kickiluxxx wrote...
BlinkXPoke wrote...
kickiluxxx wrote...
I'm just also curious, at around what turn should an aggro deck win to be considered an aggro deck?
At latest, turn 6.
But I don't think that's a criteria you should be using when describing what an aggro deck is. An aggro deck is focused on using creatures to get the opponent from twenty to zero as quickly as possible.
The new combo deck I play can kill turn 2, but it's not aggro.
What deck is it? That sounds brutal
It's the new Modern Storm deck that was posted on DailyMTG. It was so funny looking I had to make it myself. Here's the list:
4 Blistercoil Weird
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4 Creatures
4 Paradise Mantle
4 Serum Visions
4 Visions of Beyond
4 Thought Scour
4 Gitaxian Probe
4 Faithless Looting
2 Grapeshot
4 Manamorphose
3 Ideas Unbound
4 Peek
4 Cerulean Wisps
4 Sleight of Hand
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45 Other Spells
1 Steam Vents
4 Scalding Tarn
1 Misty Rainforest
5 Island
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11 Lands
The Combo:
Turn 1, cast Blistercoil Weird.
Turn 2, cast Paradise Mantle and equip to Blistercoil Weird.
You win.
Why? Almost every card in the deck is a one-mana cantrip. You tap the Weird for mana. Cast one of those spells, untapping it and giving it +1/+1. Repeat until (a) Your Weird is big enough to just attack for your opponent's life total, or (b) your Storm count is high enough to cast a lethal Grapeshot.
In fact, some of the spells (Gitaxian Probe, Cerulean Wisps, and Manamorphose), will actually net you bonus mana, which allows you to cast the two mana spells in the deck.
It's a little inconsistent, but it's quite funny to play. I don't think the combo is stoppable either, except for at the very beginning, since many of the cantrips are instants.
And it's very much a budget deck, except for the mana base. But the mana base can be cheapened by replacing the fetchlands with Islands. You don't need the red source THAT badly, but I'd probably go 4 Steam Vents, 7 Islands just in case (since fetchlands are quite expensive right now).