The H is O (Budget Turn 3 Kill)

Standard dreamaddict

SCORE: 67 | 35 COMMENTS | 10380 VIEWS | IN 47 FOLDERS


Gameday 4-2 -- Wheeeee! —Aug. 10, 2015

So I played an FNM at Shane's a couple of days ago, and it was disappointing...1-3. On Sunday, I took this to Gameday just for shits and giggles, like, whatever, I'll just hang out with friends even if I lose, and I was fully expecting to lose. But wow! It went 4-2! $10 of store credit, which now officially puts this deck at a profit (I spent mmmaybe $3 for a few things that I didn't already have)! Let's see if I can remember what I played:

  1. -- LOSS. There were too many planeswalkers. Also he had Ultimate Price. That is bad news bears for me.
  2. -- LOSS. Too many ponies (Siege Rhino). I'd have to playtest that matchup more exhaustively to see if that is even possible. As it stands, I replaced all of the burn with Rending Volley and Roast, which is my usual Hail Mary play against this sort of thing. Of course, there is this thing that the kids play with nowadays called Dromoka's Command which can take a pony out of Roast range and kill one of my 5-toughness facebeaters at the same time. That's bad.
  3. -- WIN. Admittedly this guy said that he did not build the best elf deck out there, but one nice thing was that it was just narrow enough that I could match it in width, and just short enough that I am bigger than it. Not too wide, nor too tall, just right.
  4. -- WIN. He stuttered and then I wrecked his face. Also I got the 18 point trample swing on one of the games. The mulls are getting better now. I am not even afraid of being on the draw, since this deck is more combo-oriented than burn/tempo.
  5. -- WIN. I am not sure exactly what was in it because, he stuttered and then I wrecked his face.
  6. -- WIN. He stuttered and then I wrecked his face. So, um, how do you guys keep track of the details for the play-by-plays on these things? Do you use a notepad? Or do you compose a rough draft on your phone and then finalize it later? Or do you actually remember everything?

OK, so one thing I found is to mull better. For example, a hand with 3 creatures, 1 burn, and 3 mountains is no good. More of the combo pieces in hand is way better, and the less scared I became of mulling, the better it all turned out.

There is no way in Standard for sure to take luck all the way out of the equation. Boiled down far enough (it really can't be boiled down much farther than this in Standard), it becomes a raw game of chance. It's kind of an antisocial deck in a way...but the rounds are over fast so I had time to eat pizza, chat with friends, watch other people's games...not so bad.

I ended up placing 12th at the Gameday out of 42 people. Good times!

Dadouuxx says... #1

I would probably run Akroan Crusader instead of Satyr Hoplite as it gives you tokens to block or attack anyway and reduce the efectiveness of spot removals.

August 3, 2015 11:31 p.m.

dreamaddict says... #2

Hoplite gets a +1/+1 counter, which puts him into Battle Rage Trample range with one enchantment, like everyone else. The Crusader does not, which breaks the combo. This deck, I am going full combo. It actually ends up playing 3 or 4 creatures per game many times, which is enough width to help. I think it's better that each creature fits the combo instead of having more creatures (which is why no Dragon Fodder), hence why no Crusader-type dudes or Fodders or Lightning Berserker or (other red creature that isn't 2/2 or gets there after one cast/enchantment).

August 4, 2015 12:06 a.m.

thegwinkster says... #3

i am using this at my next fnm. ill let you know how it does lol.

August 4, 2015 2:24 a.m.

JANKYARD_DOG says... #4

Love it! +1 I would consider finding cards that will survive rotation so that it can carry on after. Would likely slow it a bit, but no telling what will come with BFZ so keep an eye on the spoilers and hope for the best.

New name idea though... "Your deck got ran over by a swiftspear". Sing it.. you'll understand the reference.

August 4, 2015 11:35 a.m.

dreamaddict says... #5

I don't think Wizards is going to let this kind of Turn 3 shenanigan continue after rotation. AFAIK, the Standard "speed limit" is Turn 4. I'm not expecting this thing to work after rotation, but if it can then I'll look into it when it happens. For now, the H is O.

August 4, 2015 4:11 p.m.

youngben says... #6

Arc Lightning is great in case they play some annoying blockers.

August 4, 2015 7:13 p.m.

dreamaddict says... #7

Arc Lightning costs 3 mana, I didn't want to spoil the aesthetic. I wanted to see how many bases I could cover with 1 and 2. That's what Magmatic Chasm is intended for, or if your meta is really full of annoying blockers then you could have Scouring Sands instead. At Shane's, the flavor-du-jour is more big ramp red/green than tokens, so I went with Chasms. Of course, once you build it it's yours, so anything goes.

August 4, 2015 8:21 p.m. Edited.

ShadyProphet says... #8

Have you given any thought to Fiery Impulse? I'm one short on the Wild Slash so I subbed in a fiery impulse. Sure it doesn't prevent damage like the slash does, but with the amount of instants and sorceries in here the spell mastery will be nifty.

August 4, 2015 9:19 p.m.

tangey says... #9

Drop infectious bloodlust for 2x Break Through the Line. It will carry you through mid lane if they stabilize.

August 5, 2015 6:21 a.m.

imwhatufear says... #10

funny how adding to your toughness puts you out of range of of burn it moves into valorous stance range also you seem like you would get owned by surge of rightousness

August 5, 2015 11:47 a.m.

dreamaddict says... #11

First of all, I built this for shits and giggles. When I want something really competitive, I go to Star City Games and read the articles about the Pro Tour winners. The way I see it, if you're going to try and make this deck competitive, you might as well just sub everything out for one of the mono-red winning decklists from there.

The Turn 3 kill is a fun joke to play on someone, and this is a different take on it that uses the extra toughness from enchantments for board supremacy and burn protection, and a bit of math with prowess and counters to seal the bonus trample on Battle Rage. There are other takes, but this one is mine. Dies to Surge of Righteousness? Sure it does. The whole premise is ridiculous from a certain point of view. Then again, it's enlightening as to why Valorous Stance works on the number 4. If you look at it that way, as a science experiment, there's all kinds of things you can learn about how the game is put together and why it is how it is at a certain fundamental level. I found myself wishing for Goblin Guide at a certain point, and had a little satori moment as to just why he is the best one-drop in all of red...it's the math.

(imwhatufear: It actually is funny how adding to my toughness mitigates burn, and makes it vulnerable to the Stance.)

Fiery Impulse: I didn't use it because it only hits a creature. I tried to use the spots for creature/player burn instead. The spell mastery works here, probably you could make some cuts and put it in with full effect if it seems necessary in your meta.

Break Through the Line: Now this is probably the best suggestion I've seen so far. At least you get what this deck is about. The main reason I had Bloodlust was because I can't have more than 4 Full Moon. It's OK if you have 3 mana to snap out one of the creatures real quick-like, but would BTTL net a better success rate overall? I just may actually test that out. Thank you, sir.

August 5, 2015 2:53 p.m.

ShadyProphet says... #12

So in other words this deck isn't really competitive?

August 5, 2015 4:01 p.m.

Argy says... #13

I get what you're trying to do.

It's hard sometimes when you have a very clear vision but others can't see it.

I played the deck and it works very well.

August 7, 2015 4:37 a.m. Edited.

dreamaddict says... #14

Argeaux: Thank you. I actually don't look at tappedout as the place to get the most competitive ideas, but instead as a fantastic mad science lab for exploring and learning deckbuilding, as well as a good venue for more artful, fun builds. There are great decks on here, truly, but...the best ones are secrets until they wreak havoc at the Pro Tour, at which point they are spoiled all over SCG/professionally competitive MTG sites. I too am happy with this, it does work well for what it is. I would have tagged it competitive if I believed it so...maybe I'll tag it gimmick so people don't get confused here.

August 7, 2015 8:04 p.m.