Step One - Sacrifice some lands.
Step Two - Bring them back.
Steppe Lynx - Kill them dead.
This deck seeks to abuse landfall interactions with effects like Second Sunrise to attack with giant Steppe Lynxs, multiple Zektar Shrine Expedition tokens and maybe a Greater Gargadon. It is fun and explosive, capable of some pretty spectacular turn three and four wins, but the deck is ultimately pretty easy to disrupt. Combined with the expense of the mana base, it may be that the optimal way to enjoy this deck is goldfishing with it in a deck building program. It is really fun to do that though. Give it a spin! Figuring out the optimal way to go off is an engaging challenge.
As far as more budget options, unfortunately being able to fetch untapped lands makes a huge difference since you are going to need to tap that land when you go off on turn three or four. Duals also make Fireblast much nicer, which is surprisingly important. The modern version of this deck (before Sunrise got banned) really felt the loss of Fireblast.
The core feels pretty good, but the Siderunners and Devastating Summons feel a little loose. It could be that those slots shouldn't be dedicated to the all in strategy. More removal (Path to ExileLightning Bolt) or some kind of way to protect our fragile threats or not get blown out after sacrificing all of our lands (SilenceGrand Abolisher) may be in order.
Just as an example, here is a hand that can kill on turn three:
Steppe Lynx,Second Sunrise,Flagstones of Trokair,Ghost Quarter, Any Fetch Land
The Step(pe)s Show
- T1: Flagstones, Steppe Lynx
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T2: Ghost Quarter, attack with Steppe Lynx
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T3: It's a little complicated, so I'll spell it out (LF is the landfall count)
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Play Arid Mesa, activate it to search out any land, we'll choose Mountain (landfall count 2)
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Tap your Flagstones and Mountain for mana (RW floating, LF: 2)
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Activate Ghost Quarter targeting Flagstones, searching out an untapped Plains and a tapped Plains or Sacred Foundry (RW floating, LF:4)
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Tap the Plains and cast Second Sunrise, returning Flagstones of Trokair, Arid Mesa and Ghost Quarter to the battlefield. (LF:7)
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Crack your Arid Mesa again, and Ghost Quarter your Flagstones again (LF:10) and attack for 20.
Keep in mind that you can do all of this at instant speed after they've already decided if they are going to block or not. If you throw a Fireblast or Greater Gargadon into the mix, then you are a lot more flexible about which lands you need to kill on turn three. There are also turn three kills using our other two main landfall threats (Zektar Shrine Expedition and Plated Geopede)