1) Land - Hierarch
2) Fetch - Sac - Dryad Arbor - Elvish Mystic - Elvish Mystic
3) Fetch - Stomping Ground - Zada - Viridescent Wisps - Draw 5 - Cerulean wisps - Draw 5 - Viridescent Wisps - Draw 5 - Snap Caster mage - flashback Cerulean Wisps - Draw 6 - Crimson Wisps - Draw 6 - repeat till draw deck and cast all snap casters + give them each haste (careful you could kill yourself with draw) and cast become immense once or twice. Attack.
Although you are more likely to go off turn 4.
After brainstorming: Just thinking about how many "wisps" you actually need to go off by turn 4 . . . you need the [Untap Target + Cantrip] in your first 10 cards. . . so you need at least 6 of them. You definitely need to draw into one after your first Snap Caster mage . . . but by then you drew 16 cards. So you need 2 [Untap Target + Cantrip] in your first 26 cards. Technically this means you only need 5 in the deck but considering that you need 6 to start off with, I actually think this means that you only need 6 in total in the deck. The [Haste Target + Cantrip], you really only need to smooth into the draws, and one in the end of the chain - 4 is enough, since you should draw into one after the first [Untap Target + Cantrip]. So really we can take out the green wisp and just have the following as the "combo pieces."
However - Be aware that you can also use wisps before turn 4 in order to just cantrip. Additionally, while Ink-Treader is worse than zada, it can be fetched with summoner's pact, so you can always "go off" turn 4 if you get the right number of dorks out and wisps in hand. Moreover during the combo turn you can summoners pact for a dork to draw extra cards for only G mana (and in you have crimson wisp you can generate more mana)
Maybe he's referring to Ghor-clan Rampager. Which sounds awesome except its not a spell its an ability an thus not copyable by Zada. I'm not sure.
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The dream play is:
1) Land - Hierarch
2) Fetch - Sac - Dryad Arbor - Elvish Mystic - Elvish Mystic
3) Fetch - Stomping Ground - Zada - Viridescent Wisps - Draw 5 - Cerulean wisps - Draw 5 - Viridescent Wisps - Draw 5 - Snap Caster mage - flashback Cerulean Wisps - Draw 6 - Crimson Wisps - Draw 6 - repeat till draw deck and cast all snap casters + give them each haste (careful you could kill yourself with draw) and cast become immense once or twice. Attack.
Although you are more likely to go off turn 4.
After brainstorming: Just thinking about how many "wisps" you actually need to go off by turn 4 . . . you need the [Untap Target + Cantrip] in your first 10 cards. . . so you need at least 6 of them. You definitely need to draw into one after your first Snap Caster mage . . . but by then you drew 16 cards. So you need 2 [Untap Target + Cantrip] in your first 26 cards. Technically this means you only need 5 in the deck but considering that you need 6 to start off with, I actually think this means that you only need 6 in total in the deck. The [Haste Target + Cantrip], you really only need to smooth into the draws, and one in the end of the chain - 4 is enough, since you should draw into one after the first [Untap Target + Cantrip]. So really we can take out the green wisp and just have the following as the "combo pieces."
4 Snapcaster Mage
4 Cerulean Wisps
4 Crimson Wisps
2 Refocus
However - Be aware that you can also use wisps before turn 4 in order to just cantrip. Additionally, while Ink-Treader is worse than zada, it can be fetched with summoner's pact, so you can always "go off" turn 4 if you get the right number of dorks out and wisps in hand. Moreover during the combo turn you can summoners pact for a dork to draw extra cards for only G mana (and in you have crimson wisp you can generate more mana)
4 Cerulean Wisps
4 Crimson Wisps
4 Pact of Negation
4 Summoner's Pact
2 Refocus
2 Viridian Wips
1 Noxious Revival
1 Faithless Looting
1 Become Immense
4 Snapcaster Mage
4 Birds of Paradise
4 Arbor Elf
4 Noble Hiearch
4 Zada, Hedron Grinder
1 Ink-Treader Nephilim
1 Emrakul, Aeons torn
2 Dryad Arbor
13 (still working out numbers)
Emrakul and faithless looting are there to reshuffle your graveyard in the case you are drawing too many cards (which happens).
Things to do - 15 Lands is too low currently - I need to find room for 2 more lands.
https://pucatrade.com/invite/gift/86097