Yeah Mindbreak Tarp is relatively easy to beat. If people don't hit your draw 4's then you just stomp them because you can draw a huge portion of your deck and have enough win cons to just go off twice.
I primarily play online, but I don't want to shell out a buck fifty for 3 LED's so I made a Glimpse of Nature version that forgoes LED. This is also about the only way to make the deck online because you don't have the 8 D4's. I consistently goldfish turn 2 although I'm not good enough yet at mulliganing to have results that I like. The sheer amount of Tallmen make D4's less good but that is something I can live with because this is the fastest combo deck online. Mox Opal is really what holds this deck together, and it is absolutely bananas in this deck.
Street Wraith have never been a problem, and I like them much more than manamorphose because they help you start the glimpse chain and they don't make you use a ritual and sac a lotus petal to play. Also, the lifegain isn't a problem until after you have played your second/third D4 and by then you probably don't need the additional draw. I would like to replace them with LED but that really hasn't been an issue because LED is only amazing when you are tutoring or drawing a ton.
I don't play belcher because Land Grant isn't online. Another reason is that I play 6 lands. Misty is because it is in decks that don't play black and I want people to think I am playing blue (or green like a nub).
Retract is an absolute house in this deck. One is the correct number. It is usually free and draws your 3+ cards because you return a mox opal. It is the easilest way to turn a single glimpse into a win. Worst case scenario it ups your storm count by like 4 for 0 mana.
I have never needed more than 2 tendrils and I like that I have so few win cons because it makes it easier to chain glimpse triggers into tallmen.
Diabolic Intent is the strait nutzoar in this deck, however I haven't really needed more than 2. The Infernal/LED package might just be better.
Proxy it up if you want to. The deck is a ton of fun.
Comments/Suggestions welcome. Remember this is for MTGO.
I cut Wee Dragonauts completely because they are just so much worse than Kiln Fiend. I would recommend playing Snap and Frantic Search because they give you the explosive turn. I would play Ponder, Brainstorm and Preordain all as 4 of's as well to get you to Kiln Fiend.
I frequently Warp World for like 60 and a card forces me to draw a card when I have none left in my library. Going to add Obstinate Familiar just to help with that.
Genesis Wave is solid. Elspeth is not even a regular bomb. I have literally only see it make 3 1/1's then die. It's pretty mediocre. I think mimic vat is a sick bomb.
2.45 sounds a little too low for Karrthus EDH. Did you somehow count lands in your calculation of the deck's average CMC? Lands are usually not counted in arriving at the deck's simple average CMC (as per opening OP).
It's correct. I'm not playing a dragon deck, Karthus is just what I ramp into. The only spells with a cmc > 4 are: Acidic Slime, Seige-Gang Commander, Inferno Titan, Primeval Titan, Wildfire, Destructive Force, Decree of Annihilation (I counted it at 7 because I have never cast it for 10) and Obliterate. I only have 6 cards with cmc 4 and 9 with cmc 3 (Not counting Squee).
I have a deck that is true highlander (Jund Colors) and I don't play any green mana fixing. My friend has a 5cc deck that is also highlander. If you have all the duals and fetches in your colors, it isn't hard to play true highlander.
I would always take Myrsmith and Darksteel Axe over Shatter. They just have way to much potential.
Brad Nelson also mentioned that he thinks that Tumble Magnet is the 4th best common removal (after Galv Blast, Arrest and Grasp of Darkness). At first I thought shatter was better, but more and more I am finding that to be true, that Shatter is sometimes dead and Magnet never is.
I primarily play online, but I don't want to shell out a buck fifty for 3 LED's so I made a Glimpse of Nature version that forgoes LED. This is also about the only way to make the deck online because you don't have the 8 D4's. I consistently goldfish turn 2 although I'm not good enough yet at mulliganing to have results that I like. The sheer amount of Tallmen make D4's less good but that is something I can live with because this is the fastest combo deck online. Mox Opal is really what holds this deck together, and it is absolutely bananas in this deck.
4 Ornithopter
4 Phyrexian Walker
4 Shield Sphere
4 Street Wraith
4 Glimpse of Nature
4 Infernal Contract
2 Diabolic Intent
1 Retract
1 Reprocess
4 Culling the Weak
4 Cabal Ritual
4 Lotus Petal
4 Mox Opal
2 Tendrils of Agony
3 Misty Rainforest
Street Wraith have never been a problem, and I like them much more than manamorphose because they help you start the glimpse chain and they don't make you use a ritual and sac a lotus petal to play. Also, the lifegain isn't a problem until after you have played your second/third D4 and by then you probably don't need the additional draw. I would like to replace them with LED but that really hasn't been an issue because LED is only amazing when you are tutoring or drawing a ton.
I don't play belcher because Land Grant isn't online. Another reason is that I play 6 lands. Misty is because it is in decks that don't play black and I want people to think I am playing blue (or green like a nub).
Retract is an absolute house in this deck. One is the correct number. It is usually free and draws your 3+ cards because you return a mox opal. It is the easilest way to turn a single glimpse into a win. Worst case scenario it ups your storm count by like 4 for 0 mana.
I have never needed more than 2 tendrils and I like that I have so few win cons because it makes it easier to chain glimpse triggers into tallmen.
Diabolic Intent is the strait nutzoar in this deck, however I haven't really needed more than 2. The Infernal/LED package might just be better.
Proxy it up if you want to. The deck is a ton of fun.
Comments/Suggestions welcome. Remember this is for MTGO.
Windwright Mage, Woolly Thoctar, Sprouting Thrinax, Kederekt Creeper and Rhox Warmonk were a cycle.
Man... Just that much worse.
I frequently Warp World for like 60 and a card forces me to draw a card when I have none left in my library. Going to add Obstinate Familiar just to help with that.
G1:
Opp's Turn Four: W/ grand architect, memnite, silver myr, moriok replica, 2 plains, 1 swamp, 1 island: Make memnite and replica blue. Add 9. Play Kuldotha Forgemaster, Strider Harness, Equip to Forgemaster. Tinker up Myr Battlesphere... Next turn, attack with battlesphere and Myr. Tinker up Myr Galvanizer to untap myr in response to Battlesphere's ability... So dead...
G2:
My T2: Copper Myr.
Opp: Myr
T3: 2 additional copper Myr
Opp: Myr
T4: Tap 3 myr and 3 lands --> Argentum Armor
Opp: Sunblast Angel...
Magnet
Myr
Tick
In Control:
Myr
Tick
Magnet
Although I have yet to draft control so Tick may be better than Magnet.
It's correct. I'm not playing a dragon deck, Karthus is just what I ramp into. The only spells with a cmc > 4 are: Acidic Slime, Seige-Gang Commander, Inferno Titan, Primeval Titan, Wildfire, Destructive Force, Decree of Annihilation (I counted it at 7 because I have never cast it for 10) and Obliterate. I only have 6 cards with cmc 4 and 9 with cmc 3 (Not counting Squee).
Brad Nelson also mentioned that he thinks that Tumble Magnet is the 4th best common removal (after Galv Blast, Arrest and Grasp of Darkness). At first I thought shatter was better, but more and more I am finding that to be true, that Shatter is sometimes dead and Magnet never is.