Kevin_Waldman
92 views11 hrs ago
Pauper EDH
Size: 100Salt sum: 43.29
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{"ops":[{"insert":"A goofy, fragile combo deck with 97 lands and odds that aren't actually in your favor. If you want to consistently have a shot at a turn 5 win and don't anticipate much interaction, this is the deck for you. \n\nWe are all-in on "},{"insert":{"card-link":"Treasure Hunt"}},{"insert":" + "},{"insert":{"card-link":"Magmakin Artillerist"}},{"insert":" . The five lands with Discover 4 (each color has a version of "},{"insert":{"card-link":"Hidden Cataract"}},{"insert":" to reliably dig for treasure hunt. Assuming neither is in hand, this gives us a 50% chance to hit treasure hunt first. We'll have the needed mana up to then cast magmakin after casting hunt for free. As noted, the win condition still relies on an adequate gap in the library between treasure hunt and magmakin artillerist. \n\nWin condition: magmakin in play, treasure hunt puts highest opponent life total + 7 cards to hand. Win when discarding to hand size. \n\n"},{"insert":{"card-link":"Karolina Dean, Runaway"}},{"insert":" reliably presents the 5 mana needed to discover, without worrying about color fixing. \n\nImportant play notes:\n\nOpening hand that doesn't contain treasure hunt has to have a Hidden land. 31% probability to see one of these lands per 7 drawn. Very high probability to see one within 6 mulligans. An opening hand that's a single Hidden land is fine. If you have treasure hunt in hand you have to wait until you have 5 mana so you can cast the magmakin artillerist in the same turn. \n\nThere's an argument for keeping a hand that has magmakin artillerist and no discover land, however this then relies on you drawing 1 of 6 specific cards (treasure hunt or one of the discover lands). This assures you won't whiff but relies on a much lower probability of drawing what you need. \n\nAlways play a fetch before discovering if possible. Shuffle if treasure hunt is too deep. \n\nDiscovering into magmakin.: always put to hand unless hunt is already in hand. Second discover land or drawing hunt now required. \n\nDiscovering into hunt after > 40 cards seen. Put to hand and hope for a shuffle unless opponent life totals are low or opponent win is likely. \n\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" is the only means of trying again if countered/insufficient damage is dealt. For this reason you should prioritize playing islands over mountains when possible. A second discover land only helps if the initial discover hit magmakin. \n\nThe best possible opening hand contains a \"sol\" land such as "},{"insert":{"card-link":"Saprazzan Skerry"}},{"insert":{"card-link":"Magmakin Artillerist"}},{"insert":" and a Discover land. Cast Karolina on turn 3, discover and play magmakin on turn 4. This scenario will not whiff barring opponent interaction. "},{"insert":{"card-link":"Karolina Dean, Runaway"}},{"insert":"\n\n"}]}
Creature
Creature
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Land
Hidden Cataract
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Courtyard
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Necropolis
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Nursery
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Volcano
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Land
(CTRL to add secondary)
Deck Info
Deck stats
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Description
{"ops":[{"insert":"A goofy, fragile combo deck with 97 lands and odds that aren't actually in your favor. If you want to consistently have a shot at a turn 5 win and don't anticipate much interaction, this is the deck for you. \n\nWe are all-in on "},{"insert":{"card-link":"Treasure Hunt"}},{"insert":" + "},{"insert":{"card-link":"Magmakin Artillerist"}},{"insert":" . The five lands with Discover 4 (each color has a version of "},{"insert":{"card-link":"Hidden Cataract"}},{"insert":" to reliably dig for treasure hunt. Assuming neither is in hand, this gives us a 50% chance to hit treasure hunt first. We'll have the needed mana up to then cast magmakin after casting hunt for free. As noted, the win condition still relies on an adequate gap in the library between treasure hunt and magmakin artillerist. \n\nWin condition: magmakin in play, treasure hunt puts highest opponent life total + 7 cards to hand. Win when discarding to hand size. \n\n"},{"insert":{"card-link":"Karolina Dean, Runaway"}},{"insert":" reliably presents the 5 mana needed to discover, without worrying about color fixing. \n\nImportant play notes:\n\nOpening hand that doesn't contain treasure hunt has to have a Hidden land. 31% probability to see one of these lands per 7 drawn. Very high probability to see one within 6 mulligans. An opening hand that's a single Hidden land is fine. If you have treasure hunt in hand you have to wait until you have 5 mana so you can cast the magmakin artillerist in the same turn. \n\nThere's an argument for keeping a hand that has magmakin artillerist and no discover land, however this then relies on you drawing 1 of 6 specific cards (treasure hunt or one of the discover lands). This assures you won't whiff but relies on a much lower probability of drawing what you need. \n\nAlways play a fetch before discovering if possible. Shuffle if treasure hunt is too deep. \n\nDiscovering into magmakin.: always put to hand unless hunt is already in hand. Second discover land or drawing hunt now required. \n\nDiscovering into hunt after > 40 cards seen. Put to hand and hope for a shuffle unless opponent life totals are low or opponent win is likely. \n\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" is the only means of trying again if countered/insufficient damage is dealt. For this reason you should prioritize playing islands over mountains when possible. A second discover land only helps if the initial discover hit magmakin. \n\nThe best possible opening hand contains a \"sol\" land such as "},{"insert":{"card-link":"Saprazzan Skerry"}},{"insert":{"card-link":"Magmakin Artillerist"}},{"insert":" and a Discover land. Cast Karolina on turn 3, discover and play magmakin on turn 4. This scenario will not whiff barring opponent interaction. "},{"insert":{"card-link":"Karolina Dean, Runaway"}},{"insert":"\n\n"}]}
































