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Decks (Magic The Gathering) => Legacy => Topic started by: CajunJynx on October 12, 2012, 11:04:39 PM

Title: Jynx's Four-turn Clock
Post by: CajunJynx on October 12, 2012, 11:04:39 PM

Jynx's Four-turn Clock

75 cards, 15 sideboard


20 {Mountain}

20 lands


4 {Vexing Devil}
4 {Goblin Guide}
3 {Keldon Marauders}

11 creatures


4 {Lightning Bolt}
4 {Chain Lightning}
4 {Lava Spike}
3 {Price of Progress}
4 {Magma Jet}
4 {Rift Bolt}
4 {Fireblast}
2 {Thunderous Wrath}

29 other spells


Sideboard

4 {Red Elemental Blast}
4 {Smash to Smithereens}
4 {Sulfuric Vortex}
3 {Phyrexian Metamorph}

15 sideboard cards



Notes:

Title: Re: Jynx's Four-turn Clock
Post by: El_snoope on October 13, 2012, 11:36:04 PM
Damn, that looks pretty quick, do you win consistently on turn 4 often?
Title: Re: Jynx's Four-turn Clock
Post by: Mr.? on October 14, 2012, 12:49:02 AM
Am I missing something or is there only 60 cards?
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 14, 2012, 01:03:04 AM
Quote from: El_snoope on October 13, 2012, 11:36:04 PM
Damn, that looks pretty quick, do you win consistently on turn 4 often?
Yeah, that's why I call it the clock.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 14, 2012, 01:08:09 AM
Quote from: Mr.? on October 14, 2012, 12:49:02 AM
Am I missing something or is there only 60 cards?
20 lands, 11creatures, 29 spells. The sb is currently set like this until I have more experience with legacy in the local meta.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 14, 2012, 01:10:04 AM
Quote from: El_snoope on October 13, 2012, 11:36:04 PM
Damn, that looks pretty quick, do you win consistently on turn 4 often?
And fetch lands makes my job so much easier.
Title: Re: Jynx's Four-turn Clock
Post by: Mr.? on October 17, 2012, 11:43:33 PM
So you just use burn spells to go for the win?
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 18, 2012, 11:16:41 AM
Quote from: Mr.? on October 17, 2012, 11:43:33 PM
So you just use burn spells to go for the win?
The key to burn is speed and efficiency of mana. For a burn deck to be competitive, you have to win consistently on turn 4. You want cheep, effective creatures, {gobbling guide}  being one of the best, and lots of burn. Unless there is a horribly threatening creature out, all the spells go straight to the face.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 18, 2012, 11:18:51 AM
Even the creatures are essentially burn spells. People using fetch and shock lands makes life easier too.
Title: Re: Jynx's Four-turn Clock
Post by: Double-O-Scotch on October 18, 2012, 12:40:09 PM
Goblins and no goblin grenades?
Title: Re: Jynx's Four-turn Clock
Post by: Leevai420 on October 18, 2012, 01:32:33 PM
Quote from: Double-O-Scotch on October 18, 2012, 12:40:09 PM
Goblins and no goblin grenades?

Chances Of getting one of the goblins AND having the grenade is slim.  Grenade goes with full goblin themed synergy decks not burn...
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 18, 2012, 01:46:34 PM
Quote from: Leevai420 on October 18, 2012, 01:32:33 PM
Quote from: Double-O-Scotch on October 18, 2012, 12:40:09 PM
Goblins and no goblin grenades?

Chances Of getting one of the goblins AND having the grenade is slim.  Grenade goes with full goblin themed synergy decks not burn...
Title: Re: Jynx's Four-turn Clock
Post by: Dudecore on October 18, 2012, 03:19:36 PM
How do you matchup with Merfolk? {Cursecatcher}, {Daze} and {Force of Will}?
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 18, 2012, 05:52:51 PM
Quote from: Dudecore on October 18, 2012, 03:19:36 PM
How do you matchup with Merfolk? {Cursecatcher}, {Daze} and {Force of Will}?
There are ways to play into/draw out the counter spells, I pretty much bait with something like the jet, or suspend the rifts, or just pray I can pull enough burn faster than they can counter for game one, game two the elemental blasts come in.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 18, 2012, 05:54:33 PM
The current SB is my "generic/unknown meta" sb, I change it up depending on which gs/tourney I am at.
Title: Re: Jynx's Four-turn Clock
Post by: Dudecore on October 18, 2012, 07:08:09 PM
Quote from: CajunJynx on October 18, 2012, 05:52:51 PM
Quote from: Dudecore on October 18, 2012, 03:19:36 PM
How do you matchup with Merfolk? {Cursecatcher}, {Daze} and {Force of Will}?
There are ways to play into/draw out the counter spells, I pretty much bait with something like the jet, or suspend the rifts, or just pray I can pull enough burn faster than they can counter for game one, game two the elemental blasts come in.

Game 2 is when I side in my {blue elemental blast}, {enlightened tutor} and {Witchbane orb}.
Title: Re: Jynx's Four-turn Clock
Post by: Willthomjr on October 18, 2012, 08:58:36 PM
Quote from: Dudecore on October 18, 2012, 07:08:09 PM
Quote from: CajunJynx on October 18, 2012, 05:52:51 PM
Quote from: Dudecore on October 18, 2012, 03:19:36 PM
How do you matchup with Merfolk? {Cursecatcher}, {Daze} and {Force of Will}?
There are ways to play into/draw out the counter spells, I pretty much bait with something like the jet, or suspend the rifts, or just pray I can pull enough burn faster than they can counter for game one, game two the elemental blasts come in.

Game 2 is when I side in my {blue elemental blast}, {enlightened tutor} and {Witchbane orb}.

OMFG SICK BURN
Title: Re: Jynx's Four-turn Clock
Post by: Dudecore on October 18, 2012, 09:13:16 PM
Quote from: Willthomjr on October 18, 2012, 08:58:36 PM
Quote from: Dudecore on October 18, 2012, 07:08:09 PM
Quote from: CajunJynx on October 18, 2012, 05:52:51 PM
Quote from: Dudecore on October 18, 2012, 03:19:36 PM
How do you matchup with Merfolk? {Cursecatcher}, {Daze} and {Force of Will}?
There are ways to play into/draw out the counter spells, I pretty much bait with something like the jet, or suspend the rifts, or just pray I can pull enough burn faster than they can counter for game one, game two the elemental blasts come in.

Game 2 is when I side in my {blue elemental blast}, {enlightened tutor} and {Witchbane orb}.

OMFG SICK BURN

Uncalled for. Those cards are genuinely in my sideboard for my Merfolk deck...for this and numerous other reasons. I am interested in how it plays against tempo decks.
Title: Re: Jynx's Four-turn Clock
Post by: ChrisRodriguez on October 18, 2012, 10:12:55 PM
{Red Elemental Blast} and {Pyroblast} are good SB for {R}.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 18, 2012, 10:28:23 PM
Quote from: Dudecore on October 18, 2012, 07:08:09 PM
Quote from: CajunJynx on October 18, 2012, 05:52:51 PM
Quote from: Dudecore on October 18, 2012, 03:19:36 PM
How do you matchup with Merfolk? {Cursecatcher}, {Daze} and {Force of Will}?
There are ways to play into/draw out the counter spells, I pretty much bait with something like the jet, or suspend the rifts, or just pray I can pull enough burn faster than they can counter for game one, game two the elemental blasts come in.

Game 2 is when I side in my {blue elemental blast}, {enlightened tutor} and {Witchbane orb}.
Hence {smash to smithereens} :)
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 18, 2012, 11:02:31 PM
Quote from: Dudecore on October 18, 2012, 09:13:16 PM
Quote from: Willthomjr on October 18, 2012, 08:58:36 PM
Quote from: Dudecore on October 18, 2012, 07:08:09 PM
Quote from: CajunJynx on October 18, 2012, 05:52:51 PM
Quote from: Dudecore on October 18, 2012, 03:19:36 PM
How do you matchup with Merfolk? {Cursecatcher}, {Daze} and {Force of Will}?
There are ways to play into/draw out the counter spells, I pretty much bait with something like the jet, or suspend the rifts, or just pray I can pull enough burn faster than they can counter for game one, game two the elemental blasts come in.

Game 2 is when I side in my {blue elemental blast}, {enlightened tutor} and {Witchbane orb}.

OMFG SICK BURN

Uncalled for. Those cards are genuinely in my sideboard for my Merfolk deck...for this and numerous other reasons. I am interested in how it plays against tempo decks.
Wall game? Won't have time for it until maybe Sunday, or perhaps cockatrice if I am not stupid busy.
Title: Re: Jynx's Four-turn Clock
Post by: Willthomjr on October 18, 2012, 11:57:14 PM
Quote from: Dudecore on October 18, 2012, 09:13:16 PM
Quote from: Willthomjr on October 18, 2012, 08:58:36 PM
Quote from: Dudecore on October 18, 2012, 07:08:09 PM
Quote from: CajunJynx on October 18, 2012, 05:52:51 PM
Quote from: Dudecore on October 18, 2012, 03:19:36 PM
How do you matchup with Merfolk? {Cursecatcher}, {Daze} and {Force of Will}?
There are ways to play into/draw out the counter spells, I pretty much bait with something like the jet, or suspend the rifts, or just pray I can pull enough burn faster than they can counter for game one, game two the elemental blasts come in.

Game 2 is when I side in my {blue elemental blast}, {enlightened tutor} and {Witchbane orb}.

OMFG SICK BURN

Uncalled for. Those cards are genuinely in my sideboard for my Merfolk deck...for this and numerous other reasons. I am interested in how it plays against tempo decks.

I was joking and even more so, it turned into ill SB this card, oh yeah ill SB this card...kind of silly.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 19, 2012, 01:33:36 PM
I love it how it surprises absolutely no one that my legacy deck is of the burn variety. 🔥🔥🔥🔥🔥🔥🔥🔥🔥
Title: Re: Jynx's Four-turn Clock
Post by: Willthomjr on October 19, 2012, 07:48:56 PM
Quote from: CajunJynx on October 19, 2012, 01:33:36 PM
I love it how it surprises absolutely no one that my legacy deck is of the burn variety. 🔥🔥🔥🔥🔥🔥🔥🔥🔥

I'd think less of you if it wasn't. I do like storm burn decks, those are fun to watch.
Title: Re: Jynx's Four-turn Clock
Post by: Dudecore on October 19, 2012, 10:06:13 PM
For the record, I didn't intend for this to he a measuring contest. I just presume most sideboards are built around these types of things.

I don't like wall games and cockatrice isn't fun to me, magic is a social game meant to be enjoyed with one another. I apologize if it seemed like I was trying to 1-up you.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on October 21, 2012, 12:25:04 PM
Not at all.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on November 02, 2012, 02:02:19 AM
I do live this deck.
Title: Re: Jynx's Four-turn Clock
Post by: Willthomjr on November 02, 2012, 12:01:13 PM
Is this budget? You could always throw in 8 fetch lands if it isn't.

Like {bloodstained mire}
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on November 02, 2012, 02:16:15 PM
Quote from: Willthomjr on November 02, 2012, 12:01:13 PM
Is this budget? You could always throw in 8 fetch lands if it isn't.

Like {bloodstained mire}
Budget? This is my main deck! Leather deck box, my favorite sleeves (a neat shade of blue, ironically),  full art zendikar lands,  i mean, its me, and legacy burn. This deck pretty much defines how i play magic.

don't like fetches in this deck, pretty much taking everything my opponent is throwing at me with a half crazed smile as I come blindly. Also, I have seen math proofs involving the usefulness of Fetched, the advantage isn't worth it to me.
Title: Re: Jynx's Four-turn Clock
Post by: Willthomjr on November 02, 2012, 03:21:56 PM
Fetch just for thinning. If you're winning by t4 that's 3-4 life loss? And that's even if you get 3-4 of them. That's not too bad.

At least test it. 6 fetches and 12 mountains? 20 lands is a lot for legacy burn isn't it?
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on November 02, 2012, 04:58:30 PM
Quote from: Willthomjr on November 02, 2012, 03:21:56 PM
Fetch just for thinning. If you're winning by t4 that's 3-4 life loss? And that's even if you get 3-4 of them. That's not too bad.

At least test it. 6 fetches and 12 mountains? 20 lands is a lot for legacy burn isn't it?
Yeah, trust, I will test with it, it is a bit more land than most, It hasn't been an issue for me yet though.
Title: Re: Jynx's Four-turn Clock
Post by: Silent1236 on November 30, 2012, 04:48:12 PM
I haven't even touched legacy before, but this is really cool.  So cheap :o.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on December 01, 2012, 06:56:05 PM
Quote from: Silent1236 on November 30, 2012, 04:48:12 PM
I haven't even touched legacy before, but this is really cool.  So cheap :o.
If I know anything about magic, it's how to build/play burn.
Title: Re: Jynx's Four-turn Clock
Post by: Xaol on December 01, 2012, 11:04:39 PM
How does it fare against combo decks which win before turn one? (I.E Belcher)
Burn can be great, but these kinds of decks seem like a tough matcheup! Deck looks pretty good overall- I think you need that sideboard to be a bit more defined, however. Have fun with it!
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on December 02, 2012, 05:23:38 AM
Quote from: Xaol on December 01, 2012, 11:04:39 PM
How does it fare against combo decks which win before turn one? (I.E Belcher)
Burn can be great, but these kinds of decks seem like a tough matcheup! Deck looks pretty good overall- I think you need that sideboard to be a bit more defined, however. Have fun with it!
Yeah, I have other cards to switch out depending which lgs I am at, the meta varies wildly. It's 50/50 against quick combos.
Title: Re: Jynx's Four-turn Clock
Post by: CajunJynx on May 15, 2013, 04:35:52 PM
Lol, I still play this deck unchanged.