Asturonethorius

7 Decks, 279 Comments, 8 Reputation

And another advantage I am seeing is that Affinity would not be a problem, that would free up 2 sideboard slots, that I would normally use against Affinity.

Horde, win on turns 2,3,4 decks would still be a problem tho, but that can be sideboarded for.

Ramp stomp, Ramp Burn decks are also a problem, but can sideboard against them with Tunnel Ignus, and Witchbane Orb, Surgical Extraction.

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Posted 22 August 2016 at 18:08 as a comment on Arti-land-fact Hate

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Also with 4 Simian Spirit Guides, It would be possible to remove 2 spirit guides, for 2 red, tap a land, play Liquid Metal Coatings plus Smelt, or Oxidize, on turn 1. I think that would greatly speed up deck.

I think that another reason to build this deck, if can get it to work consistently, is that it wouldn't cost as much as the non Liquid Metal build.

All those FETCH lands, Dual lands are EXPENSIVE. It's rediculous that my other land destruction deck is about $1000 at the high end to build.

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Posted 22 August 2016 at 17:57 as a comment on Arti-land-fact Hate

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1. Black had plenty of cards that milled, discarded, caused opponent to have to take 1, 2,3 cards from hand, library, to put into graveyard, back in the day. Millstone, whetstone, Grindstone, didn't exist back then. I was done thru black. And it worked, as black put lots of the Big 9 cards into the graveyard.

It was the only way for someone on a budget, with cheap cards to Level the playing field, compete against the EXPENSIVE as hell $3000 Big, Power 9, win on turns 1,2,3 semi consistently decks.

As far as playing this deck in competitive Modern tournaments, that will take 1 to 3 weeks, to 1 to 3 months of fine tuning, tweaking, playtesting, etc, then another 2 to 6 months to build, piece the deck together, as some of us are not RICH, then another 1 to 3 months to find a Modern Format Tpurnament, then another 1 to 3 months to make the travel arrangements to go to Modern Format tournament.

But hey, if that's too long of a wait for you, feel free to make the deck, play it at a Modern Format Tournament, then report the results, so you can supposedly say, see I told you so, that it your deck sucks.

Until then, no point in continuing.

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Posted 22 August 2016 at 17:21 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Forget what I said about Crush, Oxidize is better and can target creatures unlike crush.

You know since I built my version of your deck 3,4 years ago, and since you have improved upon my version of your deck, in building your deck, I think I am going to build your deck, with the suggestions I suggested, and then give you half the credit. Maybe between the both of us, we can get Liquid Metal to work consistently without all the problems I experienced with it, when I built my version of it 3,4 years ago.

Then it would be a hard choice whether to go with Liquid Metal Coating deck, or my other non Liquid Metal Coatings deck.

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Posted 22 August 2016 at 16:44 as a comment on Arti-land-fact Hate

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I'm surprised, that this deck of yours isn't getting more love, likes. Ancient Stirrings seems to be needed card to make Liquid Metal work consistently. Still 1 problem I had, when I made my version of this deck years ago, is that if run 4 Liquid Metal, you get to many of them in opening hand. But that if run 3 of them, then they don't come out often enough.

The other problem I had was that it was hard to start destroying land on turn 2 consistently. In my version of this deck, I ran about 6,7,8 mana dorks, and 1 cmc Crush, to then drop a Liquid Metal Coating on turn 2, then play crush destroy a land on turn 2. But that was not consistent.

Another problem I had was people would destroy Liquid Metal Coating, which is easy to do with 1,2 cmc artifact destruction cards, and then your stuck with all that artifact destruction cards, and no way to destroy a creature, land.

Also another problem that happened, is when I would get either Liquid Metal C9ating, but no artifact destruction, an or lots if artifact destruction but no liquid Metal Coatings.

What I would add to your deck, is 3, 4 more Mana Dorks, so that can Liquid Metal Coatings, and 1 cmc Crush on turn 2. I would run 3 crush,if I were you, but not 4, because don't want to get stuck with lots of Crush, and no other artifact destruct cards, since Crush won't destroy creatures.

Next I would Add 2,3 Acidic Slime. 2 Primal Command(removes land, shuffles graveyard into library, gives you 7 life, let's you search for a creature. Then I would add 2 Eternal Witness, to get your artifact destruction cards, Liquid Metal Coating Back, if they destroy it, which happened a lot, when I made my version of your deck.

Then I would add 1,2 Brutalizer Exarch, as it searches for creatures, destroys noncreature permanents. Then would add 1,2 Goblin Dark Dwellers, 1,2 Charmbreaker, to help the 2 Eternal Witness, with graveyard recursion of your artifact destruction cards. Then I would add 1,2 Hoard Smelter Dragons, as he eats artifacts.

1, or 2 Brutalizer Exarch, 1 or 2 Goblin Dark-Dwellers, 1 or 2 Charmbreaker Devils, 1 or 2 Hoard Smelter Dragon, would be your Win Con, which by the way, you don't have a big win con, which you lack.

Then I would put in 2 Mimic Vat.

If you could find a way to squeeze in those changes, I think your deck would be even better then it already is, and would solve many of the problems I had, when I built my version of your deck about 3,4 years ago.

So plus 1 to your deck, I hope it gets more likes, like it deserves.

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Posted 22 August 2016 at 16:35 as a comment on Arti-land-fact Hate

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Oh, and I have been playing MTG since 95, 96, Revised, Ice Age, 4th Edition days, and have played, Type 1, Classic, Vintage, Legacy, Extended, type 1.5, Modern, type 2, EDH Commander, Masters Format, Multi Player, Standard, etc, a LONG time. I know how to build pretty good decks, and I find it funny that you think I am a sucky deck builder, and or that I have never ever played in competitive tournament play, when I have played in 2,3,4 type 1, classic format competitive tournaments, 2,3,4 type 1.5, extended competitive tournaments, 1,2,3 Modern Format, competitive tournaments, and about 7 to 13+ standard format tournaments.

Of those standard tournaments, 1 was a convention tournament, 1 was a city tournament, 1 was a regional tournament. The rest were the toughest FNM'S in the country, where 1/5 to 1/2 the players were ranked in the top 25 to top 250 players in the area, and also played in Grand Prix, PTQ's. 1 of the players, not me, was a semi pro, semi amateur player who played on the Pro Tour, regularly played in Grand Prix, PTQ, and regularly finished 1 to 4th place at FNM. That's why it was the toughest FNM in the country.

In 1 if those toughest FNM's, that had 69 players, my best finish was 4th place with my werewolf deck, back in Innistrad, Dark Ascension days, where I owned DELVER, WOLF RUN TITAN, and only didn't finish 1st, 2nd, because of some playing mistakes, as I am a better deck builder, then player, and make play mistakes in tournaments.

So despite your errant comment saying otherwise, I really do know what the heck I am talking about, know how to build good, great decks.

When you have beat power 9 combo decks like I have, in type 1, classic tournament play, with mill, discard, decks, back in 96, come see me.

Oh don't know what a power 9 combo deck is?

A power 9 combo deck, had a certain 9 cards, where if you had those 9 cards, in your deck, you usually won on, by turns 1,2,3.

These cards were Moxes, like Mox Diamond, Ruby, etc, Black Lotus, Sol Ring, Sorcerous Queen, etc. It was about a $3000 deck back in the day.

Mill, Discard, worked great against it, until MTG, made Feldon's Cane to shut down mill, because of all the power 9 combo deck players complaining about Mill. Ah nothing like the site of milling, discarding a $100 to $500 card into the graveyard. Then MTG had to ruin that with Feldon's Cane.

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Posted 22 August 2016 at 15:27 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Sorry to everyone for the Multiple long comments. But Pusch made a extremely long comment with many wrong, invalid points, where each of the points needed a long response comment, explaining the logic of why his points were mostly to almost all wrong.

He will probably either not read the comments, an or not understand the logic.

I find it absurd, comical in the extreme, that with 8 mana ramp creatures, 4 Birds, 7 Fetch Lands, targeting 7 dual lands, and 23 land destruction cards, 14 of which are 2,3,4 cmc, that deck supposedly won't destroy land consistently, turns 1,2,3, when playtesting 500 to 5000 sample hand games, have shown that the deck consistently destroys land about 20% if time on turn 1, 83 to 87% of time by, on turn 2, when, if no destroy land on turn 1, 93 to 95 to 97% of the time by, on turn 3, if when no destroy land on turns 1,2, and only about 2% to 5% of the time, have to wait until turn 4 to destroy land. And that's without Mulliganning, and only Mulliganning, if have no land, or 1 land, or 1,2 colorless lands, etc. If Mulligan semi agressively, the deck destroys land by, on turn 2 like about 93 to 95 to 97% of the time, and never have to wait until turn 4 to destroy a land.

So find it so rediculous, absurd, comical, laughing my as off, that he is saying that deck doesn't consistently destroy land turns 1,2,3.

Even if everything else in the deck were to be sucky, the 1 thing that got right, was determined to get right, was destroying land consistently on, by turns 1,2,3.

Then his stupid point about how 10 creature removal, dealing with creatures, cards, 3 Wrecking Ball, 2 Befoul, 3 Acidic Slime, 2 Incendiary Command, all adding up to 10 freaking 10 creature removal, dealing with creatures cards, not being enough. And that doesn't even cover all the cards that draw, search for, graveyard recursion cards that helps find, get, Reuse 2,3,4 of the 10 creature removal, dealing with creatures cards, that consistently deals with creatures, because foe i going to have problems getting creatures out with almost no land, mana. Never mind that the 500 to 5000 sample hands showed that the 10 creature removal, dealing with creatures cards, consistently came out, dealt with creatures.

To him, there will never be enough creature removal, whether it's 10 cards in this deck, or 13 or 15, or 17, etc.

Yep Laughed my as off over that as well.

Like I said he won't read, STUDY THE DECK, COMMENTS, CARD CATEGORIES, DECK DESCRIPTION, PLAYTEST THE DECK, ETC, AND WILL ALWAYS BE A NAYSAYERS THAT DOESNT UNDERSTAND HOW DECK WORKS.

But despite that, had to at least respond to his errant long comment, with many errant, wrong points.

Sorry that had to be done with long comments.

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Posted 22 August 2016 at 14:04 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Also you may have noticed that there is a lack of activity on this site. There are decks that I have seen that only had like 1,2,3,4 likes, that should have had about 15 to 50 likes. Why do those decks only have 1 to 4 likes? Because of the inactivity of this site.

This deck of mine is at TAPPED OUT MTG SITE. It has about 11, 12, 13 + 1's, and almost 2000 views, and is in 5 folders, and has a 4 an king of 15.

When I posted the deck there I got LOTS of people there commenting on my deck. MOST liked my deck, ONLY about 2,3,4 like you naysayers the deck,and even those 2,3,4,5, that naysayed the deck, stopped nsysaying, changed their minds, when they playtested deck, and when I explained to them why they were wrong, and when they STUDIED the WHOLE DECK DESCRIPTION PRIMER.

Now only about 1, or 2 still think the deck is bad, while everyone else there thinks the deck is good.

Also the commenters gave a lot of great helpful comments on how to make some slight, tweaks, changes to improve, make the deck better.

Many of them are great, experienced, veteran players who have a lot of credibility, reputation, qualifications, etc.

And the TAPPED OUT community has a REPUTATION of having some of the best , if not the best players, Deck builders, etc.

And those are the same players who have liked, + 1'ed, commented on, and helped with deck, etc.

So the reason why that's important, is that I didn't have to poke, prod, to stir up activity, over there at Tapped Out.

1 to 3 times over there I said what I said here, that if anybody likes the deck, or even if don't like the deck, because it's a land destruction deck, if they think that it's a nice, ok, solid build, that if they want to, if they +1, like the deck, it would be welcomed, appreciated.

My problem with people over at this site over here, is that they don't like, +1 decks, not because they are not deserving, as there are many that are deserving that don't get likes, +1's, but because of INACTIVITY, don't get likes, +1's.

With such a environment like that over here, 1 has to poke, prod, etc, to get any activity on their deck page.

That's why I have asked, poked, proded, 4 to 7 times, instead of the 1 to 3 times at Tapped Out. Over at Tapped Out, you don't have to Poke, Prod, over and over to get activity on your deck page. So that why I only ask 1, 2,3 times over there, as compared to 4 to 7 times over here.

Maybe if people here were active, like the people at Tapped Out, Maybe me, others wouldn't ask 4 to 7 times, and would only ask 1,2,3 times.

Now I am not saying that everybody has to comment on my deck, and I am not saying that everybody has to, or should like my deck

But it was rediculously stupid how long it took my deck to get any comments from people here, and to get even 1,2,3 likes.

This deck should have at LEAST 5 to 9 likes, and 5 to 9 comments, at the extreme minimum. Deck shouldn't stay at ZERO, 1,2 LIKES, ZERO, 1,2 comments from players, FOR WEEKS. That shouldn't be happening.

Even the absolute worst decks, get at least 1,2,3 likes,+1's, plus comments from people within the first 1 to 7 days over at Tapped Out.

Now I wasn't demanding 13 to 50 likes, plus 100 comments, plus being on front hot deck page.

But I had a reasonable expectation of about 5 to 9 likes, 9 to 17 comments, from people here.

And when that wasn't happening, I started poking, proding, as nicely as I could, to try and stimulate the activity the deck deserved.

Instead of complaining about me, and or others nicely, poking, proding, soliciting, activity on our decks, that some of our decks deserve, instead, how about you, others try to increase the level of activity here, like it is on Tapped Out.

If you do that, there will be more activity on people's decks, and people will stop asking, poking, proding, for activity on decks.

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Posted 22 August 2016 at 12:37 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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And your comment that the deck description, tags don't match the deck is BS.

It's obvious you didn't read the DECK BREAKDOWN of CARD CATEGORIES.

Those do match the deck. There are in fact 10 cards that deal with creatures, remove creatures, and those are 3 Wrecking Ball, 3 Slime, 2 Befoul, 2 Incendiary Command.

There are in fact 23 land destruction cards that destroy lands.

There are in fact 8 Mana Ramp Cards.

There are 4 tutor, search for creatures cards.

There are 4 graveyard recursion cards.

EVERY CARD CATEGORY IN THE DECK DESCRIPTION IS ACCURATE, REPRESENTATIVE OF WHAT'S IN THIS DECK.

And your claim about wrong tags, is also BS.

The tags I used, are LAND DESTRUCTION, JUND, RED, GREEN, BLACK, MODERN FORMAT.

Well this deck is a LAND DESTRUCTION DECK WITH 23 CARDS THAT DESTROY LANDS.

IT IS A JUND DECK WITH RED, GREEN,BLACK COLORS.

IT IS A MODERN FORMAT DECK.

So your false claim that deck description, deck breakdown, card categories, tags, etc, don't match deck, is BS

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Posted 22 August 2016 at 11:42 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Your ONLY valid comment, point is win on turn 2,3,4 weenie, blitz, agro decks.

I know, or have said, or acknowledged that this deck is weak against AFFINITY, and decks that have a lot of 1 cmc, 2 cmc cards, decks that stick 5 more land into play, the same turn, after you destroy a land if theirs, and decks that win on turns 1,2,3,4.

Fortunately not everyone plays those decks in Modern. Many play Tron, Midrange, Control, Kiki Chord, which decks this deck destroys.

Also fortunately there is these things called SIDEBOARDS which are wonderful things.

Slagstorm, Anger of the Gods, when combined with the 2 Incendiary Commands will give me 4 cards, 4 ways to BOARD WIPE THE WEENIE, HORDE, BLITZ DECKS BY, ON TURNS 2,3,4.

TRINISPHERE DEALS WITH AFFINITY, MAKES EVERYTHING COST 3 MANA, INSTEAD OF 1,2 MANA, which slows Affinity down, to where my 5 artifact destruction cards, in addition to my 10 cards that deals with creatures can deal with Affinity.

3 Tunnel Ignus shuts down Valakut, Ramp Stomp, Ramp Burn.

Witchbane Orb shuts down Burn.

So yes the deck is weak against 1,2,3,4 types of decks, but also is strong against, beats many decks, and has a sideboard that deals with problem decks.

The key to winning in Modern Format, is you EITHER have to win by turn 4, or earlier, or you have to take control if the game, significantly impacted the game by turn 4, or earlier.

By turn 4, this deck has destroyed 2,3 of their land, and maybe 2 of their creatures. By turn 5 this deck has destroyed 2,3,4 lands and 1 creature, maybe 2 creatures.

When that happens, and that happens most of the time, this deck wins.

Have playtested, played this deck against Modern Format werewolves, Kiki Chord, Naya Midrange, Tron, and this deck has consistently BEAT those decks.

While Affinity, Blitz, Horde, Ramp Stomp, Ramp Burn, decks beat this deck, unless I sideboard for them. So in matches against those decks, going to lose game 1, 50/50 on whether win, lose game 2. And 85% chance will win game 3.

All in all this deck will likely win about 49.9% to 53% if it's games in a tourney, which is good enough for a top 7 to top 13 finish out of about 39 to 69 players.

Already I have played in 1 modern tournament, and about 4 to 7 standard tournaments with standard vs of this deck, and a worse m, lesser version of this deck, that weren't nearly as good as this deck, where I built those decks, and this deck, and the best finishes I had was about 9th place in the Modern Format tourney. And 7th place in the standard tournanent, against players that play in Grand Prix, PTQ, plating in the Modern, and Standard tournaments both, where I live.

That was with land destruction decks that I built that were not as good as this deck.

This deck should finish 5th or 6th place at extreme ultimate best case scenario. And will probably finish about 8th to 11 th to 14 th place at most Modern format tournaments with about 39 to 79 players, and should win at least about 49.9% of its games at the very extreme least.

That's very realistic for this deck.

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Posted 22 August 2016 at 11:07 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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And your claim that my Boom combo won't work is BS.

I have 7 Fetch lands, and 3 Darksteel Citadel, that's 10 ways to combo with Boom.

Usually have a fetch land, or Citadel out to destroy a land with Boom, turns 1,2,3, my mana base hasn't ruined that combo. And on the times that combo doesn't come out early, then Molten Rain, Stone Rain destroys the land turns 1, 2, 3.

It's very rare to not be able to destroy a land turns 1,2,3 by either boom, Molten Rain, Stone Rain. Heck even wrecking ball and Befoul sometimes destroys land on turn 2. Even Slime has done it on turn 2.

Destroying lands turns 1,2,3 is not a problem.

And on those extremely rare times it is a problem, can prevent that problem with a MULLIGAN, because should be obvious looking at opening hand, whether it's going to be likely that destroy land by, on turns 1,2,3 or not

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Posted 22 August 2016 at 10:27 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Also your claim that 1 of my 10 deal with creatures cards, in 3 Wrecking Ball, 2 Befoul, 3 Acidic Slime, 2 Incendiary Command as 10 creature removal, deal with creatures cards, won't deal with stuff early enough is BS.

When you can play a Acidic Slime, Incendiary Command Turn 2, (granted that rarely happens), getting stuff out early is not a problem. Fastest case for opponent. They drop a creature turn 1. They do 2,3 damage turn 2 to me. Then turn 3 they deal 2,3 damage to me. Here is where I either use bird, or Spirit Guide for 1 mana, tap 3 lands, play 1 of 5, 4 cmc, creature removal, destroy their creature, or ignore it destroy their land for a 3rd time in a row, then once their land is gone, destroy their creature after I have taken 6 to 12 damage. Then with no land, no creatures, they are no longer a threat.

And in play testing I am able to deal with a early creature CINSISTENTLY.

I have 8, EIGHT MANA RAMP CREATURES. I am going to have the mana I need to start doing stuff by turns 2,3,4, CONSISTENTLY.

And will draw 1 of those 10 ways to deal with creatures within, by turn 2,3,4, to destroy a creature turns 2,3,4,5, CONSISTENTLY.


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Posted 22 August 2016 at 10:13 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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And your claim about no creature removal, or not enough is BS. 1. There is 10, 10, 10, TEN, TEN,TEN CREATURE REMOVAL CARDS.

3 Wrecking Ball, 2 Befoul is a 5, FIVE of a SPOT CREATURE REMOVAL CARD, CARDS.

Then there is 3 Acidic Slime With DEATHTOUCH THAT EITHER DESTROY CREATURES IF THEY ARE STUPID ENOUGH TO ATTACK, DEALS WITH CREATURES, BY KEEPING THEM AT BAY, NOT ATTACKING, and blocking, killing them if they do attack. And they probably won't have the mana, land, to remove them immediately, because of destroyed their land with land destruction.

Yes they can bolt Slime for 1 red, but that is likely to happen 1,2 to 3,4 turns after Slime comes out. So Slime on average buys me 2,3 extra turns to deal with a threat.

And there is 2 Incendiary Command. Yeah Command is 5 cmc, but it can come out turns 3,4 very easily. Yeah Command doesn't deal with 3/3's +, and only deals with 2/2's, and yeah there is only 2 of them. The thing your not getting: 1. Since they only have ZERO, 1,2 LANDS, MANA, then they will only be able to play 1,2 cmc creature cards. Most 1,2 cmc creature cards are 1/1's, 2/2's, hit able by Incendiary Comnand, the rare exceptions are Tarmogoyf, for 2 cmc, which is a problem.

As far as them being a 2 of, IF I didn't have 10 ways to deal with creatures, then only having 2 Incendiary Commands would be a problem.

Basically almost all the time 2,3,4 of 1 of those 10 dealing with creatures cards, gets drawn, and deals with their creatures almost allthe time. And then usually either get 1 of 4 graveyard recursion cards to reuse the creature removal cards from graveyard, or get 1 of 4 Tutor effect cards to search for a graveyard recursion card to reuse creature removal cards, or use Incendiary Command to either draw into more creature removal cards, or draw into a graveyard recursion card, to reuse creature removal card, or just top deck, draw another creature removal cards.

Most of the time, because of of all that, I have creature removal cards, or cards with ways to deal with creatures coming out my ass, in bunches,over, an over, an over.

In this type of deck, 10, 10, 10, TEN, TEN, TEN, creature removal cards, cards that deal with creatures, is ENOUGH, ENOUGH, PLENTY, PLENTY

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Posted 22 August 2016 at 09:55 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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There are 4 Graveyard Recursion cards in 2 Eternal Witness, 1 Goblin Dark-Dwellers, Win Con, 1 Charmbreaker, Win Con.

Whether it's 4 Eternal Witness, or 4 Goblin Dark-Dwellers, or 4 Charmbreaker's, or however you split them up, THE NET AFFECT, EFFECT, RESULT, ETC, IS 4 GRAVEYARD RECURSION CARDS.

Obviously you haven't built tempo, control decks, EDH COMMANDER DECKS, that use the CARD CATEGORY concept, of 1 ofs, 2 of's, instead of 3 ofs, 4 ofs.

The CARD CATEGORY CONCEPT, is where you take a CARD CATEGORY, say CREATURE REMOVAL. Whether you run 4 TERROR, or 4 Go for the Throat, or 2 Terror, 2 Go for the Throat, it's practically the same kind of thing.

When you have limited deck slots, in order to get consistency, and flexibility, and versatility, that is why you run 2 Eternal Witness, 1 Goblin, 1 Charmbreaker, as 4 Graveyard Recursion.

Yeah Sure I could run 4 Eternal Witness. If I did that, I would not have my win con cards. Ok so you say run 4 goblin, Or 4 Charmbreaker, as 4 graveyard recursion cards. Well if I did that, My opening hand would be filled with Goblin, Charmbreaker, that at 5 cmc, 6 , wouldn't be able to cast early. That's why I run 2 Eternal Witness, 1 Goblin, 1 Charmbreaker, as a 4 of, of 4 graveyard recursion cards.

The other thing your bot getting, is that in a control tempo deck, you control stuff, until your stuff comes out. Essentially you BUY yourself time, in order to get stuff out later.

Also your not getting that there are FOUR SEARCH FOR, TUTOR FOR CREATURES CARDS IN 2 PRIMAL COMMAND, AND 2 BRUTALIZER EXARCH. If it wasn't for those cards, then I would have to run things as a 3,4 ofs, instead of a mix of 1,2,3,4 ofs.

But because of TWENTY THREE, 23, 23 LAND DESTRUCTION CARDS, and 4 TUTOR cards, and because it's a CONTROL TEMPO LAND DESTRUUCTION, DESTROY EVERYTHING BY ON TURNS 1,2,3 CONSISTENTLY DECK, AND BECAUSE OF THE EDH COMMANDER CARD CATEGORY CONCEPT, IT'S OK TO ONLY HAVE THINGS AT A 1 OF, OR 2 OF, LIKE 2 ETERNAL WITNESS.

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Posted 22 August 2016 at 09:22 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Destroying there lands, by on, turns 1,2,3 CONSISTENTLY, is NOT SLOW, IT IS FAST.

There are a lot of semi similar land destruction decks, with a lot of 3,4,5,6 cmc land destruction cards that don't start destroying land until turns 3,4,5,6. Those particular land destruction decks ARE SLOW. SLOW is TURNS 4,5,6 . FAST is TURNS 1,2,3.

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Posted 22 August 2016 at 08:50 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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A correctly built Land Destruction deck is a tier 1.5 deck, BETWEEN Tier 1 and Tier 2. A incorrectly built land destruction deck, 8s about a tier 2, tier 2.5, tier 3 equivalent deck.

The key to a good land destruction deck, is to be able to CONSISTENTLY destroy lands by, on turns 1,2,3, then keep it up until turn 17. Has 21,22,23,24 land destruction cards, in order to have that consistency. Destroys anything that came out thru land destruction.

My deck does that.

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Posted 22 August 2016 at 08:42 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Obviously you don't get how fetch,Dual lands work, or there would be no complaints about running a 3rd color. Playtesting has PROVEN that. ONLY about 1 time out of every about 6 to 17 games is there a problem with paying the double red of Molten Rain, or the double black of Befoul. The reason why that is, is because of the 4 Wooded Foothills, and 3 Bloodstained Mire that FETCH Either a 3 OF STOMPING GROUND, which is green or red mana, or a BLOOD CRYPT, red, black mana, or a OVERGROWN TOMB, black, green mana.

And there is the Birds of Paradise that produce any color. And so between the 7 dual lands, an or FETCHING the dual lands with 7 FETCH Lands, and the 4 Birds. there is no problem getting the mana needed.

And on the extreme rare times there is, can MULLIGAN, or Draw put of the problem quickly.

As far as the nonbasic land hate, that's why there is 1 basic land in deck, and why the Birds. At most early game, opponents might probably get 1 ghost quarters, which they destroy nonbasic, and I go fetch my 1 basic land. They are unlikely to do that more then 1 time early game, odds, statistically wise.

Once I start destroying their land turn 1, turn 2, turn 3, they are not going to have the ability to destroy my nonbasic lands. And by the time they get their 2nd Ghost quarters or tectonic edge, I will have about 3 to 6 nonbasic lands out, with a Bird in play, Spirit Guide in hand. So by at that point, let them destroy 1,2 of my nonbasic land, with Ghost Quarter, Tectonic Edge, etc, because I will still have 3 to 5 mana to keep on destroying their land, or killing their creatures, destroying their stuff.

So their is nothing seriously wrong with mana base. Can it be improved, maybe, maybe not, probably, could be, etc.

But even if there were to be a serious problem with Mana Base, which there isnt, it's easily fixable, and criticizing a deck over either a ok mana base, or a mana base that can easily be tweaked into being fixed, is stupid.

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Posted 22 August 2016 at 08:29 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Yeah, but only like using the deck in competitive tournament play, against super EXPENSIVE deck, and or against, dick, jerk, players. I don't like to be a dick, play with a dick deck, like a Land Destruction deck, unless I have to, in order to Level the playing field, against the best decks.

Also since you think the deck is interesting, would you please + 1, like the deck, if you think it's worthy of that. Thanks if you do that.

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Posted 20 August 2016 at 08:07 in reply to #588192 on BEST Tyrn 1.5 Kill Land Dek??

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Found a way to to split the 2,3 stone rain slots into 4 Boom, 3 Molten Rain, 2 Stone Rain, and 3 Wrecking Ball, and 2 BEFOUL.

Added the 2 Befoul. Befoul gives you the choice of either destroying a land, or a non black creature. If you choose to destroy a non black creature, it can't be regenerated. Befoul is a 4 cmc, 2 generic, 2 black to cast.

earlier I asked if anybody knew of a 3,4 cmc card, that destroyed both a land or creature, without a bad thing like giving a foe a 3/3 Like Beast Within, that wasn't wrecking Ball, because Ball already in deck. Well Befoul is that kind of card that answers that question, that destroys a creature or a land without a bad thing, like a 3/3, like Beast Within.

After making the change and playtesting about 17 sample hand games, the only having 3 Molten Rain, 2 Stone Rain, instead of 3 Molten, 3 Stone, still destroyed land consistently by turns 1,2,3, while adding that 1 more creature removal card, for 10 of them instead of 9, in 3 Wrecking Ball, 2 BEFOUL, 3 Slime, 2 Incendiary Command, as 10 creature removal cards, that also destroy land, instead of 9 of them.

The Changes still makes the deck run, play smoothly, consistently, destroying land by turns 1,2,3, and dealing with creatures, if they come out

So the changes have made the deck better then it already was, is.

To quote a civil war movie: "Nothing is going to live on their field, not even a chicken, will live on their field" So everything on opponents field, whether land, creature, planeswalker, artifact, enchantment, land,permanents, etc, is going to be destroyed, nothing will live on their field, not even a 0/1 chicken token.

Awfully hard for your opponent to win, when can't get, keep land in play, gets land destroyed, can't get, keep creatures, permanents in play, and gets them destroyed.

Such a sick, effective, consistent, amazing, incredible deck.

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Posted 19 August 2016 at 12:24 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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Ok, again, just when think deck can't get any better, it did get even better.

Why, How?:

Since Mimic Vat helps protect almost any, all creatures from removal, because removal triggers Vat, and since Full Moon's Rise Regeneration only applies to werewolves, and not wolves, humans like Silverheart, immerwolf, Eternal Witness, and only applies to flipped werewolves, then it ok to turn the 2 Full Moon's Rise into 1 Conjurer's Closet, to go along with 2 Vat for 3 bouncers, flicker's, and to put Domri Rade back in for card, creature, scry like advantage, removal by making big creature fight a creature, and ultimate haste, doublestrike, hexproof, trample, to all creatures.

So why 2 Mimic Vat, 1 Closet, instead of 3 Vat, or 3 Closet, or 2 Closet, 1 Vat?:

If run as true 3 of, then get 2 of same thing dead, redundant draw, when don't need that early game, in opening hand. Having 2 of 1, and 1 of the other helps make sure that both don't get stuck with 2 of 1 early, while because 2 of 1 , 1 of other is similar, then it's like a 3 of instead of a 2 of, and a little more likely to come out late early game, to early mid game, to late mid game, to early late games, when creatures come out, after out, when combo, work together.

Also Conjurer's Closet is 5 cmc, so don't want 2,3 of closet. But do want 1 for reason named above, and:

Closet can do something that Vat can not do: 1. When Closet flickers, triggering ETB (Enter Battlefield) effects of Huntmaster, Ulrich, they can trigger ETB, and can FLIP. Vat can put a token copy of Huntmaster, Ulrich out, triggering ETB, but the Token can NOT flip.

So why not 2,3 closet aside from 5 cmc, already mentioned stuff?:

Vat can do what Closet can't: Make copies of any creature, including foe creatures, help with protection from removal. Closet can NOT do that.

Also both Vat, Closet, are part of different combos. Like if someone tries to steal a creature from me, I can kill that creature, kill Eternal Witness, trigger Vat, put out Witness token, then get creature back, then get Brimstone Volley back

With Closet, if Bandit is in play, flipped. Then you cast Closet. Then cast Ulrich. Ulrich give +4 bonus to creature, then flips, likely kills a creature,, because of flipped bandit, then at end step bounces, gives another +4 Bonus, don't know what would do with that Bonus since can't attack, goes away at end step, and flips again for the 2nd time in 1 turn, to kill a 2nd creature in same turn, because if flipped Bandit, Closet. So Bandit, Closet, Ulrich, is a very powerful combo.

Also can do the same kind of thing with Huntmaster. Huntmaster comes into play, produces 1 2/2 wolf token, gains 2 life, then flips because of flipped bandit, does 2 damage to foe player, and 1 of their creatures, then at end step of same turn , bounces, producing another 2/2 wolf token, 2 more life, then flips again dealing another 2 damage to both foe player, and 1 of their creatures.

And Closet can do that every turn. And Closet can flip a werewolf like Huntmaster, Ulrich back, even when Immerwolf is out.

But as good as Both Closet, Vat is, they are about equal, neither being being better then the other, and are both needed, wanted in deck, but not room for 2 of each, and Closet is 5 cmc, so play testing has shown that 2 Mimic Vat, and 1 Closet is better.

Could take out Domri Rade for 1 more Closet, but then would get too many Vat, Closet during game, and 6, 5 cmc cards in 2 Ulrich, 2 Silverheart, 2 Closet, instead of 2 Ulrich, 2 Silverheart, 1 Closet for 5, 5 cmc cards, would be too many 5 cmc cards in this deck.

And Domri Rade is so good.

So all of the above reasons, Playtesting has shown that 2 Vats, 1 Closet is better.

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Posted 18 August 2016 at 00:25 as a comment on BEST TYR 1.5 TURN 1 WOLF DECK?

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