I'm curious if anyone else goes through their decklists looking for that perfect god draw to win as fast as possible. Just for the fun of it, I mean. I don't build my decks for consistent early-game victories, but a couple of them seem to still have the potential of winning on turn 2-4 before the game really gets going.
Rakdos, Lord of Riots (Turn 3 win against 2+ opponents):
Turn 1: Swamp, Sol Ring, Rakdos Signet
Turn 2: Mountain, Needle Drone
Turn 3: Land, Ping with Drone, Rakdos, Lord of Riots, Ancestral Statue, loop statue until Needle Drone kills the table.
The deck is built to either vomit out Eldrazi, or combo out with Cloudstone Curio loops or Ancestral Statue loops. Multiplayer games at my store usually end up being at least 5 players, so the possibility of comboing out as early as turn 3 presents itself. The earliest I've done the combo in an actual game was turn 5.
Heartless Hidetsugu (Turn 2 win)
Turn 1: Mountain, Sol Ring, Lightning Greaves
Turn 2: Mountain, Treacherous Ogre, Heartless Hidetsugu (spend 15 life), Grafted Exoskeleton (12 life), equip Exoskeleton (6 life) and Greaves to Hidetsugu, Kill everyone.
Of course, this is an all-or-nothing ploy. If this combo fails due to disruption, chances are I’ll be dead. I’ll be at 7 life, and everyone will be pointing and screeching because I tried to murder them. But hey, can you blame me? If I see the chance for a turn 2 win, I'mma go for it. Live the dream, man.
So, folks, what kind of god-hand wins can your decks pull off?
I can win on my opening turn before anyone else gets a turn with Thraximundar
Turn 1: Badlands, Dark Ritual, Entomb, entomb Worldgorger Dragon, use remaining 2 black mana to cast Animate Dead, creating infinite red and black mana due to Badlands leaving play and re-entering. Then use red mana to kill table with Comet Storm. Fun for everyone.
T1: Land, Sol Ring, Iron Myr
T2: Land, Twinflame on the Myr, Dualcaster Mage copying Twinflame onto itself, rinse and repeat, swing with infinite hasty Dualcasters.
Should be - what's the quickest your deck can win without Sol Ring or Mana Crypt? I think there are plenty of infinite mana combo's involving 4 mana spent on Turn 2, and 5 mana spent on Turn 3. Once you have Sol Ring, I think the only reliable way not to have a possible Turn 4 win would be to go through and make sure there aren't any combo's at all in your deck. Even more when you include cards like Treasonous Ogre.
I will admit though, it's interesting to see a lot of these off the wall, lesser played combos.
Of all my decks, my Shu Yun is the one that can win the quickest without relying on any mana acceleration:
Turn 1: Training Grounds
Turn 2: Izzet Guildmage
Turn 3: pass, Reset on upkeep to my left, infinite mana, draw my deck with any card draw Instant like Remand, Blue Sun's for max on each opponent.
This has never happened once in the 1-2 months I've been playing the deck.
Arcum Dagsson - turn 1 win
Turn 1: mana crypt, grim monolith, island, mox opal, power artifact on the monolith (infinite mana), staff of domination which leads to me drawing my deck and blowing up everyone's permanents each turn with nevinyrral's disk + mycosynth lattice + darksteel forge, and putting 3x blightsteel colossus into play (one is a sculpting steel, the other is phyrexian metamorph) and equipping two of them with lightning greaves and swiftfoot boots. So I'd kill two people outright and the rest would have no permanents for the rest of the game. And I'd have arcum sack the blightsteel in case I drew my entire library and didn't want to die on my draw step.
Daretti, scrap savant - I've done a turn 2 win with him before.
turn 1: mishra's workshop, metalworker (or mana crypt + mountain or mana vault + mountain, metalworker)
turn 2: tap metalworker, revealing a bunch of artifacts in my hand for lots of mana, cast staff of domination and do similar shenanigans as mentioned above.
Turn 1 most times I've pulled it off involved lion's eye diamond my favorite was mulling to 3 hitting time twister land and mama crypt top decking led breaking it for black turn 1 on the twister and hitting doomsday lotus petal ponder and gitaxin probe GG.
DD > break petal ponder pick up LED> probe cracking led black > night wisper> dark ritual + yawgwin > led + petal > ponder > labman > probe
"Instead of building a fast car to win the race, you fill the race track with manure and drive your tractor to victory.
That is stax."
~cmv_lawyer, 2016
Actually interesting mode - no sol ring, mana crypt, or other such nonsense.
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EDH RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
Mizzix, T1 Island, Sol Ring. T2, Command Beacon, Show and Tell -> Omniscience. Pop Beacon, put Mizzix in hand, play her, Enter the Infinite etc.
Without Sol Ring it's T3 with a signet I suppose.
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Modern: -UBG Lantern Control-GW or RG or R Tron - G Stompy - C KCI Combo-
EDH: -UG Ezuri-UGZegana-BRMogis-WUBRGRamos-WBREdgar-URLocust God-WUBRBreya-BMacar-WUBrago-WEvra-
Now that is a god hand - 8 cards needed out of a possible 9. But still, it would be awesome were I to ever pull it off.
For some other fast ones with decks I have, pretty sure Titania, Protector of Argoth can also do T2. Needs some fast mana and a ridiculous god hand again, but not specifically Sol Ring/Mana Crypt:
Now that is a god hand - 8 cards needed out of a possible 9. But still, it would be awesome were I to ever pull it off.
For some other fast ones with decks I have, pretty sure Titania, Protector of Argoth can also do T2. Needs some fast mana and a ridiculous god hand again, but not specifically Sol Ring/Mana Crypt:
edit: sped it up by a turn with a stupidly good hand.
Unless I'm mistaken, the Zada combo you listed never actually wins, instead ending the game in a mandatory loop. If the only spell on the stack is twinflame and the only creature you control is a dualcaster mage, then there is no option to not put another token, trigger, and copy of twinflame onto the stack.
That said, ending the game in a mandatory draw on turn 2 is still impressive.
Edit: I may be wrong, can you chose zero targets for twinflame?
Daretti (or any red edh deck): Ancient Tomb, Mana crypt, sol ring, mana vault, mox opal, rings of brighthearth, basalt monolith. These 7 cards in your opener generate infinite mana. You then need either Fireball (or any exact variant)or Staff of Domination as your 8th card for a turn 1 win.
Twinflame says choose any number of target creatures. Any number can be 0, so you can choose to not target anything with Twinflame making the Dualcaster Mage kill possible on turn 2.
Zegana and Jori En do not have iWin plays, they are about grinding out (or beating out) value.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
...This if I can get the Hug player to draw me a few extra cards. It's what happens when you play jank.
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"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
T1: Mountain, Sol Ring.
T2: Mountain, Hedron Archive.
T3: Mountain, cast General fetching Grafted Exoskeleton.
T4: Swing and oneshot any player without a blocker.
T5etc: See T4.
Order triggers so that Avenger of Zendikar's ETB trigger resolves first creating 6 0/1 plant tokens, then at least 1 landfall trigger making the tokens 1/2s, then Craterhoof Behemoth's ETB trigger, giving all my creatures +11/+11. Attack with 10 creatures (as Dryad Arbor will be tapped) for 129 damage. Amount of damage goes up exponentially if more lands are revealed off Genesis Wave. If I hit 10 lands, then I'll get 15 10/11s, then attack with 19 creatures that all have +20/+20, for a total of 543 damage.
I like this because, while it likely requires more cards than most early kill magical Christmas tree shenanigans, it involves no infinite combos and kills an entire table with nothing but massive combat damage. Battlecruiser magic at its most pure.
At one point I think I figured out how to cast Genesis Wave for something like 39 on turn 4, but I honestly can't remember how I did it. Besides, in the end, it's all about hitting the right cards off that Genesis Wave.
T1: Land, Sol Ring, Everflowing Chalice kicked once, Mox Opal, Voyager Staff
T2: Land, Rasputin Dreamweaver, Phyrexian Altar, Nim Deathmantle.
Sacrifice Voyager Staff targeting Rasputin. Infinite colored mana at end step, with 1 card in hand.
Blue Sun's Zenith for X=90 (entire library) or Stroke of Genius for X=89 targeting self.
T3: Blasting Station, GG.
T3: land + Frontier Siege then cast Xenagos on post-combat main phase.
T4: land + Rapacious One (three lands untapped), attack and cast Seize the Day after combat (2 lands untapped). Cast Green Sun's Zenith for Savage Ventmaw and then give it haste and attack with both and get colored mana. (1 land untapped). Cast Hunter's Insight on Ventmaw before damage. Draw 8. Cast World at War and Strionic Resonator off of what you drew and then resonate the Rapacious One for a 40 damage hit to eliminate one player. Then draw 16 and recur Seize the Day or cast Relentless Assault. You will kill as many players as you have extra combat cards or recursion cards.
(Note: Be careful of casting Hunter's Insight on an excessively large trampling creature as the draw effect is not optional)
Marath, Will of the Wild (Turn 4 win)
Turn 1: Forest, Hardened Scales
Turn 2: Mountain, Impact Tremors
Turn 3: Plains, Marath, Will of the Wild
Turn 4: Land, Ashnod’s Altar, Win
There may be a faster win in this deck, I'm not sure. It has a larger concentration of combos than my other decks, so there could be something I've missed.
Rakdos, Lord of Riots (Turn 3 win against 2+ opponents):
Turn 1: Swamp, Sol Ring, Rakdos Signet
Turn 2: Mountain, Needle Drone
Turn 3: Land, Ping with Drone, Rakdos, Lord of Riots, Ancestral Statue, loop statue until Needle Drone kills the table.
The deck is built to either vomit out Eldrazi, or combo out with Cloudstone Curio loops or Ancestral Statue loops. Multiplayer games at my store usually end up being at least 5 players, so the possibility of comboing out as early as turn 3 presents itself. The earliest I've done the combo in an actual game was turn 5.
Heartless Hidetsugu (Turn 2 win)
Turn 1: Mountain, Sol Ring, Lightning Greaves
Turn 2: Mountain, Treacherous Ogre, Heartless Hidetsugu (spend 15 life), Grafted Exoskeleton (12 life), equip Exoskeleton (6 life) and Greaves to Hidetsugu, Kill everyone.
Of course, this is an all-or-nothing ploy. If this combo fails due to disruption, chances are I’ll be dead. I’ll be at 7 life, and everyone will be pointing and screeching because I tried to murder them. But hey, can you blame me? If I see the chance for a turn 2 win, I'mma go for it. Live the dream, man.
So, folks, what kind of god-hand wins can your decks pull off?
,
- UG Ezuri, Claw of Progress The Artist Formerly Known as Kraj,
- R Heartless Hidetsugu Burn it all down .
- G Kamahl, Fist of Krosa/Jolrael, Empress of Beasts Nacatl War-Pride shenanigans.
- WBR Zurgo Helmsmasher Wrath.dec
Turn 1: forest, mana crypt, priest of titania
Turn 2: plains, Rhys the reedeemed, mirror entity, get 3 mana from priest, wirewood symbiote - infinite mana and creature size (with nothing else you can then kill 1 player with the priest). Add some haste (concordant crossroads say) and get infinite creatures as well.
I have only ever done t3 which there are a few versions of, even without fast mana.
Turn 1: Badlands, Dark Ritual, Entomb, entomb Worldgorger Dragon, use remaining 2 black mana to cast Animate Dead, creating infinite red and black mana due to Badlands leaving play and re-entering. Then use red mana to kill table with Comet Storm. Fun for everyone.
T1: Land, Sol Ring, Iron Myr
T2: Land, Twinflame on the Myr, Dualcaster Mage copying Twinflame onto itself, rinse and repeat, swing with infinite hasty Dualcasters.
I will admit though, it's interesting to see a lot of these off the wall, lesser played combos.
Of all my decks, my Shu Yun is the one that can win the quickest without relying on any mana acceleration:
Turn 1: Training Grounds
Turn 2: Izzet Guildmage
Turn 3: pass, Reset on upkeep to my left, infinite mana, draw my deck with any card draw Instant like Remand, Blue Sun's for max on each opponent.
This has never happened once in the 1-2 months I've been playing the deck.
Turn 1: mana crypt, grim monolith, island, mox opal, power artifact on the monolith (infinite mana), staff of domination which leads to me drawing my deck and blowing up everyone's permanents each turn with nevinyrral's disk + mycosynth lattice + darksteel forge, and putting 3x blightsteel colossus into play (one is a sculpting steel, the other is phyrexian metamorph) and equipping two of them with lightning greaves and swiftfoot boots. So I'd kill two people outright and the rest would have no permanents for the rest of the game. And I'd have arcum sack the blightsteel in case I drew my entire library and didn't want to die on my draw step.
Daretti, scrap savant - I've done a turn 2 win with him before.
turn 1: mishra's workshop, metalworker (or mana crypt + mountain or mana vault + mountain, metalworker)
turn 2: tap metalworker, revealing a bunch of artifacts in my hand for lots of mana, cast staff of domination and do similar shenanigans as mentioned above.
My G Yisan, the Bard of Death G deck.
My BUGWR Hermit druid BUGWR deck.
Either
Sol Ring Treasonous Ogre
-> Kiki-Jiki, Mirror Breaker Zealous Conscripts + 30 life
-> Ashnod's Altar (9 life) Soldevi Digger (6 life) Priest of Urabrask (9 life) Rakdos Signet (6 life) activate (3 life) Grenzo, Dungeon Warden activate Grenzo infinite times to eventually recur Grey Merchant or have Bitter Ordeal in hand. (33 total life)
The second one can rearrange the order depending on which Priest of Gix and other mana rock is in hand.
DD > break petal ponder pick up LED> probe cracking led black > night wisper> dark ritual + yawgwin > led + petal > ponder > labman > probe
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Zur: Turn 1 (Ad Nauseam Combo)
Karador: Turn 2 (Boonweaver giant Combo. Turn 1 is possible if Dark Ritual is added to the decklist)
Narset: Turn 2 (Swing once)
Brago: Turn 2 (Strionic Resonator Combo)
Prossh: Turn 2 (Food Chain Combo)
Animar: Turn 2 (Ancestral Statue or Imperial Recruiter combo)
That is stax."
~cmv_lawyer, 2016
WUI Don't Mean to Brago, But... RWBI'll Kaalia Back Later GBWKaradora the Graveyard Explorer BRGLive Long and Prosshper
BGUMuscle Plasm URGImperial Animarch BGLemon Meren Pie GWStop Being Such a Sisay UTefearsome RGWMarath of the Titans
UBRNow Watch me Trai Trai RWBAleshstax GWUPrison Can Roon Your Life BRGrenzo: Your Doom UArcum's Asylum of Stax
BGFeel the Ground Croak GThe All New 2016 Yisan Wanderer URFo Rizzle Mah Mizzle UBRA Game of Marchess
RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck
RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
Arena Standard
UUUU Tempo, since before it was cool
Various Wx decks running Fountain of Renewal and Day of Glory
Anything I can cram Chaos Wand in to
B-mana producing land, Mox Diamond (discarding random land), Mana Crypt, Buried Alive (for Kiki-Jiki, Mirror Breaker, Pestermite, Karmic Guide), Reanimate. Reanimate Guide to get Kiki, use Kiki to copy Guide and get Pestermite, win.
Without Sol Ring it's T3 with a signet I suppose.
EDH: -UG Ezuri-UGZegana-BRMogis-WUBRGRamos-WBREdgar-URLocust God-WUBRBreya-BMacar-WUBrago-WEvra-
T1: Mountain, Skirk Prospector
T2: Mountain, Legion Loyalist, Brightstone Ritual, Desperate Ritual, Twinflame on one of the goblins, sac both to Prospector, Dualcaster Mage, win (assuming I understand the rules correctly - Twinflame won't actually "fizzle" until it tries to resolve without a target, right?).
Now that is a god hand - 8 cards needed out of a possible 9. But still, it would be awesome were I to ever pull it off.
For some other fast ones with decks I have, pretty sure Titania, Protector of Argoth can also do T2. Needs some fast mana and a ridiculous god hand again, but not specifically Sol Ring/Mana Crypt:
T1: Fetchland getting forest, Exploration, Ancient Tomb
T2: Land, Land, Titania recurs the fetch, crack for a forest, Zuran Orb, Crop Rotation into Gaea's Cradle, sac all the lands except Cradle, which taps for 7, Concordant Crossroads, Triumph of the Hordes for 7 6/4s with trample, infect and haste (i.e. will kill 3 players).
edit: sped it up by a turn with a stupidly good hand.
Unless I'm mistaken, the Zada combo you listed never actually wins, instead ending the game in a mandatory loop. If the only spell on the stack is twinflame and the only creature you control is a dualcaster mage, then there is no option to not put another token, trigger, and copy of twinflame onto the stack.
That said, ending the game in a mandatory draw on turn 2 is still impressive.
Edit: I may be wrong, can you chose zero targets for twinflame?
Kemba | Linvala | Talrand | Geth | Krenko | Zada | Patron of the Orochi | Medomai | Athreos | Gisela | Trostani | Nin | Silumgar | Kaervek | Jarad | Xenagos | Sydri | Narset | Roon | Zurgo | Ghave | Marath | Uril | Tasigur | Animar | Riku | Riku | Sek'Kuar | Cromat
WBG Karador GBW
R Daretti R
RG Omnath GR
WRG Modern Burn GRW
WB Modern Tokens BW
DCI Rules Advisor as of 5/18/2015
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Activate belcher, hope your next twenty cards aren't a land.
I mean, we're posting magical Christmas stuff.
Turn 1: Land
Turn 2: Land Helm of Awakening
Turn 3: Land Ruby Medallion
Inner Fire (RRRR)
Young Pyromancer (RRR)
Manamorphose (RRR G) (2 Creatures)
Zada, Hedron Grinder(R G) (3 Creatures)
Crimson Wisps (G) (Draw 4 cards) (4 Creatures)
Earthcraft (4 Creatures)
Tap 4 of the creatures
Splice Desperate Ritual & Kodama's Reach onto Kodama's Might (4 tapped creatures, 1 untapped creatures)
Get 5 Lands and make 15 Red Mana
Wort, the Raidmother (4 tapped creatures, 3 untapped creatures, 8 lands, 9 R 5 cards in hand (lands))
Past in Flames (4 tapped creatures, 4 untapped creatures, 8 lands, 7 R 5 cards in hand(lands))
Then proceed to draw at least 15 more cards and hopefully some more fun stuff or Combat will do a lot by the end of this.
EDIT: Did the math a bit wrong, had to fix it.
T1 Land, Sol Ring, Any 2-mana rock
T2 Land, Gemstone Array
T3 Rasputin, Eldrazi Displacer, Stroke of Genius/Blue Sun's Zenith/any variety to win.
Child of Alara:
T1 Land + Search for Tomorrow (Suspend)
T2 Rav Bounceland
T3 get land from Search, play Rav Bounceland
T4 Land, Cloud of Faeries, Archaeomancer, Ghostly Flicker, Rolling Thunder.
The Lady of the Mountain:
T1 Land + Sol Ring + Any 2-mana Rock
T2 Land
T3 Land + Mana Reflection
T4 Primal Surge
Grenzo, Dungeon Keeper:
T1 Land, Ring, Mana Rock
T2 Land, play Grenzo with 1 counter, activate, hit Workhorse, use his 4 mana to hit Zealous Conscripts and Kiki-Jiki, Mirror Breaker.
Zegana and Jori En do not have iWin plays, they are about grinding out (or beating out) value.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
T1 Swamp, Plagued Rusalka
T2 Island, Simic Signet
T3 Forest, Ashnod's Altar, sac creature for 2 mana, Commander Sphere
T4 Forest, Zameck Guildmage, activate ability, sac for 2 mana, Grazing Kelpie, sac for infinite colorless, Darksteel Ingot, tap for B, Blood Bairn, Swiftfoot Boots, Prowler's Helm, equip to Bairn, infinite sac to Bairn, swing for infinite.
...This if I can get the Hug player to draw me a few extra cards. It's what happens when you play jank.
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
T1: Swamp, Dark Ritual, Buried Alive (putting Glen Elendra Archmage, Deadeye Navigator, and Palinchron in the grave).
T2: Island, Sol Ring.
T3: Swamp, Living Death.
Edit: I guess theoretically it could also go:
T1: Swamp, Sol Ring, Talisman of Dominance, Dark Rit, Buried Alive.
T2: Island, Living Death.
I've actually seen the first one happen though.
Edit2: Nevermind, you need three lands to go infinite.
GG.
Second fastest is my Godo, Bandit Warlord deck.
T1: Mountain, Sol Ring.
T2: Mountain, Hedron Archive.
T3: Mountain, cast General fetching Grafted Exoskeleton.
T4: Swing and oneshot any player without a blocker.
T5etc: See T4.
Nicol Bolas Dragon Dick
Hanna, Ship's Navigator Heart-attack Stax
Oona, Queen of the Fae Fairy Dance
Vhati Il-Dal Tree of Woe
Scion of the Ur-Dragon Durgensturm
Jolrael, Empress of Beasts Jamuraa's Army
Liliana, Heretical Healer Rise from your Graves and Proliferate
Tariel, Reckoner of Souls Angelic Judgment [
Turn 1:
- Forest
- Exploration
- Forest
- Green Sun's Zenith for X = 0, fetching Dryad Arbor
Turn 2:
- Forest + Forest
- Omnath, Locus of Mana
- tap remaining Forests to add 2 green mana to mana pool
Turn 3:
- Start with 2 green mana
- Seedborn Muse
- End turn with 2 green mana
- Add another 15 green mana over course of 3 opponents' turns
Turn 4:
- Start with 17 green mana
- Tap out for 22 green mana
- Genesis Wave for up to X = 19.
- Hit Avenger of Zendikar, Craterhoof Behemoth, Akroma's Memorial and at least 1 land.
Order triggers so that Avenger of Zendikar's ETB trigger resolves first creating 6 0/1 plant tokens, then at least 1 landfall trigger making the tokens 1/2s, then Craterhoof Behemoth's ETB trigger, giving all my creatures +11/+11. Attack with 10 creatures (as Dryad Arbor will be tapped) for 129 damage. Amount of damage goes up exponentially if more lands are revealed off Genesis Wave. If I hit 10 lands, then I'll get 15 10/11s, then attack with 19 creatures that all have +20/+20, for a total of 543 damage.
I like this because, while it likely requires more cards than most early kill magical Christmas tree shenanigans, it involves no infinite combos and kills an entire table with nothing but massive combat damage. Battlecruiser magic at its most pure.
At one point I think I figured out how to cast Genesis Wave for something like 39 on turn 4, but I honestly can't remember how I did it. Besides, in the end, it's all about hitting the right cards off that Genesis Wave.
GGG [Primer] Omnath, Big Green Beatstick Machine GGG
T2: Land, Rasputin Dreamweaver, Phyrexian Altar, Nim Deathmantle.
Sacrifice Voyager Staff targeting Rasputin. Infinite colored mana at end step, with 1 card in hand.
Blue Sun's Zenith for X=90 (entire library) or Stroke of Genius for X=89 targeting self.
T3: Blasting Station, GG.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
T1: land + any one drop accelerant for 1
T2: land + Somberwald Sage
T3: land + Frontier Siege then cast Xenagos on post-combat main phase.
T4: land + Rapacious One (three lands untapped), attack and cast Seize the Day after combat (2 lands untapped). Cast Green Sun's Zenith for Savage Ventmaw and then give it haste and attack with both and get colored mana. (1 land untapped). Cast Hunter's Insight on Ventmaw before damage. Draw 8. Cast World at War and Strionic Resonator off of what you drew and then resonate the Rapacious One for a 40 damage hit to eliminate one player. Then draw 16 and recur Seize the Day or cast Relentless Assault. You will kill as many players as you have extra combat cards or recursion cards.
(Note: Be careful of casting Hunter's Insight on an excessively large trampling creature as the draw effect is not optional)
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.