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0 drop Glimpse Of Nature v2.0 (Legacy)

Format compatible avec la plupart des logiciels Magic, y compris Magic Workstation et Cockatrice:

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Autres

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drop half of everything on one of your first turns and then win with laboratory maniac by decking yourself

other win conditions in sideboard are: grapeshot, might of the masses, reckless bushwhacker (scapegoat helps you get the storm count up if you keep missing on 0-drops or had to play some 0 drops previously if you kept a no lander instead of discarding)

In this deck there are effectively 12 mana sources, where 2 of them (land grant) remove a mana source from your deck (The spirit guides are counted as a mana source since you don't want to cast them). The 4 copies of Glimpse of Nature and the 2 lab maniacs are 6 additional spells you don't want to draw offof glimpse of nature (at least early).

Keep any hand with a Glimpse of Nature, if there's no glimpse in it, take a mulligan! Once you have a glimpse you probably have like 4 0-drops in hand. Each 0-drop replaces itself with probably a couple more 0-drops and finally a spell/mana source. If you're lucky and can find another mana source and a second Glimpse of Nature you can go off: each creature drawing you 2 additional cards... Now you shouldn't ever be running out of creatures to play, you can draw to find more mana sources and a Lab Maniac, play the maniac and then continue until you deck yourself...

Pros/Cons of the LabManiac wincon:

  • It allows you to win the turn you can go off (ideally the first turn, the opponent doesn't even get to play)
  • Additional Glimpse of Natures are not essentially dead cards
  • triggers draws when played (can be played if you draw a lot of mana sources but no 0-drops)
  • can be countered, however, when you get to go off you should be able to find enough mana sources to play both LabManiacs in the same turn quit3e early. It is unlikely that the opponent counters twice.
  • You don't want to draw LabManiac off of Glimpse of Nature before you can go off
    ---> IMO LabManiac maindeck is the most consistent build.

Pros/Cons of Grapeshot:

  • Counter-proof
  • cheaper CMC costs than LabManiac
  • It allows you to win the turn you can go off
  • doesn't trigger draws off Glimpse
  • You don't want to play more than two Glimpses to avoid decking yourself, the 3rd and 4th Glimpse are dead cards
    ---> bring in against control decks

Pros/Cons Reckless Bushwhacker:

  • You basically always cast it with it's surge cost (therefore it's better than Goblin Bushwhacker -> costs 1R instead of RR for the same effect)
  • Can be played to trigger draws
  • You don't want to play more than two Glimpses to avoid decking yourself, the 3rd and 4th Glimpse are dead cards
  • Not as effective against decks that go very wide very fast and thus have a lot of blockers (Goblins, Elves)

Pros/Cons Might of the Masses:

  • Really good with decks that play Ensnaring Bridge -> attack with all your 0/X creatures and then give an unblocked creature like +1.000.000 power.
  • You have to wait a turn before attacking since those creatures you just played don't have haste
  • Might of the Masses you don't want to draw off of Glimpse early before you can go off

Additional notes:
I personally like to just switch out win conditions from the sideboard between games just so that the opponent is unaware of what I'm playing or to make the cards he just boarded against the previous wincon worthless.

You can add Serum Powder to the decklist to increase consistency of getting Glimpse of Nature in your starting hand, however there are a few drawbacks you have to consider:

  • You have to be careful not to exile all your win conditions from the deck, otherwise you just play out your entire deck for nothing ;)
  • They are great in starting hands without a Glimpse, however, they are effectively dead cards when you draw them or have them in a starting hand with a glimpse -> you want to have as much 0-drops in your starting hand as possible...

I personally wouldn't add more than 2 Serum Powders, since more of them may tend to exile a lot of cards to the point that there are probably too few cards left for some win cons. Remember: you may be drawing like 2 or 3 cards per crreature, which makes it a close race to get up to 20 creatures for grapeshot/bushwhacker/might of the masses. However, they may be great for the Laboratory Maniac build (I haven't tested this new build much yet).

Also: If you have to mulligan down to 3 or 4 to find the Glimpse, don't shy away from drawing a couple of turns just to get up to 4-5 0-drops. This vastly increases your chance of going off... I've also had better results with letting your opponent play first, that one extra card is more likely to win you the game on turn 1 or 2 than the opponent can harm you with going first

Be aware of hand disruption, a Glimpse of Nature taken from your hand is the most devastating thing that can happen to you.

You can try to make personal tutor work to make the deck more consistent, however I found the current manabase to be too focused on making green mana for that to be a good addition to the deck.

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This deck appears to be legal in Legacy.

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