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This deck has been viewed 2,932 times.
NOTE: Set by owner when deck was made.
A special thank you to my fellow deckbuilder, wickeddarkman for inspiring me to make this. Even if it's a pretty simple idea, he's the true genius behind what makes this optimized. I tried to follow as close as I could to his algorithm, while staying with what I felt were strong enough cards to get the job done.
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You can safely remove 2 mountains to add 2 non-tapping attacklands (blinkmoth or mutavault or something), or you could go 12 mountain and 4 cavern of souls because enough of your creatures share some types(The ultimate lower limit is 12 lands of any 1 color, but 14 is a more safe number to use) Here's a related project where I tried to find the absolutely perfect manabase for any 1 colored deck (modern)https://www.mtgvault.com/wickeddarkman/decks/project-highlander/And my own haste version using most of that mana:https://www.mtgvault.com/wickeddarkman/decks/a-hastemare-before-christmas/
Thanks for the advice!
No problem :DI was once pretty close to win a tournament with a deck like this :D
I like the deck, am curious to see it match up competitively. Have you done any testing?
I have tried it against both tier 1 and brew decks and it definitely does well against other casual decks but cant match up to tier 1s.
I would reccomend burn spells. You know the ones, lightning bolt, lava spike, etc.
Those would certainly make the deck more powerful but this isn't a burn deck. The whole point is to make a deck that tests a theory with only creatures costed 1 and 2, haste preferred.
Oh that makes sense. Now that I've looked at wickeddarkman's decks I see what you were going for. His algorithm is interesting.
Meh! It's outdated. I use paperstrips as a computer these days.bok bok muh?
If he were to add burn spells it would just become a burn deck lol.
Ia! Ia! Atlach nacha! Ia ygolonac!
I feel Kolaghan Stormsinger could be replaced with something a bit better.
You can look at the 1 red hasters, theres not much more to choose from...
Im sorry to say that, but isnt this deck awful stupid? You have literally no interactions. You cast creatures and then win or not. I can not imagine this beeing fun to play. Please dont get me wrong, maybe its just not the type of deck i enjoy, but i think magic has so much more strategy to offer.What about unearth to work with spark elemental? What about spells that trigger swiftspear? What about some more goblins and goblin grenade?
This deck is stupid in the clever way of being stupid, sort of like ruled bythe concept of K.I.S.S (Keep It Simple Stupid)The true strength of the deck lies in the overwhelming number of spells you will be able to cast. Back in my day I trained a lot of noobs in the way of magic, and one lesson was the lesson of "safety in numbers" I often outplayed them with a black deck with 44 black 1/1 creatures with different abilities. They would almost always be amazed at how it beat them, and the style of the deck lead most of them towards control afterwards.When you face a deck with 24-25 lands (which has long been the accepted norm) this deck will then have 8-9 aggressive cards more than the average opponent, and since most decks with removal in them have about 8 removal-cards you actually have a despicable amount of tempo. Coupled with the fact that the creatures have haste you face something very fast that can't be stopped with removal, which means it often takes out control just like that. Facing aggro, you simply bring in a few fast hits, then build up a huge army to deliver one large finishing attack . Combo is usually faster, but this deck does have some speed.Lets view it from the mana side of the story. You will usually get 2-3 mana during the first 4 turns. One land will provide you with 4 mana during that turn, two lands will bring you 7 mana, while three lands will bring you 9 mana. With 2-3 lands being the norm you get to play hasties for 7 to 9 mana.The hasties deal damage according to the mana paid for them, a 1 cost deals 1 damage each turn at minimum, while a 2 cost deals 2 damage each turn at minimum, so lets translate that into a timeline.Since you get 2-3 lands during a 4 turn game you will draw 10 cards, meaning you will have 7-8 creatures.At turn 1 you land a 1/1 which deals 4 damage during 4 turns, total of 4 damage.At turn 2 you play either 2 1/1's or a 2/2, either way it's 2 damage for three turns which is 6 damage, total is 10.At turn 3 you sometimes get to play up to three damage for two turns, but lets stick with 2X2 which is 4 total is 14.At turn 4 you also have the chance to play up to 3 lasting 1 turn, but lets stick with 2X1, total is 16 damage.So at turn 4 you have dealt 16 damage at the worst case scenario, and lets be frank, because this is magic, we are able to move beyond worst case, because if the first hastie was a goblin guide we'd have a turn 4 kill on the worst draws.Now go take a carefull look at the abilities of the creatures and you will perhaps grasp the essence of the speed you will face from this deck :D
Battle Hymn would be fun for creatures like Skitter of Lizards and Pyre Charger
That looks great and thank you for showing me a new card. I might have to make a deck around that and dragonrage, but in this one its creatures with haste that are 1 or 2 drops only.
Based on the Law, odds of Probability, 16 lands is not enough to CONSISTENTLY get 2,3,4 mana by turns 3,4,5 like you claim, unless your BUTLUCKILY either BUTLUCKILY getting that, or your MULLIGANNING 3,4,5 times and either having that workinh, an or BUTLUCKILY having those 3,4,5 mulligans work for you.Odds, probabily wise, you have about 25% land, mana, ratio. Which means that OVER THE VERY EXTREME LONG TERM, IN THE END, you will EVENTUALLY consistently get about 1 land per every 4 turns.So best case for you, that means: Turn 1: land. 2. No land. 3. No land 4. No land. OR, turn 1. No land 2. Land. 3. No land. 4. No land.Worse cases that means 1. No land. 2. No land. 3. Land. 4. No Land. Or Turn 1 no land 2. No land 3. No land. Turn 4. Land.That means you get on average 1 land per starting 7 card hand. Then at about Turn 3 you get a 2nd land. But thats on average. So thats the way it is 1/3 the time. Another 1/3 the time it is 3 land. Another 1/3 the time it is no land. So about 2/3rds to 75% of the time, your should be only getting no land, OR 1 LAND.And thats without accidental shuffled, cut into no land, mana drought where go 7 to 13 turns without a land, 4 to 7 games in a row, as the rare exception.Thats the way your deck should be doing.So since your deck is not doing that. Your either getting your 2,3,4 mana by turn 4 on a short sample size, in short term, or you have sold your soul for BUTLUCK, and you butluckily get 2,3,4 lands by turn 4 like you said.Anyway you look at it, the absolute, law of averages, odds, probability, game mechanics, game mechanically says 16 lands are not enough.Now if you had LOTS of Zero, 0 cmc spells, creatures, or nothing but 1 cmc creatures, spells, and no 2,3,4 cmc creatures, spells, then your 16 lands would work, or maybe work mana, land wise.And even if you did have bothing but 0,1 cmc creatures and spells, that would make 16 lands work ok. It would not be effective in Modern format, and your deck would be one the least effective decks in Modern format.Now if this was a alpha, beta, vintage, Legacy, format deck, your deck could easily be extremely effective with only 16 lands, no Mox Opals, and only 1 cmc cards.And if your deck has 1,2,3,4 cmc cards, you wont have the mana to play those cards.So no matter what, whether have 1 cmc cards, or 2,3,4,5 cmc cards, your deck is one of the least effective decks in all of Modern, going by GAME MECHANICS, and Laws of odds, probability.Dont be like a No Limit Poker Donk, that when somebody shoves AA all in preflop, and Poker donk calls with 72, and butluckily wins, that says he the best player, because they butluckily won, butlucked the odds stacked against them.Also cant believe your deck has 8 likes, and on the hotpage, when there are a LOT of good decks that dont have likes, that is better then this deck, that arent on the hotpage, and should be on the hotpage over this deck.
And now that I have seen all your 1/1, 1/2, 2/1, 2/2 creatures for 1,2 cmc, with no removal, no noncreature spells.Here is what should be happening.Draw opening hand: 1 land.Turn 1: play land. 67% chance to play a 1 cmc creature. So a 1/1, 1 cmc creature.Opponents turn 1: Either no creature or a 1/2, 2/1, 2/2Turn 2: Probably about 67% chance to play another 1/1 for 1 cmc, and only about a 25% chance to play a 2/2, or a 2 cmc, and even if you could, probably still only 1 land. So you player another 1/1.Opponents turn 2: They play either a 2/2, 2/3, 2/1,1/2, (3/3, 4/4+(if ramped)You either dont attack, or attack, opponent if has 2/2, 1/2,2/1, probably lets your 2 damage thru. If has a 3/2, or a 2/3 or a 3/3. Opponent blocks, killing your creature, but then again, you wouldnt attack in that situation.Turn 3: You put out another peon 1 cmc creature that a 1/1 or 2/1, or 1/2.Opponent drops a 2/3 or 3/2 for 2, spends 1 red or blue to either bounce, or destroy or return one of your creatures to hand. Then attacks with everything. Forcing you to either block with everything or take 5,6,7,8,9 damage. So your either no creatires, 1 creature, an or taken 5 to 9 damage.Turn 4. You get a land(remember according to your land, mana ratio, you get 1 land per 4 turns) You put down a 2/2, 3/2, 2/3, for 1,2 cmc.Your opponent with 4 land, pays 2 mana to get out another 2/2, 2/3, 3/2. Then pay 1,2 mana to remove your biggest creature. Opponent now has 4 creatures to your 2 creatures, and attacks with all 4. You take about 9,10,11 damage and might lose game here, depending on amount of damage, if you dont block. You block with 1 creat, so that you have at least 1 creature left, and are down to 2,3,4,5,6,7 life left.Turn 5. You get a land(no more lands until turns 7,8,9(remember 1 land per every 4 turns on average). You put out 2 creatures.Opponent has 5 land(Probably last land until get 1 land every about 2.3 turns. Opponent gets throw down 1, 1 cmc, 2/1, 2 cmc 3/2, 2 cmc removal, or does 3 direct damage to your face(Probably bolt)Opponent now has 6 creatures, removes one of your creatures, attacks with everything. You block with everything. Lose all your creatures, and take 4 damage. And either take a bolt to your face this turn or next turn to finish you off.Turn 6. Game over, you lose.Your deck losing on, by turns 4,5,6 is not fast.Like I said this is one of the most least effective decks I have ever seen in Modern Format History.I am sorry if that is mean. But it is the truth.You need to ask for, and accept help, instead of saying this deck is fast effective, etc.
You use the laws of probability with your mouth but I somehow think your mouth could find better usage than toying with words. I'm behind the mana engineering of this, which means you are choosing to dis, not one, but two people, and you sort of also dis the computer program that created the mana for me, so before you chew over too much, ask yourself if algorithms have a better handle on statistics than the average human ?Anyways you let the opponent have 5 lands 6 creatures and cast 2 bolts at turn 5, that's 2 more cards in use than should be possible since the opponent can only draw a total of 11 cards.Are you sure you got a grip of the game here, and do you purposely ignore haste.