Uses Nivix Cyclops, Kiln Fiend, multiple Raise the Alarms (Isochron Scepter) to make a force. Pump spells to power them up (
Atarka's Command
, Boros Charm for +1/+1 and double strike especially nice for a couple casts of Raise the Alarms). Uses strong targets for Isochron like Research/Development, Lightning Helix, Remand, Silence, to control, gain card advantage, etc.
Sphinx's helps when losing steam late. Scry lands help look for Isochron fast, even if they are slow. Lantern alleviates some of the pain of 4 colors. Buried Ruin allows for a little lee-way when there's artifact hate.
Many of the scenarios in this deck almost present like puzzles, where you have to math out how much damage you can do in a single turn.
Can kill as early as turn 4:
- (20)
- Kiln Fiend (20)
- Boros Charm for Double Strike and 8 damage (12)
- Boros Charm for DS, Atarka's for 3 damage and +1/+1 for 16 from Kiln, 3 from Atarka's (dead).
Requires 2 red mana, 1 white, 1 green, Kiln, 2x Boros, and Atarka's in first 4 turns, which is 8 cards in 11 seen, which isn't too awful.
Isochron allows for late-game strategies, with large forces of soldier tokens, slow burn (and possibly heal), control, etc. so this deck isn't strictly a pump/rush deck, but even an Isochron opening can win turn 5:
- (20)
- Isochron for Raise the Alarm (20)
- Use Iso (20)
- Use Iso, Swing for 2 (18)
- Cast Boros for Double Strike, Atarka's for 3 damage and +1/+1 for 16 damage from soldiers + 3 burn (dead).
Requires 2 red mana, 1 white, 1 green, with Iso, Raise, Boros, Atarka's, so 8 cards of 12 seen. Even more lenient, but slower.