The most ridiculous turn 1 kills involve cards like LED and draw 7s, by just redrawing your hand over and over again and then Storm infinity:
Lion's Eye Diamond, Echo of Eons, Pull from Eternity, Grapeshot
LED makes WWW. Then crack for UUU, discarding hand. Cast Echo from graveyard. It goes to exile and you redraw the others. Cast Pull for W, putting Echo back in graveyard. Play LED, crack, cast Echo from graveyard. Each loop nets +2 mana. Repeat x10000.
Infinite mana & infinite storm.
This is also infinite mana & storm, but just "wins" by discarding their hand and attacking for 15 Annihilator 6.
Lion's Eye Diamond, Wheel of Fortune, Regrowth, Emrakul, the Aeons Torn
LED make RRR. Cast Wheel, crack in response for GGG, Emrakul reshuffles. Wheel resolves, drawing the rest. Cast Regrowth returning Wheel. LED for RRR. Cast Wheel, crack LED for GGG.... Repeat x10000
LED and draw 7s are too good. But banning LED isn't enough.
Delif's Cone, Conjurer's Bauble, Conjurer's Bauble, Grapeshot
Fountain of Youth, Sensei's Divining Top, Sensei's Divining Top, Grapeshot
Claws of Gix, Elixir of Immortality, Ichor Wellspring, Grapeshot
Memnite, Elixir of Immortality, Skullclamp, Grapeshot
Infinite mana & infinite storm again.
Banning the storm mechanic isn't enough because Banefire, Exsanguinate, Storm Entity, Aetherflux Reservoir, or any other win condition works in most of these turn 1 storm decks.
Even if you ban the obvious looping cards like draw 7s, Bauble, Top, and Elixir, you can also do silly things like this
Shield Sphere, Shrieking Drake, Cavern Harpy, Tendrils of Agony
Sheild Sphere for UUU. Drake to return it. Sphere making BBB. Harpy, returning itself and Drake. (UBB floating, 19 life, 4 storm).
Drake returning Sphere. Sphere making UUU. Harpy, returning itself and Drake (UUB floating, 18 life, 7 storm)
Drake returning Sphere. Sphere making UUU. Harpy, returning itself and Drake (UUU floating, 17 life, 10 storm)
Drake returning Sphere. Sphere making BBB. (UUBBB floating, 12 storm)
Tendrilsx13
These ones are also problematic
Infinite turns till Reactor wins:
Mox Opal, Voltaic Key, Time Vault, Darksteel Reactor
T1 Barren Glory, then Chant their turn:
Dark Sphere, Lotus Petal, Orim's Chant, Barren Glory
T1 Prison tries to stop these combo decks from playing spells.
Can't cast artifacts or 0 cmc spells:
Engineered Explosives, Chalice of the Void, Archon of Valor's Reach, Cavern of Souls
Lose your hand and graveyard, with free protection slot:
Tormod's Crypt, Dark Deal, Nether Spirit, Chancellor of the Annex
Can hardcast either Chancellor or Lavinia, and equip for faster clock:
Chrome Mox, Chancellor of the Annex, Lavinia, Azorius Renegade, Bone Saw
Too bad most of those decks lose 0-6 to this turn 0 deck
Leyline of Anticipation, Memnite, Memnite, Collective Defiance
"Turn 0" Memnites cast kicked Collective Defiance, destroy their hand and burn something
Banning Leyline helps, but then there are just a lot of decks that 3-3 each other winning turn 1 OTP by either comboing off or locking the opponent out before they can play.
There are just too many silly things you can do with that much free mana. We need some more restrictive bannings in place or to punish the use of 0-mana artifacts.

