Asturonethorius

7 Decks, 279 Comments, 8 Reputation

Also when I Titled the Deck Pillag T1 Template Article, Example, I mean the deck is a kind of template, example, with a article like intro, breakdown, etc.

I didnt net deck this deck. This is a deck that I came up with, based on other land destruction decks, I have done, and loosely semi derivatively based off of ideas I have gotten from others decks, and from ideas, suggestions, advice from others, combined with my own ideas, etc.

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Posted 24 September 2019 at 12:08 as a comment on Pilag Char Deus Boom LD Primer

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I was going to click the unloved deck for this deck, to get it visibilitt, but I accidentally misclicked the unloved button on another deck. Wish there was a way I could undo that.

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Posted 24 September 2019 at 11:43 as a comment on Pilag Char Deus Boom LD Primer

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Ack accidentally unloved this deck. Sorry about that.Was trying to Unlove another deck. Would be nice if there was a undo a unlove option button.

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Posted 24 September 2019 at 11:40 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Also when, if like the deck, please remember to +1 the deck, when like it. Also when post your decks, I'll Try to view, comment, and +1 decks, when, if I like a deck.

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Posted 24 September 2019 at 11:34 as a comment on Pilag Char Deus Boom LD Primer

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I consider a deck under a S100 to be at least a semi BUDGET deck, so that why I put the budget tag on. The deck cost about $80 to buy, so I will be buying it very soon, as soon as can afford it.

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Posted 24 September 2019 at 11:30 as a comment on Pilag Char Deus Boom LD Primer

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I have done about 3333 to 25000, 20 turn sample hands to test draws. Turn 1, Land Destruction happens about once per every about 25 to 50 games.

Turn 2 Land destruction happens about 75% to about 89% of the time.

Land destruction, on the rare times it dont happen turn 2, happens no later then turn 3, 99.999% of the time. Land destruction not happening until turn 4 should never ever happen, and wont happen, unless .00001% of time the worst draw ever hits.

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Posted 24 September 2019 at 11:25 as a comment on Pilag Char Deus Boom LD Primer

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Tweaked Deck some more. Added 3 Lightning Axes to have 11 burn, removal cards to help control the board to help the goblins. Playtesting changes now.

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Posted 22 September 2019 at 11:00 as a comment on Kuldoth Bushwhac Batlecry Fire

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Added another finisher in Test Subject, that flips to a 13/13 trampler, in addition to Thing in the Ice. Thats going to split the hate, removal, to the point where they will have to top deck, draw a removal, that will get counterspelled, that will force them to have to top deck another removal card, to either be countered, an or to remove 1 threat, only to have the other threat go off.

This makes the deck even better, then how awesome it already is, was. No freaking way this deck should have only 1 +1, 1 like. This deck deserves at least 4,5,6 likes, +1's at minimum.

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Posted 17 July 2018 at 01:13 as a comment on Best Xtra Wrath Turn Miracle!?

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Time to PROXY, sleeve up the Proxies, Print up the deck list, show, demonstrate, playtest the deck against Modern Format FNM Tournament Decks, at, between tournament games location, since it wont be legal to play a Proxied deck.

That will take some time. Also is going to take a very extremely LONG time to buy the cards, build the deck, then play the deck in tournaments.

But eventually when, if do so I would, will report results.

Also if anybody wants to Proxy, sleeve up, buy, trade for the cards to then build, play, playtest this deck, then please feel free to do so if want, and to post the results, if want to. Just please if do, then please give me the credit.

Hope any of ya all that if decide to play this deck, likes the deck, has fun, enjoys the deck, etc.

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Posted 09 July 2018 at 07:16 as a comment on Best Xtra Wrath Turn Miracle!?

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I added 1 more Remand to go from 2 Remand, 6 counterspells to 7 counterspells, 3 Remand. And added 1 more Magma Jet, to go from 2 Magma Jets, 11 scryer's(6 instants, sorceries, that scry), to 3 magma Jets, 12 scryer's(7 instants, sorceries that scry), and have 3 Delver 15 creatures, 66 cards, 25 lands, a .3787%, 37.87%(25÷66), land, mana, ratio, percent.

6 counterspells wasnt coming out enough. Most blue, red, Delverish semi control decks have at least a minimum of 6 counterspells at absolute extreme minimum, and usually average 7,8, and have a maximum of about 8,9, and a absolute extreme maximum of 10,11 counter spells.

So because of that, and because 6 counterspells werent coming out enough, that why added 1 more Remand counterspell, went to 7 counterspells, 3 Remand, instead of 2 Remand.

And needed 1 more Magma Jet, because 2 Magma Jet wasnt getting out often enough to help deal with creatures, that snuck into play, and to do 2 damage to opponent to help finish off opponent, and to help scry, at instant speed at just 2 cmc.

Deck is playtesting even better, and the deck is even better then how good it was, is.

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Posted 09 July 2018 at 06:37 as a comment on Best Xtra Wrath Turn Miracle!?

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I replaced, turned the 2 Judge Unworthy into 2 Magma Jet, because Judge Unworthy was too inconsistent, and Magma Jet consistently deals 2 damage to creature or player, and scrys only just 1 card less at scry 2, then Judge Unworthy. And it is less situational, dont, wont have to wait until target creature attacks, blocks, and can instead use, do it anytime as a instant. And can use it to help finish off opponents. And it gets rid of white, allowing me to make mana base better.

The only drawback, is wont have the ability, reach, to deal up to 7 damage, like Judge Unworthy could, but Judge Unworthy didnt do that very often anyways and has to luck into that by scrying a Temporal Mastery.

Also Magma Jet also only cost 2 mana as well, just like Judge Unworthy.

So this makes the deck even better

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Posted 07 July 2018 at 19:33 as a comment on Best Xtra Wrath Turn Miracle!?

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Added 1 more card slot to add 1 more Delver to go from 2 Delver, to 3 Delver. So deck is 63 cards, 24 lands, and a .3809% 38.09% land mana ratio percent(24 lands÷63 cards)

The deck in playtesting, simulated, sample hands, games, plays awesomely. Almost never ever get either too little, too much lands, but usually get 2,3,4 lands in opening hand, and 1 land per about every 2.3 cards drawn.

And usually get out deck stackers, draw discarders, counterspells, finishers, miracle cards, etc.

The deck just plays so awesomely as long as mulligan when need to, and as long as play right.

About the only thing to determine now, is whether to run either 2 Familiar Ruse, or 2 Deprive, or 2 Wizard Retort, or 2 Mana Leak, or 4 Remand, as my counterspells.

For now I am going with 2 Remand, 2 Wizard Retort, 2 Cryptic Command, as my counterspell package.

So deck is even better now, and plays even more awesomely.

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Posted 03 July 2018 at 09:35 as a comment on Best Xtra Wrath Turn Miracle!?

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Changed 2 Looter into 2 Jace, Vryn's Prodigy, which is better. Changed the 2 Ruse into 2 Wizards Retort, because have 8 Wizards in Deck.

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Posted 02 July 2018 at 18:54 as a comment on Best Xtra Wrath Turn Miracle!?

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Changes: 2 Opt is better then 2 Foresee. Added 3 Thing in ice as early game blocker, that boardwipes opponents, whiile being a 7/8 finisher, that easy to transform with 20 instants and sorceries. Split 2 Dual Castings into 1 Dual Casting 1 Pyromancer Ascension so that greater chance Delver will flip, and because Pyromancer Ascension, might pprobably be easilly targeted, triggered with all the instants/sorceries

In playtesting, proxying, simulated, sample hands, games,etc, these changes really make this deck even better, as long as mulligan when have to, and as long as use this sideboard, or a good sideboard, and if have a good maybe metaboard, and if play right.

I would rate this deck somewhere between a Tier 1.75 too Tier 2 deck that is somewhere between semi inconsistent to semi consistent, to consistent and between semi competitive, and competitive, and between at least semi fun to fun, if play right.

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Posted 02 July 2018 at 10:51 as a comment on Best Xtra Wrath Turn Miracle!?

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Added 2, 4 cmc, Foresee, that scrys 4, then draws 2. So between the 2 Serum Visions, 2 Judge Unworthy, 2 Foresee, 2 Jace, 3 Halimar Depths, its almost kind of like having 4 Ponder, or 4 Preordain.

So deck is even better.

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Posted 30 June 2018 at 22:35 as a comment on Best Xtra Wrath Turn Miracle!?

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I was reading about Serum Visions on another MTG site. I had forgotten about the card, that it had been reprinted, to make it available for Modern. I forgot about that and thought, remembered that Serum Visions had come out before 8th Edition, which made me think it wasnt Modern Legal.

So Serum Visions, is Modern Legal, for now. It isnt as good as Ponder, and is extremely very almost equal, same as Preordain, but it is Poner, Preordain like.

So replaced Mystical Speculation with the 3 of Serum Visions.

That has also allowed me to turn 2 Remand, into 2 Familiar Ruse.

Only reason why was running 4 Remands, was because of cheap 2 cmc, and draw. I needed the draw.

But the problem with Remand is it only counterspells for 1 turn, and then opponent can just cast it again.

Familiar Ruse permanently counterspells anything. And the cost of returning a creature, combo's, synergizes well with the 4 of Snapcaster Mage.

So try,Check this out: you miracle a Wrath, for 5 damage, then Noxious 2 times for 10 more damage, then snapcaster Mage Noxious, targeting Wrath, for 5 more damage, then familiar Ruse targeting Snapcaster targeting Noxious, Targeting Wrath, for 5 more damage, for 25 total damage done to oppponent.

And if I held my Remand, didnt counterspell, I couldnt draw as often. I would counterspell to draw. But now dont have to worry about that anymore, or as much, as I can hold the remand till I want to use it, and can draw just as easy with Serum Vision, as with Remand the counterspell.

So these changes make the deck even better.

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Posted 30 June 2018 at 10:22 as a comment on Best Xtra Wrath Turn Miracle!?

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I did some tweaking of the deck. I made sure the only 2 ofs were 2 of Cryptic Command, 2 of Jace, 2 dual casting, 2 of each of miracles in 2 of Thunderous Wrath, 2 of Temporal Mastery. I did that by taking out and sideboarding 1 Bonfire of the Damned. I was able to do that while deck at 61 cards, instead of either at 60 cards, 64 cards.

I didnt like only having either 2 mystical Speculation, or 2 Judge unworthy, because wasnt able to scry 3 enough and wasnt able to use Judge unworthy enough to remove creatures. Also 13 creatures wasnt enough, and either 2 Vexing Devil, 2,3 Delver wasnt enough, and 2 Civil Scholar wasnt enough. I needed Delver as a 4 of and Civil Scholar as a 2 of.

And I couldnt at first find a way to change the 2 of's to 3 of's, and the 3 of Delver to a 4 of Delver, without seeming to without having the deck go up to 62,63,64 cards. And while 62,63,64 cards were just barely ok, in order to have the needed cards, at the right numbers needed, I really needed to find a way to get the deck down to 60, 61 cards, while having all the needed cards, at all the needed numbers.

Which seemed almost impossible to do. Which is why I did so much tweaking.

But now I have the deck at 61 cards, with all the needed cards, at all the needed numbers of.

About the only thing that maybe could be maybe better would be maybe 3 Thunderous Wrath, 2 Temporal Mastery, instead of 2 Thunderous Wrath, 2 Temporal Mastery, while keeping it at 61 cards. But to do that, I dont see what could be cut, as everything seems needed. And while could go to 62 cards, its 50/50, or dont know if that would be same, equal, better or not. Plus another thing is that with 3 Thunderous Wrath, it ends up in hand, needing to be draw discarded more often. And 2 Thunderous Wrath, without deck stacking, draw, scry, etc, might not come out as often, as needed. But I think 61 cards, 2 Thunderous Wrath, works good, ok, with all the scry, draw, in the deck, and that seems to be backed up with good play test results, so I have decided to go with 61 cards, 2 of Thunderous Wrath.

Also 61 cards, 23 lands makes for a extremely good, .377%, 37.7%(23 lands ÷ by 61 cards), land, mana, deck, ratio, percent. 23 lands, 60 cards, creates a very high 38.4% mana percent that mana floods a lot, and 22 lands, 60 cards, 36.36% mana percent ratio mana shorts.

But a 23 land, 61 cards, 37.7% mana percent ratio usually does not either mana short or mana flood often, and almost all the time gives you 2,3,4 lands in opening hand, and 1 land per every 2.5 cards drawn, per every 2.5 turns, so that usually able to have 2 lands turn 2, 3 lands turn 3, 4 lands turn 4, and 3 to 7 lands per game, which is usually enough to counter, control, cast almost every cmc, card out that have, could cast out.

So that why I have made the tweaks, changes made, why 61 cards, 23 lands.

And the deck is playtesting pretty ok in proxying it up, against, on simulators, sample hands, in about 250 simulated, sample hands, games.

So because of that, and because the deck is a uncommon, fun, semi competitive, one of the best miracle decks, out of lots of other miracle decks, and because it works, etc, I think this deck deserves more likes, +1's, love, etc, then the only 1 +1, like, etc, its getting.

Totally shocked about that. Deck should be getting somewhere between 2 and 6 +1's at minimum.

BS that the deck is only getting 1 like, +1.

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Posted 30 June 2018 at 02:10 as a comment on Best Xtra Wrath Turn Miracle!?

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I found a better fit then Goblin Guide for this deck.

2 Legion Loyalist is hasted like Goblin Guide, and its only being a 1/1 instead of 2/2, is offset by making goblins FIRST STRIKE, and TRAMPLE, which synergizes, well with lots of goblins that need First Strike, and goblins like Foundry Street Denizen, and Piledriver, and Rabblemaster, that can get very big, very fast, are good targets for loyalist giving out trample ability.

2 Founding Street Denizen gets bigger for each goblin that comes into play. That combos real well with anything that puts out lots of red creatures fast like Kuldotha Rebirth, Chancellor, Rabblemaster, Krenko.

Then because of how great a fit Denizen and Loyalist are, Rabblemaster was needed in addition to Piledriver. And the only way I could squeeze in 2 Denizen, 2 Loyalist, 2 Rabblemaster, 2 Krenko, was to take out 2 Goblin Guide, 2 infernal Plunge, 2 Curse of Stalking Prey.

Then I cut 1 signal pest to add 1 more Goblin Grenade.

Taking out infernal plunge was ok, because in playtesting I only used Infernal plunge to get Chancellor out turn 5, instead of turn 7, which only happened about 13 to 23% of the time.

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Posted 20 June 2018 at 06:13 as a comment on Kuldoth Bushwhac Batlecry Fire

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Got deck down to 60 cards

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Posted 19 June 2018 at 07:47 as a comment on Best Xtra Wrath Turn Miracle!?

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Ok I know deck is at 69 cards, but the deck still works really good, and not going to go higher then 69 cards.

I also decided to maximize creature removal with 3 Lightning Axe to replace Volley, and cheaper 1 cmc mana cost, to go with 2 Rangers, 2 Huntmasters, 2 Ulrichs, 2 Domri Rade, And I have decided to maximize Fighting with 2 Daybreak Rangers, 2 Ulrich's, 2 Domri Rade.

And I decide to maximize pumping with 2 Instigator Gangs, to go along with 2 Full Moons Rise, 3 Mayor's, 2 Ulrichs, 2 Silverhearts, Kessig Wolf Run, 2 Immerwolf.

I added Rogues passage to help get a big stompy wolf or werewolf through.

So I decided to go with a semi aggro to semi blitz to semi Midrange to semi Late game lots of creatures deck.

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Posted 18 June 2018 at 05:05 as a comment on BEST TYR 1.5 TURN 1 WOLF DECK?

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