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Turn 5 Worldfire Play?

Modern* Combo Theme/Gimmick

Havock


First and foremost we will understand this combo. This will take some set up but when it is pulled off you are basically guaranteed the win.

Turn 1: Play your land and possibly play Judge's Familiar.

Turn 2: Drop your Merfolk Looter.

Turn 3: Drop Dragon Siege, or Kira, Great Glass-Spinner.

Bear in mind that these first 3 turns are meant to allow us time to set up our graveyard for the turn 4 creature. Focus on using Merfolk Looter or Dragon Siege to discard Worldfire into our graveyard. If we already have the Merfolk Looter set up, we are free to use the alternate effect from our Dragon Siege, or play Kira, Great Glass-Spinner. Kira, Great Glass-Spinner is an effective way to make sure our board state is protected.

Turn 4: Drop Living Lore and exile Worldfire.

Now we are starting to become a serious problem. Out of nowhere we have a 4 drop 9/9 ready to fight.

Turn 5: Play one of our 3 sources to flicker out creatures. Flickerwisp, Eerie Interlude, or Venser, the Sojourner are all great tools to pull this off. Be sure to flicker at least one creature and also be sure that the creature you flicker isn't Living Lore . Enter combat phase and attack with Living Lore to allow us the opportunity to sacrifice him and use Worldfire. Chaos ensues and the world nearly returns to ash. As the dust settles our exiled creature will return to deal the final blow on our enemy.

In this deck our Living Lore is the equivalent of a nuclear bomb. When it goes off very little will actually survive. Thanks to our use of flicker, our targeted creatures will return from their break to deal the final blow to our enemy. Since everything has been taken away from the enemy, there is little to no hope of retaliation. After the game you can shake the other players hand and relish the look on his face as he slowly begins to comprehend the fact that he lost to a turn 5 Worldfire play.

The Worldfire play is our main goal, but we need some alternatives to keep the game going. Any suggestions for powerful spells would be great. The cost to play the spell actually doesn't matter since we want to play huge spells through Living Lore anyways.

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Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

27 - 0 Rares

6 - 0 Uncommons

11 - 0 Commons

Cards 60
Avg. CMC 3.32
Tokens Emblem Venser, the Sojourner
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