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I tried to build a Belcher deck that didn't use any cards that cost 10+ dollars (I already owned the Stomping Ground) and still could manage a turn 1 win. Here's what I came up with. Any suggestions on how to improve the speed or consistency would be greatly appreciated.
<h1 align='center''><b><u>Card Breakdown</u></b></h1><h2 style='margin-top:20px'><u>Mana Acceleration</u></h2><h4 style='margin-left:70px'>Zero Mana</h4><ul style='margin-left:100px'><li>Lotus Petal: This serves as a great way to kick off the deck and is relatively inexpensive.</li><li>Simian Spirit Guide: This doesn't increase my storm count, but it can't be countered, so it can surprise my opponent and force the last mana through.</li><li>Elvish Spirit Guide: Serves the same purpose as the Simian Spirit Guide.</li><li>Land Grant: I will almost always be able to play this for free, granting me a Stomping Ground and decreasing the chance that there will be a land in the top ten cards of my deck.</li></ul><h4 style='margin-left:70px'>One Mana</h4><ul style='margin-left:100px'><li>Rite of Flame: Can produce the mana needed to curve into my larger rituals, and increases in power the more of them you have in your hand.</li><li>Tinder Wall: Also curves perfectly into larger rituals, and can be used as a blocker against Goblin Lackey and others.</li></ul><h4 style='margin-left:70px'>Two Mana</h4><ul style='margin-left:100px'><li>Pyretic Ritual: Add one to my mana pool and increases my storm count.</li><li>Desperate Ritual: Another spell that increases in effectiveness the more you have in your hand.</li></ul><h4 style='margin-left:70px'>Three or Four Mana</h4><ul style='margin-left:100px'><li>Seething Song: The only ritual that will always add two to my mana pool.</li><li>Channel the Suns: Though it can be slightly difficult to get the green mana, the amount of color it gives you can be used to cast another copy of it, or a Tinder Wall you wouldn't have been able to cast otherwise.</li></ul><h2 style='margin-top:60px'><u>Color Fixing and Cantrips</u></h2><ul style='margin-left:100px'><li>Street Wraith: If I can manage a first or second turn win, paying two life isn't much of a drawback. This and the other cantrips decrease the effective number of cards in my deck to 48.</li><li>Gitaxian Probe: Has the same effect as Street Wraith, while allowing me to look at my opponent's hand and check for any nasty surprises like Force of Will, at the same time as raising my storm count.</li><li>Manamorphose: Allows me to fix my mana and draw a card. This vital in raising my storm count or casting Channel the Suns.</li></ul><h2 style='margin-top:60px'><u>Win Conditions</u></h2><ul style='margin-left:100px'><li>Goblin Charbelcher: Since this deck only runs two lands, both of which are mountains, this almost always will deal upwards of 40 damage to my opponent. I can play this card and win on turn one if I start with it in my opening hand.</li><li>Empty the Warrens: With the eight storm raising cantrips in this deck and my ability to lay out my whole hand, I can play this card for between 12 and 20 Goblins on turn 1. This quickly facilitates a win. As a bonus, this card is nearly impossible to effectively counter.</li>
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Please give suggestions!
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Infernal plunge and some 0 mana creatures maybe but I highly recommend Izzet guildmage with that rite of flame of yours. Copy rite of flame with Izzet guildmage to get more and more and more mana (infinite if you desire) and then use that goblin charbelcher to wipe out your opponent! Love the deck very creative btw
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im trying to think what other mana fixing cards are available.. that really all you need. enlightened turtor helps, since the whole goal is a charbelcher turn one.
in m15 there are ways to get infinite 1/1 deathtouch creature counters and infinite damage. My friend told me about this he said that the infinite damage could make a fine deck in legacy