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A combo based turn 0 win deck - based on winning on the starting turn of the opponent. Most of us has noticed the "turn 0 kill" deck. It's awesome, and (depending on your hand and draw luck), and most amazingly it actually works. Most turn 0 variants are not vintage legal however, this deck is constructed to be able to work with a single flash spell in dci approved vintage tournaments. Keep in mind that this concept is a gamble and does not guarantee a win - a single force of will or leyline of the void can turn this deck into a turn 0 loss. The basics: * When your opponent begins the game, you start with gemstone caverns in play. This land can produce blue mana. * This blue mana and a spirit guide will pay for Flash. * Chose Protean Hulk for Flash (or use summoner's pact to fetch him) * You can't (won't) pay Protean Hulk's cost, he dies, and you get to fetch creatures from your library and put into play- * You fetch 4x Disciple of the Vault and at least 5 of any combination of the x/x artifact creatures. * All x/x creatures die as a state based effect since they are 0/0, triggering disciple of the vault to cause loss of life for opponent. ... check and mate, on your opponents first turn, before your opponent may draw the first card. Playing this deck: This deck is a bit tricky - since we want it vintage legal, we cant use 4x Flash - this is actually a real problem since we really need it for this to work. I have added 4x serum powder to compensate for this. Use it to exile "junk" and keep drawing fresh cards. You will need: 1x Gemstone caverns 1x Flash 1x Protean Hulk (or Summoner's Pact) 1x Simian or Elvish spirit guide. When using serum powder, make sure that you never exile more than 6 X/X creatures (or you can't deal enough damage). You can use Street Wraith for "free" cycling; and worst case scenario you have mulligan down to 4 cards and almost have the required combination, you can use the tutors to fetch the missing piece of the puzzle or play spells such as opt, ponder or brainstorm and gamble that you will draw the lucky card and pray you opponent don't have any wasteland. If you are playing Legacy: It appears as Flash is currently banned in Legacy - so don't count on getting any Legacy action with this deck any time soon.
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flash is unfortunately banned in legacy, but this still works in vintage, nice work
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Hm, must have been looking at an outdated ban list then, thanks for letting me know.
I love variants of the turn 0 deck - looks good. It is a pity flash is resricted, but it is nice to see you work around that limitation!
a bit too much cycling for my taste though. 4 brainstorms would be better in my opinion. it will cut down on the chance of a turn 0 win, but drastically increase the chances of a turn 1 or 2.
Good idea, kind of defeats the point of the deck, but makes it more cometitive
I think that would in like 9.9/10 cases lead to a loss - turn 0 you "only" have to worry about leyline of the void and force of will. Turn 1 potentially means discarded cards, exiled cards from library, added casting costs, wasteland/sinkhole on Gemstone Caverns... I think the best bet is to mulligan and use serum powder down to 4 cards as starting hand, if you don't have the right cards by then - concede.
... On second thought, if you mulligan down to 4 cards, if one of them is a draw-card there at least is a small chance - i think i will take your advice - leave street wraith in and replace the cycling with brainstorm, ponder and such.