Asturonethorius

7 Decks, 279 Comments, 8 Reputation

After playtesting sample hands, 3 Exarch, 3 Charmbreaker came out too often, and when tried to split difference by running 2 Liquimetal, the 2 of them didn't come out enough.

So after tweaking, playtesting sample hands, that going with 3 liquimetal, 4 wrecking Ball, 3 Wreak havoc, 4 Molten Rain, 3 Stone Rain, 4 Slime, 3 Exarch, 2 Charmbreaker, worked well consistently.

Almost alway got 1 of 5, 3 Exarch, 2 Charmbreaker out per game on average.

When liquimetal came out, 7 of, in 3 Wreak havoc, 4 Acidic Slime worked with liquimetal.

And on the uncommon times liquimetal didn't come out, or didn't have Wreak havoc, Slime work with it, the 4 wrecking balls came out.

So almost always had either wrecking ball, an or liquimetal, an or wreak havoc, Acidic slime, and or Exarch, Charmbreaker come out consistently each sample hand game.

And with 7 3 cmc land destruction, and 7 4 cmc land destruction, I still consistently destroyed land on, by turn 2.

So the deck runs more smoothly, consistently now.

About the only problem still left, is drawing, getting 2 liquimetal coatings.

But I guess not all problems like that can be solved, because if run 2 of them they don't come out, and if don't run them at all, then the wrecking balls, Acidic Slimes, don't always come out, and when if that happens, don't have an answer, UNLESS Liquimetal Coatings Is In The deck, And Comes out, When If That happens.

So to make sure that have answers, Liquimetal Coatings need to stay in as a 3 of, even if it means that draw, get 2 of them once in a while.

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Posted 06 August 2016 at 22:18 in reply to #587168 on BEST Tyrn 1.5 Kill Land Dek??

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I'm going to temporarily make the change, unmade the change, back and forth to playtest same hands, on the sample hand thing, to see which way is the most consistent.

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Posted 06 August 2016 at 20:36 in reply to #587168 on BEST Tyrn 1.5 Kill Land Dek??

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Got a question, want some opinion, advice, suggestions, comments, etc, about Liquimetal Coating, and a possible change.

To preface this: The reason why Liquimetal in deck is to help destroy creatures, planeswalkers, etc, in case Wrecking Ball as a 3 of does not come out, and in case 4 of Acidic Slime does not come out, and in case 2 of Brutalizer Exarch, and 2 of Charmbreaker doesn't come out.

Now something I have been noticing is that I have been drawing liquimetal coating, when already have 1 out, in play, an or 1 in hand, or already drew 1, and drew another 1, making a semi dead draw, when I would rather have a land destruction card, etc.

Another thing I noticed is that 2 of Brutalizer Exarch, and 2 of Charmbreaker was taking way to long to come out at times.

So IF we're to cut the 3 Liquimetal Coatings, then use the 3 slots to add 1 more wrecking ball, to go to 4 wrecking ball, giving me 4 creature destroyers, and add 1 more Brutalizer Exarch to go to 3 Exarchs, to better destroy any non creature permanent, including land, and to better search for, get Acidic slime, Charmbreaker, and to have another 3/3 blocker, and to have 3 more land destruction cards to go from 21 (24 if count 3 mirrorpools), to 24 (27, if count mirrorpools), land destruction cards.

And to add 1 more Charmbreaker to go to 3 charmbreakers, to get win con out sooner, better able to reuse land destruction, wrecking ball from graveyard sooner, so that able to not run out of creature, land destruction steam.

I think that might make deck run better.

The only problems I see is with 6, 6 cmc creatures, in 3 of Exarch, and 3 of Charmbreaker, is getting 2,3,4 of the 6 of them to come out, be drawn too early as semi almost dead,redundant, cards.

And what if no draw 1 of the 4 of Wrecking ball, an or no draw 1 of the 3 of's Exarch, Charmbreaker?

I guess I am wondering which way runs the most consistent, smoothest, with the least downsides, semi dead,redundant card draws, that come out, whether that's running 3 Liquimetal Coatings, or cutting the coatings for extra wrecking ball, exarch, charmbreaker?

So what do ya all think? Which way is better, and why?

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Posted 06 August 2016 at 20:28 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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That's the beauty of having 3,4 mana available turns 2,3,4 to be able to remove a artifact, creature, land, with cards like 3,4 of, 4 cmc Wrecking Ball, 4 of, 4 cmc, Wreak Havoc, on turns 2,3,4.

If could not do that, then would need 3,4 creature removal cards, and run less land destruction, which would make land destruction less consistent, run out if steam.

Liquimetal Coatings is in deck, for those semi rare, uncommon times when not have a wrecking ball, Acidic Slime in hand, out, so that you can turn a creature, planeswalker into a artifact, and then use 1 of 4 of Wreak Havoc, or 1 of 4 of Acidic Slime as artifact destroyers, to destroy the artifacted creature, planewalker, artifacted by Liquimetal Metal Coating.

With Liquimetal Coating, one has 24 ways to deal with creatures, planewalkers. 4 Slime(combine with liquimetal, 4 Wreak Havoc(combine with Liquimetal), 3,4 wrecking Ball, 3 Mirrorpool (copies Slime, Havoc, Wrecking Ball), 2 Charmbreakers (reuses wrecking ball, wreak Havoc, from graveyard), 2 Brutalizer Exarch (searches for Charmbreaker, Acidic Slime), 3 Liquimetal Coatings(combines with Slime, Havoc, to destroy creatures, planeswalkers), 3 Mimic Vats ( copies, puts out a Acidic Slime token once a turn)

Basically with Liquimetal Metal coatings in deck, only about 2 to 4% of the time won't be able to deal with creatures.

Whereas without Liquimetal Coating in deck, then about 12.5 to 25% of the time at most, might not be able to deal with creatures.

Now IF running Liquimetal Coating made it so that land destruction came out less consistently, then wouldn't run it.

In fact that's what the problem with it in the past. In the past, Liquimetal Coatings, took birds, elves, spirit guides, ancient grude, crush, to many pieces to make it work consistently, and got STUCK with semi dead cards in ancient grudge, crush, with no way to deal with anything but artifacts, if Liquimetal Coatings didn't come out.

But that was back then, before used Wreak Havoc, when only ran 3 Acidic Slime, maybe 2,3 wreak havoc.

A lot of us never thought of just using 4 of Acidic Slime, 4 of Wreak havoc, as 8 land, artifact destruction cards, to combo with 3 of liquimetal coatings to destroy creatures, planeswalkers, etc, if get combo out, and still be ok if not get combo out, because not get stuck with semi dead artifact destruction cards, because Slime, Wreak Havoc can destroy land, without Liquimetal Coatings coming out.

A lot of us didn't think about that, didn't think of running 3 Liquimetal coatings, 4 Acidic Slime, 4 Wreak Havoc, as a combo, without ancient grudge, crush.

I know I didn't think of that, until my deck here, now.

So running 3 Liquimetal coating, 4 Wreak havoc, 4 Acidic Slime in the deck doesn't mess with land destruction, and helps the deck not only destroy land, but destroy creatures, planeswalkers, artifacts, enchantments, land.

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Posted 06 August 2016 at 19:11 in reply to #587076 on BEST Tyrn 1.5 Kill Land Dek??

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I prefer 60 cards, 23 lands, as less mulliganning, easier to cast 5 cmc Acidic Slime, and 6 cmc's Brutalizer Exarch, Charmbreaker Devils, earlier, with 23 lands, vs only 22 lands. That said 22 lands works, as long as willing to Mulligan more.

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Posted 06 August 2016 at 07:42 in reply to #587106 on BEST Tyrn 1.5 Kill Land Dek??

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Ok so the deck is pretty much done. Open to making very slight tweaks, changes, but not interested in making lots of wholesale, lots of changes.

Open to, welcome, appreciate comments, suggestions, likes, +1's, feedback, constructive crticism, etc, if any of you want to do that.

Deck can be run either as 60 cards, 23 lands, 3 Wrecking Ball, or 60 cards, 22 lands, 4 wrecking ball. If want to run 22 land, +1 Wrecking ball, can cut 1 Copperline Gorge land out of the 2 Copperline Gorges in deck.

If want to run 23 land, 60 cards, add +1 Copperline Gorge to the 22 lands, cut -1 Wrecking ball to get deck to 60 cards, 23 lands.

Deck needs to stay at 60 cards to draw the best to destroy land on, by turn 2 consistently

Since deck is pretty much done, going to proxy up the deck, play test it. If that goes well I will spend the next 2 to 6 months, buying the cards, trading for the cards to make this deck, at the midrange price.

Anybody who wants to can please play test, play this deck in tournaments, and report results here, if want to do that, it would be greatly appreciated, so thanks if do that.

Thanks for the comments, suggestions, likes, +1's, etc

Please like, + 1 the deck, if you like the deck, or even if you dislike the deck, because it's land destruction, If you think it's a well built, effective, competitive, etc, deck, then please like the deck, if you like it, want to do that. It's greatly appreciated, and the previous version of my deck, that I posted on other sites, before tweaking, retooling, improving my deck, and posting it here, got about 39 likes, +1's at other magic the gathering sites like this site. So because of that this deck deserves at least 6 to 11 likes, at the very extreme least. So because of that please like the deck, if you like it, think it's a ok, nice, good, great, etc, deck, game mechanically speaking, if you hate land destruction, and please like it if you like land destruction, like deck, if you want to do that. Thanks for the likes, comments, advice, etc.

Thanks

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Posted 06 August 2016 at 07:32 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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So deck is running awesomely, everything getting out in the sample hands that have been done on the sample hand thing here

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Posted 06 August 2016 at 07:00 in reply to #587106 on BEST Tyrn 1.5 Kill Land Dek??

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Reason cut Roiling terrain, is that need to be 60 cards, so that deck land destroys on turns 2 to 20 consistently, and needed 4 Molten Rain, and 4 Stone Rain, instead of 3 of each, in order to destroy land on, by turn 2 consistently. Also Roiling terrain, was only doing 1 point of damage per land in foe graveyard. That means on average, in a 10 turn game, Roiling Terrain only does about 4 to 7 damage by turn 10. Also 4 Molten Terrain can do 2 damage per nonbasic land of foe destroyed, and can be copied by mirrorpool, and be returned to hand from graveyard, by Charmbreaker, so because of that, 4 Molten Rain, in deck, can still do a lot of damage to a foe with a lot of nonbasic lands, by turn 10.

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Posted 06 August 2016 at 06:58 in reply to #587106 on BEST Tyrn 1.5 Kill Land Dek??

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Ok, cut, replaced, turned the 2,3 Roiling Terrain into 1 more Molten Rain, to go to 4 Molten Rain's, and 1 more Stone Rain to go to 4 Stone Rain, cut 1 land, went to 60 cards, 23 land.

In play testing 200 sample hands on the sample hand thing here, the deck destroyed a land on turn 2, 148 times out of 200, 74% of the time, about 3 out of 4 games. So that's pretty consistent on destroying lands on, by turn 2.

Now going to sample hand test to see how often Liquid Metal Coating, Wreak Havoc, Wrecking ball, Acidic Slime come out, to deal with the rare times a creature comes out for foe.

Also going to sample hand test to see if 21 land destruction cards enough, doesn't run out of land destruction steam, or if need to put in 1 Wrecking Ball to go to 4 wrecking ball, 61 cards, 23 land, 22 land destruction cards

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Posted 06 August 2016 at 05:52 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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There you go Arka's, 1 Goyf problem, fixed.

That would be so fun to destroy a $200 creature card, lol, to go along with destroying $100 planewalkers, and destroying $50 artifacts, destroying $33 enchantments, and destroying $75 to $150 lands. Ahhh the nice sound of rediculously EXPENSIVE cards going to the graveyard.

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Posted 05 August 2016 at 22:08 in reply to #587076 on BEST Tyrn 1.5 Kill Land Dek??

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After Arkas's comment, question about how to deal with Tarmagoyf, it got me to thinking about possible ways to deal with creature threats like that without messing up land destruction. That got me to thinking about Dedward's comment about Liquimetal Coatings.

And then it hit me. In the past, inconsistency problems with Liquimetal Coatings, caused me to think that Liquid Metal Coatings was inconsistent. There was just too many pieces required, like birds, spirit guides, mox opals, memnites, infernal plunges, Crush's (artifact destruct ), ancient grudges)artifact destruct), to have liqui metal coatings consistently come out early, destroy lands, by turning them into artifacts.

The problem was got stuck with Crushes, ancient grudges in hand, an or drawing them, when had no liquid metal coating to turn land into artifacts. Because of that Crush, ancient grudges were semi dead cards, and couldn't draw non artifact based land destruction cards to destroy land consistently, when Liquid Metal coatings didn't come out.

So it hit me, that I had been trying to implement Liquid Metal Coatings the wrong way back then.
Back then I was focused on making standard, Modern formats land destruction decks, with Liquid Metal Coating that didn't have Wreak Havoc.

So it hit me, that I could run 4 Wreak Havoc, and 4 Acidic Slime, where both those cards destroy Artifacts, and Land. The reason why that's important, is that if Liquid Metal Coating does not come out, then Wreak Havoc, and Acidic Slime are not dead cards, as can use them to destroy land, without liquid Metal Coatings, in case it doesn't come out.

So what running 4 Wreak Havoc, 4 Acidic Slime, 3 Liquid Metal Coatings, does, is that can either get out Liquid Metal coatings, and 1 to 4 of 8, 4 Havocs, 4 Slimes, out, in order to destroy any permanents, whether creatures, artifacts, enchantments, planeswalkers, land, etc.

Or can get out 3 Wrecking Balls to deal with creatures

Or can get out 4 Acidic Slime to deal with creatures

And can combo mimic vat, liquid Metal coating, Slime, and then destroy slime, to pay 3 colorless mana per turn to destroy any permanent once a turn, whether creature, artifact, enchantment, planeswalker, land, etc.

And if Liquid Metal Coating does not come out, then have 23 land destruction cards that can still destroy land, and still have 3 Wrecking balls, and 4 slime, 7 ways to deal with creatures, and can still get Charmbreaker out to reuse wrecking ball from graveyard to hand, where can cast it into play again.

And the 4 birds, 4 Spirit Guides can ramp the Acidic Slimes into play turn 3, 4. And can Wrecking ball, an or liqui Metal Coating, Havoc, Slime to kill Slime, so that can pay 3 mana, tap Vat, put out Slime token combo.

So don't need Avalanche Riders as a 4 cmc creature drop, because can ramp Slime, and because have 4 cmc land destruction cards.

And don't need Avalanche Riders in order to not pay it's echo cost, have it go to graveyard to trigger mimic vat, because only had 3 Wrecking Ball, to send Slime to graveyard to trigger mimic vat, because now have lots of ways to send Slime to graveyard to trigger Mimic Vat.

This is probably the best, only way, to make Liquid Metal Coating work, come out consistently, while having deck still work consistently destroy land consistently without liqui Metal Coating coming out.

I know me, others have tried to make Liquid Metal Coating come out,work, destroy lands, creatures, permanents, consistently, while land destruction deck destroy lands, creatures, consistently turns 1 to 20, without liqui Metal Coating coming out, and have failed in the past trying to do that.

This us the first time I, or anyone else I know of, has made a Liquid Metal Coating Land destruction deck that works consistently from turns 1,2,3 to turn 20, consistently destroying land, creatures, permanents, planeswalkers, artifacts, enchantments, etc.

Really appreciate the comments, from you guys, that cause me to think, find, create a way to fix things, find solutions, fit stuff in, make stuff work, etc.

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Posted 05 August 2016 at 21:37 as a comment on BEST Tyrn 1.5 Kill Land Dek??

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If they are playing blue, black, or Blue, white, or blue, black, white, or blue, black, green, or blue, white, green, etc, control decks:

Destroy their land, they probably won't be able to counterspell, because most modern legal counterspells, are 2,3 cmc, which they probably won't have the 2,3 lands for.

Also destroy their blue, black mana lands first, as they can't counterspell, remove without blue, black mana. Let them have 1,2 white mana lands, as long as get rid of blue, black lands first, and as long as have no more then 1,2 of any, all lands, and only have 1,2 lands period.

Control will likely succeed in countering 1, maybe 2 spells over course of whole game. Control will probable destroy, bounce, remove 1, maybe 2 creatures during course of game. With 1 cmc Vapor Snags, and might get snapcaster into play 1, maybe 2 times.

But eventually land destruction will win, because control won't have the mana, land, to get out their big fatty, win con, and eventually land destruction will have the mana, and not get its stuff countered, removed, and so because of that land destruction will win eventually against pure non creature heavy control decks, that don't blitz.

The only control decks that are, can be a problem, are blue, black, white, blue, black, green, low cmc cards, creatures, etc, control, blitz combined decks, where they can get creatures out for 1,2 mana, and remove my creatures, and counterspell my stuff, and get a HORDE of 1/1, 2/2, 3/3, 1,2 cmc creatures out, all at almost the same time, combined, that can win by turns 3 to 6

Those kind of decks can be sideboarded, Metaboarded for.

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Posted 05 August 2016 at 16:36 in reply to #586963 on BEST Tyrn 1.5 Kill Land Dek??

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If they are playing Jund Midrange, control, then can sideboard, Metaboard in Spell Burst, Leyline of Lifeforce, Autumn's Veil. Also with no lands it's hard to counterspell land destruction cards, unless they are playing a legacy, vintage deck, because only force of wills, mental mistep or a 2 Cmc counterspell can stop cards in land destruction deck, and can't do so without islands, blue mana producing lands that will get destroyed.

So blue, black, red mana lands always get destroyed first to prevent counterspelling, removal, burn. They can have 1, 2 Green mana, unless they have Goyf.

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Posted 05 August 2016 at 16:11 in reply to #586963 on BEST Tyrn 1.5 Kill Land Dek??

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As far as Jund, they are not likely to get creatures out, because of land destruction. And can remove creatures with wrecking Ball, Acidic Slime, just like with Goyf. And if they are playing Jund Storm, blitz, win on, by turn 3,4, then can sideboard, Metaboard Blasphemous Act, Damnation, other board wipers, creature removal.

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Posted 05 August 2016 at 16:00 in reply to #586963 on BEST Tyrn 1.5 Kill Land Dek??

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Also can sideboard, METABOARD in Blasphemous Act, More Removal, Spell Burst(counterspells), to deal with Goyf, goblin, tempered steel, horde, token, blitz, storm, win by turn 3,4 decks.

What Metaboard is: Its like a sideboard, except that instead of sideboarding in stuff in, out between games, in matches in tournaments, you sideboard, Metaboard stuff in and out of your deck between tournaments, based on META of tournaments.

So if Goyf, or any certain problematic card starts getting played a lot in tournaments, then can sideboard, Metaboard stuff in, out of deck, before you play the deck in the next tournament.

That's why it's good to have a 15 card METABOARD, in addition to your 15 card Sideboard for a tournament deck, in order to deal with stuff between games, tournaments

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Posted 05 August 2016 at 15:52 in reply to #586963 on BEST Tyrn 1.5 Kill Land Dek??

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Also that's why Wrecking Ball is a key card in the deck, as both a land, creature remover, so that's why the suggestion to replace wrecking ball with Volcanic Upheaval, that only destroys land, not creatures, like Wrecking ball does both, was not a good suggestion, but still an appreciated comment, suggestion.

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Posted 05 August 2016 at 15:30 in reply to #586963 on BEST Tyrn 1.5 Kill Land Dek??

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I don't think I was selling it to you. You said people may not like land destruction, because it's a dick deck(not your words, but what you meant, implied). So because of that I said that land destruction was, is a way to equal playing field against PRO $1500 decks, and that I don't play Land Destruction in casual play, unless someone is being a dick.

About Goyf:

1. they are only going to get 2 cmc Goyf out if they get perfect draw, combined with IF don't destroy a land until turn 3, an they have 2 lands before start land destroying, or IF land destruction stalls out mid, late game.

2. Though Goyf is awesome, he is overrated. Tho it starts as a 2/2 for 2 mana that gets bigger as more types of cards hit graveyard, it can be removed like any other creature.

3. Goyf IF dropped turn 1,2 is only going to be a 2/2, 3/3. Since only lands, instants, sorceries go graveyard, then Goyf only become 4/4, 5/5 at biggest. It will take 2 to 4 turns to do that, to go from 2/2 to 4/4, 5/5.

4. Can afford to be hit 3 to 6 times by Goyf before dead.

5. I have 3 Wreaking Balls (4 cmc, that destroy any creature, unless indestructible, hexproof, or destroy land), 2 Deathtouch Acidic Slimes.

6. I can mimic Vat Acidic Slime to always be able to block, kill Goyf or any other creature.

7. Can use Brutalizer Exarch to search library for a Acidic Slime to block kill Goyf, creature

8. Can use Charmbreaker Devils to get Wrecking Ball back from graveyard over and over each turn to destroy more creatures.

9. With 3 Wrecking Balls, 2 Acidic Slime, as 5 cards that deal with Goyf, creatures, it's very likely I will draw 1 of them anywhere between opening hand to late mid game to early late game.

10. IF, IF don't destroy land until turn 3, IF IF foe gets 2 land out, IF IF foe gets perfect draw, gets Goyf out turn 1,2, IF IF can't draw Wrecking Ball, Acidic Slime, then good game, game lost, onto next game. That's a lot of IF's. So that's only likely to happen 2 to 4% of the time, unless get unlucky a lot.

11. Goyf not likely to hit board, because destroy all foes land, and if it does hit board, Charmbreaker, or Acidic Slime, or Brutalizer Exarch, or Wrecking Ball will get out, already be out, deal with Goyf, any other creature

12. Can chump block Goyf with birds, spirit guides, Avalanche Riders, Brutalizer Exarch to buy turns, to get Charmbreaker, Exarch, Slime, Wrecking Ball.

So what normally do if Goyf, any other creature gets out is ignore it, destroy all their land first, so they don't get out any more creatures, chump block, or let creature hit for 2 to 5 damage. Then after destroy foes lands, then remove creature. Yeah might take 6 to 13 damage, but all their land gone, or all gone but 1 land, and their creature removed, and no way to put out another creature threat. And by the time, IF they get out 2,3 lands, another creature threat, game is practically over for them as they have probably taken 6 to 13 damage, have Slime, Exarch, Avalanche Riders, Spirit Guide, Charmbreaker Devils,1,2 birds, 4 to 6 land out can cast everything anything in my deck, that is already in hand, in graveyard, or that draw.

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Posted 05 August 2016 at 15:18 in reply to #586963 on BEST Tyrn 1.5 Kill Land Dek??

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As a Modern Format Tournament deck, it's a awesome deck, as you can build it for $63 to $127 in 3 to 5 months on a budget, and destroy all those Modern Format PRO, $2000 Grand Prix, PTQ decks. Unfortunately in Magic the gathering, the only way normal players have to combat all those PRO $1500 decks, equal the playing field, is with ROGUE, dick decks, like Land destruction, Mill, discard, Control, Infect, Werewolf, etc

In a casual, kitchen table game I would never play this deck, unless somebody was being a dick, playing a dick deck, playtesting it with a friend who didn't mind, etc.

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Posted 05 August 2016 at 06:27 in reply to #586963 on BEST Tyrn 1.5 Kill Land Dek??

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Ok, did 50 sample hands on the sample hand thing here, and 38 out of 50 sample hands (76%), either Mayor, Bandit, Immerwolf, Huntmaster, and even a 5 cmc 1 time, dropped on turn 2 38 out of 50 sample hands (76% of the time)

So according to that, that's consistent, and so because if that, 63 cards, 24 lands works pretty awesomely.

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Posted 04 August 2016 at 20:44 in reply to #586975 on BEST TYR 1.5 TURN 1 WOLF DECK?

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Sample hand playtesting showed that with only 2 Mayors, that wasn't getting a consistent turn 1, 2 drop, because when a mana creature didn't come out, 2 Mayor's wasn't enough Mayor's to have a Mayor drop on turn 2, when mana creatures didn't get out. Only 3 Mayor's was enough.

And with only 2 Brimstone Volleys, instead of 3 Brimstone Volley, 2 Brimstone Volley wasn't enough to help remove creature threats, do damage to foe, have something to do during FOE'S turn, when pass turn flip werewolves, without using moonmist.

So the ONLY way to have both enough, needed 3 Mayor, 3 Brimstone Volley, without cutting something else needed, which can't afford to do, then MUST go to 63 cards, 24 lands, and a better 38.09% land, mana ratio.

Playtested that, with the sample hand thing, and it worked fine because have 3 Birds, and 3 Simian Spirit Guides, as 6 mana creatures, that enough mana creatures, still get a mana creature out to ramp stuff on turns 1,2,3.

I know that 63 cards, 24 lands, is unconventional, but it still works awesomely, and stuff still comes out consistently

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Posted 04 August 2016 at 19:59 in reply to #586975 on BEST TYR 1.5 TURN 1 WOLF DECK?

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