Ideas Unbound
I'm nitpicking here: the *definition* of a trigger is a phrase that begins with the word "When" "whenever" or "at." Since Ideas Unbound begins the second sentence with the word "Discard" it doesn't seem to adhere to this definition, even though everyone (including MODO) plays it as though it is worded "at the beginning of the next end step, discard 3 cards."
603. Handling Triggered Abilities
603.1. Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and begin with the word “when,” “whenever,” or “at.” They can also be expressed as “[When/Whenever/At] [trigger event], [effect].”
So, TECHNICALLY, it's not a trigger and therefore shouldn't use the stack.
I have Remote Farm with one depletion counter left on it and Zuran Orb. Can I tap the land for WW and in response sac it to the orb for +2 life? It seems like yes, except that the verbiage on Remote Farm that checks for depletion counters appears to be part of a mana ability, as opposed to a separate triggered ability. Since land mana abilities don't use the stack, I can't tell if I can respond to the sacrifice event with Zuran Orb. Thanks.
I should clarify: please if you list card addition suggestions, also explain what additional T2 win condition those cards add, or explain how they augment the existing ones. (For example, I don't see how summoner's pact helps by fetching an elf or Tinder wall to help you win before the next upkeep)
Using the last 15 slots for cantrips like Manamorphose could be an option. Sideboard cards are another option.Lightning Bolt might be good in case an early blocker comes out and prevents 2 or 3 damage.
Also, I am considering a mid-game for a plan B. If I add 4x Joraga Treespeaker then I have access to 5 mana on turn 3, which can drop a Deus of Calamity.
Finally, what are the most efficient card drawing engines for RG? Skullclamp?
So far this deck is 100% made up of only cards that support a turn-2 kill. Here are the winning hands:
Land, Land, Tinder, Myr, Berserk, Strobe
Land, Land, Tinder, Myr, Berserk, Berserk
Land, Land, Tinder, Burning, Myr, +4/+4, Berserk
Land, Land, Tinder, Burning, Myr, +4/+4, Strobe
Land, Land, Tinder, KilnF, Berserk, Strobe
Land, Land, Tinder, KilnF, Berserk, Berserk
Land, Land, Tinder, KilnF, +4/+4, Berserk
Land, Land, Tinder, KilnF, +4/+4, Strobe
Land, Land, Glistner, +4/+4, Strobe
Land, Land, Glistner, +4/+4, Berserk
Most of these hands are 5 or 6 cards so you can afford to mull at least once. The problem is, this doesn't make a full 60 card deck. I am 15 cards short. I want to fill those last 15 slots with more T2 win scenarios OR cards that improve the consistency of the existing scenarios without diluting them. What are your suggestions?
I'm nitpicking here: the *definition* of a trigger is a phrase that begins with the word "When" "whenever" or "at." Since Ideas Unbound begins the second sentence with the word "Discard" it doesn't seem to adhere to this definition, even though everyone (including MODO) plays it as though it is worded "at the beginning of the next end step, discard 3 cards."
603. Handling Triggered Abilities
603.1. Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and begin with the word “when,” “whenever,” or “at.” They can also be expressed as “[When/Whenever/At] [trigger event], [effect].”
So, TECHNICALLY, it's not a trigger and therefore shouldn't use the stack.
Using the last 15 slots for cantrips like Manamorphose could be an option. Sideboard cards are another option.Lightning Bolt might be good in case an early blocker comes out and prevents 2 or 3 damage.
Also, I am considering a mid-game for a plan B. If I add 4x Joraga Treespeaker then I have access to 5 mana on turn 3, which can drop a Deus of Calamity.
Finally, what are the most efficient card drawing engines for RG? Skullclamp?
4 Berserk
4 Assault Strobe
2 Might of Old Krosa
2 Groundswell
4 Tinder Wall
4 Glistener Elf
4 Kiln Fiend
4 Burning Tree Emissary
4 Myr Superion
4 Copperline Gorge
4 Karplusan Forest
4 Forest
1 Pendlehaven
So far this deck is 100% made up of only cards that support a turn-2 kill. Here are the winning hands:
Land, Land, Tinder, Myr, Berserk, Strobe
Land, Land, Tinder, Myr, Berserk, Berserk
Land, Land, Tinder, Burning, Myr, +4/+4, Berserk
Land, Land, Tinder, Burning, Myr, +4/+4, Strobe
Land, Land, Tinder, KilnF, Berserk, Strobe
Land, Land, Tinder, KilnF, Berserk, Berserk
Land, Land, Tinder, KilnF, +4/+4, Berserk
Land, Land, Tinder, KilnF, +4/+4, Strobe
Land, Land, Glistner, +4/+4, Strobe
Land, Land, Glistner, +4/+4, Berserk
Most of these hands are 5 or 6 cards so you can afford to mull at least once. The problem is, this doesn't make a full 60 card deck. I am 15 cards short. I want to fill those last 15 slots with more T2 win scenarios OR cards that improve the consistency of the existing scenarios without diluting them. What are your suggestions?