90 views10 hrs ago
Pauper EDH
Size: 100Salt sum: 43.29
 avatar

Kevin_Waldman

90 views10 hrs ago
Pauper EDH
Size: 100Salt sum: 43.29

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"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"}]}

Commander

Qty: 1 Price: $5.99
Karolina Dean, Runaway
Flying
At the beginning of your first main phase, add
. This mana can't be spent to cast spells from your hand.
Legendary Creature - Hero Alien
Karolina Dean, Runaway (msc) 694

Commander

(CTRL to add secondary)

Creature

Qty: 1 Price: $0.69
Magmakin Artillerist
Whenever you discard one or more cards, this creature deals that much damage to each opponent.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, it deals 1 damage to each opponent.
Creature - Elemental Pirate
Magmakin Artillerist (dft) 137

Creature

(CTRL to add secondary)

Land

Qty: 97 Price: $49.84
Ash Barrens
: Add
.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Land
Ash Barrens (tmc) 60
Azorius Chancery
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Azorius Chancery (dsc) 261
Boros Garrison
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Boros Garrison (clu) 231
Bountiful Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Bountiful Landscape (tdc) 342
Desert of the Fervent
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land - Desert
Desert of the Fervent (j25) 764
Desert of the Mindful
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land - Desert
Desert of the Mindful (drc) 150
Drifting Meadow
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Drifting Meadow (dmr) 245
Dwarven Mine
(
: Add
.)
This land enters tapped unless you control three or more other Mountains.
When this land enters untapped, create a 1/1 red Dwarf creature token.
Land - Mountain
Dwarven Mine (plst) ELD-243
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (msc) 240
Forgotten Cave
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Forgotten Cave (fdc) 301
Halimar Depths
This land enters tapped.
When this land enters, look at the top three cards of your library, then put them back in any order.
: Add
.
Land
Halimar Depths (dsc) 282
Haunted Fengraf
: Add
.
,
, Sacrifice this land: Return a creature card at random from your graveyard to your hand.
Land
Haunted Fengraf (c18) 254
Hickory Woodlot
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Hickory Woodlot (plst) MMQ-319
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.)
Land - Cave
Hidden Cataract (m3c) 348
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.)
Land - Cave
Hidden Courtyard (lci) 274
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.)
Land - Cave
Hidden Necropolis (lci) 275
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.)
Land - Cave
Hidden Nursery (m3c) 349
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.)
Land - Cave
Hidden Volcano (lci) 277
Island
(
: Add
.)
Basic Land - Island
Island (trk) 319
Izzet Boilerworks
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Izzet Boilerworks (m3c) 350
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (eoc) 166
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (trk) 323
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388
Peat Bog
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Peat Bog (plst) MMQ-322
Polluted Mire
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Polluted Mire (dmr) 253
Rakdos Carnarium
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Rakdos Carnarium (ecc) 161
Remote Farm
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Remote Farm (mmq) 323
Remote Isle
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Remote Isle (fdc) 309
Sandstone Needle
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Sandstone Needle (plst) MMQ-326
Saprazzan Skerry
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Saprazzan Skerry (plst) MMQ-328
Simic Growth Chamber
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Simic Growth Chamber (dsc) 298
Slippery Karst
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Slippery Karst (dmr) 256
Smoldering Crater
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Smoldering Crater (dmr) 257
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (msc) 273
Vibrant Cityscape
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Vibrant Cityscape (tmc) 82

Land

(CTRL to add secondary)

Sorcery

Qty: 1 Price: $0.35
Treasure Hunt
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.
Sorcery
Treasure Hunt (plst) C18-109

Sorcery

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
7 mana - 6 cards
1 pip - 1 card
44 mana - 43 cards
0 pips - 0 cards
6 mana - 5 cards
2 pips - 2 cards
43 mana - 42 cards
0 pips - 0 cards
6 mana - 5 cards
0 pips - 0 cards
3 mana - 3 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

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"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards