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Pia's Revolution Turn 3 Kill

Modern

17narmanino


Sideboard


This deck is build around getting a turn 3 kill in modern in a variety of ways, all of which end with getting down a pia's revolution on turn 3 and winning the game outright, if not on turn 4 or 5. The goal of this deck is simple:

1.) Within the first two turns get down one of these sets of cards: a) Disciple of the Vault + Reckless Fireweaver. b) Genesis chamber + disciple/fireweaver c) Glaze fiend + disciple/fireweaver

(as you can see, Disciple of the Vault and Reckless Fireweaver are your two primary support pieces. Their role is to punish your opponent for allowing you to return your artifacts to your hand.)

2.) Get down a Pia's Revolution.

Once Pia's Revolution is on the battlefield, that's when the fun begins. You have a total of 12 0-cost artifacts between your Walking Ballistas, Hangarback Walkers, and Mishra's Baubles. Immediately after playing Pia's revolution start emptying your hand of all these cards, paying 0 for the creatures. This causes the artifacts to enter the battlefield, then immediately enter the graveyard (by sacrificing the bauble or because the creatures are 0/0). This triggers your disciple/fireweaver(s) for damage, then gives your opponent a choice: return them to the hand and create an infinite loop of damage, or take 3? obviously they take 3 (unless they don't understand how screwed they are). With the damage from the disiple/fireweaver(s) you just did 4-5 damage to your opponent's face and either pumped your Glaze Fiend or got a Myr from Genesis Chamber, which deals at minimum 1 additional damage (either immediately by fireweaver or later if it attacks/blocks from disciple).

if you have 2-3 of these 0-cost artifacts, you are expecting a BARE MINIMUM of 8-12 damage to the opponent, and probably more if you have additional support pieces. Plus, you can return your artifacts to your hand EVEN IF YOUR OPPONENT TAKES THE 3 DAMAGE because you're running 4 Leonin Squire, which gets back any of the 0-cost artifacts. You also have Terrarions for some redraws in later turns, extra pings from the support pieces, and mana fixing (since we're running 3 colors). Finally, in case your opponent has a pesky creature stopping up your combo somehow, Unlicensed Disintegration doth gets rid of the creature and gives some extra damage to face almost every time (since were running 21 artifacts, not including the 2 blinkmoth nexus in your manabase). Speaking of manabase, aside from the blinkmoths the only other land of note is 1 Inventors Fair, for incidental life gain and for in the rare occasion you need that extra artifact to do in your opponent.

In an ideal game you can win on turn 3, but honestly most of my wins come on turn 4. The deck is super fun to play, and relatively inexpensive as well. Give it a whirl and let me know how you like it and how it can improve! (Sideboard is in flux, honestly wasn't sure what to add. Tried to include hate for a variety of decks, but let me know if there's bad matchups that I should add cards for or better alternatives to what is in the existing sideboard!!!)

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Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 2 Mythic Rares

26 - 7 Rares

14 - 5 Uncommons

14 - 1 Commons

Cards 60
Avg. CMC 1.40
Tokens Clue, Myr 1/1 C, Thopter 1/1 C
Folders Decks, memes
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