Want to win on turn 3, and on turn 4, regularly? Then check out this deck:

This deck was born of the Dan harmonizer, to go fast and have an opportunity to win turn 3.

Llanowar Elves and Gene Pollinator can be found below, as a screenshot from MTG Arena:

In this version we play 4 Elves, they need no explanation. 1 Gene Pollinator is nice as an additional 1 drop, helps with colors etc.

Wild Ride and Full Bore can be found below, as a screenshot from MTG Arena:

In this version we play 8 pump spells. We’re on Wild Ride and Full Bore as granting haste is important with the Harmonizer.

Badgermole Cub and Leyline Weaver can be found below, as a screenshot from MTG Arena:

In this version we play 3 cubs for ramping. Weaver is an all star in the deck untapping for red to cast our pump spells, just generally awesome.

Tifa Lockhart and Quandrix Charm can be found below, as a screenshot from MTG Arena:

In this version we play 3 Tifas. She plays really well with pumps, haste and Quandrix Charm, and she has trample. Quandrix Charm like Weaver is a star in the show, it enables more quick kills, and answers problems.

Break Out and Frostcliff Siege can be found below, as a screenshot from MTG Arena:

Break Out gives us more access to more cards and we can if need be grab Riddler or Harmonizer. Frost cliff siege is such a great card, in this deck, the haste, trample, and +1/0 are all very relevant.

Mightform Harmonizer and Quantum Riddler can be found below, as a screenshot from MTG Arena:

Harmonizer comes out of nowhere to win the game, 95% of the time warped. Riddler is super solid value with evasion, and as we often run ourselves down on cards quickly draws 2.

The lands prolly need some work.

How does this deck version compare to the version without Quandrix Charm?

So this version on the right adding Quandrix Charm evolved from Dan’s go fast harmonizer (on the left).

The Picnic Ruiners became more Tifas because of Charm and because of the natural trample ability Tifa has. We added Frost Cliff Siege as another haste * trample enabler and when doubling power the +1/0 becomes quite relevant.

In order to try and go fast, the Vibrance gave way to the Riddler. Keen-Eye and Alchemist had to make make room for the Siege and Charms, and we cut down on the Breakouts to add some more lands.

With this current build turn 3 wins happen as well, and turn 4 is common. But the deck can fight through removal, counters etc with the help of the Charms, Riddlers, Siege.. enabling seemingly come out of nowhere wins.

So Tapout I Dare u

A great example of playing to your outs

I messed up earlier in this game and handed my opponent the win. But they didn’t take it! Two sac lands later they’re dead!

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