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Summon the mightiest of calamaties with the power of squirrely wrath!!!
You need eathcraft and squirrel nest out with at least 1 mountain in play. Once you have them out, tap a squirrel to untap your mountain, repeat as many times as you have squirrels, cast banefire or comet storm and you win!!Vitalize for same turn wins if you drops squirrel nest on a land and have a creature to tap for earthcraft. Fastbond with a good opening hand can net you a turn 1 win, and who wouldnt love to see a massive ball of fire summoned by squirrels on turn 1?
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Awesome! I can't believe that: OTK in magic!!!!!For your question, it depends who it is aimed at :)
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oh this is nothing. its possible to win before your opponent even plays a land on turn ZERO. i even have the deck built for proof of concept on here. the "how to" explains it allhttp://www.mtgvault.com/drakeraenes/decks/turn-zero-win/
Holy Crap, Batman, this is broken! :)
Indeed it is robin. Indeed it is
you know what's fun? sanguine bond/exquisite blood. everybody dies!p.s. please check out my deckwww.mtgvault.com/Planeswalker999/decks/awesome-multiplayer
That combo is old hat though, and unless you have 4 dark rituals handy or nykthos with enough devotion, it's just too slow
i know it's old hat. doesn't mean i don't still enjoy the looks on my dozen opponent's faces when i instantly kill them all :)
Thats not a turn 1 win but turn but atleast a turn 4 or 5 since you first need 3 man to cast Squirrel Nest. then make a lot of squirrels with becomes tapped in the progress wait a turn then use them for mana.
Elvish spirit guide? Fastbond? Did you even look at what's in the deck? I did my math, turn 1 is possible
Turn 1 is not possible with this deck. At best, it can do turn 3.Card 1: ForestCard 2: FastbondCard 3: Any land (via Fastbond, lose 2 life - 18)Card 4: Any land (via Fastbond, lose 2 life - 16)Card 5: Any land (via Fastbond, lose 2 life - 14)Card 6: Squirrel Nest (Can't use without untapped land) / Earthcraft (Can't use without creatures)-- next turn --(Should have remaining Squirrel Nest/Earthcraft card in hand, or draw it)Card 7: Squirrel Nest / Earthcraft (Whichever has not been played already. You can now use the combo)Make squirrels and untap lands to keep making more, infinitely-- next turn --(Should have Banefire in hand by now, or draw it)(Must have played a mountain by now)Card 8: BanefireFor first turn, you'd need 9 cards (6 lands) to even be able to get Squirrel Nest/Earthcraft on the board, due to all the tapped lands not being useful until you can get both parts of the combo out. You'd also need one extra untapped land to be able to activate the combo. In addition, the Squirrel Nest/Earthcraft combo requires tapping the lands for squirrels, which prevents them from being used for floating mana, and the squirrels are already tapped to keep the squirrel generation combo going and thus can't be used to untap extra times for more mana. With a turn rollover, you can reuse the lands and get it off on turn 3, but that would require 8 exact cards between your hand and the top two cards of the deck.Other notes:- Vitalize would allow you to get the infinite mana combo off on turn 2, but there would not have been enough cards drawn at that point to have the Squirrel Nest/Earthcraft combo out and have a Banefire in-hand.- If you do Earthcraft on turn 1, you can shift one of the land drops to turn 2. It allows some room to draw the needed fourth land on the second turn, if you don't have it already.- Elvish Spirit Guide can't really be used to replace any of those land drops, as the lands need to be reusable to be useful to the combo. It also still takes up a card, so just drawing another land would be strictly better, with Fastbond on the board.
Ok normally I'm not wrong on my math but I must've been sleep deprived when I did this because damn. My apologies to the first guy for being a douche. I have no idea what I was thinking when I said turn one...