Quote from Dice_Rifel »After some thinking:
(Calling it Zadastorm ;))
Not a great deck - but the scenario where you get out Zada out turn 4 or even turn 3 and "combo off" is actually pretty reliable. Also - once you get Zada out - you are immune from removal since you all the cantrips (and pump and snapcaster) are all instant speed.
A turn 3 kill that is probably uncommon but happened once already in a goldfish was
1) Forest - 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.
Still working on a combo version of this deck (Zadastorm!)
And currently I have the following theory craft:
Instead of Time of Need you can use Ink-Treader nephelim so you don't waste a turn searching for your kill. Additionally Arbor Elf is better than Llanowar Elves or Mystic Elf as it can help with your providing colored mana.
Also 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
So by turn 4, on the play, you'll have seen 10 cards. What do we want those 10 cards to be:
* 3 Lands (x6 multiplier = 18)
* 3 mana dorks/arbor (x6 multiplier = 18 )
* 1 "Zada" (x6 multiplier = 6)
* 1 "Wisp" (x6 multiplier = 6)
* 2 Free Slots (x6 multiplier = 12)
However, if we're also treating Wisps as cantrips then we see 10 cards + X where X is any wisp that isn't the "go-off wisps" - We cannot count snapcaster mage as a wisp at this point as it supposes that we cast a wisp previously (off course we can then count it as a second purely cantrip wisp). We are only running 14 "wisps" - 4 of them are Snapcasters and 6 of them are "Go-Off" - which only leaves 4 "cantrip wisps" - only by running 2 extra "cantrip wisps" may we use the x5 multiplier instead [since then we are guaranteed to see 11 cards or more)
* 3 Lands (x5 multiplier = 15)
* 3 mana dorks/arbor (x5 multiplier = 15 )
* 1 "Zada" (x5 multiplier = 5)
* 1 "Wisp" (x5 multiplier = 5)
* 2 Free Slots (x5 multiplier = 10)
* 1 "cantrip wisp" (x5 multiplier = 5)
leaving us 5 "extra" spots. The "wisp" + "cantrip wisp" include 4 Cerulean Wisps, 4 Crimson Wisps, 2 Refocus, which means that the "free spots" include 4 Snapcaster and 2 Become Immense. They must also include 2 extra "cantrip wisps" as discussed above.
Which leaves 7 spots left for protection.
15 Lands
13 Dorks
2 Arbor
4 Zada
1 Ink-Treader/Time of Need
4 Cerulean Wisps
4 Crimson Wisps
2 Viridian Wisps
2 Refocus
4 Snap Caster
2 Become Immense
7 Protection
The questions are 1) What do we want those 7 protection spells to be and 2) Is a deck that can reliably combo off turn 4 but only has 7 protection spells - worth it?
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Actually come up with a decklist and then come back to this. As it stands, you're basically asking people to make you a deck.
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Also, other alternatives:
Eidolon of Countless Battles
Gift of Orzhova
Armament of Nyx
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