if either player attempts to execute the 1 hit kill, the other player can execute theirs in response, and win because of the LIFO stack order, is this correct?
Depends on the format, obviously. I'm not sure about anything other than standard, where the fastest kill, as someone on here noted in another topic, is 4 lucky activated archive traps on either the opponent's first turn or yours. Next turn they usually deck themselves
There used to be a way to win on "turn 0" but i dont think it works with some of the rules changes, but i believe you can still do it on your opponents 1st untap step...but im not entirely clear on the rules so dont quote me on that. Just google turn 0 mtg win and it should come up.
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^ What AQJ said. Even on your opponent's turn before you go, it is still considered turn 1 in the game. Turn 0 is just a slang term for it.
That being said, the best turn 1 kill in my opinion is Worldgorger. It is the most probable turn 1 kill, doesn't have its main card restricted to 1 like flash for protean hulk decks - as a matter of fact you can have 8 of each card for the combo at least, and only takes 3 mana as far as I know. Not only that, it is black so you have things like Demonic Tutors and Diabolic Tutors for it, Dark Rituals and Cabal Rituals.
Worldgorger Dragon, flash-hulk, & channel fireball are all pretty fast
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Fastest is still a type 0 deck. 20 Gemstone Mines and 40 Surging Flames.
Win at next priority and can win in response to anything.
Next up is Flashhulk, which was a real deck in Legacy for a short time.
That doesn't work for a few reasons, firstly, Gemstone Mine cannot in any way give you the 2 mana needed on turn 1 to cast surging flame. Secondly, if you meant Gemstone Cavern, that also doesn't work because it is legendary.
there's actually a topic about this being discussed in the vintage forum. there, we are stacking hands/decks to provide the fastest and most resilient turn 1 wins (turn 0 and turn 1 hard-locks also count) on the play. so far, none of the hands will guarantee victory on the first turn, as there has so far existed an opposing hand that can trip it up or even make it impossible to win. We are using vintage B/R rules (so you can't recall->recall->recall->tendrils).
here are some of our ideas:
Flash Hulk
The idea behind this one is the same as everyone here has suggested, win as fast as possible while keeping plenty of disruption. Unfortunately, it's not possible for any hand you make to get past both Leyline of the Void and turn 0-1 Trickbind:
Xantid Swarm Storm
Another option suggested by myself is the following hand which will defeat everything except for a hand running 3+ counters or the previously listed flashhulk build:
Cephalid Breakfast
Utilizing the 3 mana combo of Shuko+Cephalid Illusionist, once you've milled yourself, there are a number of potential graveyard wins that cannot be disrupted. This unfortunately loses to turn 0-1 Trickbind or Sudden Shock.
Maybe we'll find something else, but it's currently been hypothesized that any hand you construct will always have a counter-hand that will prevent it from winning turn 1.
EDIT: The first dark ritual in my list is supposed to be a black producing land.
if either player attempts to execute the 1 hit kill, the other player can execute theirs in response, and win because of the LIFO stack order, is this correct?
you could win before the end of the upkeep.
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Win at next priority and can win in response to anything.
Next up is Flashhulk, which was a real deck in Legacy for a short time.
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the earliest possible win (regardless of how you do it) is the first upkeep of Turn 1
That being said, the best turn 1 kill in my opinion is Worldgorger. It is the most probable turn 1 kill, doesn't have its main card restricted to 1 like flash for protean hulk decks - as a matter of fact you can have 8 of each card for the combo at least, and only takes 3 mana as far as I know. Not only that, it is black so you have things like Demonic Tutors and Diabolic Tutors for it, Dark Rituals and Cabal Rituals.
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Admittedly for this one you have to attack your opponent.
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Worldgorger Dragon, flash-hulk, & channel fireball are all pretty fast
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Agreed, that has to be one of my favorite decks. Charbelcher is also one of my favorites.
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That doesn't work for a few reasons, firstly, Gemstone Mine cannot in any way give you the 2 mana needed on turn 1 to cast surging flame. Secondly, if you meant Gemstone Cavern, that also doesn't work because it is legendary.
there's actually a topic about this being discussed in the vintage forum. there, we are stacking hands/decks to provide the fastest and most resilient turn 1 wins (turn 0 and turn 1 hard-locks also count) on the play. so far, none of the hands will guarantee victory on the first turn, as there has so far existed an opposing hand that can trip it up or even make it impossible to win. We are using vintage B/R rules (so you can't recall->recall->recall->tendrils).
here are some of our ideas:
Flash Hulk
The idea behind this one is the same as everyone here has suggested, win as fast as possible while keeping plenty of disruption. Unfortunately, it's not possible for any hand you make to get past both Leyline of the Void and turn 0-1 Trickbind:
Xantid Swarm Storm
Another option suggested by myself is the following hand which will defeat everything except for a hand running 3+ counters or the previously listed flashhulk build:
Top card of deck:
Stax
Here's a hardlock attempt that utilizes stax effects, but it unfortunately can be gotten out of either with Mishra's Workshop into something like Aesthir Glider or 3xDarksteel Citadel into Frogmite:
Cephalid Breakfast
Utilizing the 3 mana combo of Shuko+Cephalid Illusionist, once you've milled yourself, there are a number of potential graveyard wins that cannot be disrupted. This unfortunately loses to turn 0-1 Trickbind or Sudden Shock.
Belcher
This one uses the popular Goblin Charbelcher while having no lands in the deck. Unfortunately, turn 1 Angel's Grace or Trickbind spells doom as does Leyline of Sanctity.
Channel Kozilek
This is an interesting one suggested by Goryus that uses channel+kozilek+platinum angel+pacts to power down a win. unfortunately, it loses to a hand containing Force of Will Any Blue Card Gemstone Caverns Krosan Grip Elvish Spirit Guide Elvish Spirit Guide or a hand with a lot of 1cc removal+accel since it does not actually win on turn 1.
Top 4 cards:
Maybe we'll find something else, but it's currently been hypothesized that any hand you construct will always have a counter-hand that will prevent it from winning turn 1.
EDIT: The first dark ritual in my list is supposed to be a black producing land.