Casual FTK Wheel

by dknight27 on 15 July 2016

Main Deck (60 cards)

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Deck Description

Obviously this deck is a fantasy, but if it could be built it would be quite fun to play.

Deck Tags

  • Casual

Deck at a Glance

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This deck has been viewed 973 times.

Mana Curve

Mana Symbol Occurrence

0141260

Card Legality

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

Deck discussion for Casual FTK Wheel

What is your win condition here? I get the allure of the power cards, but i don't see how this deck would work. 4 x lightning bolts gives you 12 damage to work with, then another 24 with bump in the night, but any denial/control deck would knock it dead long before you could play your 42 damage, or 5 extra turns.


edit: factored chain lightning into total damage that could be dealt.

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Posted 14 August 2016 at 02:35

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Well, the point of this deck is to basically never give your opponent the chance to play anything. Because of the way the artifacts work as mana sources, contract from below and timetwister basically act like "draw 7 new cards and take another turn", which gives this deck 12 consistent and cheap cards that give you extra turns. Couple that with ancestral recall and demonic tutor and you are almost guaranteed to start the "wheel" mechanic turning, which continually draws more cards and gains more mana producers so you have enough to burn for 3 each cycle and then reset the whole thing.

The math plays out like this. Each time you draw 7, you have 29/60 possible mana sources, 23 of which can be played on the same turn. So, of the 7 cards you draw, give or take 3-4 of them will be mana producers you can drop which nets you extra mana to keep the combo rolling. The other 3-4 cards statistically work out to be something that propagates the wheel (twister, contract, time walk, recall, demonic tutor) which is a 20/60 chance so you get 2/7 cards to possibly keep going, and 10/60 or 1/7 burn cards to hit for 3 damage before you wheel away your hand and replenish it.

Because of the way the deck continuously replenishes card advantage, on average 3-4 times easily per turn (for a total of either 21 or 28 cards drawn), you will hit a time walk/time warp which untaps your mana producers and draws you a card, so you can cash out all the burn you have for that turn and then continue drawing next turn. This works extremely well with bump in the night once you have milled through about half your deck.

And, possibly most devastatingly, timetwister resets your grave, so the more you mill through with draw 7 cards, the more saturated your deck is with ways to continue the combo, making the last 9ish damage hit on 1 draw cycle.

Try the draw sample hand feature a few times and see what I mean. It doesn't work 100% of the time, but a good 80% it gets an FTK.

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Posted 15 August 2016 at 03:55

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Fair point. Personally, I think i just play against too many hardcore denial decks to consider something like this.

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Posted 15 August 2016 at 04:07

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There are also a few tactical combos that really help putting this deck over the top.

Demonic tutor into a black lotus if you don't need it to search for a wheel piece, which spends 2 mana to get you 3, so it guarantees you enough mana to play any piece of the wheel either this cycle or after you draw 7.

Black lotus for 3 black then demonic tutor for contract from below and use the black from lotus to wheel yourself a new hand.

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Posted 15 August 2016 at 04:09

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It has no answer to force of will, but statistically that puts you ahead. If opponent isn't running 4 copies, and doesn't get lucky enough to have material to sack off to it, you run right over him. Even if he does kill off a piece early in your wheel, he just lost 2 cards and most likely won't have enough material or mana base to stop the second time your wheel starts on the next turn, so it becomes a race to see who starts first on the second time.

Again, not fullproof, but if you go first you are almost certainly going to win.

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Posted 15 August 2016 at 04:12

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True. Might as well pull out contract and pop in Wheel of Fortune tho, as the ante effect of CBB will diminish returns each time you use it.

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Posted 15 August 2016 at 04:14

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Lol .Just thinking, Leyline of the Void in opening hand would be crushing. Maybe pull out Time Warp, chain lightning, and 1 lightning bolt to pop in 4 Pact of Negations? You would certainly have the mana to pay the piper on the 2nd turn, so wouldn't lose any real advantage. Plus, with 3 bolts and 4 bumps you still have plenty of damage using twister

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Posted 15 August 2016 at 04:21

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btw, just ran through about 100 hands in the sample thing, and your right. almost guaranteed FTK, one way or another. Nicely made, my apologies if I came off as contemptuous at first.

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Posted 15 August 2016 at 04:31

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It's all good. I know it looks stupid at first, but the wheel just keeps on spinning.

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Posted 15 August 2016 at 04:40

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