$11 Turn 2 Win (No Rares!)

by Jessie on 04 September 2014

Main Deck (60 cards)

Sideboard (15 cards)


Enchantments (3)

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

Wanted to build a fun, cheap deck capable of Turn 2 and Turn 3 Wins.

For 11 dollars, the deck isn't going to win every game!
However, watching your opponent's face the few times he does get beat on Turn 2 or Turn 3...after telling them the entire deck is 11 dollars and contains no Rares...will be priceless! Especially if you beat their 200 dollar deck!

This deck CAN go off on Turn 2 if your opponent attacks and you have the perfect hand. However, it is more likely to go off on Turn 3 or Turn 4.

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This deck has major flaws! I will agree to that before you guys start bringing hate.

1) Yes, it is easily disrupted.
2) Yes, it runs no non-basic lands.
3) Yes, it only has one Win Condition.
4) Yes, it is easy to topdeck with the deck.
5) Yes, it requires both luck and the right cards to pull off.
6) Yes, too much Mana ramp considering all cards are 3 mana or less.
7) Yes, it's almost impossible to win if opponent plays a deck with no creatures.

However, this is suppose to be a fun, cheap, and clever little deck that can pull off amazing wins, occasionally. And take in consideration that the deck has NO rares AND is under 12 dollars to buy. That is less than the cost of 3 Booster Packs, ladies and gentleman, for a deck that is capable of Winning on Turn 2.

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Again, when looking at the flaws (numbered 1-7 above) take in Consideration how much a Turn 2 Legacy deck costs!!

I can't stress enough, regardless of how rare it happens, a Turn 2 Win with a deck that contains no rares, under 12 dollars, isn't something you see everyday.

How to Play

Main Cards:
--Wall of Blood
--Glyph of Destruction
--Fling or Rite of Consumption

Idea is to have Wall of Blood in play. Have opponent attack.
Pump up your Wall of Blood to 10/13 (by paying 10 life).
Play Glyph of Destruction on your Wall of Blood to make him 20/13.
Then either Fling your Wall of Blood OR use Rite of Consumption on Wall of Blood to do 20 damage to your opponent.

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How to Win on Turn 2:

Turn 1)
Step 1. Play a Swamp (1 mana).
Step 2. Play Dark Ritual (3 mana).
Step 3. Play Wall of Blood (0 mana left).
End of Turn 1.

Turn 2)
Step 1. Draw a card. Play a Mountain (1 mana).
Step 2. Play Desperate Ritual (3 mana).
Step 3. *Opponent has to attack you with a creature*
Step 4. Pay 10 life to Wall of Blood, making him a 10/13, block the attacking creature.
Step 4. Play Glyph (1 red mana) on Wall of Blood, making Wall of Blood 20/13.
Step 5. Play Fling (1 red/1 colorless) on Wall of Blood for 20 damage.
End of Turn 2.

Good game!

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Wall of Blood--Your Win Condition
Rite of Consumption/Fling--What gets the 20 damage to your opponent.
Dark Ritual/Desperate Ritual--Mana ramp into a Turn 2 or Turn 3 win.
Dimir Machinations--Search Engine for Wall of Blood
Glyph of Destruction--Gives your wall +10/+0 (Then use Consumption/Fling).
Incite--Forces your opponent to attack and take damage (Then use Glyph).

Deck Tags

  • 11 Dollars
  • turn 2 win
  • black/red
  • Wall

Deck at a Glance

Social Stats

8
Likes

This deck has been viewed 3,125 times.

Mana Curve

Mana Symbol Occurrence

0015220

Card Legality

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

Deck discussion for $11 Turn 2 Win (No Rares!)

A few little combos, to show you guys how the deck works.

Cinder Wall + Glyph of Destruction + Fling = 13 damage to opponent for 4 mana.

Cinder Wall+ Glyph of Destruction + Rite of Consumption = 13 damage to opponent and you gain 13 life, for 4 mana.

Wall of Blood + Pay 10 life + Glyph of Destruction + Fling = 20 damage to your opponent for 6 mana (possible on Turn 2).

Wall of Blood + Pay 10 life + Glyph of Destruction + Rite of Consumption = 20 damage to your opponent and you gain 20 life, for 6 mana.

Wall of Razor + Glyph of Destruction + Fling = 14 damage to opponent for 5 mana.

Wall of Razor + Glyph of Destruction + Rite of Consumption = 14 damage to your opponent and you gain 14 life, for 5 mana.

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Swamp + 2 Dark Rituals + Wall of Blood + 10 life + Rite of Consumption = Turn 1, opponent loses 10 life and you gain 10 life.
Not likely to happen, but your opponent having 10 life and you having 20 life, before they even get Turn 1, rocks!

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Posted 04 September 2014 at 03:17

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Card I am most iffy about is Ragged Veins.
Idea is to use it as a Flash card, on my opponent's creature, to make him receive damage (via Glyph/Rite of Consumption/Fling).

However, could it be better replaced by pump like:
1) Fists of the Anvil?
Fists of the Anvil will pump up your wall +4/+0 for more damage! Plus it is 4 less life you have to pay to Wall of Blood.

Or could Ragged Veins be better replaced by another Wall like:
2) Wall of Razors?
Wall of Razors is going to give Glyph of Destruction 4 more Walls to combo with. Plus it is 4 less life you have to pay to Wall of Blood.

Thoughts on Ragged Veins and taking it out?

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Posted 04 September 2014 at 03:22

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I took it out. Made the deck over 10 dollars, which blows...but Wall of Razors seems very nice for the deck.

1) It makes Glyph of Destruction have 11 Walls to interact with.
2) Gives you early chump blocking/protection.
3) Gives Fling/Rite of Consumption 3 more Walls to interact with.
4) First strike, 4/1, pretty sure it will destroy 1 or 2 of my opponent's creatures.

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Posted 04 September 2014 at 03:33

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You asked me, so bear with me:
I don't see the point in aiming for a turn 2 win if you have to sacrifice that much consistency in order to achieve that. It means you will have your spectacular win in, say, 1 out of 100 games but you'll lose the other 99 horribly. And that isn't exactly fun for either of you. Which is also the main reason I don't like combo decks to begin with - basically, both players are playing Solitaire Magic. You just shuffle your deck and ask "did you draw your dream hand this time?" and then decide the winner without even playing.
And yes, your chances won't be better than 1 in a 100. The chance to draw both Dark Ritual and Wall of Blood in your opening hand is already as low as something around 12% (if you had 4 Rituals, that is). Now add three more cards you have to draw.

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This deck is convoluted. It not only needs 5 different cards (4 of which don't have a replacement) to go off, it also requires the opponent to attack. To my mind it would be a lot easier to forget about the Glyph and instead go for something that gives you just that one extra life you need to be able to pump the Wall of Blood to 20. In either case, turn 2 is so unrealistical that I can only recommend to aim for turn 3, maybe 4, which leaves us that much more room. And whatever it is: It should be better than Tireless Tribe/About Face combo you could play instead, which is actually a lot easier to pull off than this one. In fact, I think you could combine this deck and a regular Face/Tribe deck and complement it with the Wall of Blood and Fling, then add Righteousness (instead of Glyphs). Turn 2 kills are more likely then and turn 3 or 4 kind of consistent. Only problem would be to get the mana right if you don't allow rares.

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Posted 04 September 2014 at 07:32

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Will look into those cards, for sure.
Thanks for giving it to me straight, lol.
I still think that 1 out of 100 win would be a pretty one!

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Posted 04 September 2014 at 07:36

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Yuck, do not like the white card! The tribe card. Righteousness is very nice, though.
I did see About Face though, earlier, when going through the deck.
Thought of About Face/Wall of Junk.
Not to confident in a 3 color deck.
And it takes the extreme budget idea, for the deck, right out the door.

But I can see why people run white/red/black with a deck like this.

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Posted 04 September 2014 at 07:41

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Well, Righteousness is a rare, albeit a very cheap one.

The good thing about Tribe is that
a) you can discard to it all cards you don't need (read, excess combo pieces for example), so even a bad hand is still a hand that can fule Tribe
b) If the opponent doesn't have a blocker on turn 2, you can simply attack with it (in addition to Flinging it if needed), so the number of cards you have to discard isn't that great

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Posted 04 September 2014 at 07:49

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Do not want to use white, if I can get away with it.
Something like Fists of the Anvil is okay...nothing as strong as +7, though.

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Posted 04 September 2014 at 08:14

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White would also allow you to run Children of Korlis. They allow you to pump your Wall of Blood to 38 :)

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Posted 04 September 2014 at 08:20

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The more you make sense using white...the more assure I am that other people have made the deck you describe, to death. :) I want to try and keep it black/red. I know, I know, I am stubborn. And the deck will hardly ever win, lol.

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Posted 04 September 2014 at 08:22

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There are always risks with combo decks, but I gotta say I really like this one!
Well done!

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Posted 04 September 2014 at 16:26

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Thanks, for saying that! :)

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Posted 04 September 2014 at 16:55

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I once made a deck like this, and I don't know of any other cards you could use, but if you switch out some cards for cards that gain life, I think you can play bond of agony though I'm not quite sure How it works. Could you explain why incite is in here. :)

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Posted 05 September 2014 at 00:27

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Sure. For Glyph/Fling to work, you need for your opponent to attack with a creature. Incite forces your opponent to attack.

Example. He has a 1/1 creature.
You have Wall of Blood in play. You play Incite on his 1/1 creature. He is forced to have to attack me. When he attacks me, I pump up Wall of Blood and then play Glyph/Fling OR Glyph/Consumption on the Wall of Blood. Game over. :)

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Posted 05 September 2014 at 07:44

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I guess I put it in the deck...for smarty pants people who refused to attack me.

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Posted 05 September 2014 at 07:45

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I don't thunk you would come to a situation like that that often, but I would at least take out 2. :)

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Posted 05 September 2014 at 20:46

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woah, I said thunk instead of think! :)

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Posted 10 September 2014 at 21:21

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After seeing this, im joining the pauper league, and building a version of this, i mean you get +5 for originality alone, and thats not including the other good stuff you did there

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Posted 10 September 2014 at 21:20

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Thank you!

For real inspiration check out:

http://www.mtgvault.com/spudshaver/decks/mono-black-turn-1or3-win-13/
Spudshaver made a cheap beautiful deck!

I was trying to make something a little more complicated with more then one win condition.

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Posted 11 September 2014 at 00:27

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And tell me how it goes!

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Posted 11 September 2014 at 00:28

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So here I find this deck, 3 years after the last post I'll say:
4 Sleeper Agents instead of 4 Incite-
You'll get your attack because they'd be glad to either do damage to you or see Sleeper Agent dead.

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Posted 29 May 2017 at 03:03

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