Blistercoil Blitzkrieg

by drakeraenes on 18 October 2013

Main Deck (60 cards)

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

A multiplayer capable modern quick kill deck. Inspired by a deck made by zarlack135.

http://www.mtgvault.com/zarlack135/decks/turn-2-win/

How to Play

This deck revolves around a single combo: equipping a Paradise Mantle onto a Blistercoil Weird. Blistercoil Weird's untap ability serves Paradise Mantle extremely well, considering you have an infinite mana outlet on turn 2. The main way to use this is to cast draw spell after draw spell after draw spell. Use this to boost Blistercoil Weird up to lethal damage, and while doing so, digging for your Grapeshots, in case your opponent Fogs or casts a Holy Day. Finish with Grapeshots.

This deck CAN win on turn 1 if you use a [Simian Spirit Guide] and a [Crimson Wisps].

Deck Tags

  • Turn 1 Win
  • turn 2 win
  • Blistercoil Weird
  • Modern

Deck at a Glance

Social Stats

11
Likes

This deck has been viewed 2,571 times.

Mana Curve

Mana Symbol Occurrence

0360140

Card Legality

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

Deck discussion for Blistercoil Blitzkrieg

This deck is not modern legal...

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Posted 18 October 2013 at 22:47

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replace the 2 shadowrift with something else and it's pretty legal. There's plenty of cards available that will do almost the same.

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Posted 21 October 2013 at 11:19

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im aware that it isnt modern legal. i made it for casual play mostly, but you can sub out stuff to make it modern no problem. thats why there are cards in the SB.

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Posted 21 October 2013 at 20:23

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Bfrick2 has deleted his comment.

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Posted 20 October 2013 at 01:15

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Have you tried to add serum powder?
It increases the chance of getting the mantle in an opening hand, but might block the deck too. You could test it to see how well it works.

One way to do it might be to include faithless looting.

Other cards to think on:
1 edge of autumn. cycle your land to increase the chance of comboing off.
manamorphosis works well with simian spiritguides AND elvish spirit guide.
summoning pact will get you a needed weird or a spirit guide.

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Posted 21 October 2013 at 11:22

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those are great suggestions if only with one critical problem, they all cost 2 mana. this deck demands that things primarily cost 1, with a few exceptions like grapeshot and reverberate. serum powder is a huge gamble so i think i will pass on it. i might consider edge of autumn because i really only need 2 of my land. i will SB it for now

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Posted 21 October 2013 at 20:22

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Thought so...
Erhm. you are supposed to run 1 edge of autumn in mainboard, and never ever any more than one. It's function is to make your deck a 59 card deck, and it only works with 1. You never cast it, you simply just cycle it because your aim is to kill at turn 1, so you can let your land be eaten to draw one more vital keycard.

For sideboard, why not pyromancer and akroan? both would love to be targeted by all your effects and you could swarm with 1/1 tokens if the deck doesn't kill enough with it's combo...

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Posted 22 October 2013 at 10:05

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good to know about the autumn. as for pyromancer, the tokens do not have haste like the akroan tokens do, but the akroan only works if i target him directly, which the spells in this deck design dont do. great ideas, but not for this deck

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Posted 23 October 2013 at 18:42

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A few other options.

assault strobe (doublestrike for R)
tainted strike (infect for B)
srorm entity (can replace grapeshot if needed, since swansong is gaining in popularity!)
immolating souleater (with assult strobe or tainted strike and some simian spirit guide it's a turn 1 combo)

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Posted 24 October 2013 at 10:26

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also good ideas, just not for this deck. needs moar draw :/

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Posted 24 October 2013 at 16:52

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leap, cloak of feathers, insist, repeal.

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Posted 25 October 2013 at 09:38

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great options! insist kinda seems moot since i wont need to cast another creature, but even then its still a good alternative. i will hold off on repeal because i have a friend that likes to use a playset of swerve and i dont need that biting myself in the ass. leap and cloak of feathers are also good options, so long as i dont have to face a turn 1 suntail hawk or ornithopter. my only real complaint about these is that they arent modern, but even then i dont really care THAT much lol

very good sir!

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Posted 25 October 2013 at 17:23

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I took a look at what's out there costing 1 mana and drawing a card. There's plenty more if you're not scared of diversing into other colors, though it might all fall appart then :(

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Posted 26 October 2013 at 13:51

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Faithless looting is a must for this deck, without it you'll end up with land or wierds in your hand and nothing to do with them.

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Posted 26 October 2013 at 19:52

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Maybe so, but the deck is pretty straightforward as it is. Adding in another card could upset the balance too much

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Posted 27 October 2013 at 06:04

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Not talking about adding, I'm saying switch it out for one of your draw cards. Do you really think taking out Reach Through Mists, or Twisted Image for these would hurt the deck or help it?

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Posted 27 October 2013 at 20:07

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ok so here is my issue with it: it makes me discard. this deck doesnt need discard, and the only time discarding is necessary is if i have things like another wierd or island in my hand that i dont need, but that may not always happen. the chances of me having two junk cards to discard are not that high even when considering all the draw in this deck. i cant risk having to discard 2 cards that i may need later on. so to answer your question, it would hurt the deck more than help.

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Posted 28 October 2013 at 17:11

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BFRIK2: Yeah, DRAKERAENES is nailing the point there. There is no cardadvantage in faithless looting. all his spells replace themselves. looting draws 2, discards 2 but does not replace itself. Only reason why I suggested it myself was in company with serum powder, which was to make a lategame obsolete card usefull again.

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Posted 29 October 2013 at 10:10

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exactly. props wickeddarkman

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Posted 29 October 2013 at 20:19

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Why are there red cards in this deck? I see crimson wisps and the only way to play it is with the spirit guide... Also, this would be an Awesome Legacy deck. Imagine throwing in brainstorm, preordain, portent, maybe index, etc. That would be so cool Hahaha!

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Posted 04 May 2014 at 01:00

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for 1, look at paradise mantle. 2, adding in those cards will defeat the purpose of this deck. it designed to draw cards, not stack my draws

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Posted 04 May 2014 at 09:20

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Maybe you could try adding a couple shock lands for the red or something like that

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Posted 04 May 2014 at 01:00

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shocklands wont help me here. i only need islands since most of the deck is blue

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Posted 04 May 2014 at 09:20

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turn one kill is close to impossible since you need 2 spiritguides, 1 wierd, 1 mantle, 1 crimson wisp and 1 island or another spiritguide in your opening hand. after that, nearly every card you play hast to replace itself with a card draw, cause there are just 2 cards left in ur hand (maybe 3 if u were not the starting player, wich also means, the wierd can be killed after u play it). so you have to draw and play either 19 cards for combat dmg kill or 10 and a grapeshot, but for playing that, there hast to be another spiritguide, gitaxian probe, or cerulan wisps before, wich creates an additional mana... in theory there are "possibilities" with 2 or more grapeshots, but i wont explain that here... so cause of this all, im really sure you can play this deck a hundred times without seeing it win turn one!
the turn 2 kill is potential is there, thats true. in general i think this deck is funny, i like the idea and if the case comes up u win with that in turn one, pls start playing lotto ;-D

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Posted 23 September 2019 at 10:21

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I think the odds of going off at turn 1 depends heavily on how you play the deck.
You see, you only need 1 simian, 1 mantle and 1 weird for the initial opening, with these three cards you get to play a lot of "free" cantrips, which leads you down to two choices in killing when your hand is filled with cards that can't be cast (some of them will be mantle and simian) One key strategy to the deck would be to mulligan when those 3 cards are not present which is why I'm in favor of serum powder.

DRAKERAENES:
I've been thinking if it won't pay of to cut 1 simian and 1 mantle.
During most of tests with my own decks I have a certain limit for cards that I wan't to see as often at the opening hand, but also don't wan't to see later. That limit consists of 3 of such cards.
The same would apply to visions of beyond.
Cutting those three would allow for 3 serum visions.

3 is a magic number, yes it is, it's a magic number...

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Posted 25 September 2019 at 11:12

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