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then have a hand of Leyline of Anticipation, Pact of the Titan, 4x Simian Spirit Guide, Angel's Grace. Put down Leyline of course, play Pact only if there are Chancellor of the Annex triggers that you need to waste, and either respond to the Chancellor triggers or (if there are none) just lead out Angel's Grace, drawing four cards from Iterative Analysis while split second is still on the stack. Have those cards be 3x Elvish Spirit Guide and 1x Molten Disaster, then as soon as Angel's Grace resolves and you get priority again, throw out a kicked Molten Disaster for X=7, copied four times to burn everyone for an untargeted 35 damage. If you're lucky enough to have this hand and series of topdecks, nothing can stop you except an opponent who also runs Power Play, wins the 50/50 shot, and has a hand that is similarly capable of laying down the hammer immediately with the first round of priority they get.
If we're assuming that someone is lucky enough to get an exact starting hand, then it's not too much of a stretch to assume that they're lucky enough for any other highly improbable event to happen. In that case, clearly the best opening hand is:
You don't have your deck in hand unless and until Enter the Infinite actually resolves. Considering the opponent can use your Show and Tell to dump something like Eidolon of Rhetoric or Curse of Exhaustion, even double Pact backup isn't going to ensure that.
A three-counter hand will not only break through the counters but leave you on the hook for some unpayable Pact costs, and even a single Chancellor of the Annex is enough to stop it since you have no way to play any spell before Black Lotus, unless the opponent is leading a proactive spell of their own.
You now have your entire deck (minus 1 card) in your hand at the start of the first upkeep with counter backup and can play all your spells for free before the first draw step.
Even a "total" of 6 mana is plenty to get a kill package. The real problem is that word "dies", meaning that a single Leyline of the Void can prevent its trigger condition from ever taking place.
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Even a "total" of 6 mana is plenty to get a kill package.
Like what? 2 Ball Lightnings and a whole bunch of Ornithopters and Kobolds?
In fact, the original brainstormed ideas did involve overloading on 0-cost creatures, but specifically not the ones that actually stayed alive. Phyrexian Marauder and Shifting Wall count as 0 mana, but enter as 0/0s and immediately die (of course, nowadays we have Hangarback Walker and Endless One as well). That plays right into the other cards you fetched: a set of Disciple of the Vault, which will happily trigger on all those deaths and overwhelm the opponent with life loss. This setup was eventually dismissed because it uses up way too many card slots in the deck, often clogging your hand with these worthless 0/0 creatures instead of the spells you actually want to find.
Nowadays, the canonical method involves 4 cards spread across two packages, in which the first one is used to bootstrap access to the second. Start with Viscera Seer (1) and Body Double (5); the Body Double enters as a copy of the Hulk in the graveyard, and the Viscera Seer just serves as a sacrifice outlet to get rid of your Hulk-Double and net another Hulk trigger. The second one lets you get Mogg Fanatic (1) and Reveillark (5), where Mogg Fanatic obviously lets you throw it at the dome right away for 1 damage. Reveillark is another card with a death trigger, and the Viscera Seer from package 1 is still around, so sacrificing it lets you get that trigger. Then you get to return two creature cards with power 2 or less--Mogg Fanatic and Body Double. This time let Body Double enter as a copy of Reveillark, and you can one again sacrifice Mogg Fanatic for damage and the copy Reveillark for another trigger. The Body Double card goes back to being 0/0 in the graveyard, not 4/3, so it can keep targeting itself and Mogg Fanatic, for 1 damage each time through the loop.
A single package of 3 cards exists in Nomads en-Kor (1) + Cephalid Illusionist (2) + Laboratory Maniac (3), but that doesn't actually "win" until the next time you draw a card, and all it takes is one well-timed removal spell on Maniac before that point to open yourself up to a complete reversal of the game outcome.
In these theoretical exercises that don't have to worry about building a deck with an eye on the probability of getting a functioning hand in the first place, let alone an ideal hand, the package of choice (at least if you're going first) probably ought to be Grand Abolisher (2) + Balustrade Spy (4). If they couldn't disrupt the turn up to this point, Grand Abolisher locks them out of anything as soon as they get to see it, in case they were counting on a removal spell or Surgical Extraction as their disruption. Meanwhile, Balustrade Spy targets yourself to reveal a deck with no lands, milling all sorts of Narcomoeba and Dread Return and fun stuff like that.
Since when can you play with more than 4 copies of a card with the same name in limited?
In limited, you're allowed to play as many copies of the same card as you managed to draft, or that are in your sealed pool. If you have 5 or 7 copies of a card like Surging Flame in your packs, go ahead and play them all--that was a big reason they made the ripple mechanic in the first place, since Coldsnap was toying with the idea of triple-small-set drafts, which inevitably lead to the commons being duplicated many times over, so the multiplicity of the card becomes an interesting decision in itself.
To answer OP, I don't think Channel would be a good card considering that there is a cost of a life to get 1 mana, so it doesn't seem worth it. I do like Banefire's ability though.
2xTarmogoyf
2xFetchlands
1xHorizon canopy
1xPath to exile
1xBurn
WIN. Yes you don't kill them turn one. But its DAMN hard for anyone to beat that hand for zoo.
Soldier Primer
Sig by ol MISAKA lo
My Trades
Lightning Greaves
Phage the Untouchable
Leyline of Anticipation
Dark Ritual
Dark Ritual
Dark Ritual
Sliver Hive
Sidewinder sliver
Gemhide Sliver
Venom Sliver
Sliver Hivelord
Winged Sliver
It can be disrupted by some free counters along with some spirit guides or gemstone caverns though, and loses to a number of turn 0 kills.
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Power Play
4x Double Stroke (naming Molten Disaster)
4x Brago's Favor (naming Molten Disaster)
Unexpected Potential (naming Angel's Grace)
4x Iterative Analysis (naming Angel's Grace)
then have a hand of Leyline of Anticipation, Pact of the Titan, 4x Simian Spirit Guide, Angel's Grace. Put down Leyline of course, play Pact only if there are Chancellor of the Annex triggers that you need to waste, and either respond to the Chancellor triggers or (if there are none) just lead out Angel's Grace, drawing four cards from Iterative Analysis while split second is still on the stack. Have those cards be 3x Elvish Spirit Guide and 1x Molten Disaster, then as soon as Angel's Grace resolves and you get priority again, throw out a kicked Molten Disaster for X=7, copied four times to burn everyone for an untargeted 35 damage. If you're lucky enough to have this hand and series of topdecks, nothing can stop you except an opponent who also runs Power Play, wins the 50/50 shot, and has a hand that is similarly capable of laying down the hammer immediately with the first round of priority they get.
Marrow Shards (deal with Annex triggers and enable Patrician's Scorn)
Patrician's Scorn (for dealing with Leyline of Sanctity)
Pact of Negation
Pact of Negation
Elvish Spirit Guide
Simian Spirit Guide
Manamorphose
Manamorphose adds UR and draws into Quicken. Quicken draws into Mana Clash.
A three-counter hand will not only break through the counters but leave you on the hook for some unpayable Pact costs, and even a single Chancellor of the Annex is enough to stop it since you have no way to play any spell before Black Lotus, unless the opponent is leading a proactive spell of their own.
F***ing blue decks...
Like what? 2 Ball Lightnings and a whole bunch of Ornithopters and Kobolds?
Since when can you play with more than 4 copies of a card with the same name in limited?
STANDARD:
RRRMono RedRRR
MODERN:
BGBeatdown ElvesBG
GWDevoted Druid ComboGW
EDH:
URGMaelstrom WandererURG
BBBSheoldred, Whispering OneBBB
BGNath of the Gilt-LeafBG
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In fact, the original brainstormed ideas did involve overloading on 0-cost creatures, but specifically not the ones that actually stayed alive. Phyrexian Marauder and Shifting Wall count as 0 mana, but enter as 0/0s and immediately die (of course, nowadays we have Hangarback Walker and Endless One as well). That plays right into the other cards you fetched: a set of Disciple of the Vault, which will happily trigger on all those deaths and overwhelm the opponent with life loss. This setup was eventually dismissed because it uses up way too many card slots in the deck, often clogging your hand with these worthless 0/0 creatures instead of the spells you actually want to find.
Nowadays, the canonical method involves 4 cards spread across two packages, in which the first one is used to bootstrap access to the second. Start with Viscera Seer (1) and Body Double (5); the Body Double enters as a copy of the Hulk in the graveyard, and the Viscera Seer just serves as a sacrifice outlet to get rid of your Hulk-Double and net another Hulk trigger. The second one lets you get Mogg Fanatic (1) and Reveillark (5), where Mogg Fanatic obviously lets you throw it at the dome right away for 1 damage. Reveillark is another card with a death trigger, and the Viscera Seer from package 1 is still around, so sacrificing it lets you get that trigger. Then you get to return two creature cards with power 2 or less--Mogg Fanatic and Body Double. This time let Body Double enter as a copy of Reveillark, and you can one again sacrifice Mogg Fanatic for damage and the copy Reveillark for another trigger. The Body Double card goes back to being 0/0 in the graveyard, not 4/3, so it can keep targeting itself and Mogg Fanatic, for 1 damage each time through the loop.
A single package of 3 cards exists in Nomads en-Kor (1) + Cephalid Illusionist (2) + Laboratory Maniac (3), but that doesn't actually "win" until the next time you draw a card, and all it takes is one well-timed removal spell on Maniac before that point to open yourself up to a complete reversal of the game outcome.
In these theoretical exercises that don't have to worry about building a deck with an eye on the probability of getting a functioning hand in the first place, let alone an ideal hand, the package of choice (at least if you're going first) probably ought to be Grand Abolisher (2) + Balustrade Spy (4). If they couldn't disrupt the turn up to this point, Grand Abolisher locks them out of anything as soon as they get to see it, in case they were counting on a removal spell or Surgical Extraction as their disruption. Meanwhile, Balustrade Spy targets yourself to reveal a deck with no lands, milling all sorts of Narcomoeba and Dread Return and fun stuff like that.
In limited, you're allowed to play as many copies of the same card as you managed to draft, or that are in your sealed pool. If you have 5 or 7 copies of a card like Surging Flame in your packs, go ahead and play them all--that was a big reason they made the ripple mechanic in the first place, since Coldsnap was toying with the idea of triple-small-set drafts, which inevitably lead to the commons being duplicated many times over, so the multiplicity of the card becomes an interesting decision in itself.