3
Plow Under
4 Revive
4 Ravenous Baloth
2 Krosan Tusker
1 Planar Portal
3 Forgotten Ancient
2 Loxodon Warhammer
2 Ensnaring Bridge
1 Glissa Sunseeker
2 Nantuko Vigilante
2 Soul Foundry
2 Silklash Spider
3 Chrome Mox
3 Birds of Paradise
4 Vine Trellis
4 Wooded Foothills
2 Mountain
2 Contested Cliffs
2 Stalking Stones
12 ForestsSideboard:
3 Pyroclasm
3 Naturalize
2 Ensnaring Bridge
3 Flashfires
2 Stabilizer
2 Lightning Greaves |
 Revised
Turbo-revive.
Description of deck by its author (quoted):
After Mirrodin, I put a version of it together with my real cards,
and promptly lost to Affinity, which was actually able to survive third-
and fifth-turn Plow Unders with aplomb and still win. This amazing
survival can be attributed solely to Chrome Mox; if your version of
affinity does not use that card, its win percentage falls several
percentage points against this deck. To help my playtest partners, I
refined it into what you will see below, which proved a bit too good.
This version is much faster, and doesn't lose to Affinity or attacking
Goblins. It still rolls over to the Goblin combo, but I haven't met a
deck that doesn't. The available control decks aren't as good now, so
Turbo-Revive is closer to tier one, but is it there? The only matches
I've extensively tested are Goblins (~45% combo version - ~55% Sligh)
and aggro-affinity (~70%), I can't really say how good it will do
against other control. The sideboard should be pretty telling, though.
The first biggest change is the replacement of Vernal Blooms with Chrome
Moxes. Bloom was often too slow, but Mox lets the deck use extraneous
Revives and Plow Unders for a mana boost when it counts. As it is right
now, casting Baloth and Ancient may happen on the second turn thanks to
hands with two lands, a Mox, and Birds/Trellis. This seems to happen
about one game in five. I repeat: In 15%-20% of your games you get an
insane second turn or a third-turn Plow (but rarely both). Sligh doesn't
win against turn 2 Ancient unless they Shrapnel Blast it immediately.
Remove Planar Portal, Glissa, and one Revive against speed Sligh; chuck
the Tuskers if you want the extra Bridges.
If you can't get Chrome Moxes and still wish to play Turbo-Revive, the
recommended changes are - 3 Mox, +1 Birds of Paradise, +2 Stalking
Stones. The speed reduction of losing the Moxes hurts enough that
Loxodon Warhammer should be removed and replaced with the sideboard
Lightning Greaves. The two open sideboard slots are then filled by
another Naturalize and another Pyroclasm. Please only make this change
if you can't afford Chrome Moxes from StarCityGames - they really belong
in this deck. If you wish to go down to two Moxes while adding a fourth
bird, you may, but I found three Moxes work better than four birds.
The Soul Foundries were an experiment that went horribly right, as
making cheap Bird of Paradise tokens for mana or Baloth tokens for life
has seldom steered me wrong. Keep in mind that Imprint is triggered, so
if they counter the Foundry you don't lose the second card. Making more
than two Baloth tokens is usually game against any version of mono-red.
Both the Foundries and Moxen also serve the dual purpose of emptying the
hand quickly to slam down an Ensnaring Bridge and stop a Broodstar or
Rorix from mattering. Killing your own Bridge is easy once a 23/23
Warhammer-wielding Forgotten Ancient is ready to attack.
One card I wish I had time to test inside here was Solemn Simulacrum; it
seems to fit the deck idea really well (especially as a Soul Foundry
target), but I knew I wasn't attending States in advance. Therefore, I
didn't do extensive testing like usual.
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