Turn 1

Modern Deck Help forum

Posted on March 9, 2021, 1:49 p.m. by AllenChou

Simian Spirit Guide was banned so I'm wondering if there is another way to get a turn 1 win on my modern turn 1 deck.

Icbrgr says... #2

Well it depends what your deck is and how you win and all that jazz... there are lots of crazy opening hands that can result in quick wins without interaction from an opponent.

That being said; Consistently winning before Turn 4 goes against the spirit of the Modern format in general and would avoid putting too much thought/time/money into banhammer-bait.

March 9, 2021 2:31 p.m.

AllenChou says... #3

The deck is on my profile. It is called modern turn 1 cheap and it wins consistently turn 2-3.

March 9, 2021 2:50 p.m.

Icbrgr says... #4


modern turn 1 win cheap

Modern AllenChou

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Neat! maybe something like Crimson Wisps could be handy for more consistency and enabling faster kills?

March 9, 2021 3:18 p.m.

AllenChou says... #5

I think Crimson Wisps is a good idea to buff Kiln Fiend , but I think it would be harder to win faster since it doesn't give any other attack bonus.

March 9, 2021 3:41 p.m.

Xica says... #6

...how did this thing ever win on turn one?

March 9, 2021 4 p.m.

Balaam__ says... #7

In the deck link he details how a turn 1 or 2 win is possible.

March 9, 2021 4:07 p.m.

Xica says... #8

So it doesnt win on turn one.

Whats described there is a nice piece of fiction, involving banned cards, and extreme amounts of luck, that make t1 quad hollow ones look like a common occurence...

March 9, 2021 4:12 p.m.

Icbrgr says... #9

lol @ Xica i couldnt help but read that in a drill sergeant's voice.

March 9, 2021 4:15 p.m.

AllenChou says... #10

Xica, I never said turn 1 was likely. The deck is most consistent turn 2 and 3.

Also your top deck also has a banned card...

March 9, 2021 4:17 p.m.

MagicMarc says... #11

Does the deck need all 7 in the opening hand to win turn 1? You could add Gemstone Caverns to try and replace the SSG. You just need an extra card to pitch for it. But if you get it in your opening hand you could potentially have 2 lands in play for turn 1. But if you need all 7 for it to happen on turn 1 then the caverns won't be a help except when on the draw.

March 9, 2021 4:30 p.m.

plakjekaas says... #12

MagicMarc Gemstone Caverns is never of help except on the draw, you can only put it in play as a pregame action if you're not playing first.

March 9, 2021 7:40 p.m.

MagicMarc says... #13

I know that, I was just asking if the OP could spare needing to pitch a card to caverns. If they can't it would delay their combo until turn 2 anyways. I think what I wrote is a bit bad and looks confusing in separating what I was talking about and I should have written it better.

If they needed 7 cards before to combo, then adding caverns loses them one of those cards which would get pitched to play the caverns. And yes, being on the draw is the only way to get the luck counter. I wanted to find out about how many cards they needed to win because adding caverns may or may not work for their deck.

March 9, 2021 8:02 p.m.

plakjekaas says... #14

But if you can get the luck counter, and need 7 cards, it just means one of those cards must be on top of your deck. If you pitch a card to Caverns, it always means you have a draw on your first turn, and 7 cards available anyway.

Because if you're on the draw, you have your opening 7 plus your draw step -> 8 cards available, and with Caverns, one of them is exiled.

March 9, 2021 8:47 p.m.

sergiodelrio says... #15

The only other way to get an extra mana T1, beside Gemstone Caverns, is Chancellor of the Tangle

March 10, 2021 3:12 a.m.

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