20+ Damage on turn 3? LOL (Sideboard Added)
Modern
SCORE: 141 | 209 COMMENTS | 41567 VIEWS | IN 55 FOLDERS
MightyPirate says... #2
Ranger's Guile, oh, wait, no green mana.Fog, oh, f*&@, still no green.
Okay, this is going to be tricky...
Also, have you tried Izzet Guildmage?
April 3, 2012 5:41 p.m.
MightyPirate says... #3
Oh, wow. I just realized the crazy stuff you can do with Shattering Spree. As long as you have legal targets for it your creatures get HUGE buffs for cheap.
April 3, 2012 5:43 p.m.
@MightyPirate
Replicating Shattering Spree won't actually pump Kiln Fiend since you don't cast the copies. The copies get put onto the stack directly. The same thing applies for the copies created by Izzet Guildmage.
April 3, 2012 6:29 p.m.
smash10101 says... #5
sorry, i did that wrong, it can get up to at least a 45/6 double strike, unblockable, pro one color on turn 3 (though you would need to get very, very lucky, and spend 7 phyrexian mana) i don't know, but you might even be able to fit one or two more Mutagenic Growths in that turn
April 3, 2012 8:30 p.m.
Fling would be good, maybe Burst of Speed?
i ran this deck last week at FNM and it was good, only problem was Inquisition of Kozilek, Despise, getting the Kiln Fiend out was ok but coping with removal was tricky. waiting for the spare mana for Apostle's Blessing protection also worked but getting exiled with a tron deck with Karn Liberated was just too much lockdown to deal with, so id definitely suggest more counterspells.
maybe Swiftfoot Boots?
April 4, 2012 6:28 a.m.
MightyPirate says... #9
I 2nd the swiftfoot boots comment. A Negate would help with despise and inquisition. Or you could use that artifact that I can't remember the name which gives the player hexproof. Fling is definitely a card to consider, attack with unblockable and the fling after the attack for an effective "double strike". Also works as a "oh you made me sac my creature well at least I'll get some damage out of it" move.
April 4, 2012 1:14 p.m.
yeah thats right, they get a first turn inquisition/despise and get shot of the fiend. when it works it works really well, but the counter mana needed means it works better at around turn 4/5. so more counterspells are needed to weaken the early game then drop the turn 4/5 bombshell. the Burst of Speed suggestion would mean you could wait until they're tapped out and force them to scoop the turn you drop the fiend
April 5, 2012 5:54 a.m.
This is how my best game went when i tried it, turn 1: drop a land. turn 2: drop a land, and hold out with countermagic. turn 3: drop a land, Flamekin Harbinger and hold out with countermagic. turn 4: drop a land, Kiln Fiend, Gitaxian Probes, Manamorphoses, Burst of Speed, Apostle's Blessing, and your phyrexian spells FTW.
I realised that the Flamekin Harbinger was an unused resource so I may suggest throwing in Infernal Plunge for a turn two Kiln Fiend attack with Burst of Speed, Assault Strobe and any one phyrexian spell. (or a manamorphose)
April 5, 2012 6:47 a.m.
Awesome suggestions, I've been pretty busy the past couple of days so we'll see where I can fit some of these in. I personally think Fling is at the top of the list.
April 6, 2012 4:57 p.m.
Minousmancer says... #14
m12fox, Wee Dragonauts are here for the same reason as Kiln Fiend.
April 8, 2012 10:21 p.m.
miracleHat says... #15
unless if you have a bad hand, the dragonauts are useless. the chances of having the kiln fiend win is better and quicker.
April 8, 2012 10:24 p.m.
Minousmancer says... #16
Yeah but you can't have 6xKiln Fiends so this is a way to make up for that.
April 8, 2012 10:27 p.m.
For those of you wondering what the hell Leyline of Singularity is doing in the sideboard... Kiki-Jiki, Mirror Breaker doesn't like it very much. =P
April 8, 2012 10:29 p.m.
leyline works well :) but arent you likely to win before kiki-jiki combo's out? id be tempted to root out the Wee Dragonauts they just arent as good, and with essentially eight Kiln Fiends in the deck they're a little surplus to requirements. your likely to get more use out of a fourth Flamekin Harbinger or two Sleight of Hand. just my opinion though :D still lovin this deck though. i won my FNM with my version Turn 2 Flamekin Assault FTW (i added your credit)
April 9, 2012 7:03 a.m.
kram130 you make some good points about the Flamekin Harbingers vs the Wee Dragonauts. I just felt like the flamekins threw the tempo of the deck off a little. Maybe I can play around with it some more and get it dialed in better.
I liked looking at your variant that you linked. I have to ask though.. how consistent is it?
April 9, 2012 2:19 p.m.
well it won on turn two against a very good Viscera Seer, Murderous Redcap, Melira, Sylvok Outcast combo deck in my game one, outraced emrakul/urza-tron/Mindslaver deck in game two (which often goes off turn 3/4 consistently), and it outpaced a veteran storm deck in game 3, then fourth round my opponent conceded after the first game it combo'd off again on turn two. So i'd say it's consistent, granted it needs a good opening hand so not being afraid to mulligan as low as 4 (if you have the draw) is essential. certainly room for improvement as with any deck but its almost spot on! even if it doesn't go off on turn two the turn three is practically a guaranteed kill-swing. Happy days :D
April 9, 2012 3:23 p.m.
I did 24 damage on turn 3 with a 2 mulligans.
Great deck bro. Top notch.
April 10, 2012 1:22 a.m.
You used to be able to do this in Standard back before Innistrad.
Turn 1: Land
Turn 2: Land, Kiln Fiend
Turn 3: Land, Assault Strobe, then Lightning Bolt/Distortion Strike/Teetering Peaks/Giant Growth/Mutagenic Growth/anything.
Moobu says... #1
Mightypirate I haven't made one yet simply because the deck is so linear its hard to really think up a solid 15 cards that properly switch out and synergy with the deck. I was looking into other types of counters such as Turn Aside or spells that help address different scenarios to keep Kiln Fiend alive though. Any thoughts you might have would be greatly appreciated.
April 3, 2012 3:57 a.m.