turn two land mill three another crab... turn three... plains mill six so thats 7+1 or 2, +9 and then u use path and a twin casted archive trap thats 9+9+26=44 Cards most of which are most likly land and that means if u go first then if u draw a land next turn draw saying u went second that meens u have one more card and u draw either a tome scour or a crab then last card in hand is a land thats another either 9 or 11 so that means they have 5 more cards in there deck so im seeing between a turn three-5 game win on average
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good deck as for the path great choice charvitar is right but easier way and u can do this turn three with higher probibility Turn one island crab
I was wondering what anyone thought of this deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=40982
you might also want to look into bloodchief assension...
ya, i wish fetch lands wernt so expensive i have 4 right now im subbing in the other four for teramorphic expance which suck in comparisen, The average win for this i think i between 3-5 with no complications wich in standerd is awsome, Bushwhack deck is rediculouse i also like the eldrazzi deck. Vampires and Jund piss me off though.
i beleve agro needs adventuring gear not burst lightning but i get what your saying about duilest
my thoughts on this deck is it does not need burst lightning instead it should have adventure gear and insted of kor skyfisher it should have kor duelist. Turn one: Plains Kor duelist Turn two: Plains Adventure gear lynx attack Turn Three: Equipt, fetch land attack pop fetch land for mountain then path the lynx and lightning bolt so thats 1+14+3 so hed be at two Turn Four: lightning Bolt game
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