The Rules of the Game
I’ve taken the liberty of adapting the rules from the original vintage challenge to this one. I’ve relaxed them in some places to allow for the limited cardpool, but for the most part I’ve left them as-is.
-Start with a Standard-legal deck of exactly 60 cards. No less, of course, and if we allowed more, you could deal arbitrary but finite damage by including as many copies of Rat Colony as you feel like, and it wouldn’t break the other rules.
-Conditions caused by randomness can resolve any way you like. In this deck, that mostly means that every single card draw is a Demonic Tutor in disguise: you can assume that the order of your deck is exactly what you want it to be. This veers pretty heavily into magical christmasland, but if we didn’t do it this way you’d have to figure out the average amount of damage a deck could deal, which is probably impossible.
-The opponent is a goldfish with a deck of 60 random basic lands. However, they are still playing to stop you: if you give your opponent a choice, they will pick whichever one is worse for you. The only exception is that they won’t concede the game. This is a sadistic goldfish that wants to make you play it out.
-No going infinite. Infinite really means “arbitrary” in magic, most of the time, so we define it like this: when you make your deck, I pick a finite number, say, a million, or Graham’s Number, or four. If, no matter what number I pick, there’s a line your deck can take that will deal at least that much damage, your deck goes infinite and is disqualified.
-This doesn’t matter to our deck, but other rules of magic apply: if I put 80,000,000 copies of Shock on the stack and target my opponent with each one, they’ll die on the tenth one, and I’ll have dealt only 20 damage. In practice, that means you’re either winning with a giant X-spell or by attacking with a lot of very big creatures.
-In the old challenge, you had to go off on turn one. Here, that rule is relaxed, with a caveat: the fewer turns required, the better. No one is impressed that you can deal a lot of damage on turn 50, or 50 million for that matter.
Quote from FortyTwo »
I have put a little bit of thought into the standard deck, and I'm pretty sure we can complete whatever setup we need by turn 3 (and possibly go off that turn as well).
land+ Llanowar Elves
land + Marwyn, the Nurturer
Simple stuff so far, we have used 4 of our starting 7 cards and are about to draw our 9th giving us 5 cards in hand at the start of turn 3. Note that the lands are pretty unrestricted at this point, just that they are untapped and the first one makes green. Probably at least one of them makes blue.
The recently spoiled Giant Growth on Marwyn. Marwyn taps for GGGG which is spent on a kicked Gift of Growth on Marwyn.
Marwyn now taps for 8xG and our two lands are still untapped. And we still have 3 whole cards in hand.
Here I see are several options:
We could go immediately for Emergency Powers and have access to pretty much anything, but we probably don't want to exile one already.
We could play an island and cast Omniscience and then a card draw spell like Chemister's insight into Thousand-Year Storm and jump start to draw enough to start going off. However, free spells might be hard to avoid infinites with.
We even have enough nongreen mana for straight land Thousand Year Storm, and a card draw spell into more untaps of Marwyn and mana rocks to turn green into other colors. (Pirate's Prize?) This route is narrow, but even if it doesn't work for turn 3, it should definitely be enough to go off turn 4.
Apex of Power is another option to get us kicked off, and seems safer than Omniscience.
Another route is by Experimental Frenzy which looks interesting as a gating mechanism. If we are recycling our deck with Clear the Mind then each time a copy resolves we get a card stuck in our hand until we spend R to sacrifice frenzy, which we can draw from the next Clear the Mind, but there's no way to cast the Frenzy with stuff on the stack, so we'd either need to resolve the whole stack, or put it into play with say an Emergency Powers. It seems like there may be an interaction with Runaway Steam-Kin as it would take 3 castings of frenzy to make the RRR to sacrifice it 3 times. However, this would require there be no other way to pump RSK and the forerunner is red... (RSK would be dying to the forerunner triggers a lot too so maybe they can coexist without going infinite?)
With an Arcane Adaptation
In addition to Raff Capashen giving our artifacts and legends (and sagas...) flash, we can give all our creatures flash with Arcane Adaptation naming dino and a death of Cherished Hatchling (also gives us a lot of on cast fight triggers). Also, the new Teferi, Time Raveler gives flash to our sorceries.
I don't see a way to make tokens of enchantments, However we can make copies of artifacts by first making them creatures with Skilled Animator, then using Quasiduplicate. We can also make copies of lands, though that seems less useful.
We also have access to a sideboard if we need it with Mastermind's Acquisition and War's Karn though I don't think that is likely to be needed.
donated Lavina, Azorious renegade
Lets us counter free spells played through omniscience, cutting us off of other spells in the mean time. Seems super awkward.
Nikya, of the Old Ways
+1 mana from our lands but can't cast most of our cards. Might have something but seems unlikely.
Can't gain life, but can't lose either. Would need to respond to the lose the game trigger by playing it again. Can exile tokens to the life loss trigger. Once we are below 0 we can't remove this anymore.