Decks to Beat
If you removed all the disruption from the original list shown above in post 1 and went with say:
-1 skull clamp
+2 Helm of Awakening
+1 Mox Opal
How much would it speed it up?
Just theory crafting here, but dropping a helm shouldn't be an issue since you "should" win that turn most of the time, right? Or is it too much a liability?
Hey, if there is a Karn, the Great Creator out does this work on any spell? Is that a route to look at? Maybe in Eldrazi?
The list absolutely needs some more testing and tuning, but don't let the "3 card combo" fool you. True, 3 card combos are traditionally weak, but when you play Mystic Forge you rapidly start churning through 6 or 7 cards in a turn, so your chance of finding the other two cards shoots up. Having either Top or Inspector means you draw even more. In almost all of these games I end up playing Ballistas and Walkers at 0 mana, putting them right into the yard, to dig for the kill cards.
My sample size is still low, but in something like 20 goldfishes, I've never had slower than a turn 3 kill. Sometimes it comes from the full Forge/Inspector/Top combo, sometimes it's Forge drawing a bunch of moxes to sack to a Ravager, sometimes it's just an early plating with no Forge at all.
I'm sure many (if not all) of these draws would be slowed or stopped by Force of Will, Force of Vigor, Shattering Spree, etc, and when you're talking about Memnites even the smallest blockers can make a difference, but if we're JUST measuring goldfish speed, the deck is easily a consistent turn 3, if not faster.
@vaughnbros we are in agreement