I saw this new card, "{Impact Tremors}" which says:
{1}{R}
Enchantment
Whenever a creature enters the battlefield under your control, Impact Tremors deals 1 damage to each opponent.
I instantly thought of a combo I saw a while ago that was, {Kobolds of Kher Keep} and/or the other kobolds that cost 0, with {Cloudstone Curio} in play to play a kobold pick one up, and repeat. If you play it right you can do this by third turn with just these.
Have Impact Tremors in play turn two, turn three play a land and the curio and just drop a kobold and play another to pick the first up and each kobold deals one damage to each opponent. I know grapeshot is the normal way to do this, but unless you have a mox or some other mana bump-- as well as a killer hand to do all this reliably early-game-- to have the {1}{R} for {Grapeshot} this can be done a turn sooner. As well as this targets each opponent so you can win the game if your in multiplayer instead of 1v1. I would also run the {Grapeshot}'s to ensure having a 2nd way to kill off an opponent, but this is just an idea. Hope you guys enjoy.
Looks really sick to me. Another note is that you can drop {Impact Tremors} and go off later, as well as not having to go all or nothing in one turn.
I run {Guttersnipe} in my storm deck for these reasons.
Quote from: LinkCelestrial on March 13, 2015, 02:19:28 PM
Looks really sick to me. Another note is that you can drop {Impact Tremors} and go off later, as well as not having to go all or nothing in one turn.
I run {Guttersnipe} in my storm deck for these reasons.
Right, I am just trying to add a little "beef" to my posts by explaining how some combo's work, efficiency in the combo, or other cards that would improve upon the combo. Yeah, if I were to run this combo into a deck I would definitely run snipes and other burn spells. Draw and counter spells as well if you would want to throw in some blue to prevent the snipes or any of the combo from coming out. I would also throw in {Young Pyromancer} as burning an opponents creature and then dealing 1 damage to all opponents, 3 if you have a snipe out, is really nice in burn. Less spells I would need to use to kill my opponent so I can focus on their creatures.
Twice the mana cost = slower combo. Maybe as a one of JIC.
For long term, that can work as a substitute for the {Impact Tremors}, but I wouldn't want to rely on it as much seeing as how the other costs only 2. Yet, I do play against decks with enchantment removal along with things like {Surgical Extraction} so I would put them in there because I know that the combo could use some support if it comes down to it, but like Link said, maybe put one in, for me I would put up to 2 in just for draw-ability of it if I needed it-- unless of course I would be running {U} then I would only put one in because of cards like {Gitixian Probe} and {Preordain} to get the card(s) I need.