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Infect your opponent for 10 on your 1st turn.
Use hasted goblin from Chancellor or Swiftspear, pay life to pump, Strobe for double strike, Tainted Strike for the infect, 8 ways to draw into the cards needed to accomplish this (Plunge and Wraith). Simian used for extra mana turn 1.Memnite used as fodder for Plunge to pump Titan's Strength and use Strobe.Manamorphose to ensure black and/or red mana available to accomplish Strength, Strike, and/or Strobe.
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I see t2 but not t1...care to explain? sry >.<
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Chancellor of the Forge's opening hand reveal effect puts a 1/1 goblin with haste into play. Memnite and Ornithopter both cost 0. So that's free turn 1 creatures.Infernal Plunge grants {R}{R}{R} on turn one. This pays for Assault Strobe; Mass Hysteria; Titan's Strength; and or Rouse the Mob.Mutagenic Growth is a 'free' pump spell. Tainted Strike grants infect. Only thing I'm not seeing is a source of black for the tainted strike on turn 1. My suggestion is Manamorphose.
^^this
right, so what do we take out for the manamorphose?As that was the problem I also saw with the combo XD I just wanted him to spot it rather than me say it myself *facepalm*
Gitaxian Probe and street wraith for deck thinning.
@KJSJ3, Taking out rouse the mob, two land and a canceler and a memnite?
I would keep the 4 chancellor, the token has haste. That being said, -1 hysteria instead?
your right, hysteria is a two card combo with the 0 mana dorks but chancellor works on its own.
I think I'll toss my own version of this up. It's a fun way to play infect and I just happen to love infect.
^ http://www.mtgvault.com/kjsj3/decks/sorry-about-that/
Thanks everyone for the feedback and the fixes! Huge thanks to KJSJ3 and the deck he made (I pilfered from you). I'm going to run it this weekend in my meta to see how it does.
Np. I'm trying to toss it together too. Let me know how it works for you. Best of luck.
The idea of losing on turn 1 due to infect... Gross...
ive done 10 sample hands and I haven't even been close to the combo I think inkmoth nexus might make the deck a little more consistent but another problem is if your opponent goes 1st and gets a blocker your deck will be done
I'm in the same boat here. Out of 10 hands the best I could do was a turn 2 swing with Swiftspear for 14 and a turn 2 swing with a Chancellor Goblin for 10. Besides that it a lot of mulligans and no creatures.
Only way to get a good test is irl. I keep getting between 3-5 land in my opening hands. With only 12 land, I shouldn't be consistently getting that much land.
Sadly, Vault's sample hand generation doesnât work very well.I may be wrong, but I worked out that with 12 lands you should only be drawing 1, maybe 2 lands in the opening hand (1.4 lands as per my calculations).
I agree with you as well. these simulated shuffles only go so far. I had two hands in a row with no land, 1 with a simian spirit guide and infernal plunge. then the next hand I had 4 land and a manamorphose.
Hate to rain on parades but this cant be considered a turn one win because its almost impossible to draw all the cards needed in one hand... you need like 7 cards... 2 buffs... a black/red land for black. infernal plunge and a hand discard mana and the chanceller double strike. then infect. hows this turn one win when the possibilities are 1/1000
was wrong is actually 8. but still no chance for turn 1.
1. Chancellor -> Goblin, 2 and 3 Mutagenic Growths ( Use life to cast ) 4. Blackcleave cliffs for black mana 5. Simian spirit guide ( remove from game -> 1 red mana) 6. Tainted strike 7. Assault strobe. This should give your 1/1 goblin 2x(+2/+2), (+1/+0), double strike and infect. 12 poison counters.It's possible but highly unlikely, would be funny to win at FNM with this though
odds on that hand are horrible lol
I don't see a way of doing this turn 1. you need 8 cards to pull it off with Infernal plunge. I've calculated it a few ways and to land 10 poison counters you need 8 cards. I just wasn't braining earlier when I looked at it.
1 and 2. a buff... mutagenic growth. 3. infect card. it gives +1/+0 aswell. 4. chancellor card. 5. a black/red dual land for the black mana. 6. the discard mana 7. infernal plunge. 8. assault strobe.
okay I mean it is possible for the 7... but thats with the +3/+1 card.
yes. and if it's a two player game and you go first you don't draw so you are stuck at 7 cards.
uhm you don't draw with a 1v1 either... if you go first
I just said that..... 1v1 = 2 player game... 1v1v1 = 3 player.
ohhhhh... lol thought you meant 2hg
Someone is keeping an eye on us.http://magic.tcgplayer.com/db/article.asp?ID=12376
If you're ok with going out of modern, Invigorate is amazing!
If turn 1 doesn't work - what about Break through the line as a backup?
If it's what I'm thinking of, to slow and costly for this deck.
You could add <a href="/card/springleaf-drum/" target="new">Springleaf Drum</a> to use your free creatures as mana dorks.Hey if you want to know how to link to <a href="/kered/decks/how-to-link-to-a-deckcard" target="new">decks/cards </a>check this out!
Correct me if I'm wrong but didn't we come to the conclusion that this deck isn't turn 1 anymore? it requires 8 cards so it's essentially only a turn 1 win if you go second and your opponent doesn't play a creature.
Man... Blue has got to be your worst nightmare
Mental mistep. or gut shot could stop this. but this is overall an interesting construct for modern.
If I remember correctly, mental misstep is banned in modern and it is extremely rare to see gut shot in a deck list.
Yeah, Mental Misstep got the ban-hammer harsh in Modern and Legacy. Almost instantly. I think the Treasure Cruise ban was the only one that was faster.
Instead of mana confluence you could use Gemstone Mine. Since your deck is agro to the max you really won't have to worry about using past T3 anyway.
http://www.mtgvault.com/mrcannabis/decks/budget-combo-deck-20/
This could totally work with the perfect 7 card draw, or slightly more if you had draw cards in the first turn; however, i drew 100 sample hands and never got any turn 1 winning combo once (even with draw cards). You could probably surprise someone on round 2 because I know a lot of people who wouldn't think of blocking a 1/1 with their 1/1 just because whats 1 point of damage if they can do something with their creature the next turn. I believe most people wouldn't expect turn 1 or turn 2 wins, but once you open this Pandora's box you know its not going to happen again. BTW, Blackfyre73, I hate your deck building skills only because I have to play against you and your decks in RL. ;)
You really have to play it irl to get a good test of it. I'm in process of testing and getting the cards for this deck.http://www.mtgvault.com/kjsj3/decks/sorry-about-that-v2/
Let us know how it goes. :)
maybe you can add some "Become Immense" (http://magiccards.info/ktk/en/130.html) if you succeed to have a lot of card in your graveyard T1, and you can have some G mana with "Manamorphose"...It's just an idea, i play "Bant Infect" since 2 year now ;)
Needs more ways to give the creature infect... Yeah like others have said barely a chance to get a T1 win and if it goes past turn one you are reasonably boned
It happens more often than you'd think.
better call a doctor cuz THIS LOOKS INFECTED! nice to see other infect decks out thurr.
http://www.mtgvault.com/admiralbananas/decks/ug-infect/
I reworked the deck as G/R so that it is possible to get a T1 win going first. Still rare. The combo does require 8 cards, however one of the cards pulls double duty drawing a card and grants a normal infect creature haste.http://www.mtgvault.com/dainir/decks/turn-1-win-infect-gr/The main idea being instead of enchanting a haste creature to have infect, give a creature with infect (glistener elf) haste then pump. The removal of black makes it much easier to manage the mana, and gives you access to 1drop +4/+4 spells.
Looks good. Thanks for posting it!
Had an idea this morning and had to share it. I figured out a way to do this on turn 1 with 5 cards (7 if evasion is necessary), but sadly one of the cards is on the Modern banned list (Blazing Shoal)Chancellor of the Forge - drops the 1/1 with hasteSwampBlazing Shoal - discard the Chancellor to give +7/+0 (8/1)Mutagenic Growth - pay 2 life for +2/+2 (10/3)Tainted Strike - +1/+0 and infect (11/3 infect) And if evasion is necessary:Simian Spirit Guide - Discard for {R}Apostle's Blessing - use the mana from Spirit Guide and pay 2 life to give protection from whatever is in the way.
It being banned is why I never mentioned it, but yeah. I guess you could always use it for casual play.
Tested and sucking. gg.
You didnt have to test it to realize this. you need 8 cards to make the turn one thing work. and if you dont get those 8 cards you lose until you do. and with standard decks now a days. well that would be way too slow. EDIT: I dont mean standard as in legality. I just mean basic decks and how they run now-a-days... they're not very late game anymore.
@john721, i could have told you that it was nearly impossible just from the math, or even the draw hand option on several sites, like mtg vault. Wait, ( I had to check) I did actually impart that this was not really probable. I must admit that it felt so good to hope this would work though.
Although you could drop cards for the combo of these 7: Mennite, Land, Infernal Plunge, Monastery Swiftspear, Titan strength, Titan Strength, Tainted Strike.Infernal Plunge the Memnite for RRR, tap the land for B (RRRB left in pool), play MS w/ prowess (RRB left in pool), Titan Strength (RB), Titan Strength (B), Tainted strike. That would give you a MS of 11/2 (4/2 +3/1 +3/1 + 1/0) with Infect.But alas, the hopes of this ever happening are far to slight and I really enjoy your Lightning Elemental 20+ points of trample damage in turn 3 deck. Even if you miss the turn three mark, you are still going to pack a punch.
Any news on this deck?