Earthquakes are destructive. Add some chaos magic into an earthquake, and anything could happen. What starts shaking won't be the same as what stops shaking. Whatever happens, it's going to be big.

This deck uses Koth of the Hammer's mana ability to pull out Warp World, destabilizing the board. In the early game, turns 1-3, you want to be creating tokens and removing early threats. On turn 4, cast Koth, and do something with a Mountain or whatever. This bit's not important. Turn 5 is where the explosion happens. Between Koth's -2 and your lands in play, you should have enough mana to cast Warp World. All your permanents, including tokens, will be shuffled into your deck, then you get that many cards for free. With a little luck, you can end the game right there, with five or more additional combat phases with your hasty creatures attacking unopposed, and some extra damage to clean up any survivors. Remember, lands and creatures enter the battlefield at the same time, so those landfall triggers happen for each land you hit!

Don't rush blindly into Warp World. Make sure you get your mana's worth. The first cast should get you at least 8-9 permanents from your deck. The second cast should get at least 13-14. (If you keep floating mana when you Warp, it's not impossible to cast it twice on the same turn.)

This deck doesn't do small or subtle, so watch out for counterspells. When it goes off, though, it can change the whole flow of the game. A magical earthquake the size of a continent will do that.

Any other thoughts, suggestions, comments, or random musings, you probably know the rest of this spiel by now.

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99% Casual

Competitive

Date added 1 year
Last updated 8 months
Legality

This deck is Oathbreaker legal.

Rarity (main - side)

6 - 0 Mythic Rares

20 - 0 Rares

7 - 0 Uncommons

7 - 0 Commons

Cards 60
Avg. CMC 3.03
Tokens Blood, Construct 1/1 C, Dwarf 1/1 R, Elemental 1/1 R, Emblem Koth of the Hammer, Enchantment Golem 3/3 C, Goblin 1/1 R, Phyrexian Goblin 1/1 R, Powerstone, Servo 1/1 C, Treasure, Wicked
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