Standard turn 2 win

by surewhynot on 19 November 2010

Main Deck (60 cards)


Sorceries (3)


Instants (9)

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

I wanted my 50th deck to be something special, so I decided the best way to make it special is to post my deck that can win on turn 2 in standard. This deck has the highest chance out of the many ways to win on turn 2 in standard of pulling off the win. I know this deck might look very strange, but I made it to have the mathematically highest chance to have a turn 2 win. I still need to work on the Sideboard, but that shouldn't be too hard.

Deck Tags

  • Experimental

Deck at a Glance

Social Stats

2
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This deck has been viewed 2,923 times.

Mana Curve

Mana Symbol Occurrence

110363

Card Legality

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

Deck discussion for Standard turn 2 win

just curious, exactly how does this turn 2 win work? I kinda see where it's going, but I just want to make sure I know.

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Posted 20 November 2010 at 03:51

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One way is to get Vector Asp on the first turn and then drop a 0 cost and a Mox Opal (so the opal can give the mana with metalcraft). Then next turn with some combo of lands and the Opal, give the Asp infect, cast Assault Strobe and Groundswell on it. You could also drop any 1 power creature and have Tainted Strike in your hand.

Another way is to have a plains, the quest, kor duelist, the opal, two glint hawks, and two 0-cost dudes. Use the plains to play the quest, then play down your 0-cost dudes, drop the opal, tap it to play glint hawk, return it to your hand, play it again, tap it, and play down the second hawk. Return the opal again and play the duelist. Sac the quest to find Argentum Armor and stick it on the duelist. Next turn attack with everything for the win and/or play fling, groundswell, or tainted strike.

Now these aren't incredibly likely scenarios, but I designed this deck to have as many of them as possible as often as possible. And hey, a turn 2 win is a turn 2 win right?

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Posted 20 November 2010 at 14:07

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I also got really excited when I first saw Kuldotha Rebirth since I could use it with Demon of Death's Gate (or so I thought -_-)

I later saw that the demon needs you to sac three BLACK creatures...doesn't that suck?

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Posted 20 November 2010 at 14:11

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