against.

0
Posted 20 October 2013 at 18:55

Permalink

silence could stop it, or at least stall it for a bit

0
Posted 19 April 2014 at 20:41

Permalink

Artful Dodge?

0
Posted 18 October 2013 at 05:12

Permalink

Sure.. It Makes sense... Better then give him trample... And fits on the deck, one mana cost, it could be awesome for the combo.

0
Posted 18 October 2013 at 14:05

Permalink

Another good suggestion would be Shadow Rift. Not unblockable, still can be blocked by creatures with shadow, but it's not a high probability and you also draw a card, what keeps the combo flowing.

1
Posted 18 October 2013 at 14:09

Permalink

Actually, Shadow Rift can replace many of those buying card in this deck. I personally think that give shadow to Blistercoil Weird is more important then "Scry 2" or "Look at target player's hand".

1
Posted 18 October 2013 at 14:16

Permalink

Shadow rift for sure

0
Posted 18 October 2013 at 19:17

Permalink

Scry is probably the best thing you can do, because if you were to draw a land, you don't, and you keep you combo going without it being interupted by dead draws.

0
Posted 20 October 2013 at 18:55

Permalink

I would also toss Leap in there. 1 cost that makes him flying and you draw a card.

0
Posted 24 October 2013 at 05:03

Permalink

But, with LEAP or Shadow Rift, the deck lost the "modern" type

0
Posted 03 November 2013 at 16:13

Permalink

You could add 4x rancor for the blocker problem. Infinite draw until you play a rancor to finish your oponent. And i know that ponder is banned in modern, but you could put it on the deck for casual play.

0
Posted 18 October 2013 at 10:21

Permalink

This is a combo that I'm surprised hasn't seen more play. It's a very hard to beat combo and can actually go off quite quickly. But, combos are about math, and you have to understand your odds of getting it online quickly and in the scope of longer games.

The chances of drawing Blistercoil Weird in your opening hand or second turn are as follows.

You calculate the chances of drawing it by multiplying the probabilities of drawing it for each consecutive card. You have a 56/60 chance of not drawing it first, and 55/59 second, so on and so forth. The odds of not drawing it in the first 8 cards are:

56/60 * 55/59 * 54/58 * 53/57 * 52/56 * 51/55 * 50/54 * 49/53 = 55.5 %, or 44.5% of drawing the weird.

The chances of drawing paradise mantle given that you've already drawn a weird are as follows.

55/59 * 54/58 * 53/57 * 52/56 * 51/55 * 50/54 * 49/53 = 59.4% chance of missing it, or a 40.6% chance of drawing one.

Now, the chances of drawing an island:

48/58 * 47/57 * 46/56 * 45/55 * 44/54 * 43/53 = 30.3% chance of mana screw, or 70% chance of drawing an island.

These are the bare minimum elements to get the combo online. You can calculate the probability of a turn 2 kill by multiplying all three probabilities together.

70% * 40.6% * 44.5% = 12.6% chance of combo on turn 2. And that's assuming that every other card in your hand feeds your combo. These odds aren't really good. That's a record of about 1-7.

Given that, I don't think you should try to shoot for the turn 2 combo. Granted, it's fun when it happens, but it just doesn't happen consistently enough. I think you could give this deck a lot more reliance by adding in more control or deck manipulation. I understand that if you add in too many non-cantrips it can fizzle out, but you do need to think about the long game. In the modern format, most combo decks use turn 4 as the critical turn, so if you can even spend your first few turns setting up and then combo off turn 4, that's quick enough to win and will definitely make the deck more consistent.

As for specific cards, I don't have a lot. Past in Flames is an amazing card in Storm and I could see it pulling a lot of weight here. When/if you fizzle out of cantrips or just never hit a grapeshot, you could cast it and just keep cantripping until you hit a spell.

Good luck!

2
Posted 18 October 2013 at 18:52

Permalink

BUT only if you have a completely random shuffle.

0
Posted 18 October 2013 at 19:14

Permalink

Well of course all of this assumes you don't stack the deck. Which is frowned upon. So don't do it.

1
Posted 18 October 2013 at 19:20

Permalink

with a normal shuffle with a cut i have had the same hand and same draw before...

0
Posted 18 October 2013 at 19:21

Permalink

Well then you need to shuffle your deck lol the numbers don't lie.

0
Posted 18 October 2013 at 19:24

Permalink

Interestingly enough, I've actually gotten perfect hands on the 1st or 2nd mulligan. Again, this deck is a fun deck, and not a deck to bring to a GP, unless you are truly a master. I was always wondering what the probability of the turn 2 combo was. Thanks.

~zarlack135 (the deck poster)

0
Posted 18 October 2013 at 20:45

Permalink

Of course, casual magic can be whatever you want it to be. I understand that. My friend once made a deck with 11 of each basic land, 4 coalition victories and a progenitus. My comments were geared entirely towards making the deck modern competitive.

0
Posted 18 October 2013 at 20:55

Permalink

I hate not being able to delete comments...

1
Posted 19 October 2013 at 03:08

Permalink

I dont want to do the math to change the percentage, but the extra " free " card draw draw from the probe would make the probability go up a few percent, no?

0
Posted 20 October 2013 at 08:17

Permalink

http://www.mtgvault.com/drakeraenes/decks/blistercoil-blitzkrieg/

multiplayer modification of your original deck design. what do you think?

-2
Posted 18 October 2013 at 22:27

Permalink

Can you guys give me some advice on this deck? pls
http://www.mtgvault.com/folk/decks/cheaper-mono-red/

-2
Posted 20 October 2013 at 12:17

Permalink

Wow, I'm super impressed with the concept behind this deck! I do have one quick question: Have you considered running Power of Fire as well? Seems like it would be quite the compliment to our deck idea.

0
Posted 19 October 2013 at 03:09

Permalink

Whisper of the Muse is a nice additional draw, but if you trade it for Artful Dodge, you can get around a rush decks early blocker presence, while still maintaining a cheap cast spell.

0
Posted 19 October 2013 at 20:14

Permalink

The only problem with Artful Dodge is the fact that it's NOT a cantrip. It doesn't let me draw anything, so if I draw that early on, it's a dead draw altogether.

0
Posted 20 October 2013 at 00:26

Permalink

Aphotic Wisps? Its not unblockable, but its closer to it than what you currently have.

0
Posted 20 October 2013 at 03:37

Permalink

mind if i take this to my local modern night?

0
Posted 20 October 2013 at 07:38

Permalink

Go right on ahead! I'm making this a thing!

0
Posted 20 October 2013 at 18:52

Permalink

Now that's what I call pissing your friends off really bad, did he win every game? The deck is awesome btw!

0
Posted 20 October 2013 at 12:14

Permalink

Yeah, he kind of wins all the time, unless one of us has an ancient grudge or path to exile on turn one.

0
Posted 20 October 2013 at 18:53

Permalink

My version runs two copies of "Pact of summoning"... but otherwise I dig your take. At my house we play this deck against "fluxuator" and "channel fireball" as a drinking game. lol. Good luck, liked the post.

0
Posted 21 October 2013 at 01:51

Permalink

And how exactly do you plan on winning by turn 2??

-1
Posted 21 October 2013 at 20:06

Permalink

...really? Read the "How to Play" noob.

0
Posted 21 October 2013 at 20:29

Permalink

Glass Cannons. Glass Cannons everywhere!

Halimar Depths. Land with deck manipulation. Get it in there.

Cerulean Wisps actually helps a lot here as you can untap Blistercoil under it's ability, tap it for mana with the Mantle, then untap it from Wisps. This nets an additional mana more than you may have realized. And since Gitaxian Probe is Pmana, you can just eat the life for the cast and save more on your car insurance. I mean, mana pool.

Setting up your deck with Serum Visions (or the formerly mentioned Halimar Depths) then milling yourself with Thought Scour can help get rid of the "Shit, I drew another unneeded card instead of my draw engine card" senarios.

I would put in an Elixir of Immortality, an Unsummon, an Aphotic Wisps, and a Storm Entity. The Elixir can help make the storm effect even greater when you have the extra mana to keep the engine going (or just use it to save yourself when your glass cannon breaks), Aphotic Wisps for evasion and card draw, Unsummon for that one creature that may be able to block, and Storm Entity is a nice cherry topping to all the spells you've been casting.

3
Posted 23 October 2013 at 13:12

Permalink

Halimar is good if you have a spare Gitaxian available, as is the serum/scour follow-on. elixer is good only if you have the extra mana to use it, but not a bad idea either. unsummon is useless here because not a lot of decks that i have personally seen have a high chance of a turn 1 creature, and even if there is one, aphotic will only help if the thing isnt black or an artifact. storm entity is also a good idea, but he is too expensive for this deck

0
Posted 23 October 2013 at 18:54

Permalink

Hmmm...... Why does this look so familiar? Oh yeah, because this looks almost exactly like the deck I saw on the wizards website.

www.dailymtg.com -> columns -> re-constructed -> "Something Weird About Modern"

not quite the deck, but very close. thanks for spreading the word about this combo :P

1
Posted 24 October 2013 at 04:26

Permalink

Haha I have no clue where my bud got this deck idea from, and I happened to notice that article as well about a few weeks back. All I know is that my friend has been playing this deck far before I saw this.

0
Posted 24 October 2013 at 20:24

Permalink

This is in fact a deck that used to be played a lot in modern so now people just take a shock and if u turn 1 blistercoil wierd into paridise mantle people will just kill it then you will lose before you can respond

1
Posted 26 October 2013 at 23:09

Permalink

I'd say 4 Grapeshot are needed because you can definitely kill someone on turn 2 even if you don't see enough instants and sorceries.

0
Posted 30 October 2013 at 21:32

Permalink

Hey. I do like this deck a lot.
Reading through the comments I can really recommend using Aphotic Wisps or Crimson Wisps.
Considering Twisted Image, Reach Through Mists and Whispers of the Muse do not have a helpful side effect it would be good to replace those.
You could go for Steam Vents (though this would crash the budget idea of this deck) to have more options on turn 2.

Manamorphose could also be interesting because you generate 3 Mana in total out of 2 Mana input.

I do have one question for you or the other commentors:
Weird and Mantle are in play. I tap him to get mana for Cerulian Wisps. As far as I'm concerned, Weird's untap ability triggers right away. Can I tap him for mana again before Cerulian Wisps resolves to get an extra mana? This would come in very handy.

Hopefully I could give you some new ideas. I know there are many cards you could consider using.

0
Posted 12 November 2013 at 15:07

Permalink

Tap abilities are instant speed, so you can retap weird, because you cast the spell, but it didn't necessarily resolve.

0
Posted 24 November 2013 at 02:40

Permalink

Hey awesome deck, thanks for the post. Liked it enough to create an account and my own version.

Made some mods, let me know if you like it.

http://www.mtgvault.com/emanvz/decks/barely-legal-quick-win/

0
Posted 03 January 2015 at 03:05

Permalink

What about splashing some black for "Spoils of the Vault" ?

0
Posted 08 January 2016 at 08:18

Permalink

Why on earth would you even use that in this deck? It doesn't fit with the engine of the deck and is a third color in a deck that only runs 10 land as it is. It serves no purpose here whatsoever

0
Posted 08 January 2016 at 10:49

Permalink

You need two cards for the combo, this could get you the second card.
however i agree that it is a dead card when you start the combo.

0
Posted 08 January 2016 at 10:51

Permalink

It's actually an idea that my friend had. The problem with spoils is that you may just kill yourself on turn one, and it kills the deck's budget. It's still perfectly playable, though.

0
Posted 08 January 2016 at 15:38

Permalink

You need at least three cards to start the combo, and at least one extra that isn't faithless looting to get going. You can easily mulligan down to four before things get dicey. Or you could keep a hand that has one of the pieces and some land and just try and draw into it. At best, it's a turn 2 win, but turn three or four odds also possible

0
Posted 09 January 2016 at 01:31

Permalink