serenechaos
12-13-2013, 10:46 PM
4 Puresteel Paladin
4 Spoils of the Vault
2 Plunge into Darkness
4 Retract
4 Noxious Revival
2 Grapeshot
4 Spidersilk Net
4 Sigil of Distinction
4 Paradise Mantle
4 Bone Saw
4 Kite Shield
4 Accorder's Shield
4 Mox Opal
4 Glimmervoid
4 Forbidden Orchard
4 Gemstone Mine
//Sideboard
4 Pact of Negation
4 Cavern of Souls
4 Salvage Titan
2 Grand Abolisher
1 Storm Entity
For those of you who aren't familiar with Legacy, Cheeri0s plays Glimpse of Nature, a billion 0-cost creatures, and Grapeshot. It wins pretty regularly and turn 1, and folds pretty hard to Force of Will (less hard than it used to, with the advent of Noxious Revival).
The Modern version is mostly equivalent; since Wizards was smart enough not to give me Glimpse to play with, Paladin is used instead for consistent Turn 2-3 wins. And, it has a lot of trouble fighting through removal.
The gameplan is simple (though piloting is not):
1) Stick a Paladin Turn 1, 2, or 3
2) Begin playing out all of your equipments
2.5) If you have the mana, play a second Paladin before playing any more equipments
3) When you run out of equipments, play Retract
4) Repeat until you've drawn your entire deck and racked up a huge Storm count
5) Play an Opal, tap it for mana, play a second one, kill them with Grapeshot
You can Noxious Retracts back to the top before playing your last equipment, keeping the chain going. Or, you can Noxious Paladin back after he eats a Bolt and try to go off again. If you need a card RIGHT NOW, but have no draw power, Noxious even plays well with the tutors.
Spoils and Plunge might seem dangerous. But they are completely necessary. With 6 tutors, the odds of opening with Paladin or a tutor in your first 7 is about 74%. The odds of seeing one of these cards within one mulligan is about 92%. By the time you mulligan to 5, it's 96.8%. These odds are extremely important, because the more reliably this deck can have a Paladin, the more consistently it kills fast.
Spoils is obviously more dangerous than Plunge, since it has the chance to just kill you outright. However, it has the important quality of curving into a Turn 2 Paladin. It also has only about an 11% chance to kill you if played Turn 1, on the play, naming a 4-of (though it has about a 15% to put you in Bolt range, which is pretty bad if you don't just win Turn 2). When you take into account games that you open with Paladin or Plunge, Spoils will kill you in 2% of games that you play.
More Plunges is an option, having more tutors increases the deck's consistency and speed. There are a lot of sideboard options. I've experimented with Erayo/Ethersworn Canonist to decent results, and also some transformational Affinity boards that gave less than stellar results.
4 Probes used to be autoincludes, until we found that Revival was just better in that slot. If you want to play them, and have an idea where they can go, they aren't half bad (though they clash with the tutors).
Like I said before, removal is the absolute biggest concern the deck has. And it's also everywhere. Abrupt Decay, Dismember, Bolt, Path. The 4 Noxious Revivals are the main out. Also helpful is having the 6 tutors, so that you are capable of finding a second Paladin. Pact of Negations and Abolishers do a lot of work out of the sideboard, and the other two Abolishers wouldn't be terrible. They force your opponent to blow a removal spell, right now, because if they don't you get to kill them when you untap.
4 Spoils of the Vault
2 Plunge into Darkness
4 Retract
4 Noxious Revival
2 Grapeshot
4 Spidersilk Net
4 Sigil of Distinction
4 Paradise Mantle
4 Bone Saw
4 Kite Shield
4 Accorder's Shield
4 Mox Opal
4 Glimmervoid
4 Forbidden Orchard
4 Gemstone Mine
//Sideboard
4 Pact of Negation
4 Cavern of Souls
4 Salvage Titan
2 Grand Abolisher
1 Storm Entity
For those of you who aren't familiar with Legacy, Cheeri0s plays Glimpse of Nature, a billion 0-cost creatures, and Grapeshot. It wins pretty regularly and turn 1, and folds pretty hard to Force of Will (less hard than it used to, with the advent of Noxious Revival).
The Modern version is mostly equivalent; since Wizards was smart enough not to give me Glimpse to play with, Paladin is used instead for consistent Turn 2-3 wins. And, it has a lot of trouble fighting through removal.
The gameplan is simple (though piloting is not):
1) Stick a Paladin Turn 1, 2, or 3
2) Begin playing out all of your equipments
2.5) If you have the mana, play a second Paladin before playing any more equipments
3) When you run out of equipments, play Retract
4) Repeat until you've drawn your entire deck and racked up a huge Storm count
5) Play an Opal, tap it for mana, play a second one, kill them with Grapeshot
You can Noxious Retracts back to the top before playing your last equipment, keeping the chain going. Or, you can Noxious Paladin back after he eats a Bolt and try to go off again. If you need a card RIGHT NOW, but have no draw power, Noxious even plays well with the tutors.
Spoils and Plunge might seem dangerous. But they are completely necessary. With 6 tutors, the odds of opening with Paladin or a tutor in your first 7 is about 74%. The odds of seeing one of these cards within one mulligan is about 92%. By the time you mulligan to 5, it's 96.8%. These odds are extremely important, because the more reliably this deck can have a Paladin, the more consistently it kills fast.
Spoils is obviously more dangerous than Plunge, since it has the chance to just kill you outright. However, it has the important quality of curving into a Turn 2 Paladin. It also has only about an 11% chance to kill you if played Turn 1, on the play, naming a 4-of (though it has about a 15% to put you in Bolt range, which is pretty bad if you don't just win Turn 2). When you take into account games that you open with Paladin or Plunge, Spoils will kill you in 2% of games that you play.
More Plunges is an option, having more tutors increases the deck's consistency and speed. There are a lot of sideboard options. I've experimented with Erayo/Ethersworn Canonist to decent results, and also some transformational Affinity boards that gave less than stellar results.
4 Probes used to be autoincludes, until we found that Revival was just better in that slot. If you want to play them, and have an idea where they can go, they aren't half bad (though they clash with the tutors).
Like I said before, removal is the absolute biggest concern the deck has. And it's also everywhere. Abrupt Decay, Dismember, Bolt, Path. The 4 Noxious Revivals are the main out. Also helpful is having the 6 tutors, so that you are capable of finding a second Paladin. Pact of Negations and Abolishers do a lot of work out of the sideboard, and the other two Abolishers wouldn't be terrible. They force your opponent to blow a removal spell, right now, because if they don't you get to kill them when you untap.