Turn 1

Modern forum

Posted on April 12, 2014, 2:20 a.m. by tyforthevenom

I would like to establish exactly how many turn 1 win cons there are in modern, to put it simply if you roll highest you have won (i state roll highest due to potential of getting turn 0 Gemstone Caverns ) you win

megawurmple says... #2

I can think of one off the top of my head:

Exile Simian Spirit Guide and use the mana to play Amulet of Vigor . Play Simic Growth Chamber and tap it in response to its own ability for 2 mana, and use that to play Summer Bloom . Do the same thing 3 more times, so you have 6 mana, then play Hive Mind followed by Summoner's Pact . Your opponent will lose in his upkeep.

April 12, 2014 3:48 a.m.

tyforthevenom says... #3

There is one using Simian Spirit Guide and grisselbrand reanimate turn 1 victory

April 12, 2014 4:13 a.m.

GlistenerAgent says... #4

Exile Simian Spirit Guide for Faithless Looting , then exile Simian Spirit Guide and tap Swamp to cast Goryo's Vengeance on Griselbrand . Attack, draw 21 cards and exile two red cards to cast Fury of the Horde on Griz, attack again, draw 7 more cards if needed to find two more red cards to exile to Fury of the Horde to attack for the third, lethal, time.

Also, turn one Stomping Ground , Wild Nacatl generally seals the deal :)

April 12, 2014 11:47 a.m.

QUOTE: Exile Simian Spirit Guide and use the mana to play Amulet of Vigor . Play Simic Growth Chamber and tap it in response to its own ability for 2 mana, and use that to play Summer Bloom . Do the same thing 3 more times, so you have 6 mana, then play Hive Mind followed by Summoner's Pact . Your opponent will lose in his upkeep

I'm not quite sure how this works. Granted, it legit relies on you playing second and drawing what amounts to be a flawless 8 card hand, but also.....it says when the Growth Chamber enters the battlefield you have to return a mana which if it's the only one out then you have to return it, and even still you can't play more than one land per turn so even still you can't do the trick 3 times

April 12, 2014 9:48 p.m.

GlistenerAgent says... #6

@classicmaterial It certainly works. Here's how.

You lead with Simian Spirit Guide , Amulet of Vigor . That's two cards.

You play Simic Growth Chamber . Since it enters tapped, Amulet untaps it. You can tap the Chamber for UG before returning it to your hand for its bounce trigger. That's three cards.

Using that UG, you cast Summer Bloom , allowing you to use the same trick described above to generate UUUGGG. We're now up to four cards.

use the UUUGGG to cast Hive Mind . That's five cards.

The sixth card is Summoner's Pact , which will be cast by both you and your opponent, allowing both of you to search up a green creature (if possible). Then, on the upkeep of your opponent's first turn, they will lose the game due to not being able to pay for the Summoner's Pact that they cast.

You can be on the play to get this combo, as it requires only six cards.

April 12, 2014 9:56 p.m.

MagnusMTG says... #7

Ah yes, spend 3-4 minutes shuffling, then spend 1 minute watching my opponent masturbate then say, "good game" before I get to play one card. Nothing more fun than that!

It's cool to know that a deck could do that, but why would you want to?

p.s. is there anything like Force of Will in Modern to stop something like that?

April 13, 2014 6:05 p.m.

GlistenerAgent says... #8

@MagnusMTG

People do it because it's powerful and wins games. It's also cool for your friends to see. Don't tell me that doesn't happen in Legacy.

The closest thing to Force of Will in Modern would be Pact of Negation or Spell Pierce , but there is really no way to stop a turn 1 combo in Modern.

April 13, 2014 6:11 p.m.

ljs54321 says... #9

There used to be a solid Turn 1 combo stopper that any deck could play...then Mental Misstep got banned.

April 13, 2014 6:15 p.m.

megawurmple says... #10

That was probably the right choice given that Mental Misstep was completely and utterly broken and divided the format into two: decks that ran Mental Misstep and decks that didn't win.

April 13, 2014 6:18 p.m.

rache says... #11

@ MagnusMTG Blazing Shoal is the closest thing to Force of Will in modern.

April 16, 2014 2:34 a.m.

rache says... #12

*Disrupting Shoal I meant

April 16, 2014 2:35 a.m.

Matsi883 says... #13

April 16, 2014 9:18 a.m.

Rayenous says... #14

Gemstone Mine
Mox Opal
Bone Saw
Kite Shield
Puresteel Paladin Mox Opal
Retract
........................
Bone Saw - Draw
Kite Shield - Draw
Mox Opal
Sigil of Distinction - Draw
Paradise Mantle - Draw
Bone Saw - Draw
Kite Shield - Draw
Retract
.......................
Bone Saw - Draw
Kite Shield - Draw
Mox Opal
Paradise Mantle - Draw
Spidersilk Net - Draw
Bone Saw - Draw
Accorder's Shield - Draw

Tap Mox Opal for Red
Play another Mox Opal getting rid of tapped one.

Grapeshot , with Storm count of 22.

April 16, 2014 9:55 a.m.

tyforthevenom says... #15

Rayenous i'm confused as to how you are drawing turn 1

April 16, 2014 11:07 a.m.

tyforthevenom says... #16

my bad never knew the full extent of Puresteel Paladin clearly

April 16, 2014 11:15 a.m.

WovenNebula says... #17

4x Simian Spirit Guide s, 1x Through the Breach , 1x Serra Avatar and 1x Mountain game over though the likely is basically nil

April 17, 2014 7:03 p.m.

This discussion has been closed