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Turn 3: Dude, Where's My Deck?

Casual Casual Combo Mill Mono-Blue Spellslinger

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Are you getting bored of attacking and blocking with creatures, making sure each clash puts you at a slight resource advantage? Do your find frustration in the fact that no matter how good your creature synergies and combos are, almost everyone you play against seems to have a quicker setup than you? Are your dream cards too expensive for you? If this describes you, why not change the rules of the game, and for a fair price. Rather than duking it out with a tough opponent, why not sit back and let the opponent race against a passive clock: a potential 3-turn clock.

When I first started building decks, I was very attracted to alternate win conditions, especially mill. I scoured through many cards, searching for a mill combo that could contend with some of the fastest combos in MTG history. I doubt a turn 3 win (more often than not, turn 4) is an S-tier combo, but it certainly is an A-tier combo. It also does not rely on creatures, which frequently get removed. In fact, it only requires one enchantment Fraying Sanity and one sorcery Traumatize, played in that order. The rest of the cards either ramp E.I. Sol Ring High Tide or draw the combo pieces E.I. Opt.

I doubt this combo is new to a veteran MTG player, as these cards have been around for a while. Nevertheless, I am proud that I found this combo on my own. I hope my audience finds it entertaining.

There is also a mini combo that I unintentionally created that can give you four mana on turn 2 by playing High Tide and Cloud of Faeries in that order. spend one mana to use High Tide, and then two mana with one island for COF, untap two lands and WAM! Another way to get four mana on turn two without Sol Ring or Sphere of Suns. In fact, it's inspired me to try to find a way to use High Tide and some sort of land untap effect to create infinite mana. If something like this already exists, please don't spoil it for me, I want to find it on my own.

I've inserted powerful card-draw effects that are very cheap because they also cause the caster to discard as well. The thought process is that the more you can draw, even if you have to discard down to one, if it finds you the last combo piece then it is worth it.

PS: If you feel that you flood out too much, I would suggest adding cycle lands such as Lonely Sandbar rather than removing lands all together. However, the cycle lands make High Tide less powerful.

If you find that you are versing a counterspell player, try adding some efficient counterspells of your own, such as Censor or Dispel. The clock is so quick that you should only need counterspells that cost 1-2 mana. I would stick with 1 personally.

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Date added 4 years
Last updated 4 years
Legality

This deck is Casual legal.

Rarity (main - side)

8 - 0 Rares

11 - 12 Uncommons

23 - 4 Commons

Cards 60
Avg. CMC 2.00
Folders Commander EDH
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