The next version has been made, and I'm not gonna lie this one is pretty perfect. I am winning many games and about every other match, and a sideboard has been made, one which allow the play style to change in game 2.
The thing about this deck is that (as of now, where it doesn't actually exist) it REALLY surprises people who can't diffuse your game plan because frankly they don't know how. Once they see your game plan, they'll have their counter spells and leyline of sanctity ready, and that's why you have changed your plan too. When you sideboard, you are either making the combo less of a priority, or removing it entirely. The simplest example of downgrading the combo is to realize that you are not going to need the 24 damage when you go off. In self-destructive decks with fetch lands and such you can take out a hangarback walker or two because you only really need 18 damage. However for some decks you must scrap the plan entirely for plan B.
Breach Hulk is a mana ramp deck full of endless ones, hangarback walkers and blood artists. These cards are pretty good to just hard cast on their own, and with enough mana they are incredibly deadly. It's not acceptable on it's own, but throw in 2 thrun, the last troll and 3-4 of that one card that shuts them down and you are in business.
Yes. I go on xmage and i can usually win 1 of the three games, and i blame not winning the match on no sideboard. I'm gonna play with a version that uses sprawl instead of birds
Utopia sprawl was nice in previous versions, but once the channel the suns/bring to light engine was put in, the ability to have all colors was needed. Those are both nice suggestions and i can't believe i haven't thought of spirit guide yet
Hello everyone and welcome to my first (and maybe only) thread! Anyone who played legacy in 07 or just knows there history could tell you about the infamous deck that could win on "turn 0," Flash Hulk. The point was to cheat out protean hulk with flash, which immediately killed, triggering it's ability to summon 4 disciple of the vault, 4 shifting wall, and 4 phyrexian marauder. The walls and marauders die when they enter the battlefield, triggering all 4 disciples 8 times, for a total of 32 damage. The deck was fast, consistent, and pretty awesome, if I say so myself. One day I was wondering if this was possible in modern, and as if only VERY recently it is!
Without further ado: the current version of the deck
How it works:
Magic Origins and BFZ have graced us with endless one and hangarback walker, both of which will die on impact. Throw in 3 blood artist and you are draining 24 life from your opponent off of just 1 hulk. Finally, through the breach is used in place of flash.
So to review:
1. play through the breach targeting hulk
2. at the end of the turn, hulk is sacrificed and triggers
3. use hulk to summon 3 blood artists, and 4 each of hangarback walker and endless one (having only 6 or 7 of the 8 is sometimes alright)
4. the 8 X creatures die, and the artists deal 24 damage to your opponent
The reason I've posted this list is because I need help making it better. While the deck can win fairly often, it is not consistent enough, and I have not a clue what to put in the sideboard. I would love to see people suggestions and builds for this deck.
SIDENOTE: I am aware that people play this combo replacing the X creatures with a revillark body double combo, but if I wanted to do that I would just play a revillark deck, so please don't bother to suggest it.
18 forest
3 protean hulk
4 through the breach
4 hangarback walker
4 endless one
4 blood artist
3 utopia sprawl
2 sylvan caryatid
4 summoner's pact
3 simian spirit guide
3 abundant growth
4 channel the suns
4 bring to light
3 sudden Shock
3 krosan grip
4 torpor orb
3 boseiju, who shelters all
2 thrun, the last troll
The thing about this deck is that (as of now, where it doesn't actually exist) it REALLY surprises people who can't diffuse your game plan because frankly they don't know how. Once they see your game plan, they'll have their counter spells and leyline of sanctity ready, and that's why you have changed your plan too. When you sideboard, you are either making the combo less of a priority, or removing it entirely. The simplest example of downgrading the combo is to realize that you are not going to need the 24 damage when you go off. In self-destructive decks with fetch lands and such you can take out a hangarback walker or two because you only really need 18 damage. However for some decks you must scrap the plan entirely for plan B.
Breach Hulk is a mana ramp deck full of endless ones, hangarback walkers and blood artists. These cards are pretty good to just hard cast on their own, and with enough mana they are incredibly deadly. It's not acceptable on it's own, but throw in 2 thrun, the last troll and 3-4 of that one card that shuts them down and you are in business.
Also against control decks whip out boseiju, who shelters all to stomp on their faces.
While I think the deck is pretty great right now it probably has more room to grow, so I would love to see any further suggestions.
Without further ado: the current version of the deck
3 protean hulk
4 through the breach
4 hangarback walker
4 endless one
3 blood artist
3 birds of paradise
2 sylvan caryatid
1 thrun, the last troll
4 summoner's pact
4 abundant growth
4 channel the suns
4 bring to light
2 peer through depths
How it works:
Magic Origins and BFZ have graced us with endless one and hangarback walker, both of which will die on impact. Throw in 3 blood artist and you are draining 24 life from your opponent off of just 1 hulk. Finally, through the breach is used in place of flash.
So to review:
1. play through the breach targeting hulk
2. at the end of the turn, hulk is sacrificed and triggers
3. use hulk to summon 3 blood artists, and 4 each of hangarback walker and endless one (having only 6 or 7 of the 8 is sometimes alright)
4. the 8 X creatures die, and the artists deal 24 damage to your opponent
The reason I've posted this list is because I need help making it better. While the deck can win fairly often, it is not consistent enough, and I have not a clue what to put in the sideboard. I would love to see people suggestions and builds for this deck.
SIDENOTE: I am aware that people play this combo replacing the X creatures with a revillark body double combo, but if I wanted to do that I would just play a revillark deck, so please don't bother to suggest it.