Turn 0 Win

by DoubleCharizard on 19 September 2015

Main Deck (60 cards)

Sideboard (0 cards)

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How to Play

have the hulk in your hand along with flash and the right lands or other mana makers to get a full 32 damage before they draw there first card. if your first hand has gemstone in it, make sure u go second. with one of the guides in ur hand discard for 2 mana, one blue and the other colorless. flash in hulk, flash sends hulk to grave. pull wall, marader and the diciple. wall and marader go to grave cause they come in as 0/0.
diciple activates when they hit grave. 32 damage before they draw

Deck at a Glance

Social Stats

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This deck has been viewed 971 times.

Mana Curve

Mana Symbol Occurrence

01612412

Card Legality

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

Deck discussion for Turn 0 Win

Flash hulk combo isn't turn 0, the game begins when both players decide to keep their hand. You can't look at your hand to decide whether you want to go first or not, flash is restricted to a 1 of in vintage, lotus petal is restricted to a 1 of in vintage and you've got very little force backup.

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Posted 19 September 2015 at 04:20

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Flash/Hulk is a classic turn 0 combo, if you're not on the play. I'm guessing you meant to say remove SSG from the game & tap GSC for 1R & 1U mana. The hard thing about this is that you need 4 cards for the combo, & w/ Flash being restricted, it's a little like hoping to find the needle in the haystack...still, removing the extra Flashes & Lotus Petals, maybe some Pacts, would make room for more options. I have to admit, I always hankered to try this, but just never had the belly for it. :) Fun deck; hope you pull it off!

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Posted 19 September 2015 at 07:46

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Cant grishol.deck turn 0 aswell? And that deck is way better and more consistent at 2+ mana.

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Posted 19 September 2015 at 11:59

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