Turn 2 (with help of turn 1 Sol Ring) Have 4 mana: Flash in Sylvan Primordial killing 3 lands and getting 3 in return, Cycling Slipstream Eel draw Force of Will.
Turn 3 play land, Cast The Mimeoplasm nailing everybody for another land and getting 3 more.
Turn 4 have like 12 mana and smash face with a 13/13.
My two best draws were having twin combo and the mana to cast it turn 3 in Zedruu, followed by Sire of Insanity turn 2 off of mana crypt and Sol ring.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
In my early days of playing arcum, I had turn 1: island, sol ring, turn 2: cast grim monolith and power artifact (infinite mana), followed by memory jar which led to casting all kinds of artifacts including planar portal which fetched me a combo piece to win the game.
T1: swamp + Sol Ring
T2: Swamp + Xiahou Dun, the One-Eyed
T3: Swamp + Hatred + pay 18 life swing for lethal commander damage
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-general/334931-what-is-the-most-pimp-card-deck-youve-seen-or?comment=5361
Commander
RGOmnath, Locus of Rage Grenades! EDHGR
UWSygg's Defense, EDH - Voltron & ControlWU
BUGMimeoplasm EDH ft. Ifnir Cycling-discard comboBUG
WBTeysa, Connoisseur of CullingBW
BWSelenia & Recruiter of the Guard suicice combo EDHWB
UBRWGO-Kagachi - 5 Color Enchantments - EDHUBRWG
Turn 2 (with help of turn 1 Sol Ring) Have 4 mana: Flash in Sylvan Primordial killing 3 lands and getting 3 in return, Cycling Slipstream Eel draw Force of Will.
Turn 3 play land, Cast The Mimeoplasm nailing everybody for another land and getting 3 more.
Turn 4 have like 12 mana and smash face with a 13/13.
Epic
Salt is part of the game. Deal with it.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
In my early days of playing arcum, I had turn 1: island, sol ring, turn 2: cast grim monolith and power artifact (infinite mana), followed by memory jar which led to casting all kinds of artifacts including planar portal which fetched me a combo piece to win the game.
My G Yisan, the Bard of Death G deck.
My BUGWR Hermit druid BUGWR deck.