Every workday throughout the preview season for Adventures in the Forgotten Realms, Insight is taking a quick look at one new deck featuring the latest cards from the upcoming set. Today we're looking at a one-drop that enables us to kill as early as turn two—in Standard—with a little bit of luck, of course.
There are janky creatures, and then there is …
There is probably no universe in which the following use of pack tactics will be a tournament-winning tactic, but if you manage to finish a game on the second turn, you deserve a high five. That's not a typo. As people soon figured out, casting two copies of brings the Minion to 6/5 and allows you to put an attacking onto the battlefield. That's 22 damage—on turn two!
Since you need two lands, two Infuriates, the Kobold, and the Dragon, realistically, you won't be able to pull this off very often. Building something reasonable to house the interaction certainly proves a challenge. Other ways to get to 6 power, additional Dragons, ideally some card seletion, maybe a bit of protection … This train of thought has one destination: a blue-red Dragons deck. Such has been flying around Standard for a while, but of course ours will look quite different from the usual.
Fortunately, there are new cards that actually help both with our specific plan and with a more moderate approach to Dragons. First and foremost, allows to come down on turn three and/or enables on turn four. Together they fulfill the pack tactics requirement right away, and either one alone only needs a single Infuriate to do so. Between Orb and Treasure, paying full price for Terror of Mount Velus suddenly becomes a real possibility too! And when there's no Dragon to cast, Orb of Dragonkind fetches one. It's the perfect card for all kinds of Dragon decks and especially for our combo ambitions!
Finally, I also included three and two to help with the pack tactics. The latter aids our plan twofold. If you don't have attackers, you can call forth two small Goblins, and if you do have attackers, you can buff them to swing for 6 or more. The Den, meanwhile, is a creature land that doesn't interfere with our mana requirements for the fabled turn-two kill.
Dungeons Kobold & Dragons |
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