You use spirit guide and Island. (Flaoting mana RU)
Play Crypt, then Play Jhoira.
Plat Petal, Draw, Play Opal, Draw, play helm of wakening, Draw.
Play Sol Ring, Draw, Play Top, Draw, Play more Artifact you have drawn (Most are 0 or 1, with awakening you have a lot of 0 mana), when you hit a land, ta top to draw it and then hopefully you can get another draw in there. The goal is to get Mana Severance (off of Mox Amber and that sol ring you still have untapped) and remove all lands from your deck. (So every time you draw, aside from 3 cards, you are drawing into an artfact or legend. (there are 11 card in teh deck that do not draw for jhoirs (aside from lands) So with 31 lands, those extra 11 cards and jhoira, you are drawing off of 57 cards. (Some artifacts draw a card for entering as well.)
Anyway after you get rid of all lands hopefully to still have one in hand for Mox diamond. Keep going. No there are a few win cons, this is a storm deck but it can win without. Potentially you want to get Aetherflux reservoir out. It is a 4 CMC but with cost reducers it can get as low as 0. cast another artifact after that. by this point you should have gained a LOT of life. (though want to get this out earlier so you can cast a few spells to keep getting mass life.
If for whatever reason Reservoir cannot do the job, Win con two is Laboratory maniac, just deck yourself.
The third option is a LOT more work but still works, of course, if you are going for win con 3, you can just go with reservoir won so we'll ignore the grapeshot route.
This is only a turn one win. Generally this deck goes off 3 or 4.
My other decks are slower, But Ghave, Guru of Spores can go of turn 3 (Difficut but doable.) Mairsil, the Pretender Also turn 3. Yuriko, the Tiger's Shadow... turn 3. The KenrithTwins, turn 5 i think is when they can go off. Final Deck is dragons, Which has no combos, its just beatdown, so really that one takes longer (not gonna chance the math, i'll say turn 8, the deck is optimized (Not CEDH though)
This is an example, but there are some variations - for example, I could cascade into Paradox Engine and Crystal Shard and cast my whole deck ( I guess I would have to have 1 spell in hand that costs 5 or less to get going). I also have some other mana rocks that can be involved in the turn zero play.
This is an example, but there are some variations - for example, I could cascade into Paradox Engine and Crystal Shard and cast my whole deck ( I guess I would have to have 1 spell in hand that costs 5 or less to get going). I also have some other mana rocks that can be involved in the turn zero play.
How does that kill 3 people? Malignus kills one with 40 damage, MW kills one with commander damage, but how does the ibex finish the third person off with only 23 power?
This is an example, but there are some variations - for example, I could cascade into Paradox Engine and Crystal Shard and cast my whole deck ( I guess I would have to have 1 spell in hand that costs 5 or less to get going). I also have some other mana rocks that can be involved in the turn zero play.
How does that kill 3 people? Malignus kills one with 40 damage, MW kills one with commander damage, but how does the ibex finish the third person off with only 23 power?
I can have Jin-Gitaxias, Core Augur on the field on turn 3 with a handful of the best counterspells. I consider that my winning turn, even if nobody's scooped yet. I don't really need a god hand. I need Polymorph, Personal Tutor or Mystical Tutor in my opening hand, or any combination of turn one cantrips that can get Polymorph into my hand by turn three. It's not uncommon. I can mulligan more aggressively than many decks because I'm guaranteed a full grip the turn I go off.
Turn 1: Play Forest and cast Hardened Scales. Cast Mox Opal & Mana Crypt. Use Mana Crypt to cast Mana Vault. Use Mox Opal + 1 colorless floating mana to cast Impact Tremors. Use Mana Vault to cast Ashond's Altar.
Turn 2: Upkeep, win flip and take no damage from Mana Crypt & take 1 damage from Mana Vault. Play Mountain. Use Forest + Mountain + Mox Opal to cast Marath. Marath etb with 4 +1/+1 counters. Tap Mana Crypt to add 2 colorless mana.
Start of loop: Use 1 mana from Mana Crypt to remove 1 +1/+1 counter from Marath and create a 1/1 green Elemental token. Impact Tremors deals 1 damage to each opponent. Marath now has 3 +1/+1 counters. You have 1 colorless mana floating. Sacrifice the 1/1 green Elemental token to Ashnod's Altar to add 2 colorless mana. You now have 3 colorless mana floating. Use 1 colorless mana to remove 1 +1/+1 counter from Marath, then add 2 +1/+1 counters to Marath (1 from his own ability + 1 from Hardened Scales). Marath now has 4 +1/+1 counters. You now have 2 colorless mana floating.
Loop math: each iteration of the loop deals 1 damage to each opponent and nets: 0 mana, 0 +1/+1 counters on Marath, and 0 green Elemental tokens.
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.
Kodama's Reach dosen't have Splice onto Arcane. You can splice a spell onto Kodama's Reach. But you can't splice Kodama's Reach onto another arcane spell.
-Island
-Mana Crypt
-Sol Ring
-Simian Spirit Guide
-Lotus petal
-Helm of Awakening
-Mox Opal
and in a 3 or more person pod you draw first so
-Sensei's Divining Top
You use spirit guide and Island. (Flaoting mana RU)
Play Crypt, then Play Jhoira.
Plat Petal, Draw, Play Opal, Draw, play helm of wakening, Draw.
Play Sol Ring, Draw, Play Top, Draw, Play more Artifact you have drawn (Most are 0 or 1, with awakening you have a lot of 0 mana), when you hit a land, ta top to draw it and then hopefully you can get another draw in there. The goal is to get Mana Severance (off of Mox Amber and that sol ring you still have untapped) and remove all lands from your deck. (So every time you draw, aside from 3 cards, you are drawing into an artfact or legend. (there are 11 card in teh deck that do not draw for jhoirs (aside from lands) So with 31 lands, those extra 11 cards and jhoira, you are drawing off of 57 cards. (Some artifacts draw a card for entering as well.)
Anyway after you get rid of all lands hopefully to still have one in hand for Mox diamond. Keep going. No there are a few win cons, this is a storm deck but it can win without. Potentially you want to get Aetherflux reservoir out. It is a 4 CMC but with cost reducers it can get as low as 0. cast another artifact after that. by this point you should have gained a LOT of life. (though want to get this out earlier so you can cast a few spells to keep getting mass life.
If for whatever reason Reservoir cannot do the job, Win con two is Laboratory maniac, just deck yourself.
The third option is a LOT more work but still works, of course, if you are going for win con 3, you can just go with reservoir won so we'll ignore the grapeshot route.
This is only a turn one win. Generally this deck goes off 3 or 4.
My other decks are slower, But Ghave, Guru of Spores can go of turn 3 (Difficut but doable.) Mairsil, the Pretender Also turn 3. Yuriko, the Tiger's Shadow... turn 3. The Kenrith Twins, turn 5 i think is when they can go off. Final Deck is dragons, Which has no combos, its just beatdown, so really that one takes longer (not gonna chance the math, i'll say turn 8, the deck is optimized (Not CEDH though)
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
Turn 0: Leyline of Anticipation, Mana Crypt, Sol Ring, Phyrexian Metamorph on Sol Ring, Signet.
Turn 1: Land, MW, Cascade into Malignus and Pathbreaker Ibex. Kill 3 people.
This is an example, but there are some variations - for example, I could cascade into Paradox Engine and Crystal Shard and cast my whole deck ( I guess I would have to have 1 spell in hand that costs 5 or less to get going). I also have some other mana rocks that can be involved in the turn zero play.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
You are right, this kills two people. I guess I should have picked something else. How about Pathbreaker Ibex + Etherium-Horn Sorcerer into Malignus?
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Swamp, Chrome mox Dark Ritual, Mana Crypt, Mana Vault, Songs of the damned, Morality Shift.
Draw some random colored card, play swamp-ritual-crypt-vault-mox for 8 mana and morality shift and songs of the damned, then i have 33 black mana, narcomoeba entered the bf from grave, unearth rotting rats, play gravecrawler from grave, sac the 3 creatures for dread return targeting necrotic ooze, activate the haste of the blighted bat on the ooze, activate the fb of Dralnu, lich lord on yawgmoth's will and cast it, then cast living death draining all with gray merchant of asphodel, or cast a huge torment of hailfire, or in the next player upkeep sac some creatures including corpse augur, draw my library and win with laboratory maniac.
Very unlikely to happen...
Turn 2: Ancient Tomb, Possessed Portal, attack for 2
Turn 3: Attack for 2
Turn 4: Attack for 2
...
Turn 61: Attack for 2, eliminating third opponent.
A Dying Wish
To Rise Again
Chainer, Dementia Master
Muldrotha, the Gravetide
Atraxa, Praetors' Voice
Opening Hand
1 Mountain
2 Forest
3 Mox Opal
4 Mana Vault
5 Mana Crypt
6 Hardened Scales
7 Impact Tremors
8 Ashnod's Altar
Turn 1: Play Forest and cast Hardened Scales. Cast Mox Opal & Mana Crypt. Use Mana Crypt to cast Mana Vault. Use Mox Opal + 1 colorless floating mana to cast Impact Tremors. Use Mana Vault to cast Ashond's Altar.
Turn 2: Upkeep, win flip and take no damage from Mana Crypt & take 1 damage from Mana Vault. Play Mountain. Use Forest + Mountain + Mox Opal to cast Marath. Marath etb with 4 +1/+1 counters. Tap Mana Crypt to add 2 colorless mana.
Start of loop: Use 1 mana from Mana Crypt to remove 1 +1/+1 counter from Marath and create a 1/1 green Elemental token. Impact Tremors deals 1 damage to each opponent. Marath now has 3 +1/+1 counters. You have 1 colorless mana floating. Sacrifice the 1/1 green Elemental token to Ashnod's Altar to add 2 colorless mana. You now have 3 colorless mana floating. Use 1 colorless mana to remove 1 +1/+1 counter from Marath, then add 2 +1/+1 counters to Marath (1 from his own ability + 1 from Hardened Scales). Marath now has 4 +1/+1 counters. You now have 2 colorless mana floating.
Loop math: each iteration of the loop deals 1 damage to each opponent and nets: 0 mana, 0 +1/+1 counters on Marath, and 0 green Elemental tokens.
Repeat until all opponents are dead.
Zero mana ramp
Chancellor of the Tangle
Elvish Spirit Guide
Gemstone Caverns (if you're not first)
Lion's Eye Diamond
Lotus Petal
Mana Crypt
Mishra's Workshop
Mox Amber
Mox Opal
Simian Spirit Guide
Zero mana ramp with card disadvantage
Chrome Mox
Mox Diamond
Nets zero mana
Basalt Monolith
Jeweled Amulet
Phyrexian Altar
Nets positive mana
Ashnod's Altar
Bubbling Muck (if you control 2 or more Swamps)
Cabal Ritual
Dark Ritual
Desperate Ritual
Extraplanar Lens
Grim Monolith
High Tide (if you control 2 or more Islands)
Mana Vault
Pyretic Ritual
Seething Song
Sol Ring
Bruse Tarl & Kraum, Ludevic's Opus
Mayael the Anima
Kodama's Reach dosen't have Splice onto Arcane. You can splice a spell onto Kodama's Reach. But you can't splice Kodama's Reach onto another arcane spell.
Bruse Tarl & Kraum, Ludevic's Opus
Mayael the Anima