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Extreme-Budget: Quadruple Strike and beyond

Modern Artifact Budget Lifegain Mono-White Multiplayer Theme/Gimmick

TheSiege


Maybeboard

Instant (4)

Enchantment (4)

Creature (4)


The trick to winning is to never let your opponent hit you back.

If you have $20, you simply can't go wrong with this deck as it can easily contend with decks that cost several dozen times as much. Please give the deck a +1 if you feel that it contains helpful information, and if you have suggestions please try to keep the deck as cheap as possible. Thank you.

As of 8/3/2018, the deck is valued at $11.75.

This is a straightforward mono-white deck centered around double strike. Double strike is a very powerful ability in Magic and it only gets stronger with equipment that can be considered good normally but becomes outright broken when used on a creature with double strike.

This deck
- Is very capable of winning on the 4th turn in multiple ways, and it will happen often.
- Is very capable of winning multiplayer battles once Inquisitor's Flail and Loxodon Warhammer hit the battlefield.
- Will eat green and black decks alive if Mirran Crusader is included. The only exception is a deck specifically designed to have protection from white, and even then it's not going to be easy for them.
- Is susceptible to decks with 24 burn spells (or many burn spells). This was the only decktype that was able to give me trouble in playtesting as every other deck type was too slow to keep up.

Pros:
- Single color means not having to worry about getting mana starved.
- Has ways of dealing with multiple strategies including flying creatures or large threats.
- Extremely fast and likely to win by the fourth or fifth turn.
- Equipment stays around even after losing a creature. So that just means that another creature will take its place right where it left off.
Cons:
- The highest toughness of your creatures is 2. So all it takes is for the enemy to have a Shock
- 16 creatures in the deck means potential trouble if the enemy is armed to the teeth with removal.
- First/double strike creatures the enemy controls will slow your game down immensely.

Card by card analysis:
Kor Duelist : Although only a 1 drop, he is quite possibly the star of the deck. If he comes out the first turn, given good equipment, and isn't dealt with quickly, he can very easily win games. And is the only creature in this deck that will give you the turn four win. Making him the MVP.
Fencing Ace : Half as fast as the duelist in most scenarios, but can still hold his own as a 2 drop.
Aven Sunstriker : Strictly better than Skyhunter Skirmisher. Rarely will you ever need his Megamorph ability and if you're even considering using it, the game has gone on for way too long.
Fabled Hero: A poor man's Mirran Crusader. Really, if you can afford it, get him instead, as Fabled Hero drops to doom blade.
Bonesplitter : A common 1 drop that will help win games if seen early.
Horned Helm : No need to worry about the fact that this was designed for green decks, this lovely piece of equipment will help your double strike creatures slice through the opponents creatures on you way to the opponent.
Inquisitor's Flail : When combined with trample, this is the equipment the opponent should fear the most.
Loxodon Warhammer : This has everything a double strike creature could possibly ask for. It will end up costing you twice as much mana as the horned helm but it is absolutely worth it.
Banishing Light and Oblivion Ring : 3 CMC to virtually eliminate any non-land permanent. Even if they are indestructible. The extra beauty to these cards is that they won't activate abilities that trigger on death. The only downsides to these cards is that if you had to use them, you're probably not going to win on the fourth turn.

How to win the game and get your deck banned from the kitchen table:

Scenario 1, better for one on one.
T1: Plains, play Kor Duelist.
T2: Plains, play Bonesplitter. Attach to the Duelist. Swing for 6 damage. Total damage done = 6.
T3: Plains, play Horned Helm. Attach it to the Duelist and swing for 8 damage (minus the enemy's toughness if they were able to block). Potential total damage done = 14.
T4: Plains, Swing for 8 more damage for the potential victory, or play and attach the Inquisitor's Flail to be able to swing for 16 damage instead. With trample. Your opponent likely won't live through this even if he has creatures. Potential total damage done = 22 - 30

Scenario 2, more ideal for multiplayer. T1: Plains, play Kor Duelist.
T2: Plains, play Bonesplitter. Attach to the Duelist. Swing for 6 damage. Potential total damage done = 6.
T3: Plains, play Loxodon Warhammer. Swing for 6 damage. Potential total damage done = 12
T4: attach the Warhammer. Swing for 12 damage and Life gain. Potential total damage done = 24, total health = 32

Yes, Inquisitor's Flail does stack, so you can easily have creatures swinging for 64 damage with lifelink and trample as quickly as the sixth turn. This is an extremely beautiful thing when done in a multiplayer game.

If an enemy eliminates your creature, it's fine. You still have 15 creatures in your deck that are willing to take their place. Unless they happen to have 28 different ways to kill your creatures.
The deck in its current form is susceptible to red simply because all of the creatures will have a low toughness and rarely will they exceed 3-4 toughness in a single game. Shock is enough to eliminate every creature in your deck before equipment.

Strong Against: Extreme-Budget: I am Groot!
Weak Against: Extreme-Budget: Searing Pain

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Date added 7 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 0 Rares

24 - 0 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 2.30
Tokens Morph 2/2 C
Folders Budget multiplayer ideas, potential
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