flash hulk turn 0 win

flash hulk turn 0 win


The Marauder and Walls die, dealing 32 damage to your opponent. This raging reptile is not one to be crossed, and his Hulk/Lizard strength helps the resistance to win the day. This deck can win turn 0... How?
Elvish Spirit Guide or Simian Spirit Guide. The one thing I am thinking of cutting is the spirit guides, as I don't really need to win on turn 0, and in their spot i could put more draw power, or more disruption.

GG turn 0 win. Marvel’s ace team could turn the tide in their favor if you bring in the X-Men or other factions, but the core Avengers don’t stand much of a chance against DC’s mighty superheroes. Hulk vs The Flash # Hulk The Infinite mass punch would do absolutely nothing, the SpeedForce wouldn't do shit, it could be destroyed by a nuke, Hulk has punched through DIMENSIONS and clapped through universes and cosmos, the Speed Force is a lightweight thing, Hulk only has to hit Flash … An ideal hand would be: Gemstone Caverns, Simian Spirit Guide or Elvish Spirit Guide, Flash, Protean Hulk, Lotus Petal, Summoner's Pact, Street Wraith, Street Wraith. He is the twin brother of the Scarlet Witch. Do everything said BEFORE your opponents upkeep, so therefore they have never activated the start of there turn. Put in an island and exile a Simian Spirit Guide or an Elvish Spirit Guide , or play a Lotus Petal . The most efficient combo slot-wise is hulk for oracle+spellseeker and use spellseeker to …

Leyline shut the Flash Hulk combo down and Serum Powder maximized my chances of hitting it in my opening hand, but Jitte and Hymn were solid against Flash Hulk on their own and much more powerful against the rest of the field. Hulk triggers on death, and you put 4 [[Phrexian Marauder]], 4 [[Shifting Wall]] and 4 [[Disciple of the Vault]] into play. squira13.

Building a new deck... so far it will be based around flash and protean hulk... and then using the good old 'dicsiple of the vault' and 2X4 other artifact 'X' cards.. im looking for other fun cards to use and change things up. Play Protean Hulk Remove a card that you don't need for the combo for Gemstone Caverns such as a counter spell.Discard either spirit guide. The Justice League have all the bases covered a 100% (except maybe magic), and have safeguards against the strong points for the Avengers.
Everything you do is before your opponent's first upkeep (you must have chosen to draw obviously). Quicksilver Pietro Maximoff, otherwise known as Quicksilver, is a mutant with the ability to travel at speeds far beyond the average human. Then play Summoner's Pact to find a Protean Hulk if you need to. I mean, if you have literally 0 cards in your graveyard when you cast Flash it works, but otherwise it isn't a win. For a turn zero win, all you need in your opening hand is five cards: Gemstone Caverns, any Spirit Guide, Flash, Protean Hulk, and one arbitrary card (to exile when playing Gemstone Caverns). Begin with Gemstone Caverns in play. In this case you would have eight cards to continue play.

Flash. Overall, the chances of getting the turn 0 win are probably rather slim (that's how it seems to me, but I've never played with it). The Flash Hulk deck I played the deck while it was still legal. But it is very potent, and you can still probably get a pretty good chance at it maybe turn 2 or 3, as long as you don't start wiff too many 0 mana artifacts Ok so this is how you win on turn 1, before your opponents even draw. Edit: You can also use [[Hangarback Walker]] instead of either the marauders or the walls now too.

Your opponent didn't even get to draw for turn. play Flash and put in protean hulk, without paying the cost, which means you immediately sacrifice it. Turn by turn - If you win the dice roll or coin flip to start or draw, choose to draw. Protean Hulk or Summoner's Pact (to search for Protean Hulk). You can consistently pull off turn 0 kills with it. Use the mana produced by both for flash. A truly ideal hand would also have one Force of Will and one other blue card -- this is needed to force your Flash through if your opponent has Force of Will too. Cards needed in hand for turn 0 win: Gemstone Caverns.

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