BEST Tyrn 1.5 Kill Land Dek??

by Asturonethorius on 01 August 2016

Main Deck (63 cards)

Sideboard (15 cards)


Sorceries (3)


Artifacts (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This same deck of mine, hit 20+1's, likes, 3000 views!, and is in about 4,5 folders !,of other players, at TO site, another MTG site!

Thanks everyone for liking, +1 the deck, making it hit the hot page. Please like, +1 the deck, when,if like the deck, an or even if don't like the deck, because it is a land destruction deck, then please like, +1 the deck, when, if think the deck is a nice, ok, solid, etc, build, when, if want. Also please comment on, about deck. Thanks for comments, likes, +1's. And thanks for any likes, +1's, comments, in the future. Thanks. Mike
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**INTRODUCTION**:
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Maybe 1 of the best, if not Maybe 1 of the best, if not Maybe the best, PURE, 100%, DEDICATED, FOCUSED, Somewhere BETWEEN TIER 1.5 to Tier 2, TURN 1, 1.5, 2, MODERN FORMAT, LAND DESTRUCTION DECK???

THAT'S A BOLD CLAIM, QUESTION. Here is a logical DECK BREAKDOWN, DECK DESCRIPTION PRIMER, below here, that logically explain why make the BOLD CLAIM, QUESTION, above, and in Deck name, why the deck is maybe, probably 1 of the best Land Destruction Decks, when compared to 75% to 93% of the Land Destruction decks posted here, TO, TCG, MTG Salvation, etc, other sites.

I have looked at compared this deck with about 55% of the decks, here, and at the other sites. The biggest reasons why this deck better then those other decks, is that those other decks dont destroy land until turns 3,4,5, and dont deal with creatures, and dont have a good enough sideboard to shore up weakness, like this deck does.

This deck somewhere between consistently to semi consistently about 77.5% to 89% of the time destroys lands on turns 1,2, turn 3 worst case on extremely rare occasions, and if Mulligan, your almost guaranteed to start destroying lands on turn 1,2, about 89% to 99% of the time. The deck also deals with creatures.

Turn 1, drop a land, tap land for mana, remove 2 spirit guides from hand, for 2 red mana, play either [[Stone Rain]], or [[Boom/Bust]], on turn 1, destroy land

Turn 2, drop either [[Darksteel Citadel]], and [[Boom/Bust]], or if dropped a [[Birds ofParadise]], on turn 1, then [[Stone Rain]], or [[Simian Spirit Guides]] + [[Stone Rain]], destroy land.

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Posted a variant version of my deck in past. Got 29 +1's, at TO site. This a Revamp of that deck, that did not have [[Primal Command]] , [[Incendiary Command]], [[Wrecking Ball]], [[Simian Spirit Guide]], [[Boom/Bust]]

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Goal, purpose of deck, is to Level playing field, semi compete vs, send EXPENSIVE cards to graveyard, of EXPENSIVE $1350, MODERN FORMAT, Semi Pro, Semi Amateur, Semi Competitive, Tournament, Semi Tournament, ETC, Tier 1.5, Tier 2 decks. The deck, sideboard, should put up a tough fight, be a darkhorse, rogue deck, win about 49.9% of its games, etc

The goal is to start destroying, removing opponents land on turns 1,2,3. Continue do that until Charmbreaker, Hoard Smelter Dragon hits field, swing 1,2,3 times for game, while dealing with the extremely rare creature, planeswalker, etc, threats.

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**DECK BREAKDOWN**

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69 CARDS, 26 LANDS A 37.7%(.376(26÷ 69) LAND MANA RATIO, 5, 4 of's, 3, 3 of's, 7, 2 of's, .

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** CARD CATEGORIES **

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* LAND DESTRUCTION * : 27

* NON [[LIQUIMETAL COATINGS]] LAND DESTRUCTION * : 22

* [[LIQUIMETAL COATINGS]] LAND DESTRUCTION * : 11
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* 3[[Wrecking Ball]]

* 3 [[Acidic Slime]]

* 2 [[Brutalizer Exarch]]

* 4 [[Boom/Bust]]

* 4 [[Stone Rain]]

* 2 [[Incendiary Command]]

Not only destroys a land, but draws cards to find, get more land destruction cards.

* 2 [[Primal Command]]

Not only puts a land on top of library, but also fetches [[Acidic Slime]], [[Brutalizer Exarch]], to hand, to then cast into play to destroy a land

* 2 [[Wreak Havoc]]

* 4 [[Oxidizer]]

* 2 [[Hoard-Smelter Dragon]]
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*CREATURE REMOVAL*: 16

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* 3 [[Wrecking Ball]]

* 3 [[Acidic Slime]]

* 2 [[Wreak Havoc]]

* 2 [[Incendiary Command]]

* 2 [[Hoard-Smelter Dragon]]

* 4 [[Oxidize]]

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*RAMP*: 7

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* 4 [[Birds of Paradise]]

* 3 [[Simian Spirit Guide]]

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*COPYING*: 4

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* 2 [[Mirrorpool]]

* 2 [[Mimic Vat]]

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*SEARCH,TUTOR*:4

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* 2 [[Brutalizer Exarch]]

* 2 [[Primal Command]]

Searches for creatures
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*GRAVEYARD RECURSION*: 4

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* 2 [[Charmbreaker Devils]]

* 2 [[Primal Command]]
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*BURN*: 2
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* 2 [[Incendiary Command]]
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*BOUNCING, FLICKERING, PUT CREATURE TOKENS THAT TRIGGER ENTER PLAY EFFECTS*: 2
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2 [[Mimic Vat]]

Makes token copies of Acidic Slime, Brutalizer Exarch to destroy land, search for creatures.

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*CARD DRAW*: 2

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2 [[Incendiary Command]]

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*LIFE GAIN*: 2

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2 [[Primal Command]]

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**STRATEGY**:
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Deck wins by destroying land about 83% of time by, on turn 2, turn 3 at latest about 93% chance, and only about 3% to 7% of the time turn 4 at latest. And about a 5 to 10% chance of destroying a land on turn 1. It continues consistently destroying land until about turn 15.Destroys land until get out either [[Brutalizer Exarch]], an or [[Charmbreaker Devils]], an or [[Hoard-Smelter Dragon]], as win con

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**SYNERGY/COMBOS**:
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Land Destruction Cards have great Synergy, Options.

You can reuse land destruction cards from graveyard. You can draw cards in mid game to get more Land destruction cards, and you can shuffle your land destruction cards back into your library. And you can destroy other threats.

Here are some combos:

* [[Charmbreaker Devils]], with land destruction cards in graveyard.

Charmbreaker will get back a land destruction card back from graveyard to hand at random.


* Charmbreaker + [[Primal Command]]

* Charmbreaker + [[Incendiary Command]]

* [[Mimic Vat]] +

[[Charmbreaker Devils]]

Let's you reuse your graveyard land destruction cards each turn

* Mimic Vat + [[Acidic Slime]]

Let's you destroy anything but planeswalkers, each turn, including land each turn

* Mimic Vat + [[Brutalizer Exarch]]

Let's you search for any creature, or remove any non creature permanent, including lands, each turn.

* [[Mirrorpool]] +
[[Charmbreaker Devils]]

let's you reuse a land destruction card from graveyard

* Mirrorpool+ Brutalizer Exarch

Let's you search for a creature

* Mirrorpool + [[Acidic Slime]]

let's you put out a creature Acidic Slime that allows you to destroy anything except creatures, planeswalkers, destroys land.

* Mirrorpool + [[Primal Command]]

Let's you search for 2 creature, or remove 2 land, or gain 14 life

* [[Mirrorpool]] +
[[Incendiary Command]]

* Mirrorpool + [[Wrecking Ball]]

Let's you destroy either 2 of foe creatures, or destroy 2 lands, or 1 creature, 1 land

Mirrorpool + any land destruction card

Destroy 2 land

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**CARD CHOICES**:
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*HEROES*:
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* [[Charmbreaker Devils]]

Charmbreaker is a win con.

So why only have 2 of them? With Land destruction, that's all that need, because of search, tutor, graveyard recursion cards, and can shuffle him back into library, with [[Primal Command]], and because no more room in deck and because don't want him early, and because with no land opponents not likely to remove him before he swings for game. Also foes will likely have used removal on other stuff, and won't be able to remove him before he wins the game. But if leave him out for lot of turns, he probably will be removed eventually.

* [[Brutalizer Exarch]]

He can search for [[Acidic Slime]], [[Goblin Dark-Dwellers]], Charmbreaker. He can destroy lands, planeswalkers, artifacts, enchantments, even indestructible stuff, because he doesn't destroy,but puts the non creature permanent on bottom of foe library, where likely will never see it again. And he is a 3/3 so he is a 3 for 1 for 6 mana, that can drop on turns 3,4,5,6.

That's awesome.

*[[Hoard-Smelter Dragon]]

Destroys Everything while getting bigger, while flying over dealing 5+ damage, when have [[Liquimetal Coatings]]
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*Semi Hero,Semi great,good cards*:

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* [[Wrecking Ball]]

Let's you destroy creature or land.

* [[Acidic Slime]]

destroys everything(when have [[Liquimetal Coatings]], except Planeswalkers,destroys land. Has Deathtouch ability to chump block destroy big non trampling creatures, and or keeps them at bay until can deal with them, get out Charmbreaker, win con, etc.

* [[Primal Command]]

Searches up important creatures, put foe land on top of his library, denies him card draw, gains life, and let's you shuffle your graveyard with land destruction cards back into your library, to reuse them, which is especially good vs mill, discard decks, and if you have a [[Incendiary Command]], to then draw cards, after you shuffled your graveyard land destruction cards into your library, in order to speed up getting, reusing land destruction cards.

* [[Incendiary Command]]

Draws you cards, yes you have to discard hand, but should not be a problem only having to discard less important cards to draw cards. Yes it helps your opponent card draw wise, but by the time you cast Command turns 4,5,6, if you started destroying land turns 1,2, your opponent will likely either not have the land, mana to cast stuff, or will have lands. And if he plays 1 land a turn, because he drew lots of cards, with card draw, then just keep on destroying his lands 1 a turn, which you likely will be able to do, what with drawing cards, and 23 ways to destroy land.

Also with this card you can board wipe speed decks, and since everybody plays with nonbasic lands these days, you can destroy a nonbasic land.

* [[Mirrorpool]]

Let's you copy creatures, land destruction spells

* [[Mimic Vat]]

Let's you put a token of [[Acidic Slime]], [[Brutalizer Exarch]], out which destroys stuff, Searches for creatures, etc.

Also Mimic Vat, acts as a deterrent for creature removal on your side, because if they remove your creatures, they trigger Vat.

Also if you kill something like a foes tarmogoyf, you can trigger vat, and put out a BIG Goyf each turn in, on your side, each turn.

Also the advantage over [[Conjurer's Closet]], is its 3 cmc, instead of 5 cmc, which is important with other 5 cmc stuff in deck, and only cost 3 mana to activate Vat. And you can copy foe creatures, so you can kill a foes big 20/20, no pump, etc, and copy, put out a 20/20 on your side each turn. Tho that's not likely to happen with land destruction, but opponent may sneak out
[[Elvish Piper]], then use piper to get out a big 20/20. Still not likely tho. But at least your covered for that with Vat.

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*Above Average,to semi good,to good,to almost semi great cards*:
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Destroys creatures or land

* [[Boom]]

Combined with mana ramp creatures like [[Birds of Paradise]], and [[Simian Spirit Guides]], [[Molten Rain]], destroy land CONSISTENTLY turns 1,2,3 at latest, turn 4 1% of time.

* Same with [[Stone Rain]], except it does not deal burn damage.

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**READING THE DECKLIST**:
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When reading the deck list, it's important to not just go by the categories, like creatures, artifacts, instants, sorceries, though it's important to go read thru those decklist categories.

It's important to read thru the Card Categories. Yes it's long, but the Card Categories section that tells how many land destruction cards have, shows how the deck is built, works, etc.

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**HOW TO BUILD,PLAY THIS DECK**:
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A LOT OF TIME, Playtesting LOTS of sample hand simulated games on the sample hand thing.

That has shown the deck works the way it is.

Making some to almost a lot of changes could make the deck either not work, or not work as well as it could.

Normally, the land base can be replaced, But this deck relies on the FETCH lands, and Dark Steel Citadel to make Boom/Bust work right.

Only the Stomping Grounds, and Overgrown Tomb, Bloodcrypt, can be replaced with 2 Mountain, 2 Forest, 2 Swamp, if on a budget.

Of Course anybody building this deck can, is free, etc, to make whatever changes they want.

It's just that if they do that the deck might probably not work as well.

That's not ego, that's just logic, perception.

Also like said a lot of time, testing sample hands, comments, suggestions, tweaks, small changes, have gone into trying to making this deck as good as possible.

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Thanks for taking time to view, read the deck, this deck description, making comments, liking, +1 ing the deck, etc.
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**SIDEBOARD**
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* 2 [[Tunnel Ignus]]

Stop foes from playing 2,3 land per turn, by doing 3 damage per land played beyond the first land played each turn, per Ignus in play. They can take 6 to 24 damage per turn, if they are playing 2, 3 land per turn. That encourages them to only play 1 land a turn, instead of 2, 3 land per turn.

* 2 [[Autumn's Veil]]

Stops blue, black, from countering your land destruction spells, and from removing your creatures, permanents, etc.

* 2 [[Surgical Extraction]]

will remove all copies of any card from the game. Good for a any card that Wreaking havoc on, against your deck. Also good for helping Autumn's Veil stop blue, black, by getting rid of all copies of any counterspell, kill spells. Also helps against graveyard decks.

* 2 [[Grafdigger's Cage]]

Stops foe from casting stuff from their graveyard.

* 2 [[Trinisphere]]

Makes foe always pay 3 mana for spells that cost less then 3 mana. This shuts down Affinity for artifact decks, and decks with a LOT of 1, and 2 cmc cards

* 2 [[Slagstorm]]

Both Anger of the Gods, and Slagstorm do the same exact thing, except that Anger exiles all killed creatures, that were killed by Anger.

And Slagstorm, can deal 3 damage to foe life total, instead of to every creature. Anger can only deal 3 damage to every creature.

Also these 2 cards are almost the same, both cost 3 cmc, so even though have 1 of each, it's still like having 2 of 1 or the other, instead of 1 of each. That why have 1 of each, because almost same, but extremely just barely by skin of teeth different.

These 2 cards, Anger, Slag, is good against fast, speedy, blitz, horde decks, that put out a LOT of 1/1 to 3/3 VERY FAST.

Only have 3 of them, because already have 2 [[Incendiary Command]] in deck, that deals 2 damage to every creature.

2 Melira Slyvok Outcast, to deal with infect.

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**WHAT NEED HELP WITH**
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Need help with:

* 1. Is there a 3 cmc card that destroys land, an or a creature, that is not a 4+ cmc card like: [[wrecking ball]], that is not [[Wild swing]], that doesn't give a 3/3 to foe like [[Beast Within]], and isn't random like Wild Swing, that doesn't make me sacrifice a permanent, like with [[Crack the earth]], etc, that can replace the 3 [[Wrecking Ball]] slots with?

If there isn't then stick with 4 Stone Rain to destroy lands by, on turns, 1,2,3.

* 2. Even though I think I have a solid sideboard, metaboard, I am open to sideboard suggestions that does what my sideboard tries to do, but better.

Other then these things I am only open to very slight tweaks, outside of what I have asked for help with here.

Thanks for any help with the things I have asked for help for.

How to Play

Maybeboard, Metaboard

Deck Tags

  • Land Destruction
  • Jund Red
  • Green Black
  • Modern Ramp

Deck at a Glance

Social Stats

20
Likes

This deck has been viewed 5,501 times.

Mana Curve

Mana Symbol Occurrence

0033419

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for BEST Tyrn 1.5 Kill Land Dek??

Very interesting build, haven't seen anything like this before. I was going to ask how you were going to cast Wrecking Ball, but it's only 3 spells that need black and you've got BoP and a couple lands. It just might be a dead card in hand for a few turns is all. Cool concept, I hope it plays smoothly for you.

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Posted 02 August 2016 at 04:39

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He could replace Wrecking Ball with Volcanic Upheaval to forgo the black required.

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Posted 02 August 2016 at 08:33

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What's the cmc on that? needs to be 4 cmc or less, and it needs to give option choice to remove creature, or land, in case they get a semi big (3/4+) creature out (not likely to happen). I think I saw Volcanic Upheaval, as I name sounds familiar, and as I read thru 50 to 500 land destruction cards in the database. After doing that, I didn't see anything that was as good as wrecking ball for destroying both creatures, land.

I can, and will also look it up. If it's a good alternative, will use it, if not, I have birds, city brass, mana confluence, and can add 1 red black dual land, 1 green black dual land, so black cost of Wrecking Ball is not a problem.

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Posted 02 August 2016 at 13:34

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It costs {3}{R} and only removes a land. It's still an instant though.

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Posted 02 August 2016 at 13:46

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Looked up Volcanic Upheaval, and it's 4 cmc, 3 colorless, 1 red, destroy target land. Plenty of 4 cmc land destruction cards say the same. Wrecking ball is better because it gets rid of a either a creature, or a land at 4 cmc.

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Posted 02 August 2016 at 13:50

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Plenty 4 cmc land destruction, yes, but most are sorceries. Wrecking Ball and Volcanic Upheaval are, to my knowledge, the only instant speed land destruction cards

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Posted 02 August 2016 at 13:56

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Tho instant speed is better. Wrecking Ball is still better because it removes creatures, an or land, for the same mana cost, because of that it doesn't matter that it's a sorcery. Yes it would be even better if it was a instant instead of a sorcery, but as a sorcery it's still better than any 4 cmc instant speed land destruction card, that only destroys land, and nothing else. Versatility trumps instant speed, unless, except for the times when there is a important reason why instant speed is more important (example instant speed spells in a werewolf deck, so that can pass turn, flip werewolves, and do something during opponents turn, and not lose tempo, or using instant speed draw during opponents turn in a miracle deck.)

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Posted 02 August 2016 at 14:35

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Why not have both instant speed land destruction spells? Hit them after they fetch to make them lose a life for nothing?

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Posted 17 June 2017 at 02:13

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There's a fun little trick using the Boom half of Boom // Bust. Target one of your fetch lands and any non fetch land an opponent controls, then crack your fetch land before Boom resolves and only the opponent loses a land.

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Posted 02 August 2016 at 08:31

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Heard of Boom/bust, but if remember right, it either doesn't have the right colors, or, it only targets nonbasic land, or it cost to much mana, or it blows up both my land, opponents land. Will look it up, or you can tell me what it does.

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Posted 02 August 2016 at 13:38

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Boom // Bust is straight red, on both sides. Boom costs {1}{R} to destroy one target land you control and one target land your opponent controls, this is where the fetch land trick I mentioned comes in. You target one of his lands and one of your fetch lands, then sacrifice your fetch land to its own ability in response to Boom and because the opponent's land is still a legal target, Boom will resolve and destroy it.

Bust costs {5}{R} to destroy all lands.

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Posted 02 August 2016 at 13:52

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Looked up Boom/bust. It destroys both my land, and opponents land. I could use more fetch lands, and doing so, would improve my land destruction draw, so don't land destruction stall out, due to bad draw. And at 2 cmc, it would help get out a turn to land destruction drop on those uncommon times where no turn 1 Bird, Llanowar Elf drop. I can probably cut 1 Stone Rain, 1 Wreak Havoc, an or 1 Molten Rain, an or 1 of my 1 of's, to make room for 2,3 of them, as long as run more Fetch lands

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Posted 02 August 2016 at 14:04

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Because the trick requires a fetch land in play, I'd personally only run 3 Boom // Bust.

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Posted 02 August 2016 at 14:12

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Another problem I am seeing, is: The reason why I would want to run Boom, is that if turn 1 fail to drop a bird, elf, then want to turn 2, 2 cmc Boom. The problem with that is: 1. I can't tap fetch land like Wooded Foothill for mana, which means I have to sac it, then search either a stomp grounds, basic mountain, forest into play, then I cast Boom on turn 2, then destroy opponents land, then my land, OOPS.

Only way a turn 2 Boom drop, without a earlier turn 1 Bird/Elf drop, is going to work, is if I can tap the fetch land for mana first, then cast Boom, then sac the tapped for mana fetch land, search into play stomping ground, forest, mountain.

The problem with doing that, is Wooded Foothills the fetch land, does not tap for mana, before sac, fetching.

So is there a fetch land out there that can tap for mana, first, even colorless mana first, in order to cast Boom, on turn 2, before sac, fetch? I don't know of any.

If can't cast Boom on turn 2, without the aid of bird, elf, without also destroying my land, then Boom would be pointless in deck. The ONLY reason for Boom to be in deck, is to cast Boom on turn 2, without the aid of a bird, elf.

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Posted 02 August 2016 at 14:52

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Turn 1 play land, pass turn. Turn 2: either: play non fetch land, cast Boom, destroy opponents land, and my own land: FAIL, or play fetch land Wooded Foot hills. Can't tap Wooded Foothills for mana, can't cast Boom turn 2: FAIL, or play fetch land that can be either tapped for mana, or sacrificed, tap fetch land, tap non fetch land, cast Boom, destroy opponent Land, it destroys my land, because can't sac it, because already tapped fetch sac land for mana, so can sac, fetch land, FAIL.

Not seeing a way to cast Boom on turn 2, without a Bird, Elf

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Posted 02 August 2016 at 15:07

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Taking Boom/Bust out, because can't cast Boom/Bust on turn 2 without a bird, elf, because no fetch land that can tap fetch land for mana, before sacrificing it to fetch, search land into play

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Posted 02 August 2016 at 15:12

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Need a Flagstones of Trokair type of land for Red, Green, where it tap for 1 green, or 1 red, and then when it goes into graveyard, you can search for a Mountain, or a Forest.

Trokair: Tap for white mana, if, when, if Trokair goes to graveyard, search for plains, and put plains into play tapped.

Now that would work:turn 1 land pass turn, turn 2 play Trokair, tap land, and tap Trokair for 1 white, or 1 colorless, cast Boom/Bust, destroy opponent land, destroy your land, Trokair goes to graveyard, search for a plains to put into play tapped.

Only problem: 1. If ran 2,3 Trokair, it would ruin mana base for deck, 2. I don't, won't run plains in deck, 3. Because of points 1,2, Trokair won't work.

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Posted 02 August 2016 at 15:38

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Ok, I scoured, searched the card database, and can't find anything that can make Boom/bust playable on turn 2, without a Bird, Elf, that won't mess up deck. I mean I could put in memnites, and infernal plunges, and mox opals, but that would mean in order to make room for those cards in deck, I would have to cut land destruction, other important cards, and land destruction, other stuff, things, would be a lot less consistent.

So because of that, taking Boom/bust out, unless someone can show me how to cast Boom/Bust, by itself, on turn 2 without a bird, elf, memnites, mox opals, infernal plunges, etc, helping it to get out turn 2.

The ONLY PURPOSE OF 2 cmc, Boom/Bust, is to cast it for 2 cmc, on turn 2, without aid of bird, elf, mox, memnites, plunges, etc, for 2 mana. The purpose of Boom/Bust would be to Turn 1 land, pass turn, turn 2 land, successfully cast Boom/Bust, so that it only affects your opponent, not you.

Right now I don't see how that's possible, unless someone shows me how, so because of that taking Boom/Bust out, because it not do its purpose of turn 2 drop, without help, unless someone shows me otherwise.

So because of that, Boom/Bust comes out.

Would like to make it work on turn 2, without help tho.

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Posted 02 August 2016 at 16:00

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Simian Spirit Guide could help with a turn two Boom

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Posted 02 August 2016 at 16:49

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Ok, will look it up

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Posted 02 August 2016 at 17:07

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Looked up Simian Spirit Guide. The problem with using Spirit Guide, and Boom, or Boom period, is that Boom is having yo have help, whether it be a Bird, Elf, Spirit Guide, to get out Boom on turn 2. The point of putting Boom in deck would be to be able to cast it out, on turn 2 with NO HELP, for its 2 cmc cost, using 2 mana that have available on turn 2, in case your not able to cast a bird, elf turn 1, then cast either 1 of 4, 3 cmc stone rain, an or 1 of 4, 3 Cmc Molten on turn 2.

That's would be the goal, purpose of putting the Boom in the deck.

Using Simian Spirit Guide, to help Boom come out on turn 2 is like using Bird, Elf to get Boom out on turn 2. The problem is What if you don't get a bird, a elf, a spirit guide? Answer no Boom out turn 2. The point of putting Boom in deck would be to:

TURN 1: Land, no bird, no elf, no spirit guide in hand, pass turn.

TURN 2: Land, no Spirit Guide in hand, no bird, no elf, no guide first 2 turns, cast play Boom, on, during turn 2, have it only hurt your opponent, not you.

That is NOT possible to do. And if that is not possible to do, then Boom does not belong in deck.

The other problem with running either Spirit Guide, or Mox Opal, or Memnites, or infernal plunge, Boom/Bust, etc, is all the deck slots, hoops you have to jump thru.

It's hard enough to find room for Boom/Bust, in addition to Molten, Stone Rain, Roiling Terrain, Wreak Havoc, Wrecking Ball, etc. Now add in 2,3 spirit guide. There isn't room. What cut? Not Slime, which destroys artifact, enchant, land 2/2 deathtoucher, can be used by Mimic vat. Not Avalanche Rider same as Slime but 4 cmc, instead of 5 cmc, an except no destroy artifact, Enchant. Not birds, elves, ramp. Not Brutalizer Exarch, destroys like bamblecrush on a 3/3 creature stick, that tutors, searches for creatures, for 6 cmc. Not 6 cmc Charmbreaker, 4/4, that let's me reuse land destruction cards from graveyard, pumped by casting instant sorceries +4 bonus each time cast instant, sorcery. Not Tyrant, World Breaker, Karn, that finish game, destroy stuff including land. Not Molten, not stone rain, not wreak havok, not wrecking ball. Not Mimic Vat that spits out copies that destroy land, other stuff, when said copies come into play.

There literally no room for all the stuff, that would be needed to help Boom come out turn 2.

And even if there were room, it would mess up the consistency, with which land destruction comes out

Also if don't get spirit guide in opening hand, then what do later when you get them later. They are useless. They don't destroy land, stuff. They cost 3 cmc for 1 mana, way worse then Birds, Elves at 1 cmc

I guarantee you that if put in 2,3,4 spirit guides, that there will be times, when don't get them in opening hand, don't get the ramp, get STUCK with them in hand, thru later draw, where, when I would much rather have a 3 cmc stone rain, 3 cmc Molten, any 4 cmc land destruction card, Avalanche Rider, Slime, etc, an where the consistency will be messed up.

Because of that I guarantee you that the deck will work better without Boom, Spirit guide.

Now if it was possible to get Boom/bust out on turn 2 without birds, elves, spirit guides, without help, then Boom would belong in deck. But since that's not possible, it doesn't belong in deck.

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Posted 02 August 2016 at 18:02

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Arkas, to answer your concern, hope, that the deck plays smoothly, it has so far in the 15 to 50 sample hands on the sample hand thing. Both the variant of this deck that I posted elsewhere, that got about 39 +1's, likes, played smoothly, top 10 out of 29 to 59 players, at local game store tournaments, local city, local convention tournaments, and this variant, improvement, retoolment, etc, have both played smoothly, in competition, games, casual, kitchen table, tournaments, play testing, sample hands, etc.

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Posted 02 August 2016 at 16:13

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Arkas, Dedwards, thanks for your comments, suggestions, likes, +1's, etc.

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Posted 02 August 2016 at 16:15

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This deck is pretty much, almost done, an or done. Altho I am not open to whole sale, LOTS of changes, I am still open to logical comments, suggestions, like the ones Arkas, Dedwards made

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Posted 02 August 2016 at 16:19

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Also Arkas, the reason why you, and others may not have seen similar builds, anything like this build:

1. For land destruction to be succesful, you need to start destroying land turn 2, turn 3 at the very latest.

2. You need 19 to 27 land destruction cards in your deck.

3. You need 14 to 18 creatures in deck.

4. You need creatures that can destroy land.

5. You need 1 cmc mana creatures like birds, elves, to destroy land on turn 2,3.

6. You need versatile land destruction cards that cost 3 cmc, 4 cmc, that also do other things like destroy creatures, artifacts, enchantments, planeswalkers, permanents, burn, search, tutor, destroy land, etc

7. You need creatures between 3 cmc, 4 cmc, 5 cmc, 6 cmc, 7 cmc, that will do all the things listed in point 6 above.

8. You need a way to get your land destruction cards from your graveyard back to your hand.

9. You need a way to copy your land destruction cards, creatures, etc

10. You need finishers like Charmbreaker, Tyrant, World Breaker, Karn, etc, that also destroy land, do other things, etc

11. You need land destruction cards that also burn, do lots of damage, that help win the game.

12. The decks colors need to be A. Red, B. Green, C. Black, as those are the colors with the best land destruction cards, that do other stuff, things.

13. A lot of players don't know about the above points

14. A lot of players don't know about the cards, don't know where to find the cards that do all the stuff in above points.

15. A lot of players don't have the budget to make this very expensive deck.

16. Because of all of the above points, not many players make a deck similar to this, and because of that, a lot of players haven't seen a deck similar to this.

17. Land destruction is not a liked deck

18. Because of all the above points, land destruction is usually a tier 1.75, 1.85, 2, 2.25, 2.35, 2.5, 2.65, 2.75, 2.85, deck.

19. Because of all the above points Land Destruction, usually is not popular, liked, played, built, innovated, improved.

20. Those like me, who do build some of the better, best land destruction decks, usually don't have the time, money, playing skill, not a pro, lack credibility, lack opportunity, not popular, etc, to be able get a top 8 finish out of LOTS of, 100 to 300 players, at a Grand Prix, to Prove deck is tier 1, tier 1.5, in order to get people to copy, derive, build, play, similar land destruction decks.

21. The best, only way to see a similar land destruction deck as this, is for players to recognize how good the deck plays, and +1, like it, get it on various MTG Sites, hot deck pages.

Otherwise, you probably won't see a deck like this often, for all the reasons named in the above points.

Me, and others have spent a long time, trying to make the best land destruction decks, regardless of cost to do so.

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Posted 02 August 2016 at 16:58

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Any way to destroy multiple lands at once with minimal risk to your own lands would be optimal for land destruction. I came up with a deck that can destroy multiple lands per turn, without a single land destruction card, using Liqumetal Coating (and Myr Landshaper). It may take time to set it up, but with artifact destruction being so cheap and Splinter exiling all with the same name, you can destroy multiple lands a turn. And with Liqumetal Coating, you can turn the destruction on any threat, if needed.

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Posted 02 August 2016 at 17:19

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I am familiar with that build. I have done the liquid Metal Coating land destruction deck, but without Myr Landshaper, and with Hoard Smelter Dragon. I have also done a combination, where mixed variants of this deck, with Liquid Metal Coating, Hoard Smelter deck.

In it, the problems I always had, was consistency. If you run 4 liquid Metals, you drew too many. If you ran 2,3 you didn't get the early enough consistently enough. Also ran into the same problem as with Boom/Bust. In order to destroy land turn 2 with Liquid Metal Coating, you had to run Mox Opals, Memnites, infernal Plunge, Spirit Guide, HELP, etc. Or you had to run 3 Liquid Metal Coating, 3 Crush, and then play Liquid Metal Coating on turn 2, then turn land into artifact, then play Crush on turn 2 destroying the land that turned into a artifact on turn 2.

And you had to run like 10+ artifact destruction cards with Liquid Metal Coating, and about 10 to 13+ non artifact destruction cards, that land destruction cards like stone rain.

The problem was having to many parts, pieces, jumping thru so many hoops with Liquid Metal Coating to make it work on turn 2,3 consistently.

What ended up happening, is that often Liquid Metal Coating didn't come out, and then stuck with Crush, Ancient Grudge, Hoard Smelter, other artifact destruction, etc, in hand, with no way to destroy land, creatures, planeswalkers, enchantments, and only able to destroy artifacts.

The deck worked so awesome when it turned on. But it just wasn't consistent enough

The reason why this is a better build then Liquid Metal Coating, is that altho in both this deck, and Liquid Metal Coating, you need your 1 cmc Bird, Elf to come out turn 1, you don't have yo draw a liquid metal coating, or a specific land destruction card in this deck

All you have to do in this deck, is play a bird, or a elf turn 1, to draw, play any 1 of 8, 3 cmc land destruction cards on turn 2. And Even If You Dont Play A Turn 1 bird, elf, You Can Still Play Any 1 Of 8 , 3 Cmc Land Destruction Cards On Turn 3, And Even If You Play A bird, Elf On Turn 1, And Dont Play A Land Destruction Card On Turn 2, Then You Can Play Any 1 Of 17, 3 And 4 Cmc Land Destruction Cards On Turn 3, With No other card, liquid Metal Coating required, etc.

And there is plenty enough land destruction cards, creatures, etc, that also destroy creatures, artifacts, enchantments, planeswalkers, lands, your choice which, an or all at the same time, which doesn't require a Liquid Metal Coating.

All of that is more consistent then Liquid Metal Coating. I have tried it both ways, and the non Liquid Metal Coating way is more consistent, tho when Liquid Metal Coating turns on, it's better. It just doesn't turn on as consistently.

CONSISTENCY is what is wanted, needed. The more parts, pieces, hoops that have to jump thru, combos, etc, needed, the more INCONSISTENCY there will be.

That is the problem with Liquid Metal Coating. To make it work, you have to tie up at least 3 deck slots for Liquid Metal, then tie up even more deck slots with mox opals, memnites, infernal plunges, spirit guides, crush, ancient grudge, 10 artifact destruction cards, that only work to destroy land if Liquid Metal is out.

That's a heck of a LOT of slots that you are tying up, so that instead of 19 to 27 land destruction cards, you only have 9 to 11 artifact destruction cards, and only 9 to 11 non artifact destruction cards, that destroy land, which I not enough to destroy land consistently on turns 2,3,4, to consistently destroy land period.

With that, you either get out a Liquid Metal coating, but don't draw a card with it yo destroy a land on turns 2,3,4 consustently, or you do draw the destruction cards, but don't draw Liquid Metal Coating consistently enough to destroy land on turns 2,3,4 consistently.

Rather then trying to run Liquid Metal Coating, tying up lots of slots with cards to help Liquid Metal Coating, your better off running at least 18 to 27 land destruction cards, so that you can consistently start destroying lands on turns 2,3,4, then keep it up, thru mid to late turns into the mid game, late game stages of the game.

With this deck, you consistently won't run out of land destruction steam, like you will with Liquid metal Coating, with this deck, you won't consistently have problems getting land destruction started, like you will with Liquid Metal Coating.

Yes there will be that rare game, where land destruction not come out turns 2,3,4, but that is rare. It wasn't as rare with Liquid Metal Coating.

Me, others tried extremely hard to make Liquid Metal Coating land destruction work a lot more consistently, and couldn't get liquid Metal Coating land destruction to work more consistently.

Believe me, if there was a way to get Liquid Metal Coating Land destruction to run more consistently, me, others would be running it more.

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Posted 02 August 2016 at 19:33

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Hey Dedwards your suggestion about the Spirit Guides, altho still to many pieces, not enough deck slots, with, for Spirit Guide, Birds, Boom/Bust, fetch lands, and altho to many hoops to jump thru, not enough consistency, with, for all that, are still better ramp than the Llanowar Elves, so thanks for the suggestion.

The spirit guides as a replacement for the elves, do help the 3 cmc land destruction cards to come out on turns 1,2,3 somewhere between semi consistently to consistently, between some to most of the time, about somewhere between about 63% to about 93% of the time.

So while you suggesting the Spirit Guides were, was intended to go with your Boom/Bust suggestion, the spirit guides still work well without the Boom/bust in deck. Boom/Bust is still not a good fit in deck, just not enough room for 2,3 Boom/bust, and too many pieces, hoops to jump thru, fetch lands needed, etc, for Boom/bust

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Posted 03 August 2016 at 08:14

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Ok, changed the Llanowar Elves into Spirit Guides. Changed the 1 Tyrant, 1 World Breaker, 1 Karn, to make Charmbreaker Win Con, and to add 3, 3 cmc Rain of Tears land destruction cards to make turns 1, 2,3 land destruction even more consistent.

Changed lands, mana for 9 black costing mana symbols, 6 black cards in 3 Wrecking Ball, 3 Rain of Tears

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Posted 03 August 2016 at 08:25

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Any suggestion for mana, land base to make it so that consistently get green mana for Birds turn 1, while getting Red Mana for Stone Rain, Molten Rain, turn 2, and black mana for Rain of tears on turn 2, and black mana for Wrecking Ball turn 3?

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Posted 03 August 2016 at 14:43

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The rare fetch lands androgen Ravnica dual lands are your best bet. As for the quantities of each, I can't quite say.

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Posted 03 August 2016 at 15:33

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After play testing, doing 100 to 200 sample hands on the sample hand thing, the deck works so stupidly, rediculously, awesomely well., about 73% to 83% to 93% of the time, which is pretty CONSISTENT. The only times it doesn't work well, is if get mana flooded, 5,6,7 lands in opening hand, or no land, 1 land, only 2 lands that are bad, in opening hand, or draw nothing but land turn after turn, or draw no land turn after turn, or get red cards, green, black mana, or black cards, red, green mana, or all mana creatures, no land destruction cards (very hard to do with 25 land destruction cards, but still happens).

The deck is pretty much done. Though not open to wholesale, lots of changes, I am open to logical comments, suggestions, making slight tweaks, changes

This deck is so awesome. You can make a BUDGET version of it for about $63 to $125, if take out all the EXPENSIVE LANDS, which is buildable, doable, affordable, within 1,2,3 months, at $20 to $40 a month, if budget, save for it, trade for needed cards, etc.

Can't believe this deck only has 2 likes, as it should have at least 6 to 11 likes here at the least. Especially since this deck is a better, improved upon, tweaked, retooling, etc, of a land destruction deck of mine that got 39 likes, + 1's, at other magic the gathering sites, and was 1 of the top rated Land Destruction decks on those other sites, on the net.

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Posted 04 August 2016 at 17:11

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Maybe people just don't like the land destruction playstyle. I know I wouldn't want to fight this deck, knowing that I won't be playing anything unless I was specifically running a low cost blue deck and sitting on counterspells the entire game to make sure I can play anything in my deck. I can't blame a crowd for not liking a deck that isn't their playstyle, or something they agree with.

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Posted 05 August 2016 at 05:00

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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

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You don't have to sell it to me, I already hit the Like button because, even though I may not particularly like the goal the deck, I feel it was constructed well and had a lot of thought put into it. My next question: how well does this fare against Jund or another control deck? How does it deal with Goyf and any threat they resolve in the first 3 turns? I am by no means discouraging design, I'm just asking because I don't see much creature kill or some other mitigation.

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Posted 05 August 2016 at 07:40

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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

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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

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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

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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

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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

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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

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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

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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

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I didn't see much in the manner of Doom Blades (or something similar to just outright kill a creature) that didn't cost at least 4 mana. That's why I asked for an explanation. I also was not aware that you would be able to consistently have 3 mana available turn 2, via BoP or Simian. That's great that it works for you in drawing sample hands, best of luck. I have 1 more question now.

What purpose does Liquimetal Coating serve here? Is it to combo with dropping an Acidic afterwards, in case you need to destroy something not an artifact/enchantment/land?

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Posted 06 August 2016 at 15:14

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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

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Thanks for clearing that up. Makes a lot of sense. Have you started buying pieces of this to play in real life, or playtesting on Cockatrice or some other mtg client? Just curious to see what your findings are with playing it against other decks.

Sidenote: I read Mimic Vat again. Looks like you have to resolve and let die an Acidic Slime before you can actually imprint it. Do you have any problems reliably getting a Slime or another good creature imprinted, given the mana cost for those? As in, do you typically have enough time to get the mana available to pull that combo off effectively, reliably/consistently enough?

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Posted 06 August 2016 at 19:58

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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

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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

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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

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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

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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

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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

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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

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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

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After playtesting about another 50 to 100 sample hands, this deck runs, plays so smooth, consistently, so awesomely. Some of the sample hands had 7 acidic Slimes (3 Mirrorpool copies), a turn 2 Acidic slime, a turn 3 Exarch, a turn 3 Charmbreaker, 2 Charmbreakers + 2 Mirrorpool charmbreakers, 2 Exarch + 2 copies of Exarch.

The deck consistently destroys everything turns 2,3 to turn 15.

The deck is so amazingly, rediculously, stupidly, sickly, awesome, etc, as far as how effective, consistent, smooth, etc, it is.

That said I would not want to play against this deck.

This deck is definitely for playtesting, for playing against the better, best modern format semi pro, tier 1, tier 1.5, $1350 dick decks, as a way to level the playing field against those decks.

Nothing like hearing the sound, seeing the sight of $30 to $300 cards, lands, creatures, planeswalkers, artifacts, enchantments, etc, going into the graveyard, and hearing, seeing the rich players of those expensive decks, be shocked, horrified, gasp, looks of cincern, dismay, wailing, crying, complaining, etc. Lol

Deck is not to be played against casual, kitchen table decks, unless other players are ok with it, and only if playtesting against the casual, kitchen table decks, and only if a player is being a dick.

If a player is a dick, then out comes the deck to play against the dick player

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Posted 07 August 2016 at 00:57

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I went to 63 cards, 24 lands, because 3 Wreaking Havocs were not coming out enough to combo with Liquimetal Coating. And if was going to add more 4 cmc land destruction cards, then 3 cmc cards, I was going to need to add 1 more 3 cmc land destruction card, in 3 cmc stone rain.

And so adding 1 Wreak havoc to go to 4, 4 cmc Havoc , and 1 Stone Rain to go to 4, 3 cmc Stone Rain Cards.

The deck runs slightly better then before, even with 63 cards 24 lands, 4 Wreak Havocs, 4 Stone rains

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Posted 07 August 2016 at 07:34

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Ok, I checked 50 pages, about 2000 Land Destruction decks on this site. I only checked those that had a rating of at least 2,3 likes, as many, almost most only had zero, 1 like. Of those LOTS of decks I checked, only 1 played equal to, better, looked like a equal to, better build, that was only a somewhat semi similar land destruction build. There was only 1 other deck that was almost equal to, equal to, but not better then this deck. And only 1 other deck that was almost somewhat semi similar, that was almost as good as this deck, as it was the ONLY Land destruction deck that ran Charmbreaker Devils.

That shows that this deck is one of, if not one of the top 2,3,4,5 Land destruction decks on the site. Many to Most to almost all the Land destruction decks with a higher 5 to 50 rating were not better land destruction decks, did not play as well, did not consistently destroy lands from turns 1,2,3 to turn 15.

Because of that this deck should be rated, liked, +1, etc, higher, with at least 6 to 11 likes at the extreme least. Even if don't like land destruction, or don't like more expensive decks, or only like budget decks, or only like deck with no more then 60 cards, and not 63 cards. 24 land, like this deck, even if no like deck, because of those things, it still deserve to be liked, should be liked, because not only is it one of the best land destruction decks here on this site, it's also a well thought out, well built, effective, competitive deck, that levels the playing field against, deals with obnoxious, annoying $1350 PRO Modern Format, Grand Prix, PTQ, Tournament decks, that deals with DICK decks, DICK players, that is a tournament deck, tier 1, tier 1.5 deck itself.

So because of that PLEASE like the deck IF you EITHER like the deck, OR if you think the deck is a ok deck build, (even if you were to not like land destruction, not like decks with more then 60 cards, not like the deck for those reasons), if you want to, even if you don't want to, if either like deck, think deck is a ok deck, ok deck build, etc.

Thanks it is, would be greatly appreciated.

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Posted 07 August 2016 at 16:36

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Squeezed 2 Beast Within to help with creature removal, permanents removal, destroying lands on turn 2 more consistently.

Beast within can help kill a big 4 cmc 5/6, if deck has a rare unlucky stretch of 3 to 5 turns in a row where draw only lands, and none of the 23 land destruction cards in the deck.

And all the many other ways to deal with creatures can help deal with destroying a land on turn 2, making a 3/3 for foe, turn 2.

In 1 sample hand game, destroyed a land, created a 3/3 on turn 2, then cast, dropped a Acidic slime, turn 3, that dealt with the 3/3 token.

So Beast Within as a 2 of, but not a 1 of, not a 3 of seems to help a little.

So that's why made change

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Posted 09 August 2016 at 02:54

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Changed the 3 Mimic Vats, into 3 Conjurer's closet, because don't have to kill my own Acidic Slime, Brutalizer Exarch, in order to trigger closet, like I have to do with Mimic Vat in order to trigger Mimic Vat.

Also I don't have to pay 3 mana to trigger closet, like have to do with Vat.

And not locked into 1 choice with Closet, like am with Vat. Once Vat is imprinted, have to Kill yet another creature to Re target Vat to a different creature.

But with closet, I can choose any creature I have in play each turn.

So after paying 5 mana to play closet into play turn 4, after playing Acidic Slime turn 3, I can play a 3 cmc, 4 cmc land destruction card, or another slime, destroying 1 land during that turn, then Bounce Slime at end of turn, destroying yet another land during turn.

And if play a Land destruction card, and copy that card with Mirrorpool, with 2 colorless mana, and then Bounce Slime at end of turn, I can destroy 3 lands per turn, which I couldn't do with Mimic Vat.

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Posted 09 August 2016 at 03:04

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Guess MARK UP doesn't work on this site

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Posted 14 August 2016 at 11:05

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what a deck
look's like it make people cry!

don't know too much 'bout LD but thats a solid deck!

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Posted 16 August 2016 at 19:10

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This deck, or land destruction, or both? Thanks for the compliment, comment, like, +1. If your talking about this deck, I don't think it will make people cry. But if it will. That's not the goal. Just trying to make Modern Werewolves, human, Wolf confederated, coalition tribes, into a single tribe that's a tier 1,2, 1.5 tribe, deck, that can compete against, top tier 1 decks, probably finish in probably 9th place at best, and improve upon Pro Brian Kibbler's 16 place finish with a wolf deck on the pro circuit, which was the highest finish for a wolf deck, in standard, Modern. Only a Legacy format wolf deck finished as high as 1st to 4th place.

If your talking about my land destruction deck. Yeah it will make people cry, which is why I won't play it in casual, kitchen table, unless it's ok with people, and only to playtest it. That deck is reserved for playing against dick decks. Or players being a dick to other players. And for playing against those expensive $1350 modern format decks, to compete with them, send their $75 cards to the graveyard, and make them cry, complain, scoop, flip tables, get themselves kicked out of tourneys, stores, etc.

I made a EDH commander, land destruction deck with 30+ land destruction cards, and had the same policy. It was known as that deck. It was in a special deck box, in box of decks. And didn't play it until if someone was a jerk. Then out came the deck, destroyed the here's deck, and then back into the box, where it stayed for a long time, lol

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Posted 16 August 2016 at 22:52

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Oops, got confused. Made the above comment, because I thought the above comment leocstr made was made on my other Werewolf deck. That caused me to make the comment I made above in response to leocstr's comment above.
In the comment above, I thought leocstr was saying my werewolf deck would make people cry. That's why I said deck(werewolf deck), wouldn't make people cry.

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Posted 16 August 2016 at 23:43

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Thanks everyone for liking, +1 ing, commenting on deck, making deck hit the hotpage. I am honored, flattered that the deck made the hotpage. I would have been content with 6 to 11 likes, as thought deck should get at least 6 to 11 likes. But I was not expecting, demanding deck make the hotpage, get 39 likes or something like that. I was, am, just trying to be a humble deck builder, trying to make the best dam land destruction deck possible, to contribute to the community, help deal with EXPENSIVE decks, and getting the deck the attention that it the deck deserved.

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Posted 16 August 2016 at 23:57

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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

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interesting at very least.
nothing like a good old land destruction deck to rustle your opponent's jimmies. :)

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Posted 20 August 2016 at 01:53

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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

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For someone who enjoys punishing players that behave like dicks you behave a lot like that yourself. All that bragging and self-adulation, courting for likes and hate for anybody players that dare to play expensive cards or "dick decks" =>in a tournament<= makes yourself a kind of dick in my book. I was about to NOT comment and just leave it alone but at some point it was unbearable reading any more comments of yours on your own deck, how great it is and that we all should like it into the sky just because it's LD.

Here are some uncomfortable truths:

* LD isn't tier 1 and hardly tier 2 for a reason and your deck demonstrates perfectly why since it doesn't tackle any of those reasons

* Description, tags and actual content of the deck don't match at all

* Modern is a very FAST format while your current deck is very SLOW! A glimps at the mana curve says it all, but seriously, something like Incendiary Command in a serious modern deck that specifically wants to beat expensive deck's asses? Have you ever played in a bigger, serious tournament?

* The deck runs los of cute synergies and strategies that would be fun in casual, but in a tournament?! Those Mimic Vat shenanigans for example, before you get things like this rolling you have been rolled over yourself. And IF you want to run such a combo with Eternal Witness, you'd better run 4 copies each and focus on it, but as it is you threw random combo pieces into a LD deck, a deck that os notorious for having the least deck space!

* The mana base, oh god the mana base!
- You absolutely need at least one basic land of each land type to fetch for because Modern, much like Legacy and VIntage, is jam-packed with non-basic hate.
- I don't think you can afford a third colour AND Darksteel Citadel in this deck - see, if you fail to destroy the first land on turn 2 you have already lost. Darksteel Citadel and Boom/Bust is a cute combo but if you run with that, don't ruin your mana base any further with a third colour
- Especially not with BEFOUL which costs double-black, what were you thinking!? If you are insist on splashing a third colour it certainly shouldn't cost any double-coloured mana!

* There virtually is no creature removal. Any weenie deck will eat this for breakfast consistently. All you have is Befoul and Wrecking Ball, but at 4 mana each they will not be able to solve your problems in time and you won't be able to do anything else that turn. Moreover, if you waste your 4th turn (3rd if you have a BoP) killing a single creature instead of killing a land then you are on a losing track since the opponent can develop nicely and keep on pummeling you while you are busy trading one for one.

The thing about the mana base alone is a tip-off that you don't have much experience with the format. I am typing all of this especially because I know Dedward's deck he is currently working on which is also a LD deck or more precisely a mana denial deck aimed for Modern tournament play. And while I am not an expert in Modern I can see on first glance that his deck is superior to yours in about every aspect, he has answers to almost everything in a reasonable amount of time, a well rounded mana base, potential to completely shut down half of the meta as early as turn 2 and generally a much better game plan than this. And yet he doesn't advertise it as the format defining super-tech and is realistic about how it would perform.

Again, I wouldn't have said anything if it wasn't for all the boasting, self-praise and attention-whoring.

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Posted 21 August 2016 at 10:52

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Puschkin, can you link the LD deck being made by Dedward? I'd very much like to see and appreciate =D

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Posted 27 August 2016 at 00:51

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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.

Continued in next comment

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Posted 22 August 2016 at 08:29

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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.

Continued into next comment

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Posted 22 August 2016 at 08:42

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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.

CONTINUED into next comment

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Posted 22 August 2016 at 08:50

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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.

Continued in next comment

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Posted 22 August 2016 at 09:22

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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

CONTINUED into next comment

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Posted 22 August 2016 at 09:55

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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

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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

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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

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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

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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

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Posted 22 August 2016 at 14:04

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Dude, calm down. And try to read what I said.

You have creature removal, yes, but, as I said, it costs 4 or more and if you use it that late you can't destroy a land that turn. Trading 4 mana and a card against a single creature is like a Time Walk for the opponent. You should be busy destroying his lands in that turn.

And your mana base IS weak if you insist on both 3 colours with double-black as a splash AND Darksteel Citadel (which you are required to have on turn 2). You can yell all day that you have BoPs and such, it's a matter of experience that tells me this won't work under tournament conditions against real opponents that also do things like killing Birds, playing with Blood Moon etc. Drawing sample hands on Vault does NOT equal "playtesting".

And just because you have answers for everything doesn't mean you'll have them when you need them and especially that you'll have the time and mana to actually play them. I have played Land Destruction decks back then when you were most likely not even born yet, I know it's weaknesses inside out.

By the time I wrote this, your deck description WAS outdated and included lots of cards of your first version. The tags still don't match - "ramp"? Four BoPs is ramp now? Ramping means getting extra permanent mana sources like artifact mana or Myonwuli Acidmoss (like Dedward's deck has) but not one-shot boosters like Simian Spirit and 4 mana dorks that die if you look at them funny. Another tag is "green-black" while you also have the tag "Jund-red" - dude, "Jund" already means red-centered with green and black.

But meh, I know your type of persona, nothing I say will ever get through to you, so why even try? Take your BEST Tyr 1 Turn 1 Kil Lan Dek to the next GP qualifier or any other high caliber event and see for yourself how far this will get. My money is on Dedwards.

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Posted 22 August 2016 at 15:12

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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

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So, IF that is true you should know better than running such a manabase is all I am saying.
If you think otherwise, go out and play that deck as it is then instead of wasting time answering me! It's actually that easy!


BTW, Gaea's Blessing ruined mill, not Feldon's Cane. Feldon's Cane is from Antiquities aka the second expansion ever and nobody played mill decks back then. Milling with what, Millstone? Aka the card that coined the term "milling"? Do you know what else was in Antiquities? MILLSTONE!
From that story alone I take it that you either haven't played Magic back then or were like 10 years old at that time or sleepwalked through it. Your assessment of the Power Nine "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." also doesn't sound like someone that actually played back then, it sounds like someone picking up rumours and retelling urban legends. There isn't such a thing like a "power 9 combo deck" - the P9 were just in a lot of Type I decks, regardless of type, you could find them in Zoo for example. I OWN P9 cards, played with them myself, and let me assure you, they don't automatically win games.

Heck, you don't even get the abbreviations right when you say "until MTG, made Feldon's Cane" - MTG means "Magic: The gathering", hence, the name of the lovely game we play. The company is called Wizards of the Coast, abbreviated "WotC". This is of course only a technicality but it shows how much you care for details, how vague your memory is and much of what you say is most likely just hearsay.

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Posted 22 August 2016 at 16:03

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I've only been playing for a little over five years, and even I can make a better deck than this Mr I've-been-playing-since-Ice-Age. I have a control deck that would eat this alive, and if I ever finish adjusting my legacy 8 rack then it'll beat the shit out of this deck too. Kinda hard to blow up my land if you don't have any cards in your hand

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Posted 23 August 2016 at 18:46

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Of course a legacy, vintage deck would most likely beat most, to almost all modern format decks, including this deck. Fortunately this deck doesn't have to play against the rack, force of will, which are all NOT Modern format legal. Most good legacy, Vintage decks would beat the crap out of this deck.

This deck does just fine against control.

Turn 2, unless they went first, and have a 2 Cmc counterspell in hand, they are not likely to counter my Land destruction spell. Which means down to ZERO, 1 land, maybe 2 land for the rest of the game, and there are no 1 cmc force of will like counterspells in Modern Play that are legal. Mental Mistep, would tear my deck up as a 4 of in any deck, but they are BANNED in Modern Format play.

And even if do succeed countering Land destruction card turn 2, deck has 23 land destruction cards, ammo, to bait, switch, sneak stuff thru, into play that will beat control about 50% of the time in game 1, then game 2, I side in Autumn's Veil, Surgical Extraction Leyline of lifeforce, and then controls counterspells, removal spells won't do anything to the deck.

Because of that this deck beats modern format blue control decks. Remember this is not a aggro deck, where looking to buy time against. Go ahead, counterspell, remove creatures, all you want, because most creatures are in deck for their ETB enter the battlefield effects. All you will do us buy me more time, as well as as buy yourself more time. Then with that more time, I will eventually beat you with my win con, that will probably get out because you probably used counter, removal earlier, because if you dont, and save it for the win con, then your landless, and I have creatures to mash you earlier. Also plenty of bait, switch material I'm this deck. So if this deck is played smartly, it will beat Modern control decks, about 50 to 53% of the time.

You don't get the value of destroying a land turn 1 and turn 2, and then destroying a creature turn 3,4,5, after destroying 2,3,4 of their lands. No lands, No creatures, because destroyed their 2,3,4,5 lands, during turns 1,2,3,4,5, then destroying their 1,2 creatures turns 4, 5,6, equals this deck wins.

The only problem decks are AFFINITY, HORDE, SWARM, WEENIE, INFECT, WIN ON TURNS 2,3, ETC, DECKS. And my sideboard deals with those problem decks

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Posted 25 August 2016 at 00:49

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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

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What the heck are you talking!? Discard is NOT milling! And it did NOT have lots of discard either, just Mind Twist and Hypnotic Specter - the only black "mill" card of the day was Chains of Mephistopheles which nobody used because nobody understood it (and there was no card to go with it) and even Chains is outdated by Feldon's Cane because, as I said, Feldon's Cane is from Antiquities! How can the printing of Feldon's Cane ruin MILL if mill wasn't a thing until much, much later around Alliances when decks like Counterpost showed up?

What you are *probably* talking of was Feldon's Cane being reprinted in Chronicles and therefor availble to the unwashed masses, but why would it ruin anything? That card is horribly bad and has never been used in or against any serious deck. CounterPost used Soldevi Digger to have an endless deck and Keeper/The Franchise used Timetwister/Regrowth respectively 2 Gaea's Blessings to have an infinite deck. An neither of them worried about opponents running Canes ... all they do is prolonging the inevitable and deluting their deck.

"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."
DISCARD is a way to fight powered decks, yes, Hymn to Tourach and later Duress, but not MILL and Feldon's Cane isn't part of this story at all! Furthermore you seem to be one of those that are blinded by the cost of some cards, especially since you are always naming P9. As someone that claims to be playing since 95 you should have learned some lessons more than a decade ago that money does not necessarily equal power. Morover you should know by now that there are many, many cards out there similarily powerful as the P9 that just happen to have a higher printrun and therefore are cheaper. From Balance to Sol Ring, Yawgmoth's Will to Tolarian Academy, Strip Mine to mentioned Hymn to Tourach there are TONS of cards equalling the power of the P9 while some of the P9 like Timetwister haven't been included in Vintage decks in ages. In fact, metioned cards can be obtained for prices similar or below that of Standard staples.

Your focus on P9 and your obsession about wanting to beat expensive decks is just another red flag for me that you are either talking aout things you have never experienced yourself OR that you haven't understood some fundamental things about this game. Please, for the sake of you own reputation, don't make any more statements and assumptions about the early years of Magic. Focus on what you are versed in: talking big about your Modern deck and then go out there and prove yourself - for yourself, not me! I don't mind how long it takes, do what you want, it's your deck. You won't take my advice anyway.

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Posted 22 August 2016 at 18:08

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Like I said it's pointless for you, or I to continue, because neither you, or I us going to convince the other. It's obvious that you have zero clue about how 14 lands, 7, FETCH LANDS, 7 Dual Lands, Makes it so that running a 3rd color is not a problem in Modern Format play. There plenty of 3 color, an or 2 color, 1 splash color Modern Format Decks, that have splashed cards with 2 mana symbols of the splashed color, splashed cards, that run just fine in competitive Modern Format play. And 10 4,5 cmc creature removal cards work fine, as long as use mana dorks to destroy their land turns 1,2,3, and then destroy their creatures turns, 3,4,5, etc. My deck does that. T h e deck consistently destroys lands turns 1,2,3, and destroys creatures turns 3,4,5,6, after destroy lands turns 1,2,3,4. And the deck rarely, hardly ever gets into a situation, where there is a wrecking Ball, Befoul, Molten Rain, etc, and not the right kind of mana to play it.

And Boom USUALLY works just fine on turns 1,2,3,4, destroying land. And on the rare times Boom doesn't do that, then Molten Rain, Stone Rain, or Wrecking Ball, or Befoul destroy a land on turns 1,2,3.

But be that as it is, I am never going to convince you of that, so it's pointless for us to continue.

The only thing that might stop me from playing this deck, is that 7 FETCH Lands, 7 Duel lands a r e EXTREMELY EXPENSIVE. And with the high end price if the deck being about $1000, it's practically fighting fire with fire using a EXPENSIVE deck, to beat EXPENSIVE decks.

And tho yes I may be obsessed with beating EXPENSIVE decks because they are annoying, obnoxious, I still like beating extremely EXPENSIVE DECKS, and sending EXPENSIVE cards to the graveyard, and hearing the players of those EXPENSIVE decks whine, cry, complain about their EXPENSIVE cards going to the graveyard.

But be that as it is, I am never going to convince you, and you are not going to convince me.

So it's pointless to continue.

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Posted 22 August 2016 at 18:58

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Made some tweaks, changes. Changed so that there is now 1 more FETCH land, for 8 FETCH lands instead of 7, so that with the 3 Darksteel Citadel, there is now 11 ways, instead of 10 ways, to combo with, Boom, on turns 1,2,3, and is almost impossible, and extremely improbable, that the Boom combo would supposedly be ruined by the supposedly bad mana base. And the changes make it so that with 8 FETCH LANDS, instead of 7, that it's almost impossible, extremely improbable that the deck would not destroy lands, not have the right mana to cast Molten Rain, Befoul, by, on turns 1,2,3,4, because the mana base was supposedly bad.

And the changes have made it so that with 2 basic lands in 1 forest, 1 mountain, instead of 1 mountain, the opponent would have to get out ALL 3,4 Ghost Quarters, and or ALL 3,4 Tectonic Edge lands, to ruin my nonbasic land base, due to my supposedly bad mana base, which would be almost IMPOSSIBLE, EXTREMELY IMPROBABLE to do, because of my supposedly bad mana base.

Yep with 8 FETCH LANDS, AND 7 DUAL LANDS, 15 LANDS COMBINED, IT'S IMPOSSIBLE FOR SUCH A MANA BASE TO COMPETITIVELY RUN, SPLASH A 3RD COLOR, RUN CARDS WITH 2 RED, 2 BLACK, LIKE MOLTEN RAIN, BEFOUL, IN COMPETITIVE MODERN FORMAT PLAY, TOURNAMENTS, NOT, NOT, NOT, FALSE, FALSE, FALSE.

LMAO at such a false thought, notion.

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Posted 23 August 2016 at 01:12

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Oh and let's not forget the 2 Karplusan Forest, so it's 8 FETCH LANDS, and 9 DUAL LANDS for a 17 combined FETCH, DUAL lands, instead of 15. But hey what does that matter, 17 COMBINED FETCH AND DUAL LANDS IS SUPPOSEDLY HORRIBLY BAD, SUCKS, BAD, NOT, NOT, NOT

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Posted 23 August 2016 at 01:23

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Sorry Arkas, that missed your question, it got buried amongst past comments. Can you post your questions, comments down here, so that they don't get buried amongst past comments. Thanks if you do that.

Now to answer your question about Mimic Vat. Yes with Mimic Vat, have to either kill your own creature, or block a FOE'S creature, to get your creature killed, or have your opponent spot removal, board wipe a creature. That's how Mimic Vat is triggered. Typically I use Mimic Vat in combo with Acidic Slime, Eternal Witness. If I am going to use a valuable wrecking Ball, or a Befoul to kill a creature to trigger Mimic Vat, it needs to be replaceable. If I kill a Acidic slime, to trigger Vat, then that's ok, because Acidic Slime as a Vat token, has DEATHTOUCH, to deal with creatures. If I kill a Eternal Witness, then every time Vat makes a Eternal Witness Token, I get back a wrecking Ball or Befoul, or Acidic Slime, or a Eternal Witness, back from the graveyard. If I kill a Brutalizer Exarch, then each time Vat makes a Exarch, I can search for a Acidic Slime, or a Eternal Witness, or a Goblin Dark-Dwellers, or a Charmbreaker, and or can remove a land or any other noncreature permanent.

So there are plenty of Targets for Vat. And plenty of way to kill own creatures to trigger Vat.

But even if don't trigger Vat,Mimic Vat is a kind of creature removal DETERRENCE. If your opponent kills 1 of my creatures, they trigger Vat, so because that would be a bad thing for the opponent to do, opponents hold off, wait until it's absolutely necessary before killing my creature, triggering Vat. It's like they are darned if they do kill my creature, trigger Vat, and Darned if they do not kill my creature and do not trigger Vat.

Another thing Mimic Vat does, is say opponent sneaks in a Elvish Piper turn 3, because they played a turn 1 Bird, and then turn 2 they play a land, remove a Simian Spirit Guide for 1 red, tap bird for mana, then tap 2 lands for the 4 mana to sneak in a Elvish Piper. Then say turn 3 they tap 1 green, and put a BIG 10/10 out.

With Mimic Vat out, I can kill their 10/10 with 1 of 5 of either Wrecking Ball, Befoul combined, to make a 5 of, to destroy their BIG 10/10, then have that Trigger Vat, then use Vat to put out a 10/10 token copy of opponents killed 10/10, each turn.

All those things combined makes Mimic Vat a Viable, good, turns 5,6,7,8 play.

Mimic Vat also helps sustain land destruction by putting out Slime, Witness tokens, when, if run out of land destruction cards, that either destroy land(Slime Token ), or gets something from graveyard that destroys a land (Witness token).

But even tho Mimic Vat is awesome, not every creature combos well with Vat, and getting out a Vat, turns 2,3, instead of destroying a land, is bad. The perfect window for Vat is turns 5 to 9, and best targets are Slime, Witness, Exarch, anything else, like a different creature, or before or after turns 5 to 9 is not as good, not as ok.


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Posted 23 August 2016 at 04:20

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Almost 90 comments and about 90% of them are you being long winded. You're worse than a super villain monologuing about his perfect plan. Dude just admit that you're full of hot air and let it go. Your deck isn't hot shit in the least.

Oh, and you really should listen to puschkin. He's one if the most experienced people on vault, and he has many valid points. If he contents on your deck, then it's constructive criticism so take it as such

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Posted 23 August 2016 at 18:54

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Posted 25 August 2016 at 01:09

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I play land destruction competitively and have consistently been in the top 8 of larger events. Your deck cannot beat infect or affinity. Your deck can't beat aggro period. No attempt has been made to deal with aggressive decks. You have literally 0 interaction with aggressive decks until turn 2 at the earliest assuming you discard 2 spirit guides, but then you're trading 3 for 1 against aggro and that is not a place you want to be.
Tier 1 decks are tier 1 for a reason, if you want to beat them you have to tailor your deck to beating them.
Your deck cannot beat a turn 1 inquisition followed by a turn 2 thoughtseize and bolt your mana dork into a turn 3 Goyf. Your match up against Jund is atrocious.
Zoo kills you too fast, Dredge stomps you.

Don't get me wrong, it looks good as a casual deck and/or a fun deck to take to a fnm.
But this is not tier 1.
Not that you'll listen and you'll probably find some way to call me an idiot or just straight out call me an idiot, as you've done to several others here.

I've been playing r/g land destruction competitively in modern now and have tweaked it over and over again, the best you can hope for is tier 1.5 and you accept that you lose against infect and have a bad match up against Jund. As Puschkin said, take this to a Grand Prix or Pro Tour and actually play against competent players playing tier 1 decks. Put up some results and everyone here will shut up.

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Posted 23 August 2016 at 21:20

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Posted 24 August 2016 at 03:47

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I did read and did understand it, please don't assume I'm an ignorant child that doesn't know how to read.

You have very few finishers. You're trying to win the game with 5-6 mana 4/4's and only 2 of them at that. Mimic vat is cool and all but is easily answered by Kolaghan's Command or Abrupt Decay, two very heavily played cards. 90 percent of your creature base are answered by lightning bolt. The most played removal spell in modern. The other heavily played removal spells include terminate, go for the throat, lightning helix, and path to exile.

The vast majority of decks in modern only need 2-3 mana to function, so yes, resource denial is a real plan and personally my favorite plan. I play it in every format I can. Death and Taxes in legacy, Stone Rain dot deck in modern and hatebears in commander.

The stone rain plan is fun and does well against control, but control is bad in modern so very few people play it.

Logic, reason and playtesting are the reasons I am saying your deck would not work well against actual tier 1 decks.

I know the breakdown of the deck, I did read it and I read the cards in your deck that I didn't know. Your sideboard has 4 cards that would actually be good against aggro and only 2 copies of 1 card that is good against infect.

Yes, I am using aggro as an example because over half of the tier 1 decks are aggro and I'm using tier 1 decks as an example because you want this deck to be tier 1.

As I've said, I've played the deck competitively for a while and against players that are incredibly competent. So I can say from plenty of experience that this deck does not do well in a competitive environment. If your only goal is to take it to a FNM I've already said the deck looks fine for doing just that.

You seem to be focused on the price of decks, so let me just say that you can build an expensive deck and have it still be bad. All it takes are a few scalding tarns and some snapcaster mages. Most people that have the expensive cards have simply been playing a while and got them when they were cheap.

Your words real quick; "The deck does well against TRON, MIDRANGE, KIKI CHORD. IT DESTROYED A MODERN FORMAT WEREWOLF DECK. IT DESTROYED NAYA MIDRANGE."
Those are not tier 1 decks. Tron, and Kiki Chord are tier 1.5, the other decks were built for fun. Again, it is very easy to have a deck be expensive and still be bad, all it takes are a couple of zendikar fetches and a goyf or 2.

This deck is not new, it has been tried before and it lacks something to push into a top tier. Other versions are close.

You should really consider changing your list to just R/G and focus on Stone Rain, Molten Rain and Boom//Bust and flashing them back with Goblin Dark-Dwellers.

For infect sideboard Sudden Shock is king, Melira, Sylvok Outcast is pretty good too.

Thragusk is super good against Jund and a lot of other things. Pretty good against aggro too since it gains you life and eats a removal spell and probably a creature.

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Posted 24 August 2016 at 14:24

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1. The deck doesn't need a lot of finishers. Also if you add a lot of finishers, then instead of having 23 land destruction cards, you would only have about 13 to 17 land destruction cards. 13 to 17 land destruction cards is not enough, and will consistently LOSE. Every time I and others I know have used only 13 to 17 land destruction cards, that loses. Also 1 of the finishers can be pumped up to 8/4, 12/4, 16/4. And it's not just those 2 finishers, 2 Brutalizer Exarch, and 2 Primal Command, make getting the finisher out easily on, by turns 4,5,6,7,8 consistently. And if they Lightning Axe, Goblin Grenade, etc, it, Eternal Witness can, will get it back. And they are likely to have used their 3 to 6 to 9 1 cmc removal on Acidic Slime, Bird, Eternal Witness, etc, so will have less removal for finishers. Also in a land destruction, resource denial, destruction deck, you only need 1,2,3 finishers, as long as have ways to fetch them, and ways to get them back, if they are destroyed. The only thing that deck worries about, that wrecks it's graveyard Shenanigans is Path to Exile.

2. Again the purpose of the deck is to be a SPOILER, Level the playing field, equal the playing field, TIER 1.5 ONE POINT FIVE, BETWEEN TIERS 1 AND 2, AT THE BEST in COMPETITIVE MODERN FORMAT PLAY. Competitive does not have to mean PRO TOUR, Competitive play is any tournament that has good competitive players with tier 1, tier 1.5, tier 2 decks. As an example, my local FNM is the toughest in the country, with 1/5 to 1/2 of the players ranked in the top 25 to 250 players in the city, state, region, etc, where they play regularly in Grand Prix, PTQ's. 1 of the players, not me, has even played in 1 of the PRO TOUR events, and always finishes 1 to 4 place at the FNM. And almost all the players in that FNM use tier 1, tier 1.5, tier 2 decks. That makes that particular FNM a COMPETITIVE tournament, despite most FNM's not being competitive. Also FNM is a STANDARD FORMAT tournament, not a Modern Format Tournament.

3. Since this deck makes it so that opponent only has 0,1,2 land, opponents won't be able to get threats out, unless they are playing a HORDE, SWARM, WIN ON TURNS 1,2,3, type deck, which is BOARD WIPED BY 2 of INCENDIARY COMMAND, on, by turn 3,4, and by SIDEBOARD.

And 1 of the 10 cards that deal with creatures, will remove a creature turns 3,4,5,6,7. And since they won't get out threats, or will have me destroy their threats, then big deal if they destroy my stuff. Most of my creatures are ETB creatures. A. Birds are only used to turns 2,3 to ramp stuff, by, on, after turns 3,4,5 let them destroy the bird for all I care. It served it's purpose already. B. Spirit Guides are designed to remove from hand, game, for ramp, so they are usually not destroyed, casted. C. Once Eternal Witness hits the board, it fetches something back from graveyard, so it let them destroy it, it served it's purpose. D. If Acidic Slime gets destroyed, it served it's purpose of destroying something, probably a land, by entering into play, and keeping any threats at bay for 1,2 turns, so after that let them destroy it for all I care. E. Brutalizer Exarch, by entering into play, and either removing something, or searching for something, has served it's purpose, let them destroy it. F. The only creatures I do CARE about, DO NOT want to see get destroyed are Goblin Dark-Dwellers, Charmbreaker Devils, but even if them, or anything else gets destroyed, put into graveyard, I can fetch it back, destroy a land, keep up the destroying their stuff pressure, then put the destroyed thing back into play. Worst case scenario, they keep on destroying my stuff,until like turn 30, after they have destroyed my stuff 20 times, they finally run out of 25 kill spells, and I finish them off.

4. No Land destruction decks are not new. I am well aware of that. Also aware that Land destruction decks are not tier 1. I didn't say Tier 1, I said tier ONE POINT FIVE BETWEEN TIER ONE AND TIER TWO. And all PURE land destruction decks(not decks with only just 3 to 6 land destruction cards) will have the same similar problems of dealing with horde, swarm, weenie, infect, AFFINITY, win on, by turn 1,2,3 decks. All PURE Land destruction decks NEED a SIDEBOARD, and will lose game 1 against problem decks, then sideboard, then win games 2,3. The reason why this PURE LAND DESTRUCTION DECK, is better then most, almost all other pure land destruction builds, is that most, almost all pure land destruction decks, DO NOT destroy lands turn 1, turn 2. Most don't destroy land until turn 3 at fastest, turn 4 normally, turn 5 at the slowest. Those decks are the FUN, casual, Kitchen Table decks. Also those lesser land destruction decks don't have ways to remove creatures, and they don't put in Win Con, FINISHER into deck, that's why they are lesser, casual, fun, kitchen table type decks. My PURE land destruction deck Destroys Land turns 1,2, turn 3 at the slowest, instead of like other decks destroying lands turns 3 4,5. My deck deals with creatures turns 3,4,5,6, unlike other decks that dont. My deck has a finisher, win con, unlike those that dont. My deck has ways to FETCH, get what want, need, others dont. Mine can reuse, get stuff back from graveyard, others dont.

Because my deck destroys lands on turn 1 and turn 2, and deals with creatures, and has a win con, and can fetch stuff, and get stuff back, and can keep on pressuring, controlling, destroying their land from turn 1 to turn 19, that makes this deck better then some fun, casual, kitchen table deck, and a tier 1.5 to tier 2 semi competitive, level the playing field, spoiler type of deck.

5. Running a Stone Rain deck, without black with only Goblin Dark-Dwellers is less effective then this deck. Yeah the trade off is can destroy land even more consistently by 3 to 9% percentage points better, more of the time on turns 1,2,3, but by doing that you are losing the ability to deal with creatures. Because without Wrecking Ball, Befoul, then only have Acidic Slime to deal with creatures, unless you run a LIQUID METAL COATINGS LAND DESTRUCTION DECK, but the problem with that is that deck takes to many parts, pieces. You have to have Myr Land Shaper, Ancient Stirrings, 6,7 Mana Dorks combined with Liquid Metal Coatings to semi consistently destroy a land turns 1,2 with Liquid Metal Coatings. And that means only 15 to about 20 artifact destruction cards. Which means sometimes you get out Liquimetal, but no artifact removal, or get lots of Artifact removal, but no liquimetal, no Landshaper, so stuck with Artifact removal that cant destroy lands, creatures..

But going back to your comment of Molten Rain, Stone Rain, Boom, Goblin Dark-Dwellers, like I said, no way to deal with creatures, if take out Incendiary Command, Wrecking Ball, Befoul. Beast Within could be used, but that replaces a creature with another 3/3 creature. Could use Wild Swing, but that is way too Random. So unless there is some other card that destroys a land, or a creature like wrecking ball, that is 2,3,4 cmc, that is not black, that is Modern Legal, that doesnt have a bad side effect, like giving a opponent a 3/3, etc, that I have not heard of, then if take Wrecking Ball, Befoul, Incendiary Command out, then there would be a most nothing in deck, that could be in, added to deck, that would destroy a land, an or destroy a creature, that 2,3,4 cmc, that not black. And before anybody says BOLT, BOLT ONLY DESTROYS A CREATURE, IT DOES NOT GIVE YOU THE OPTION OF EITHER DESTROYING A LAND, OR DESTROYING A CREATURE. And THERE IS NO ROOM in deck for cards that are not versatile, don't give you the option, choice of either destroying a land,an or creature. That's because in a PURE land destruction deck, that notorious for limited space, slots, and because MUST HAVE 20, 21,22,23,24 land destruction cards, then the only way Gina make it work is using cards like wrecking Ball that destroys both a land, creature. If I put in BOLT, would have to cut 2,3,4 land destruction cards, or Birds, Spirit Guides, or Eternal Witness, or VAT, or Exarch, or Goblin, or Charmbreaker, etc, which is, would be unacceptable, wouldn't work, would cause deck not to work. There is no room for BOLT or any other creature removal card that does not also destroy a land.

The next problem with your suggestion, is Goblin Dark-Dwellers, IF was going to take out PRIMAL COMMAND, INCENDIARY COMMAND, WRECKING BALL, BEFOUL, THEN running 2,3 Goblin Dark-Dwellers, might be ok. The problem is taking out those CAPS cards would make the deck worse, not better. Also the problem with Goblin Dark-Dwellers is A. If over used, removes too many targets for CHARMBREAKER. B. It only reuses the card once before Exiling it, instead of reusing the card 3,4,5, etc, times like with CHARMBREAKER. C. Does not pump up like CHARMBREAKER. So usually what happens with Goblin Dark-Dwellers,is that it comes into play, Reuses a land destruction card, destroys a land, either deals no damage, 4 to 8 damage depending on how fast they remove it. CHARMBREAKER on the other hand can swing for game by casting 1,2 spells, doing 8 to 12 to 16 damage in 1, turns. That's something that Goblin Dark-Dwellers won't do. Goblin, and Charmbreaker work really well together, and as such both Goblin, Charmbreaker both should be in the deck both.

6. Your Main Deck, sideboard suggestions: These are the most appreciated, constructive parts of your comments.

A. Melira Sylvok, and sudden Shock, is a good suggestion, problem is finding room in sideboard. If sudden shock is better than Anger of Gods, Slagstorm, it will go in the sideboard, and take those slots.

B. Thragtusk would only go in deck if it was a finisher, to replace Goblin, Charmbreaker, which it is not. If replaced Brutalizer Exarch then would have 2 less cards to remove land, and 2 less cards to search, tutor, fetch a creature, and would only have 2 PRIMAL Command, to search up creatures. And if I replace Primal Command With Thragtusk, then 2 less land removal cards, 2 less search for creatures cards. Yes Thragtusk gives you 5 life, hits for 5, waste a removal card, produces a 3/3 if removed. Thing is tho, PRIMAL COMMAND already gives me 7 life, and I can get 7 life over and over with Eternal Witness, and Charmbreaker. I don't think some of you get just how awesome Primal Command is. So 5 more life, is nothing compared to the 7 to 14 life of Primal Command, depending on how many times you copy it, Reuse it. Another problem with Thragtusk is its 5 cmc, and that it does not do anything to either destroy a land, or reuse land destruction cards, or find, get anything that helps destroy stuff in future. Also if added Thragtusk, would have too many 5 cmc cards in deck, and would have to remove Primal Command, Acidic Slime, Goblin Dark-Dwellers, Brutalizer Exarch, Charmbreaker, to make room for Thragtusk, and all those cards are better fits for, in this deck then thragtusk. Thragtusk just isn't as good as a fit in a land destruction deck with limited space,slots, as it's a better fit in other decks. Also thragtusk is not good vs speed, agro decks, as it doesn't come out until turns 3,4,5, unless get super lucky and drop him turn 2 which is theoretically possible, but ultimately extremely rare almost never ever happens. Also not going to replace VAT with 2 Thragtusk. I will look for a way to squeeze in 2 Thragtusk, because he is good, just don't think there is room for him in the deck.

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Posted 24 August 2016 at 19:03

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One more final comment before I unsuscribe;
You cannot sit there and say this is THE best version if you don't get out there and play against the best. Play against the likes of Sam Black, Gerard Fabiano or Reid Duke.
Sitting here and saying the deck your playing is the best land destruction deck ever because you take to fnm and do relatively well would be like me saying that my standard enchantment deck is the best deck because I went into the top 8 of my local fnm a few times and never once playing against someone almost if not as skilled as Brad Nelson.

Yes, going to a Grand Prix or a Pro Tour is expensive, so is every hobby, but to actively sit on a website and say your deck is the best tier 1/1.5/2 or whatever deck without actually going out and getting results from playing against truly skilled people is just ridiculous. Claiming to be the best means you have to play against the best and prove that it is exactly as you say.

Have fun, I hope the veins in your forehead don't explode from reading this.

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Posted 25 August 2016 at 15:22

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He doesn't have to go to a GP. It would be enough to participate in a QUALIFIER.
The thing is, in all of his longwinded posts is rattling down the choices he has and how many fecthlands etc. but this is all theory. When you actually play =>against high caliber decks and players<= you'll figure out that a lot of your theories don't add up. He might have 7 or so creature kill spells, but the thing is, they all cost 4+ mana and trade 1-for-1. You can get away with this in your local card shop, read, a casual environment and yes, then a deck like this will wreak havoc, but that's not how it will work out in the real worlds of serious tournaments! By the time he can cast a Wrecking Ball there will be more than one creature out and if he wastes his turn killing the biggest one, then the opponent will have increased his landcount and can easily replace the killed creature, all while the LD-deck eats more damage! That'll snowball into a loss at no time. Which has always been the problem of LD decks.

I said from the getgo in my initial post that kicked off this shitstorm: The deck is fine for casual.
More importantly, and I repeated this in the end of my post: It's ALL about presentation. I wrote because of all the bragging, false advertisement and unrealistic claims! See, in his defensive posts, Asturonethorius now claims he only wants to beat tier 1.5 but the title of the deck STILL says "tyr 1", "best" and "turn1". Yes, there is a question mark, but that's at least 3 offenses in the book of clickbaity titles. Also, the description still reads:
"Goal, purpose of deck, is to Level playing field, compete vs, send EXPENSIVE cards to graveyard, of EXPENSIVE $1350 Modern, Pro, tier 1 decks." Tier 1! It's still in the description you tool!

Then his introduction:
"Turn 1, drop a land, tap land for mana, remove 2 spirit guides from hand, for 2 red mana, play either Molten Rain, or [[Boom/Bust]], or Stone Rain on turn 1.
...
The goal is to start destroying, removing opponents land on turns 1,2,3. Continue do that until Charmbreaker hits field, swing 1,2 times for game, while dealing with the extremely rare creature, planeswalker threats."
So, the gameplan is to use 2 or even 3 cards to kill a single land on turn 1/2 and "continue to do so" until he draws the single Charmbreaker he has in the deck ... aha. How are you supposed to keep up that pressure when you are ar card disadvantage from the start? How do you deal with the small threats any deck will still be able to squeeze in? Something as simple as a Cursecatcher from a random Fish deck will tear this apart.

See, it's THIS kind of bragging:
"Maybe 1 of the best, if not Maybe 1 of the best, if not Maybe the best, PURE, 100%, DEDICATED, FOCUSED, TIER 1.5 TURN 1, 1.5, 2, MODERN FORMAT, LAND DESTRUCTION DECK."
just BEGS to get negative responses, *especially* since Asturonethorius said:
"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."
So, he is on a mission to fight people that behave like dicks. My original post was mainly made to point out that you, sir, also behave like a dick. It might not have occured to you as of yet, this is why I pointed that out. It's one of the reasons why people like Dedwards stopped commenting and others didn't even bother to join the discussion. I was trying to help, actually.

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Posted 25 August 2016 at 16:03

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"You pushed the Goku button."
"I don't see how thats a pro-"
*gets gut checked*
"You really shouldn't have done that"

That's what the above post is

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Posted 25 August 2016 at 16:20

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Here's some more to chew on. Just ran across this on my Facebook feed. It's the top ten modern decks currently

http://magic.tcgplayer.com/db/article.asp?ID=13469&writer=Seth+Manfield&articledate=8-24-2016&m_source=tcg-fb-post&utm_medium=tcg-fb-post&utm_content=magic&utm_campaign=tcg-fb-post-magic

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Posted 25 August 2016 at 16:28

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I just want someone windmill slam a turn 2 blood moon against this deck.

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Posted 25 August 2016 at 18:04

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Putting this here, because no place to reply above. There is nothing wrong with CONSTRUCTIVELY DISAGREEING OUSCHIN, But you don't do that. It's not enough for you to say in a constructive way, that you think so an so is bragging, and that their deck is not as good as it is, as think should be in theory. It's not enough for you to say the problem with your deck, is a,b,c, for reasons X,Y,Z. No you have to insult, berate, belittle, name call, etc, and double down in that, if the person constructively disagrees, explains logic, etc, and if the person pushes back. You are very PUSHY, and have seen you behave that way in many of your comments on other people's decks. And then you wrongly charge me, others of the same behavior. I have not called you a idiot. About the worst I have said to you is that you are PUSHY, and that's the truth.

Next I what I said either is logically true, an or should be true in theory. The deck is in theory, in logic a tier ONE POINT FIVE BETWEEN TIER 1, AND TIER 2, and is a SPOILER deck, that level the playing field, semi competitive, etc. h e deck COMPARED TO MANY OTHER LAND DESTRUCTION DECKS, is in theory, logically 1 of the better, best LAND DESTRUCTION DECKS, BETTER THEN LOTS, MOST PURE 100 PERCENT LAND DESTRUCTION DECKS.

I explained why to you, xera. The reason why is MOST land destruction decks do not start destroying land until turns 3,4,5,6, and do not have ways to deal with creatures, and don't have win cons. There are a lot of CRAP land destruction decks out there,and that's why they are casual, kitchen table decks. This land destruction deck is BETTER THAN ALL THOSE LOTS OF CRAP LAND DESTRUCTION DECKS.

The reason why is this land destruction deck consistently destroys lands turns 1,2,3. And destroys creatures turns 4,5,6,7. Yes the deck has lots of pieces in order to do that. If the deck only had 1,2 of the required pieces, then you would be right that it wouldn't happen consistently. The deck has 8 mana dorks to help ramp the land destruction cards TWENTY THREE OF THEM, MOST OF THEM AT 3,4 CMC, NOT 4,5,6 CMC LIKE YOU ERRANTLY SAY. I that doesn't work the there are 4 BOOM, AND ELEVEN, 11 Broken into 8 FETCH LANDS, AND 3 DARKSTEEL CITADEL THAT WILL DESTROY LAND TURNS 1,2,3.

YES THAT'S A LOT OF REQUIRED PIECES, WHICH NORMALLY WOULD NOT BE GOOD IF ONLY HAD 1,2,3 OF LOTS OF PIECES. BUT THERE ARE 8 DORKS, 23 LAND DESTRUCTION CARDS, 4 BOOM, 8 FETCH LANDS, 3 DARKSTEEL LANDS, ALL ADDED TOGETHER THAT'S 42, FORTY TWO CARDS that HELP DESTROY LAND CONSISTENTLY on turns 1,2,3. Those 42 cards, an or 8 Mana Dorks, an or 4 BOOM, an or 8 FETCH LAND, and or 3 Darksteel, an or 23 land destruction cards, WILL, DO COME OUT CONSISTENTLY IN 100 TO 1000 SAMPLE HANDS, TURNS 1,2,3 TO DESTROY LANDS TURNS 1,2,3.

And it's not only 7 cards that deal with creatures, it's TEN CARDS THAT DEAL WITH CREATURES. 4 wrecking ball, 2 Befoul, 2 Acidic Slime, 2 Incendiary Command. 3,4,5 of those on average are going to be drawn per game. And it's not just those cards. There are ways to FETCH, DRAW, REUSE THOSE CARDS FROM GRAVEYARD.

Also since destroy opponents land turns 1,2,3, then opponent will only have ZERO, ONE, 2 LAND. That means that opponent will only have 1 or 2, 3 creatures at most, that are 1/1, 2/2. The game plan to deal with those, is too temporarily ignore them finish destroying most, almost all, all their land, then during a turn where they don't drop a land during the turn, destroy a creature turn 4,5,6,7, then destroy another land that drops, then either draw, fetch, reuse, get another creature removal card, to destroy another creature, then destroy another land, alternating back and forth between destroying land, creatures, only destroying creatures during those turns that opponent did not drop a land into play after destroying land. Yes that means that the creatures will knock you down to 17 life to 13 life, to 10 life, to 7 life, to 5 life, before you have totally destroyed their land till they have only 0 ZERO, 1, ONE LAND, and 0, ZERO, 1, ONE creature, until you use Primal command, or thragtusk to get more life, and until you get either thragtusk, an or Goblin Dark-Dwellers or Brutalizer Exarch, or Charmbreaker, or Incendiary Command, or Primal Command to get out finisher.

You keep on only seeing Goblin Dark-Dwellers or only 1 Charmbreaker and Errantly think those aren't going to come out, and if so, it will be too late, or after its needed, or LUCK, etc.

The thing your overlooking is 1 of each of the finishers is a 3 THREE OF A CARD CATEGORY CALLED FINISHER. and on average 1 or 2 of them will come out mid to late game on average without help.

Now you throw in 6, SIX ways to help the finishers get into play, 2 INCENDIARY COMMAND TO DRAW LOTS OF CARDS, 2 PRIMAL COMMANDS TO FETCH THE CARDS, 2 BRUTALIZER EXARCH TO FETCH THE FINISHERS. EXTREMELY RARE IS THE GAME, SAMPLE HAND, WHERE NONE OF THE FINISHERS COME OUT.

But then you Errantly think ok fine get them out, but they will b destroyed.

That's what Vat is for, to deal with, discourage that. Charmbreaker can swing for game in 1,2 turns, before they get a chance to remove, Thragtusk is anti removal, Goblin Dark-Dwellers will hit once before being destroyed.

Then there is Eternal Witness to fetch them back, and can shuffle them into library with PRIMAL COMMAND. To refetch, redraw, replay them later, and destroy more lands, creatures, etc.

The only problems for deck, is horde, swarm, weenie, Affinity, infect, win on turns 2,3 decks. But sideboard deals with those decks with BOARD WIPE, MELIRA, TRINISPHERE,ETC. This deck can handle those sideboard cards, problem decks, for this deck, can't handle those sideboard cards.

According to logical reasonable theory, concepts etc, sample hands, games, etc against Tron, Kiki Chord, Naya Midrange, Midrange, semi agro, werewolf like decks, etc, the deck has worked, will work, should work, and against the problem decks, the SIDEBOARD WILL, WOULD, SHOULD deal with problem decks.

Now it's obvious, your not going to get it, and will disagree, which is ok, and will continue to be a unconstructive, PUSHY, HECKLER, so no point in continuing HECKLERS GO TAKE YOUR HECKLING SOMEWHERE ELSE, or at the very least, STOP your HECKLING, behave yourself, make constructive comments, etc. And your comments have not been constructive.

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Posted 26 August 2016 at 06:22

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Id have to say that I am enjoying reading all of these comments.

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Posted 24 August 2016 at 13:21

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I know, right?

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Posted 24 August 2016 at 17:57

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They make my brain hurt trying to grasp some of the things said

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Posted 24 August 2016 at 18:46

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Sorry all, I am guilty as charged when it comes to me being wordy, long winded, making long comments. But the long comments, or shorter comments with many points is causing my comments to be longer, because I am addressing each of their points in my comments. That makes my comments longer. If they made 1 point per comment, then my comments wouldn't be as long. Also could just make multiple comments addressing 1 point each, that address points made in earlier comments. But that would increase the volume of comments, and also if do that then get a bunch of responses before get a chance to finish addressing points made to earlier comments. That's another reason why I make a longer comment addressing many points made in earlier comments, instead of making shorter comments.

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Posted 24 August 2016 at 19:50

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After looking at trying to figure out a way to squeeze thragtusk in, the only possible way, would be to cut 1 Acidic Slime, add 1 deck slot to go to 61 cards, 23 lands. But if I was going to cut 1 out of the 3 Acidic Slime, and add 1 deck slot, I would add 1 Goblin Dark-Dwellers, and 1 CHARMBREAKER, instead of adding 2 Thragtusk, which would make a lot more sense if I tried to do that. And I may cut 1 Acidic Slime, add 1 deck slot, to goto 61 cards, 23 land, so that can add 1 more Goblin Dark-Dwellers, and 1 more Charmbreaker, but if do that, I am going to have to split turn the 2 Stone Rain into adding 1 more Molten Rain, and 1 more Wrecking Ball to make up for losing 1 Acidic Slime, a card that deals with creatures. That would make more sense then trying to squeeze in 2 Thragtusk.

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Posted 24 August 2016 at 20:04

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Decided to add Melira Sylvok to the Sideboard. Thanks for the suggestion. Did not use Sudden Shock As Slagstorm is Better. Added 1 more Wrecking Ball to go to 61 cards, 23 lands, a 37.5% land, mana ratio, and to go to 11, ELEVEN ways to deal with creatures, instead of 10. In playtesting sample hands, the deck still destroys lands consistently by, on turns 1,2,3, and gets out creature removal more often.

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Posted 24 August 2016 at 22:04

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Slagstorm is only better in that it hits multiple creatures, but you shouldn't write off Split Second. It's really nasty and stops other players from responding, which can save your ass quite a lot. And adding one more Wrecking Ball won't help this deck. All that does is shift the mana curve higher, making it less likely that you'll get the mana you need more consistently

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Posted 25 August 2016 at 03:33

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He was talking about my sideboard, with the point about Sudden Shock. And my response to the point, was, is about the sideboard. Sudden Shock only deals 2 damage tho, so it's creature power reach is bad, below average, ok at best. Now if it was 2 damage, boardwipe, that would make it better. As a sideboard slot, I am looking for 2,3 BOARD WIPE cards, to help my 2 BOARD WIPE INCENDIARY COMMAND MAINDECKED cards, boardwipe swarm, horde, token, weenie, win on turns 2,3 by sheer number of 1/1, 2/2, 3/3 creatures decks, which are a problem. Have plenty of way to deal with, spot removal creatures, so don't need spot removal in Sideboard, as spot removal is not a problem, not lacking in main deck. That's why in my sideboard Slagstorm is a better fit then sudden shock.

As a main deck card, the problem is lack of reach, and that it does not also destroy a land. As such it takes away a deck slot that could be used to destroy a land, an or a creature, which is extremely important in a land destruction deck notorious for their limited slots, and needing LOTS of land destruction cards, cards that help land destruction. As such there is no room for sudden Shock, heck not even room for BOLT, which is better then sudden shock, because BOLT doesn't also destroy a land.

Yes Wrecking Ball affects the curve, but as long as it's not more then 1,2 more of them, and as long as not decreasing the BOOM, MOLTEN RAIN, STONE RAIN, and as long as not more then 3,4 cmc, and AS LONG AS HAVE ENOUGH TO PLENTY OF FETCH LANDS, BLACK DUAL LANDS,ETC, AND I DO WITH 8 FETCH LANDS,AND 14 TO 17 DUAL LANDS, BIRDS, SIMIAN SPIRIT GUIDES, WHICH I DO HAVE THAT, THEN WILL STILL HAVE THE MANA TO CAST IT, AND WILL STILL BE ABLE TO CONSISTENTLY DESTROY LAND BY, ON TURNS 1,2,3, BECAUSE ONLY LOWERS CHANCE TO DO THAT BY ABOUT 1,2,3% percentage points while increasing the numbers of cards that destroy creatures, making it either a fair trade off or extremely close to being a fair trade off.

Also adding the extra Wrecking Ball, made it possible to cut 1 Acidic Slime to add 1 semi finisher, in Thragtusk, so trade off worth it. Adding 1 more Wrecking Ball has helped, will help deck. Having 1 more creature removal card does help. And before you say it's 4 cmc, that's not a issue,the reason why it's not an issue, is because 4 cmc is castable
turns 2,3,4,5. My goal is not to destroy a creature by, on turns 1,2,3, when I would rather be destroying a land. If I wanted to destroy a creature turns 1, 2,3 I would run BOLT. Instead I would rather be destroying land early turns, then destroy a creature turns 4,5,6, which I can better do with more Wrecking Ball type creature removal cards. But if I run BOLT, in place of wrecking ball, then I won't be able to destroy a land on turn 2, an or 3, as well, because of less land destruction cards, this is why want 3,4 cmc combo land destruction, creature destruction card like wrecking ball, the VERSATILITY, IF PLAY WRECKING BALL, OR LACK OF VERSATILITY, IF DONT PLAY WRECKING BALL, EITHER MAKES, BREAKS LAND DESTRUCTION DECKS. MAKES IF YOU PLAY WRECKING BALL, BREAKS IF YOU DONT PLAY WRECKING BALL.

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Posted 25 August 2016 at 05:10

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You know what would make my day? Someone casting Declaration of Naught and declaring Wrecking Ball. I would laugh my ass off because then the one card you say makes or breaks this deck will be utterly useless. God you really need to face a tier 1 control or aggro deck. Then you would see just how little land destruction really does in a competitive match. I mean my infect can swing for legal on turn 2 with only one forest for fucks sake. Do you really think top tier decks care about you blowing one land a turn if it's primarily sorcery speed? For crying out loud, control is dangerous with a single untapped island! Good luck blowing it up when everything you cast gets countered, and then when you're empty handed and they whip out their finisher with the quickness, you're up shit creek. I have piloted and faced off against many tier one decks in my few short years of magic, both modern and legacy, and NOT ONCE have I ever been faced with land destruction. Stop trying to make your deck sound like something it's not, because it isn't, and unless WotC loses their mind and reprints a legacy land destro spell like Sinkhole or makes some insane modern land destro spell, then land destruction will never run with the big boys. Face it. This is a mid tier deck with lofty ambitions that's just waiting for a break that won't come. Move on and try something truly worth tier one like Flash Hulk or Modern Bridge.

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Posted 25 August 2016 at 16:12

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Look, I already said a ZILLION times deck is weak against HORDE, SWARM, WEENIE, TOKEN, SPEED, INFECT, WIN ON TURNS 1,2,3 DECKS. THAT'S WHAT A SIDEBOARD IS FOR, TO DEAL WITH THOSE PROBLEM DECKS.

As for control, the only 1 mana needed for COUNTER, APPLIES TO LEGACY. LEGACY IS NOT MODERN, LEGACY FORMAT DECKS EAT ALMOST ALL MODERN FORMAT DECKS. LEGACY, MODERN DONT COMPARE TO EACH OTHER.

There is only 1, 1 cmc COUNTER, and it gives a 2/2. And unless your playing a blue COUNTER deck with 15 to 30 COUNTERS IN IT, then yeah that would work, then after beating this deck would lose to all the speed, agro, midrange, counter hate out there.

Also most blue counter control decks only play with 5 to 10 to 13 counterspells, that cost 2,3 cmc, in MODERN FORMAT play. This means that likely not have land, mana to counter land destruction. And if they do counter land destruction, have enough land, mana, then will BAIT, SWITCH, SNEAK STUFF THRU, when their land is tapped, or when they temporarily run out of counterspells for 1,2,3 turns.

Also even if they counter stuff, I can still use Eternal Witness to get it back, and if counter that, then can shuffle the cards from graveyard back into library. Eventually going to run out of counterspells. And if tap mana to get out your win con, then don't have the mana to counter my win con.

And that's game 1. Game 2. I sideboard in Autumn's Veil, and Surgical Extraction, and Leyline of lifeforce, and then your counterspelling is NEUTERED. Same with game 3.

That's what sideboards do, they deal with problem decks.

And as I have said a ZILLION TIMES, U DID NOT SAY LAND DESTRUCTION IS TIER 1. NOR DID I SAY THIS DECK WAS TIER 1. I DID SAY THIS DECK US A TIER ONE POINT FIVE BETWEEN TIER ONE AND TWO, DECK AT BEST, AND THAT DECK US A SPOILER DECK, THAT LEVELS THE PLAYING FIELD, SEMI COMPETITIVE AGAINST TIER 1, ONE, TIER 1.5, ONE POINT FIVE, EXPENSIVE DECKS, AND THAT AMONGST PURE 100 PERCENT LAND DESTRUCTION DECKS IT IS 1 OF THE BETTER, TO BEST PURE LAND DESTRUCTION DECKS, BECAUSE MOST PURE LAND DESTRUCTION DECKS ONLY DESTROY LAND BY, ON TURNS 3,4,5,6, NOT BY TURNS 1,2,3 LIKE THIS LAND DESTRUCTION DECK, AND DONT HAVE FINISHERS LIME THIS DECK HAS, AND DOES NOT DESTROY CREATURES LIKE THIS LAND DESTRUCTION DECK DOES. THAT'S WHY THOSE CASUAL KITCHEN TABLE LAND DESTRUCTION DECKS, ARE CASUAL, FUN, AND THAT'S WHY THIS LAND DESTRUCTION DECK IS BETTER THAN THOSE LAND DESTRUCTION DECKS, AND IS BETTER THAN CASUAL, FUN, KITCHEN TABLE NON COMPETITIVE FNM LIKE LESSER LAND DESTRUCTION DECKS.

ALSO THAT'S WHAT THEY SAID ABOUT INFECT UNTIL A MODERN FORMAT PLAYER MADE A GREEN WHITE INFECT DECK AND WON A MODERN FORMAT PTQ TOURNAMENT, BECAUSE AT THE TIME INFECT WAS REGARDED AS A TIER 1.5, TIER 2, TIER 2.5 DECK, AND EVERYBODY THOUGHT SURELY NOBODY WOULD BE DUMB ENOUGH TO RUN INFECT SINCE IT IS TOO EASY TO SHUT INFECT DOWN WITH SIDEBOARDS, AND BECAUSE OF THAT, THEN NOBODY WILL PLAY INFECT, AND BECAUSE OF THAT, NO NEED TO SIDEBOARD AGAINST INFECT, AND SO BECAUSE OF THAT, THAT PLAYER WON THE TOURNEY WITH HIS GREEN WHITE INFECT DECK, BECAME FAMOUS, HECKLED OVERNIGHT, SHOWED WHAT INFECT COULD DO, CAUSED PEOPLE TO WORK ON,INNOVATE INFECT, ETC, UNTIL NOW IT IS BETWEEN TIER 1 TO TIER 1.5, AND PLAYED A LOT, AND THE SAME KIND OF THING CAN HAPPEN, CAN GO FROM ROGUE DECK TO MAINSTREAM DECK WITH ROGUE DECKS LIKE MILL, DISCARD, WEREWOLF, LAND DESTRUCTION, AS WHAT HAPPENED WITH INFECT.

IF INFECT CAN JUMP FROM LOWER TIER, ROGUE DECK, TO HIGHER TIER MAINSTREAM DECK, LIKE IT DID, THEN SO CAN THE OTHER LOWER TIER ROGUE DECKS. IT'S JUST A MATTER IF TIME, INNOVATION, WHICH IS LACKING IN THIS COPY,NETDECK, COPY PASTE, BUILD TIER 1 DECK, PLAY TIER 1 DECK, INSTEAD OF CREATING, INNOVATING YOUR OWN TIER 1 DECK, AGE.

REMEMBER INFECT USED TO BE THE CRAP LAUGHING STOCK DECK OF MODERN. EVERYONE SAID INFECT WAS CRAP NOT COMPETITIVE, IT TOOK A GREEN WHITE INFECT DECK, AND A PLAYER IGNORING THAT TO PROVE OTHERWISE WITH A PTQ INFECT DECK WIN.

BUT THAT DOESNT MEAN I AM SAYING THAT LAND DESTRUCTION IS A TIER 1 DECK THAT WILL WIN A TOURNAMENT ANYTIME SOON. NOT SAYING THAT.HAVENT SAID THAT.

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Posted 26 August 2016 at 07:53

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First off, you don't know a damn thing about control. That's clear from what you wrote out. Only one single mana counter in all modern? I'm dying of laughter right now. Here, look this over and then try and explain to me how you'll beat it. I'm sure I'll get a laugh from it.

http://www.mtgvault.com/drakeraenes/decks/modern-wu-control/

Btw, I HAVE playtested this deck and DO own it in reality. It can shut down a deck like yours indefinitely, but you'll argue that I'm sure.

Now let me explain one more thing. You also know jack shit about infect because this gw deck you're talking about is utter bullshit. Sam Black piloted mono blue infect all the way to the semi-finals in Pro Tour 2011, and I'm sorry but infect has NEVER been anything less that tier 1. The very first FNM I went to after scars was released I took a green black infect deck and just wrecked. Even burn couldn't handle it. This was the time when Goblin Guide was still standard and one if the worst things to stare down on turn one, but when facing infect people backed off.

http://www.mtgvault.com/drakeraenes/decks/deadly-forces/

This is my infect list. The current real life version is modern, so Invigorate and Worldly Tutor aren't in it, but it would still kick in the teeth of anything you throw at it, to include this deck.

Last point. I may have only been playing since Rise of the Eldrazi, but that doesn't mean anything. I have and continue to make some pretty awesome decks, both casual (which I much rather prefer) and competitive. You, who has apparently been playing since the glory days, should know then that this deck can't hold up in competitive play, regardless of whatever tier you claim it is. Yeah you'll catch people off guard with it once or twice, but that's any deck. Period.

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Posted 26 August 2016 at 16:06

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Nobody said you didn't make good decks. Again you put words in mouth that not said. Legacy control is what you were talking about, when I said that legacy control will eat anything, because it's legacy control. Modern control isn't as good as you think. There is a reason why it's not played as much, because most modern format counterspells, are 2,3 mana. And most run 3 to 9 counterspells. And It's Easy Enough TO BAIT, SWITCH, SNEAK STUFF THRU COUNTERSPELLS. You learn to do that when you play against control.


And what I said about AUTUMN'S VEIL, SURGICAL EXTRACTION, LEYLINE OF LIFEFORCE, CAVERN OF SOULS, IS TRUE, THAT IT NEUTERS CONTROL. Players sideboard so much anti control hate. That's why blue black, blue, white counterspell control in Modern isn't as good as you think. Not saying it's Bad.

As far as what I said about infect, I read what I said in either SCRY, DUELIST, MTGSALVATION, TCG. They had a big freaking article on the players green white infect modern format deck win of a GP, PTQ, and how nobody sideboarded against his infect deck, because they thought nobody would run infect in a MODERN FORMAT tournament.

That mono blue infect tournament win was either a STANDARD FORMAT INFECT DECK, or if it was MODERN FORMAT, it was AFTER THE green white infect MODERN FORMAT deck win, which could have been the case since I did not mention the year, because did not know the exact year.

Also I know full well how awesome infect was in STANDARD FORMAT BACK IN THE DAY,as my BLUE BLACK GREEN INFECT DECK WAS PRETTY GOOD IN STANDARD BACK THEN (Took me most of the standard block to build it, only to have it cycle out 3 weeks to 1,2 months later.). But after Infect cycled out of standard. It for a short time ruled MODERN UNTIL MODERN FORMAT PLAYERS started sideboarding Melira to SHUT DOWN INFECT.

Then after that for a while Infect became a tier 1.5, tier 2, tier 2.5 ROGUE DECK. Almost everybody stopped playing it because of MELIRA, Sideboards. Then because of that, players stopped sideboarding for infect, because almost nobody played it in Modern Format. That's about the time the GW infect deck won a GP, PTQ. Then after that, INFECT WENT FROM ROGUE DECK, TO TIER 1.5 again.

Then shortly after that, was probably the time the Mono Blue infect won, pushing infect to a tier 1 to tier 1.5 deck,until it's a tier 1, top 10 deck today.

Infect was awesome in STANDARD FORMAT. Then there was a time when MODERN FORMAT infect decks, were not as good, and were ROGUE decks, until they gradually became the tier 1, top 10 deck they are today.

I actually wanted to turn my standard infect deck, into a Modern Format deck, but EVERYBODY sideboarded MELIRA, SHUTTED INFECT DOWN, so I went away from infect for a time, and built my blue, black, green infect deck for MODERN FORMAT, ABOUT 6,7 to 13 to 17 months ago.

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Posted 26 August 2016 at 19:33

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Also you seem to get MODERN FORMAT, LEGACY FORMAT, STANDARD FORMAT, MIXED UP. There is only 1 or 2 1 mana counterspells in Modern Format. And 1 of the 1 or 2 of them, counterspells, then gives opponent a 2/2 kind of like a beast within type of a card, except it counterspells, cost 1 cmc, and 2/2., instead of 3/3. If there is a 2nd, there is a 3rd one most of us don't count, play, because it is extremely LIMITED, like only countering artifacts, or only countering enchantments, or only planeswalkers, or only creatures, or only instants, etc, for 1 cmc.

It's LEGACY THAT HAS A LOT OF 1 CMC COUNTERSPELLS THAT ARE NOT LIMITED.

Modern Format only has 1 or 2, 1 cmc counterspells that are not limited, and 1 of the 1 or 2, 1 cmc counterspells in Modern Format, that's not limited, has a bad side effect of giving a opponent a 2/2. The 3rd, 1 cmc counterspelll in Modern is LIMITED to 1 or 2 types of things it can counter

Also your missing the point, that there is a lot of COUNTERSPELL HATE CARDS IN MODERN FORMAT THAT NEUTER, SHUT DOWN COUNTERSPELLING THAT SHUTS DOWN COUNTERSPELL DECKS IN MODERN

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Posted 26 August 2016 at 20:00

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There are a lot of cards that trip up any kind of deck, not just control. Stop treating it like only control gets all the hate, or only infect gets all the hate. And I'm sorry but melira rarely is a staple in sideboards as a dedicated infect stopper because she's squishy. I swing, you block with her, I drop a giant growth and she still dies from damage. And I also never once said anything about legacy control, because I don't have the money to play it. I can't afford a set of Force of Will so that hinders me from the get go.

Oh and my buddy dropped a link for me to share with you. Enjoy

http://www.mtgvault.com/razzan/decks/viva-le-boomz/

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Posted 26 August 2016 at 20:13

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Oh yeah I forgot. That mono blue infect deck that Sam Black piloted. Yeah that was the 2011 MODERN pro tour in Philadelphia. I'm not some week old Timmy that doesn't know the difference between the formats dumbass.

Oh, and there are FIFTEEN one mana counter spells in modern, and two of them are actually in my deck, but you obviously haven't looked or you would know that. And Swan Song is crap for modern, since you keep bringing it up. Stopping a spell and giving your opponent a 2/2 with evasion is a piss poor trade off

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Posted 27 August 2016 at 00:54

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Legacy only has 5 counterspells that matter and only 2 of those are 1 mana and only 1 of those is legal in modern.

Force of will
Daze
Flusterstorm
Counterspell
Spell Pierce

Also, Asturonethorius, enjoy decks you can't beat.

http://www.mtgvault.com/xeras/decks/advent-of-12-moons/

http://www.mtgvault.com/xeras/decks/burn-the-world/

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Posted 27 August 2016 at 00:58

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Let's count them off!

Annul
Avoid Fate
Dispel
Guttural Response
Invasive Surgery
Mana Tithe
Nix
Outwit
Rebuff the Wicked
Spell Piece
Spell Snare
Steel Sabotage
Stubborn Denial
Swan Song
Turn Aside

The only one I didn't add was Mental Misstep, because it's banned in Modern. The rest are all modern legal, and about 3 or 4 of them actually see play in competitive decks. By the way, Swan Song isn't one of those 3 or 4.

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Posted 27 August 2016 at 01:01

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That was my point, that only 1,2, of them are worth playing, and or are actually consistently played. Most on that list are not played. Therefore if you ask most of us about 1 cmc counterspells in Modern, most of us are going to say there is ABOUT 1,2,3 cmc counterspells in Modern, because that's all that's ever seen, an or mean that's the only stuff played,an or forget, an or sometimes wrong about the exact number of them in the format. The point I was making was valid that 1 cmc counterspells are not a worry in MODERN FORMAT. They are a worry in Legacy, Vintage, because all of them are played regularly very effectively, like Force of Will. In Modern Format you typically see REMAND, MANA LEAK, NEGATE, CANCEL, etc, and that ca be dealt with. In Legacy, 4 force of Will, and other stuff early, = SCOOP. That usually doesn't happen in Modern.

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Posted 27 August 2016 at 09:23

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...ok let me explain something very clearly here. You do have to worry very much about those two particularly popular one mana counters, because they are easily the one thing that can fuck you over. Let me sum it up as simply as I can for you. Spell Pierce seems harmless for a one drop, but it sees play in legacy. That's a pretty big pool to work with for counters, and it gets picked quite often.

Now Spell Snare might not see legacy play, but it can single handedly cockblock EVERY, and you can quote me on this, EVERY MAJOR MODERN COMPETITIVE DECK. Why? Because ALL OF THEM have key cards that cost 2. If control goes first and they drop an island and pass turn, there are at least eight one mana counters probably in that deck of theirs and it's very likely that they have one in hand.

Until you have faced down a top tier control deck, you don't know how daunting an untapped island can be. And legacy? Hell they don't even need land to counter your shit. Just Force of Will and another blue spell to pitch to it. Do yourself a favor and stop acting like you know how control works because you clearly don't. I play control in many different formats and styles, from hand disruption to counters to board control. Control is my bitch, so don't try and talk to me about how easy you think it is to bait and switch a control player into covering the wrong stuff. Unless we have no hand, we LET YOU cast that spell successfully, because we KNOW it's not a threat.

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Posted 27 August 2016 at 18:11

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Wasn't talking about legacy, was talking about Modern, and in Modern, Remand, Negate, Mana Leak, Cancel, are the MOST PLAYED COUNTERSPELLS, and those particular counterspells are easily dealable with, which is why counterspell control isn't plated as much as other stuff in Modern.

I know full well how powerful LEGACY, VINTAGE control is, heck I even said that LEGACY FORCE OF WILL EARLY GAME EQUALS INSTANT SCOOP, as that's how powerful force of will is in Legacy.

But no matter how many times I have said that, you either misread it, twist it around in your head, spin it around I'm your head, get Legacy, and Modern mixed up so that think I am talking about legacy, when I was talking about modern,aada vice versa, etc, to where you put words in my mouth I didn't say, and or spin, twist what I say, etc, all because of either, an or assumptions you have made about what I said, an or not reading, skimming, etc, an or lack of comprehending what I said, meant, etc.

Now maybe I need to be shorter, clearer, etc, in what I write, but your assumptions, skimming, not reading, twistimg, spinning, putting words in my mouth,nnt remembering, bad reading comprehension, whatever, whichever it is, is not good.

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Posted 27 August 2016 at 23:42

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Negate and cancel don't see nearly as much play as you seem to think. You missed about three other counters that ARE played as much as you think the others are.

If you're prepared for it, anything is able to be dealt with. That's the entire reason why the sideboard exists.

I never assumed you were talking about legacy instead of modern. That was aaaaallllllll you. I haven't put shit in your mouth, which is astounding considering you can't seem to keep it shut and it's already pretty full of shit as it is.

I don't skim through any of your comments before responding, because if I did them i wouldn't be finding the glaring holes and issues that you put on display for everyone hear to see. And I do comprehend the things you say, which is amazing considering your atrocious grammar. I've met people that learned English as their third language that can write a thousand ties better than you can.

Yes, shorter comments would be much appreciated by all of us on here reading your poorly constructed sentences. Hell you deck is constructed better than your comments.

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Posted 28 August 2016 at 00:58

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drakraenes
"Yes, shorter comments would be much appreciated by all of us on here reading your poorly constructed sentences. Hell you deck is constructed better than your comments."

If I could +1 that comment a thousand times I would.

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Posted 28 August 2016 at 01:05

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It's still a work in progress, but since we're on the topic of control... I'm just going to leave this here.
http://www.mtgvault.com/kjsj3/decks/ur-control/

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Posted 28 August 2016 at 01:50

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Decided to add in 1 thragtusk, he does give the 5 life, waste a removal spell, makes a 3/3, plus if they remove him with VAT out, VAT will trigger. And can kill my own thragtusk, making a 3/3 to trigger Vat, and can then activate Vat, pay 3 mana each turn to get 5 life, and a permanent 3/3, because it will create a thragtusk token each turn that gives 5 life, and creates a permanent 3/3 each turn.

Now why only 1, instead of 2? Isn't room for 2 Thragtusk for 1 thing. 2. There are 6 ways in 2 Primal Command, 2 Brutalizer Exarch, 2 Incendiary Command, to get Thragtusk out, so only need 1 thragtusk, to go along with only room for 1 thragtusk.

I made room for thragtusk, by adding 1 more Wrecking ball, which made it possible to cut a Acidic Slime, which made it possible to add 1 more 5 cmc card in Thragtusk, while staying at 8, 5 cmc cards, instead of 9, 5 cmc cards, which is important because if went to 9, 5 cmc cards, would have a lot of high mana cost cards in opening hand, and draw a lot of high mana cost cards, which would cause turn 1, 2, 3 land destruction to happen less consistently.

Could have cut the stone rain for Thragtusk , but that would have also lessened consistency of turns 1,2,3 land destruction, and again would have made for 9, 5 cmc cards, instead of 8, 5 cmc cards, which would have caused even more inconsistency.of turns 1,2,3 land destruction.

So with the changes the deck should still destroy land destruction on turns 1,2,3 consistently, and should still have plenty of creature removal consistently, and should get enough life gain from Primal Command, and Thragtusk, and more creatures from thragtusk, and more dealing with creature removal with thragtusk.

Also let it never be said that I never take good suggestions. And good suggestions, are much more constructive comments then a couple, few, some of the comments some have made.

Thanks for suggesting Thragtusk.

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Posted 24 August 2016 at 23:33

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Would it make people happier if i tested this on forge vs modern decks that some friends and I have (when I have time)?

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Posted 25 August 2016 at 17:58

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no because the OP would claim the results are manipulated and that you wanted his deck to lose and that you played it wrongly.
(or, if, by miracle, you have positive results for the deck, the others would assume you tested it against stupid decks/players)
ALSO if you did that, you would reward all the attention whoring!

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Posted 25 August 2016 at 18:06

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True... True... Although I don't play to lose.

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Posted 25 August 2016 at 18:13

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Does anyone? I mean even suicide black plays to win. Hell I play reckless rakdos with one of my casual decks and while I often end up killing myself, I go down fighting. It needs an update though, what with stuff like Demonic Pact out there now

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Posted 25 August 2016 at 18:28

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personally I would love for somebody to proxy this deck in some form and test it against high level modern decks. Be it in cocatrice or forge or anything. and if it does well then it does well, and if it loses... then perhaps OP will stop ranting about why everyone who critiques his/her deck is a blithering idiot. which would be nice.

Heck, OP doesn't even have the deck, so for all the theory that OP claims is in the deck... it hasn't been validated.

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Posted 25 August 2016 at 23:58

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1. Not everyone is criticizing deck. 2. Only 2,3 to 4,5, have, out of THE MAJORITY who have not criticized the deck, and actually think the deck is great, and have said deck is great 3. Only 1,2 of those few in the minority that have criticized deck, have given constructive criticism. 4. Being PUSCHY PUSHY and insulting, and belittling, and name calling, and offending is not constructive criticism. 5. The only ones who have called anyone a idiot is among the few who have UNCONSTRUCTIVELY criticizeddeck, me. 6. I still have not called anyone a idiot. I have given PUSCHBACK, PUSH BACK, when 1,2 were unconstructive criticizing me, deck, being pushy, insulting, etc.7. If don't want pushback from me, or anyone else, then behave yourself 8. Having a disagreement on logic, based on logic, then explaining why you disagree, with logic, and then trying to convince with logic, like I have done, is not calling someone a idiot.9. I have agreed with a couple, few, some of the constructive points made. I even acknowledged, said that deck is a tier 15 deck, between tiers 1 and 2 at best, and that the deck is a spoiler, level the playing field deck, and that it struggles against AFFINITY, HORDE, SWARM, WEENIE, INFECT, WIN ON,BY TURN 2,3 DECKS, ad that's what the sideboard is for. 10. Those points of course, never get seen, read,understood, agreed to, by the hecklers in the minority 11. I have even taken some of the constructive advice,when it's been made constructively, with logic, when I agreed with it. But as I said, that goes unseen, and if don't take every single suggestion, then they start behaving badly.

Now having said those factual,true points above,of course they wot be read seen, understood, agreed with, etc

Now that said, I think it would be great if the deck was tested at those places named. Problems I see tho, is if testing the deck there, at those places is ok, good, etc,then the few hecklers will say that it was against bad players, decks. Also if the deck did not do well, instead of covering why, and how to fix any of the problems, fine tuning deck, the few hecklers would not hesitate to heckle away, instead of being costructive. Also 1 to 5 games would not be a big enough sample size, the deck could have gotten lucky, or unlucky, etc. Only about 15 to 150 games would semi accurately test out deck. Also there are many great awesome decks that sometimes don't do well in competitive testing, because they were not fine tuned right. So initial competitive play testing does not always prove anything 1 way or another, and only sometimes reveals possible problem, that need to be fixed, and possible fine tunings that needed to be made.

For example back in INNISTRAD, DARK ASCENSION days I played in some of the toughest FNM'S ever. I made a werewolf deck, that without knowing it at the time, was extremely similar to PRO BRIAN KIBBLER'S werewolf deck build that finished in 16th place on the pro tour, which was the best a werewolf deck has done.

During initial playtesting of the deck, it was inconsistent. Great when it worked. I had to fine tune it, fix problems, replay test it, then some more fine tuning, fixing of problems, until it was competitive tournament ready.

At that 69 to 79 player super competitive FNM, the deck finished 4th, 5th place, and destroyed WOLF RUN TITAN (Tournament winner), and destroyed DELVER (finished 2nd, 3rd)

That demonstrates the proper way to use competitive playtesting.

If competitive play testing is not used that way, then there is really no point to it.

But if competitive play testing is used that way, the it is a good thing.

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Posted 26 August 2016 at 04:11

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You know for someone who says he doesn't appreciate name calling, you start heckling puschkin an awful lot. Where was it again? Oh yeah, your 4th point in the above comment. And again in the 6th point. It sounds to me like you can't take someone telling you the cold hard facts about your deck. We're gladly recognizing its potential in certain situations, but this deck is not and will not ever stand a chance at any competitive event, playtesting or not, unless a new and very devastating land destruction spell gets printed that makes people want to try it themselves. The things you quoted as being the stuff your deck struggles with, and I quote "AFFINITY, HORDE, SWARM, WEENIE, INFECT, WIN ON,BY TURN 2,3 DECKS", make up the most heavily played decks in all of modern, which coincidentally were in the link I posted earlier today that details the top ten decks in modern at the current moment, but I guess the truth hurts a bit much when the logic we give you doesn't fit in with your narrow view, doesn't it? The only thing you're doing is digging your own grave, and believe me when I say that the deeper you dig, the worse off you will end up, so do yourself a favor and drop it.

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Posted 26 August 2016 at 06:51

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I have never called PUSCHIN a idiot. Do I PUSH BACK, AND HECKLE THE HECKLER? YES. You will note that I only PUSHBACK,HECKLE the 1,2 HECKLERS. You will note that I don't heckle anyone who makes constructive comments.

I may disagree, but I explain why I agree or disagree. I use logic, reason. I don't heckle, call constructive commenters idiots. And making Heckling comments is not constructive.

Guess going to have to agree to disagree and move on. Also like I said the deck is not going to finish in 1st to 8th place consistently at a GP. PTQ, against tier 1 decks. About the best that deck will do is act as a spoiler, leveling playing field, being semi competitive, and finishing about 8th, 9th to 14th, 15th, 16th place at extreme best, at GP, PTQ, states, regional, CONVENTION, City, non FNM, or only those couple best in the country FNM's(not talking about average run of the mill crappy FNM TIMMY tournaments, I am talking about the type of FNM where everyone plays tier 1 decks, and plays in the GP, PTQ, PRO TOUR).

That's a reasonable expectation, and the goal of the deck.

If disagree with that, then fine, ok, agree to disagree, and move on.

But whatever don't keep on putting words in my mouth, that were either not said, not understood, misrepresented, misunderstood, taken out of context, blown out of proportion, etc. In other words don't spin,twist, what I say around.

And not saying you have done that, but hecklers have done that. Basically the Hecklers are nitpicking every letter of what I say, then heckling over it.

And getting tired of dealing with the hecklers in minority, and repeating, clarifying overlooked, misunderstood, etc, points.

If this crap keeps up, then will just delete the hecklers in the minority, if they don't drop it, move on.

You tell me to drop it. Others need to drop it. I just responding. The Sooner It's dropped, Move On, the sooner no no more responses from me. and this gets dropped, moved on from.

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Posted 26 August 2016 at 08:44

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Nothing we say will ever change his mind, actually playing this is the only way to proove anything, and he has to do that himself. KJSJ3, if you have that time, why don't you and your friends not playtest it directly against Asturonethorius?

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Posted 26 August 2016 at 09:43

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I should have some free time in about 5 hours... It's also Friday so I might do FNM.

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Posted 26 August 2016 at 13:41

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I'm only still subscribed at this point to watch the train wreck continue to grow. It's almost hilarious, how far this has gone.

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Posted 26 August 2016 at 19:48

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The fact that he's trying to sound like he knows what he's talking about only to shoot himself in the foot almost immediately is just sad. Like seriously, how hard is it to look up deck types and see what they usually run? Control only runs 6-9 counters? Only if it's combo-control. Dedicated control is easily a third of the decklist full of counters. I know because I have one, and he would know if he bothered to look at the deck because I linked it to him.

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Posted 26 August 2016 at 20:45

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I heard Mana Leak, Spell Pierce, and Negate were decent/acceptable counterspells to play in Modern. I know there's more, just depends on the color combo of the deck, etc. Those are all 1 or 2 cost spells.

But what do any of the rest of us plebs know about the game, right?

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Posted 27 August 2016 at 21:10

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He was complaining about one drop counters specifically though. When you go up to two drops, then it gets really fun. I dropped a link a few threads up with my control deck in it. It runs a lot of the one and two mana counters in modern, and it even runs *gasp* a four mana counter, because who in their right mind would run Cryptic Command, right? It's just so costly in a deck concerned with mana management.

(Please note that this is all heavily laced with sarcasm towards the end)

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Posted 27 August 2016 at 22:50

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It's very clear to me you haven't the slightest idea how to build a competitive modern legal deck, nor do you have the ability to take constructive criticism to help mold your deck towards something competitive. Going for the "I'll out-shout everyone until I'm right" strategy stops working after 3rd grade, so I suggest listening to some of these people, as they actually know what they are talking about. Otherwise this deck will remain a half-way decent table top deck, at best.

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Posted 26 August 2016 at 21:01

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Posted 26 August 2016 at 21:38

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Please provide a list of individuals who actually think this deck is good. I can easily provide an extensive list of individuals who believe it is not good.

Until you actually provide definitive evidence of your high praise and accolades, I will continue to assume you are a clown.

I also think you don't understand what the word "heckle" means. You may also want to read up on the proper use of commas, as you use them all too often in your rants, incorrectly as well.

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Posted 26 August 2016 at 23:42

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Seriously, a list would be great. I for one think the deck would be fine for kitchen table and don't doubt it's validity in that regard, but your insistence that this deck would take any modern competitive event larger than a local modern FNM is honestly laughable. We aren't heckling as you put it, we are simply explaining that your deck isn't what you claim it is because of general knowledge about the game. You would be hard pressed to find one of us telling you this that hasn't gone to some sort of PTQ or GP at some point in the past few years and seen the battlefield that is pro tour territory. I personally am friends with at least three judges that have regularly attended or officiated at GP events in my area, and they've talked deck building with me and my other friends extensively. For small scale stuff, a deck like this is most certainly a dark horse. For big tourneys that bring in people from all over, this deck is a bust and would probably not make it to the quarterfinals. It might come close, but it just can't compete at that level as it is.

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Posted 26 August 2016 at 23:58

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Again you are putting words in mouth that not said. I did not say ALL, or EVERY of the 3,4 to 6,7 in the Minority that have criticized, are hecklers. ONLY 1,2, maybe 3 have been HECKLERS. the other 3,4,5 of the 5 to 8 in the Minority who have criticized deck, have been constructive.

And there have been those who do like, think the deck is good, great. There are about 2,3 of them who have made comments here, per each of the critical comments. It's just their comments have been buried in the 130 comments here. Then there is the 9 likes the deck has gotten. Then there is the 13 +1's at another MTG site, and about 13 to 17 comments there that say the deck is great. And only 1,2 critics of the deck at that other site. And They Were Better behaved, And More constructive, And Actually Helped Make The Deck better. So not going to take the time to make a list,when can go see for yourself.

Again I am not saying deck is going to win the, or finish top 8 at GP, PTQ, etc. But a 9th to 17th place at best at GP, PTQ, is logical, reasonable. Part of that is that BRIAN KIBBLER A PRO MADE A WEREWOLF deck that finished 16th place at PRO TOUR, GP, etc. A long time ago I made almost the same exact werewolf deck, almost card for card as BRIAN KIBBLER'S deck. I didn't copy his deck, he didn't copy my deck. The reason why I am going into this, is THIS LAND DESTRUCTION DECK BEATS BRIAN KIBBLER'S THE PRO'S WEREWOLF DECK ALL THE TIME CONSISTENTLY, that finished 16th place at the PRO TOUR. so based on that since this deck destroys the 16th place at PRO TOUR deck,this deck should be able to finish 13th to 27th place at the PRO TOUR, GP, PTQ.

A KITCHEN TABLE DECK, CASUAL, FUN DECK WONT DO THAT WELL, WONT CONSISTENTLY BEAT BRIAN KIBBLER'S DECK.

A KITCHEN TABLE, CASUAL, FUN deck are those LESSER land destruction decks, that do not destroy land until turns 3, 4, 5,6. Do not have a win con. Or can't get win con out. And doesn't have creature removal, an or doesn't destroy creatures. My land destruction deck destroys lands consistently by, on turns 1,2,3 instead of turns 4,5,6 like crap decks, and destroys creatures turns 3,4,5,6,7 unlike crap deck s. And so is better then lesser, crap, kitchen table, casual land destruction decks.

This deck would win, top 5 the lesser FNM's, and would top 5 to top 9 the more competitive, toughest FNM's, and would top 9 to top 11 to top 13 city, conventional, competitive tournaments, and top 11 to top 14 to top 17 regional events, and top 13 to top 27 PRO TOUR, GP, PTQ events.

The Deck Is A darkhorse, spoiler, Level The Playing Field Semi competitive, TIER ONE POINT FIVE TO TIER 2 ROGUE DECK AT BEST. AND IT IS BETTER THAN ALL THOSE LESSER LAND DESTRUCTION DECKS.

This deck is about the equivalent of WEREWOLF, MILL, DISCARD, ANY OTHER TIER 1.5, TIER 2 TIER 2.25 ROGUE DECK.

AND ROGUE DECKS ARE BETTER THEN YOU THINK, ARE NOT CRAP FNM, CASUAL, KITCHEN TABLE DECKS, and are BETTER then crap, casual FNM, Kitchen table decks.

LAND DESTRUCTION, ROGUE DECKS, LIKE THIS DECK, ARE BETWEEN DECKS. WAY TO GOOD FOR KITCHEN TABLE, CASUAL,FNM, and ALMOST good enough, but just barely, by skin of teeth, not quite good enough to consistently top 8 to top 13 at a PRO TOUR, GP, PTQ CONSISTENTLY.

That's why BRIAN KIBBLER'S WEREWOLF DECK FINISHED 16TH AT BEST, and 23rd to 32nd place, most of the time, which is where TEMPERED STEEL finished, another ROGUE deck at the time.

Oh and that's another thing. Land destruction, with a sideboard beats tempered steel in a 3 game match. I used to play a lesser different variant version of this deck, and used to beat tempered steel in games 2, game 3, of 3 game matches,consiatently. Yeah it destroyed deck game 1, but after sideboard, it win games 2,3. Tempered Steel typically won on turns 3,4, unless you stopped, slowed them down, board wipe them by turns 2,3,4. And if you did that the deck typically ran out of steam by turn 6,7, where midrange, control would take over.

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Posted 27 August 2016 at 07:28

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That's not how this works. Give me definitive numbers, proof, links, and usernames. Would you like me to start my list?

Also, I know Brian personally. He would destroy you, or anyone, piloting this deck.

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Posted 27 August 2016 at 08:06

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All you're doing is bitching and moaning because you don't want to hear the truth. And we honestly don't give a shit about the fact that your deck has 9 likes, when surewhynot and I each have a deck that is among the top ten MOST liked decks on vault with mine at 204 and his at 334. You think single digit likes are going to impress us? I've seen truly garbage decks get four times the likes you have currently. Hell, the FORUM DECKS HAVE MORE LIKES THAN YOU DO! And I like how you suddenly have deck results vs a deck that also is nothing more than an off beat deck that isn't even played anymore. And your claim about this werewolf deck of yours isn't swaying us. And I kinda feel like you're a bit butt hurt that my friends shared his own land destruction deck and then told you the same damn thing that we've all been saying. That this deck isn't THAT good, as in competitively. And I feel like you need to take a class in statistics, because your claim about where it would place in the various levels of competitive settings is highly skewed by your own bloated ego. But what do I know? I'm just a heckler right?

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Posted 27 August 2016 at 08:47

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With all these long winded posts, I have decided to keep mine short and to the point. This deck is terrible, and you are a twit.

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Posted 26 August 2016 at 23:49

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And you sir, have just made my day

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Posted 27 August 2016 at 00:23

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+1 like to the gent above

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Posted 28 August 2016 at 01:41

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Just gonna put my lil Gem here and see where it goes, like and suggest as much as you l ike ^_^ Deck is meant for casual play (nothing serious).
http://www.mtgvault.com/razzan/decks/viva-le-boomz/

Also Asturo, Honest opinion. Your deck HAS potential...it does....but it lacks consistency and the mana base is not helping you at all. I like the combo you got for a Turn 1 land boom, but after that it just kinda fizzles out. I would recommend looking at different spells that reduce your mana curve and synergize with what you're trying to do. Work up to higher cost spells. You need to find more ways than just LD to stall your opponent out or even finish off the opponent. I get you have many ways to fetch Charmbreaker devils, but if it dies...you're done. The interesting bit was you only have 1 Charmbreaker....???????????? Scratching my head there but ok. Honestly proxy this and play against some friends with it. Play test and adjust. I wouldn't take this deck, as is, into anything tourney related even if my life depended on it....but overtime, some adjustments later.....it could be worthy

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Posted 27 August 2016 at 01:14

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That's what we keep telling him but he refuses to listen

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Posted 27 August 2016 at 01:17

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Razzan, the reason why you think the mana base is a problem, is because(not saying your doing this), some think that splashing a 3rd color is a problem. And or you don't see that with all the FETCH LANDS, DUAL LANDS, there is no trouble getting the right mana needed. Maybe 1 game out of 10 to 15 games, it is a problem if don't mulligan. There are 4 Wooded foorhills, 4 blood stain Mire that can fetch any of the 7 dual lands, comprised of Stomping Ground, BLOOD CRYPT, OVERGROWN TOMB, ETC, add to that Birds, Simian Spirit guides, and it's rare that don't have the right kind of mana to cast double red Molten Rain, or double black to cast Befoul, and double green to cast Acidic Slime. Mana base is just fine. I have playtested enough sample hands (about 100 to 1000), to see that it the mana base works just fine.

As far as the 1 of Charmbreaker, not only can I fetch it, but if it is destroyed. I can Mimic Vat it. I can fetch it from graveyard with Eternal Witness, and I can shuffle it into deck, with Primal Command, then fetch it from deck, then put it back into play. Also Charmbreaker usually swings for game in 1,2, turns, and usually removal is used before, and not saved for charmbreaker, and usually takes 2, 3 turns to destroy charmbreaker, so usually get at least 1 swing with charmbreaker, before he gets destroyed. Also only running 1 charmbreaker, allows me to run Goblin Dark-Dwellers, and Thragtusk. If they get rid of Charmbreaker, then there i thragtusk, and Goblin Dark-Dwellers to worry about.

Also it's not just the turn 1 BOOM. There is turn 2 BOOM, or TURN 2 MOLTEN RAIN, STONE RAIN, WRECKING BALL.

The 8 mana dorks in conjunction with Boom, is what makes 3,4 cmc land destruction cards work. Also it's in how you play it. There are sometimes you shouldn't destroy land turn 1, even when you can. Because sometimes if destroy a land turn 1 with BOOM, MOLTEN RAIN, STONE RAIN, with 1 or 2 SPIRIT GUIDES turn 1, your right that without those spirit guides, the deck fizzles out.

But if you hold onto those spirit guides, then you use 1 turn 2 to destroy a land, then turn 3 destroy a land, and by turn 4 you probably won't need them anymore.

But I can guarantee you, that between the 7 mana dorks, BOOM, MOLTEN RAIN, WRECKING BALL, 8 FETCH LANDS DARKSTEEL CITADEL, ETC. ALL COMBINED, WORKING TOGETHER, THAT DECK CONSISTENTLY DESTROYS LANDS TURNS 1,2,3, WITHOUT FIZZLING OUT, MOST OF THE TIME, IF YOU PLAY IT RIGHT, AND IF YOU MULLIGAN OCCASIONALLY SEMI AGGRESSIVELY.

That's not to say there won't be the occasional time deck won't destroy a land first 3 turns, an or fizzle out occasionally, as that will happen occasionally, once in a super great while.

So if didn't have the 8 mana dorks, and BOOM and Molten Rain, and Stone Rain, etc, then you would be right that I would need cheaper cmc cards then 3,4 cmc land destruction cards.

Also your right that the deck needs a plan B, in case land destruction doesn't happen 1st 3 turns, without FIZZLING out.

And your right that in order to have a plan B, I would need cheaper cmc cards

The problem with that tho, if I run something like BOLT, as a plan B, those 3,4 BOLT, would lower the land destruction count, from 23 land destruction cards, to 19, 20 land destruction cards. A land destruction deck needs 21,22,23,24 land destruction cards, or the deck won't destroy lands consistently, and opponents will be then more likely to have 2,3 lands out, and get more creatures out. To keep them from doing that, deck needs at least 21,22,23,24 land destruction cards.

I really don't see how run 3,4 BOLTS, FLAME SLASH, LIGHTNING AXE, ETC, WITHOUT CUTTING 3,4 LAND DESTRUCTION CARDS, which would cause the deck to not work.

If you could find room for that, without cutting 3,4,5, etc, land destruction cards, without cutting the Mana Dorks, without cutting VAT, without cutting Charmbreaker, Goblin Dark-Dwellers, Thragtusk, Exarch, Eternal Witness, then I am all ears for that.

Also this deck has destroyed, beaten the tar out of PRO BRIAN KIBBLER'S 16TH PLACE AT PRO TOUR WEREWOLF DECK, consistently.

Thanks for your comment, and being constructive in making your points. I agree with some, and disagree with some. Your a good example for others to follow.

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Posted 27 August 2016 at 08:36

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It sounds like you disagree with about 95% of what he said and only liked that he gave you a component somewhere in there. And once again, sample hands on vault aren't play testing. A computer algorithm does not accurately show you what will not work. It's a good indicator, but you need to PHYSICALLY BUILD this deck, either by proxy or by actually purchasing it. After that, test it vs other decks and then we'll talk about what did/did not work and actually give you pointers, but given your attitude towards us already, I doubt you'll get much help. And how exactly did this deck beat pro tour werewolf deck if you haven't even built it? Just curious.

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Posted 27 August 2016 at 17:54

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True story. Sampling hands is one thing but to actually legit test a deck, you need to legit PLAY your deck against other people. Proxies are a great way to do this (if the other player is game). No computer algorithm on the planet can accurately predict what will happen in a match because you're playing another person. People are unpredictable. In Magic, that's a major factor. Also you never know what an opponents deck is designed to do. Go ahead and play a legitimate control deck with this exact deck and tell us how well that goes.

Since you haven't actually built it and played it, im completely disregarding the comment of beating a pro tour deck. Do us all a favor ok...Stop trying to make this deck bigger than it is....stop acting like you know it all (nobody does) and accept some of the pointers these guys were trying to give you. Maybe make a copy of the deck and try adjusting it to see what others are trying to say to you. I do it alot and it works. Honestly, some of my decks wouldn't be nearly as powerful without serious input from my friends!

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Posted 28 August 2016 at 01:39

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*whispering* atarka dragons... *shudders*

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Posted 28 August 2016 at 01:49

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tehehehehe Also on a totally "unrelated to control/LD/whiney ego kid" topic....Would anyone mind taking a look at my Dragon Deck and give honest suggestions/feedback on how to improve it? Deck is one card away from Modern Legal but it's meant for casual tabletop play with friends, nothing tourney worthy =D

http://www.mtgvault.com/razzan/decks/the-dragon-standard/

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Posted 28 August 2016 at 02:23

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so OP... you clearly didn't read what I posted. I didn't say that everyone criticized your deck, I stated that you are jumping down the throats of the people who critiqued your deck. you kinda brought the hostility upon yourself by doing that.

First off, it takes a lot to actually make me mad, so congrats at doing that. this it going to be a long post, so for everyone else... TLDR at the bottom.

with that out of the way:

Personally I like this deck. I love land destruction, and you just don't see new powerful LD cards printed in standard anymore, and as such you don't see it as a viable deck in standard because Wizards of The Coast decided it simply wasn't fun to play against. similar to why there will never truly be a top tier viable mill deck in standard either. both border on what I call NRM, or Not Real Magic because they simply don't allow for both sides to play evenly. but they can both be fun when built properly in older formats like modern, vintage, legacy or of course casual. Prison decks also can fit here. So seeing somebody come up with a fun looking LD deck, regardless of format... it makes me happy.

But when you try and stomp out all commenters that don't agree with you, with the single-mindedness of the Spanish Inquisition , it tends to make you look pretty bad regardless of whether you are right or wrong. and even those of us who like the deck wish you would back off a bit and mellow out.

yes you have stated your points and opinions, yes you say you have sideboard tech to deal with meta, and yes you have your claims about being in the so called hardest fnm meta because players A,B, and C, are there (which can't actually be verified regardless), and yes you can CLAIM to know better than anybody on the planet how to truly test a deck in a competitive environment based on your previous STANDARD (not modern) decks (again in an non-confirmable super meta).. but that simply isn't an applicable argument here. point being that you don't have the actual deck in question (the LD deck) nor are you willing to get it because time and money, but you immediately attempt to invalidate anyone who claims they can test it via proxy.

who knows, perhaps they can set up an event of that scale, net deck the top 8-12 modern decks (with variations for multiple players of course) for it to play against, in a 75 player setting and get valid results.

People come here and comment saying that the deck isn't as good as you say it is. and you don't like it. boo hoo.
Awhile back I thought I had an amazingly good deck and I posted it, and it got dumped on. but I decided to take their advice instead of being hostile, because it was far more useful than arguing every tiny detail. now I never claimed the deck was tier 1, because it isn't, but it clearly wasn't as good as I thought. that being said the deck is certainly better for it.

You come here expecting to be crowned the savior of LD decks because your LD deck is simply the greatest of all time because it can shut off land drops effectively on turns 1-4, so you claim. and yet people who have played probably as much as you have, as competitively as you have come here and tell you something you don't want to hear. Why? because perhaps it isn't the be all end all of decks like you claim it to be. it may be the best Land Destruction deck ever made, or maybe not, BUT that doesn't mean it is better than other deck types simply because it is (possibly) the best of it's own type. LD has never been tier 1, and perhaps this deck pushes that, but it doesn't raise LD as a whole into tier 1.


You claim, validly I would generally say, that nobody can really say for sure that a deck is good or bad until it's theory has been proven in a large scale competitive setting and tweaked based on the results, but you are going way out of your way to try and discredit anyone other than you who may have equivalent experience who also knows how to build and test competitive decks, that thinks they can predict how the deck with perform in that real world testing based (as you have) on their own previous competitive experience. but this experience is clearly invalid to you for some reason because it isn't your own.

Now your own logic dictates that your own deck must go through this testing as well before you can claim it to be good, but you don't have the deck, nor have you tested it in any meaningful way. you only have theory as to why it SHOULD work, and the crappy draw testing on the vault, and whatever they have on Tappedout. but those clearly don't fit the requirements that you stated as valid testing. so your statement of deck theory acceptance doesn't line up with your statements of superiority due to previous deck building. thus you lack credibility, even by your own logic.

now for you to be considered credible, your statement of deck theory acceptance, and your statement of how to properly test deck theory must line up, but yours does not. you don't have the deck, and thus you have not tested it in a manner that should be satisfactory to your own methods, so you can't claim as fact that it reliably does anything that you haven't actually tested. anything can happen in happy-Christmas-Land that you state as the perfect playing of this deck, just like any other deck. but without actual testing it is, again, only speculation as to if it can actually happen consistently.

for this testing that should happen, you said that you wished for someone to test this deck for themselves (in response to somebody offering to test it just so you would shut up), but then said, in essence, that it simply couldn't be properly tested by anyone but you for lack of: experience, qualifying local meta, and proper competitive setting. so on here at least what people are seeing is this: you simply don't think it should be tested by anyone here, and you want people to just take your word that it does what you say it does because YOU say it does (because your experience is Be All End All and thus should be taken as though the very word of god when repeated) which, as has been already stated, can't be relied upon as more than speculation prior to the testing that you yourself require of a deck, by your own logic.
speculation, and nothing more. again, based on your logic. all the prior experience in the world means nothing when faced with a new task, right? by your treatment of the people here, that is clearly what you are saying.

You can make all the claims in the world as to the effectiveness of any given deck, but it simply means nothing until actually proven. theory is still theory until proven fact. so please get off your high horse.




TLDR:
Your CLAIMS about this being a tier 1 deck are merely that: CLAIMS, until the deck has been tested, which it hasn't. you yourself stated that a deck should be tested before it can be stated as fact that it is good or not, but refuse to acknowledge claims of anyone who states they can test it in a meaningful way, as valid, and also refuse to test it yourself.

just because you have experience with competitive deck building doesn't mean nobody else does. nor should they take your word for it prior to testing, as logic should demand before stating the conclusion. nothing is certain before testing, only speculative.
speculation can be good but must be verified to be conclusive. it simply doesn't make sense to take someone's word when they won't even follow their own logic in this area.
and Happy-Christmas-Land that gives you a perfect hand simply isn't going to happen the majority of the time.

oh, and Thanks SureWhyNot for chiming in here. :)

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Posted 27 August 2016 at 01:44

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Hey look! Logic! He'll probably dismiss it with some half-assed argument about how you don't have any experience, despite having played for at least five years, which is only speculation on my part because that's about how long it's been since you posted your first deck that I see on your profile. You likely have more time playing than that though.

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Posted 27 August 2016 at 02:26

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lol... yeah, on and off for about 5 years. but I must admit I have never played in anything bigger than a normal FNM or prerelease event. Even so, I know a fair bit of deck theory after spending so much time spent doing card research.

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Posted 27 August 2016 at 02:44

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Kassong 1. Again for the ZILLIONTH time, I did not say deck, land destruction deck was tier 1. I said it was TIER ONE POINT FIVE BETWEEN TIER 1 AND 2 AT THE BEST, AND THAT IT'S A DARKHORSE, SPOILER, LEVEL THE PLAYING FIELD DECK, THAT WOULD FINISH ABOUT 9TH TO 13TH TO 17TH TO 27TH PLACE AT PRO TOUR, GP, PTQ AT BEST.

2. There have only been 4 to 8 critics in the minority. Of those critics, 1,2, maybe 3 of them have been HECKLERS.

3. Razzan is a good example of CONSTRUCTIVE criticism, and I treated him just fine. HECKLING HECKLERS IS NOT MISTREATING THOSE WHO HAVE GIVEN CONSTRUCTIVE CRITICISM.

4. WHAT YOU ARE DOING IS SEEING ME HECKLE HECKLERS LIKE PUSCHIN, and getting it all twisted around in your head,where you misunderstand, seems to your wrong perception, that I am supposedly saying things I didn't say, and am supposedly heckling constructive criticism, when I am not.

5. I have actually agreed with some of the constructive criticism, suggestions, and actually too some of the suggestions. If I hadn't the deck wouldn't look like it does as of now.

6. If people behave like Razzan, there won't be problem.

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Posted 27 August 2016 at 09:01

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For the bazillionth time: IT STILL SAYS "TIER 1" IN THE TITLE!!!

It also still says in the description:
"Goal, purpose of deck, is to Level playing field, compete vs, send EXPENSIVE cards to graveyard, of EXPENSIVE $1350 Modern, Pro, tier 1 decks." You want to beat PRO TIER 1 !!!

And now hush hush edit that out and claim it was never there.

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Posted 27 August 2016 at 10:56

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Your right that it says TYR 1 in the title, ALBEIT with a QUESTION MARK. I actually tried to put TYR 1.5 in the title, but was too long, the thing wouldn't let me do, say that, so instead of saying TYR 1.5, I left it at TYR 1, With a Question mark at the end.

In the description I did say that the goal of the deck is to be a TIER 1.5 TYPE OF SPOILER, DARKHORSE, ROGUE TYPE OF DECK, that level the playing field, compete with, against TIER 1 DECKS.

Compete, level the playing field, spoiler, darkhorse, rogue, etc, does not necessarily mean always beat the best decks.

It mean giving the best decks a real fight, competition, run for their money, win or lose, where some of the time beat the better, best decks, and some of the time lose against the better, best decks

As an example if what I am talking about.

Back in Worldwake, Scars, Zendikar Standard format block. And in the Innistrad Standard block, I made a Standard format Land destruction deck, that was a dark horse, spoiler, Level The playing field deck. It had about a 50/50 chance of winning no matter who, what deck I played. It won about 49.9% of its games, no matter what deck it faced.

Because of that the deck often beat the tournament winning decks, while finishing in 7th, 8th, 9th place at best, to 17th to 19th place at worst, out of about 49, 59,69,79 players. No deck, no player wanted to play my deck, especially the top deck in 1st place, because my deck might beat them knock them from 1st place to 3rd, to 4th,5th place. It was very satisfying, to hear them complain about their EXPENSIVE LAND CARDS GOING TO THE GRAVEYARD, and their EXPENSIVE DECK losing to a cheap land destruction deck, that finished 16th place, that knocked them from 1st place to 5th place.

THAT DECK WAS COMPETITIVE. AND IT DID LEVEL THE PLAYING FIELD, AND IT GAVE EVERY TOP DECK A FIGHT, RUN FOR ITS, THEIR MONEY, BEAT SOME OF THEM, LOST TO SOME OF THEM.

THAT KIND OF THING IS THE GOAL OF THIS DECK, IN ALL MODERN FORMAT TOURNAMENTS, AND THE DECK WILL PROBABLY DO THAT.

0
Posted 27 August 2016 at 12:04

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All that and you didn't actually answer anything that I said.

0
Posted 27 August 2016 at 16:34

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It seems like the number of critics continues to rise, yet they remain in the minority...how odd.

1
Posted 27 August 2016 at 17:00

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Wait wait wait, so you made a STANDARD land destruction deck at one point and it did good at a LOCAL FNM? That's NOTHING like what you keep trying to tell us! Oh, and about two minutes of looking shows that the best time to do a land destruction deck in standard would've been zendikar and scars with about 13ish different cards to choose from for destruction effects. And ironically, I don't doubt the validity of that decks capability. With enemy fetch lands and all the ramp in zendikar block plus some nice gems from scars, and whatever you decided to use from the core set, you could've actually made a rather powerful land destruction deck...in STANDARD. It would be good for local play and not much else because of one flaw that couldn't be fixed: mana cost per spell averaging at 4. So while it was possible, it would've been very slow starting out unless you find some mythical balance of ramp, land destruction, and board stalling to reach that point safely.

0
Posted 27 August 2016 at 17:45

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And quite frankly, by the time you got enough mana, Kuldotha Rust (designed by yours truly shameless plug) would have smacked him for 20 right in the teeth.

1
Posted 27 August 2016 at 17:51

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Also, it's quite literally because of people like this that I rarely help design tourney decks anymore.

1
Posted 27 August 2016 at 17:53

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Oh yeah I forgot about rust. Lol how do you think this deck would do vs the infamous caw blade?

0
Posted 27 August 2016 at 18:14

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Interestingly enough, it would do...Okay. It would still lose, but CAW enjoyed higher land counts than most decks around that time, so it wouldn't appreciate losing lands. Rust would destroy it though, that deck can practically run on zero lands anyway. That said, that deck was so packed with answers and control/stall effects that this deck wouldn't ever win. It would be a nuisance, but that's about it. I didn't have very much to do with CAW...Which I'm actually pretty happy about. I knew it would be way too dominant even before the final version of it came out, so I didn't really have my heart in it when I was helping with it. I helped with the sideboard mostly, couldn't stand the deck. Like I said it was too dominant, took the fun out of the game.

0
Posted 27 August 2016 at 18:48

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Kinda makes me glad that I took a hiatus from magic around that time. I would've probably quit playing if I had to face it regularly

0
Posted 27 August 2016 at 19:23

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Well and that was the thing about Rust. It was VERY dominant as well, but it never took the fun out of the game. It beat face like nothing else, but the opponent could still fight back...And it was a blast to play.

1
Posted 27 August 2016 at 21:24

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Fair enough. I've always liked the really crazy good decks so long as they don't ruin the experience. Like how I'm going to be so happy when coco decks rotate to just modern and aren't dominating standard deck lists

1
Posted 28 August 2016 at 01:35

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Honestly a mono red (or reg green) land destruction deck with multiple blood moons would work just as good if not better.

0
Posted 20 December 2016 at 00:34

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land d you want land d I give you land d e = mc land hate mono red this y land d I bing it back let c what you think of this I did not do the jund I want old school mono land d let see who win I think mine would wwin due too it qwicker then your but let see
magic land guy
e = c land kill I think it would win cuz I think
Doom
Dooom

0
Posted 16 June 2017 at 14:54

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...are you on drugs?

3
Posted 17 June 2017 at 01:24

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Doooom. Doooom!

0
Posted 20 June 2017 at 10:54

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so much drugz you cant have any all mine

-1
Posted 20 June 2017 at 18:30

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Even if I did want some, pretty sure you've taken them all already. I'll pass thanks. To the left of course

1
Posted 20 June 2017 at 20:53

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Jesus Christ this deck is pricey for a gimmick deck.

1
Posted 17 June 2017 at 02:07

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He wanted it to be competitive. While it can be, it's not tier one like he posited. We all tried to help, but he just jumped down our throats and wouldn't listen to anyone unless they told him how amazing his deck was without a smidge of criticism. Start from the top and work your way down. It's a crazy roller coaster ride for sure

1
Posted 17 June 2017 at 04:31

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I saw a bit of it, then decided I just didn't have the patience for it. I saw some comments but don't want to read the novel's worth of comments of either A) "deck revisions," B) ego stroking, C) valid criticisms that are repeated multiple times, D) "self defense" in the form of temper tantrums and obvious hot air, or E) valid frustrations of very well informed Vaulters. While I for one know what it's like to make a fun deck and praise it to high heaven just to be proven it's not as crazy as I thought it is, I'm always up to listen to people who know more than I do. At heart, I'm a fun & casual kind of player. and I know that if guys like you or NorthernWarlord or DedWads comments, don't be stupid and listen to what they have to say. There is a difference between hard-headed and just plain egomaniacal, which it appears this deck builder is. I'd go on about what else I see, but this message is long enough. I'm not wasting any more time with this deck, I'm just here to reply to your comment at this rate.

To the builder, in the words of Kendrick Lamar (and I hate that guy): Sit down, be humble.

2
Posted 17 June 2017 at 06:41

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I appreciate that. I really do. I try to keep my comments within the realm of what the deck is supposed to be (modern, pauper, etc), so when he started saying it's tier one tourney capable I just told him the honest truth, as did the others.

1
Posted 19 June 2017 at 00:49

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Unfortunately, reasonable guys like CiaranMadgrin are the exception.

1
Posted 19 June 2017 at 07:33

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ugh...I had forgotten about this train-wreck of a deck... we tried...

0
Posted 19 June 2017 at 17:21

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You can lead a horse to water...

2
Posted 20 June 2017 at 09:59

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I got all the gods in my hand and you got just bs so you know have fun kids its just a game site and chill I do a lot drugz
doom doom

-2
Posted 20 June 2017 at 18:33

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I think that's fairly clear at this point.

0
Posted 20 June 2017 at 20:54

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Yeah. I would agree.

0
Posted 20 June 2017 at 21:07

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doom doom

0
Posted 26 June 2017 at 22:06

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I have, had been busy, so wasn’t able to respond. Now to many comments to respond to, so not going to respond, as my position should be clear, even if it isnt clear to some.

I made some wholesale changes. While not a kitchen table casual deck, the deck was still inconsistent, winning/losing about 50/50 almost no matter who, what it played. If it turned on,clicked, it played awesomely. If didnt click,turn on, it didnt play as good. And it didnt have good having a bad draw, game recovery, so if was having a very bad draw, etc, it was game over.

Because of that there was just too many needed pieces, and not enough deck slots at close to around about 60 cards.

Also I decided to try to again fit in Liqui metal Coating, to again try to male it work, because of what Dedward, and what some of my friends like Leo, Joel, etc, suggested, said about how I should add Liqui Metal Coatings, and because my 39 + 1 , likes deck had liqui Metal Coatings.

Now the problem I had with Liqui Metal Coatings, was 2 of them was not enough, 3 was better but still not consistent enough, and even 4 of them was not consistent enough, why drawing 2, 3 of them sometimes too consistent in that way. There was not enough room to add Ancient Stirrings.

And if didnt add non liqui metal Coatings based land destruction cards that didnt destroy lands by turning lands into artifacts, destroying them, then the liqui metal coating didnt come out, and couldnt do anything, no land destruction.

And if added regular land destruction, then neither the regular land destruction worked, came out, and liqui metal coating did come out and still couldnt do anything destroy lands consistently.

But that was with a deck that was 60,61,62 cards. There just wasnt enough room for everything needed, to add liqui metal coatings to deck.

So even tho going with 67,68 cards would make the 2 ofs, 3 of’s, even 4 of’s slightly less consistent, in a deck that needs consistency, the gping to 67,68 cards allows all the needed parts, cards, ratios, consistencies, etc , to be added. And with 6, (2 brutalizer exarchs, 2 Primal Commands, 2 incendiary commands), cards that make it so that draw, tutor, search, reuse, etc, the 2 ofs 3 ofs 4 ofs are consistent enough now that the deck has all the needed parts despite being at 67,68 cards.

And the Liqui Metal coatings doesnt come out to often or to little. It comes out most of the time, and the times it doesnt come out, the regular LD destroys lands, creatures, turns 1,2,3. And the liq metal coatings comes out destroys lands, creatures, 1,2,3. And can mulligan to easily, regularly destroy lands, creatures turns 1,2,3.

There are 27 LD cards. 20,21 regular LD cards, 11 liq metal coatings LD, artifact destruction cards, and 5 LD cards that give choice between destroying lands without coatings, or destroying lands, creatures, with coatings card.

And there are 15 creature destruction cards if use coatings, and 7 creature destruction cards, if dont use coatings.

Affinity, horde, swarm, infect, still destroy this deck game 1, sometimes game 2, but with sideboard, good play, etc, sometimes wins game 2, and usually wins game 3.

Control is about 50/50, and about 55 to 45 in favor of this LD deck, IF play well, bait, switch, and if no bad draw, and if sideboard.

Against midrange, combo decks, is where this deck truly shines. Naya Midrange, Kiki Chord, Jund midrange, Tron, Wolf Run Titan like, Werewolf, etc, loses somewhere between some to almost most of the time against this LD deck.

Also this deck crushes, destroys, etc, stompy, beat down decks.

Also decks that land ramp drop lands like crazy destroy this deck game 1, win, lose half the time game 2, lose game 3 vs this LD deck, if use sideboard.

Also burn decks generally lose to this LD deck, unless they are Valakut, drop a lot of lands, but not if use sideboard against them.

This deck wins ALL THE TIME NEVER EVER LOSES IN KITCHEN TABLE, CASUAL.

Against weak FNM, this deck will, should top 3 to top 7 regularly.

Against strong FNM, this deck will, should top 6 to top 11 regularly.

Against city, state, convention, regional tournaments, will, should finish about 9th to 17th place.

Against PTQ: should: 19th to 37th place(75 to 185 players)

Against GP grand prix: should : 40th place to 70th place( 175 to 435 players)

Against Pro Tour: Should : 65th to 125th ( 333 to 650 players)

Against Pro Tour World Championship: Should: 100th to 200th ( 650 to 1300 players)

The above projections are assuming usual, normal good, great, best performance, finish scenarios.

If the deck gets unlucky, has bad draws, etc, the deck would probably finish a lot lower, do worse, especially against the best competition, and not so against the weaker, average, above average, semi good, good, maybe even semi great competition.

And even if, when deck loses against the best competition, the deck should be a semi tough, semi dark horse, semi spoiler, semi level the playing field, semi competitive, deck , that gives opposing decks all they can handle, while even if in a losing effort. That will stall, draw matches out, that will send expensive cards to graveyards, that can cause a 1st place deck, player, to just barely by skin of teeth get beat, dropped down to 3rd place, while deck finishes in 9th to 90th place depending on number of players.

Thats just how I honestly project the deck to do after playtesting hundreds, thousands of sample hands, sample games, simulations, play test games vs some great players, decks, 7 to 13 modern format, and standard format with a similar deck, FNM’s, against some of the best FNM competition, players in the country.

The deck has beaten Tron, Kiki Chord, Naya Midrange, Jund Midrange, Control, Tempered Steel, Werewolves, Wolf Run Titan, Delver, in play test games. The deck has beaten, destroyed Brian Kibblers 16th, to 32 nd place werewolf deck in a play test game where Brian Kibblers deck finished and in 16th to 32 nd place in a pro tour event the best highest finish ever by a werewolf deck.

The deck tho has never been played at city, state, county, regional, convention, PTQ, PRO TOUR etc, etc, so the above projections are just that what are honest reasonable logical extrapolated based on playtesting results projections. So the projections are just projections, and are not proveable, have not been proven.

The Deck is NOT the best. AT ULTIMATE BEST the deck is maybe one of the better, best Land destruction decks out there compared to all the crappy, casual, Kitchen Table, FNM, semi tourney land destruction decks, that dont destroy lands until turns 3,4,5, that dont destroy creatures, that dont get win con out, etc, unlike this good, great, maybe better, maybe 1 of best land destruction decks.

The deck is somewhere between a tier 1.5 to tier 2 deck at ultimate best. This deck is definately NOT a kitchen table, not a casual deck, and is a tournament worthy version of a Land Destruction deck. By tournament worthy, not saying best, just that it is a tournament version, that at least semi competitive in tourney play.

The deck should be fun to play in tournaments, to enjoy watching expensive decks send expensive lands, creatures, planeswakers, etc to graveyard.

0
Posted 17 January 2018 at 14:05

Permalink

I have, had been busy, so wasn’t able to respond. Now to many comments to respond to, so not going to respond, as my position should be clear, even if it isnt clear to some.

I made some wholesale changes. While not a kitchen table casual deck, the deck was still inconsistent, winning/losing about 50/50 almost no matter who, what it played. If it turned on,clicked, it played awesomely. If didnt click,turn on, it didnt play as good. And it didnt have good having a bad draw, game recovery, so if was having a very bad draw, etc, it was game over.

Because of that there was just too many needed pieces, and not enough deck slots at close to around about 60 cards.

Also I decided to try to again fit in Liqui metal Coating, to again try to male it work, because of what Dedward, and what some of my friends like Leo, Joel, etc, suggested, said about how I should add Liqui Metal Coatings, and because my 39 + 1 , likes deck had liqui Metal Coatings.

Now the problem I had with Liqui Metal Coatings, was 2 of them was not enough, 3 was better but still not consistent enough, and even 4 of them was not consistent enough, why drawing 2, 3 of them sometimes too consistent in that way. There was not enough room to add Ancient Stirrings.

And if didnt add non liqui metal Coatings based land destruction cards that didnt destroy lands by turning lands into artifacts, destroying them, then the liqui metal coating didnt come out, and couldnt do anything, no land destruction.

And if added regular land destruction, then neither the regular land destruction worked, came out, and liqui metal coating did come out and still couldnt do anything destroy lands consistently.

But that was with a deck that was 60,61,62 cards. There just wasnt enough room for everything needed, to add liqui metal coatings to deck.

So even tho going with 67,68 cards would make the 2 ofs, 3 of’s, even 4 of’s slightly less consistent, in a deck that needs consistency, the gping to 67,68 cards allows all the needed parts, cards, ratios, consistencies, etc , to be added. And with 6, (2 brutalizer exarchs, 2 Primal Commands, 2 incendiary commands), cards that make it so that draw, tutor, search, reuse, etc, the 2 ofs 3 ofs 4 ofs are consistent enough now that the deck has all the needed parts despite being at 67,68 cards.

And the Liqui Metal coatings doesnt come out to often or to little. It comes out most of the time, and the times it doesnt come out, the regular LD destroys lands, creatures, turns 1,2,3. And the liq metal coatings comes out destroys lands, creatures, 1,2,3. And can mulligan to easily, regularly destroy lands, creatures turns 1,2,3.

There are 27 LD cards. 20,21 regular LD cards, 11 liq metal coatings LD, artifact destruction cards, and 5 LD cards that give choice between destroying lands without coatings, or destroying lands, creatures, with coatings card.

And there are 15 creature destruction cards if use coatings, and 7 creature destruction cards, if dont use coatings.

Affinity, horde, swarm, infect, still destroy this deck game 1, sometimes game 2, but with sideboard, good play, etc, sometimes wins game 2, and usually wins game 3.

Control is about 50/50, and about 55 to 45 in favor of this LD deck, IF play well, bait, switch, and if no bad draw, and if sideboard.

Against midrange, combo decks, is where this deck truly shines. Naya Midrange, Kiki Chord, Jund midrange, Tron, Wolf Run Titan like, Werewolf, etc, loses somewhere between some to almost most of the time against this LD deck.

Also this deck crushes, destroys, etc, stompy, beat down decks.

Also decks that land ramp drop lands like crazy destroy this deck game 1, win, lose half the time game 2, lose game 3 vs this LD deck, if use sideboard.

Also burn decks generally lose to this LD deck, unless they are Valakut, drop a lot of lands, but not if use sideboard against them.

This deck wins ALL THE TIME NEVER EVER LOSES IN KITCHEN TABLE, CASUAL.

Against weak FNM, this deck will, should top 3 to top 7 regularly.

Against strong FNM, this deck will, should top 6 to top 11 regularly.

Against city, state, convention, regional tournaments, will, should finish about 9th to 17th place.

Against PTQ: should: 19th to 37th place(75 to 185 players)

Against GP grand prix: should : 40th place to 70th place( 175 to 435 players)

Against Pro Tour: Should : 65th to 125th ( 333 to 650 players)

Against Pro Tour World Championship: Should: 100th to 200th ( 650 to 1300 players)

The above projections are assuming usual, normal good, great, best performance, finish scenarios.

If the deck gets unlucky, has bad draws, etc, the deck would probably finish a lot lower, do worse, especially against the best competition, and not so against the weaker, average, above average, semi good, good, maybe even semi great competition.

And even if, when deck loses against the best competition, the deck should be a semi tough, semi dark horse, semi spoiler, semi level the playing field, semi competitive, deck , that gives opposing decks all they can handle, while even if in a losing effort. That will stall, draw matches out, that will send expensive cards to graveyards, that can cause a 1st place deck, player, to just barely by skin of teeth get beat, dropped down to 3rd place, while deck finishes in 9th to 90th place depending on number of players.

Thats just how I honestly project the deck to do after playtesting hundreds, thousands of sample hands, sample games, simulations, play test games vs some great players, decks, 7 to 13 modern format, and standard format with a similar deck, FNM’s, against some of the best FNM competition, players in the country.

The deck has beaten Tron, Kiki Chord, Naya Midrange, Jund Midrange, Control, Tempered Steel, Werewolves, Wolf Run Titan, Delver, in play test games. The deck has beaten, destroyed Brian Kibblers 16th, to 32 nd place werewolf deck in a play test game where Brian Kibblers deck finished and in 16th to 32 nd place in a pro tour event the best highest finish ever by a werewolf deck.

The deck tho has never been played at city, state, county, regional, convention, PTQ, PRO TOUR etc, etc, so the above projections are just that what are honest reasonable logical extrapolated based on playtesting results projections. So the projections are just projections, and are not proveable, have not been proven.

The Deck is NOT the best. AT ULTIMATE BEST the deck is maybe one of the better, best Land destruction decks out there compared to all the crappy, casual, Kitchen Table, FNM, semi tourney land destruction decks, that dont destroy lands until turns 3,4,5, that dont destroy creatures, that dont get win con out, etc, unlike this good, great, maybe better, maybe 1 of best land destruction decks.

The deck is somewhere between a tier 1.5 to tier 2 deck at ultimate best. This deck is definately NOT a kitchen table, not a casual deck, and is a tournament worthy version of a Land Destruction deck. By tournament worthy, not saying best, just that it is a tournament version, that at least semi competitive in tourney play.

The deck should be fun to play in tournaments, to enjoy watching expensive decks send expensive lands, creatures, planeswakers, etc to graveyard

0
Posted 17 January 2018 at 14:06

Permalink

I have, had been busy, so wasn’t able to respond. Now to many comments to respond to, so not going to respond, as my position should be clear, even if it isnt clear to some.

I made some wholesale changes. While not a kitchen table casual deck, the deck was still inconsistent, winning/losing about 50/50 almost no matter who, what it played. If it turned on,clicked, it played awesomely. If didnt click,turn on, it didnt play as good. And it didnt have good having a bad draw, game recovery, so if was having a very bad draw, etc, it was game over.

Because of that there was just too many needed pieces, and not enough deck slots at close to around about 60 cards.

Also I decided to try to again fit in Liqui metal Coating, to again try to male it work, because of what Dedward, and what some of my friends like Leo, Joel, etc, suggested, said about how I should add Liqui Metal Coatings, and because my 39 + 1 , likes deck had liqui Metal Coatings.

Now the problem I had with Liqui Metal Coatings, was 2 of them was not enough, 3 was better but still not consistent enough, and even 4 of them was not consistent enough, why drawing 2, 3 of them sometimes too consistent in that way. There was not enough room to add Ancient Stirrings.

And if didnt add non liqui metal Coatings based land destruction cards that didnt destroy lands by turning lands into artifacts, destroying them, then the liqui metal coating didnt come out, and couldnt do anything, no land destruction.

And if added regular land destruction, then neither the regular land destruction worked, came out, and liqui metal coating did come out and still couldnt do anything destroy lands consistently.

But that was with a deck that was 60,61,62 cards. There just wasnt enough room for everything needed, to add liqui metal coatings to deck.

So even tho going with 67,68 cards would make the 2 ofs, 3 of’s, even 4 of’s slightly less consistent, in a deck that needs consistency, the gping to 67,68 cards allows all the needed parts, cards, ratios, consistencies, etc , to be added. And with 6, (2 brutalizer exarchs, 2 Primal Commands, 2 incendiary commands), cards that make it so that draw, tutor, search, reuse, etc, the 2 ofs 3 ofs 4 ofs are consistent enough now that the deck has all the needed parts despite being at 67,68 cards.

And the Liqui Metal coatings doesnt come out to often or to little. It comes out most of the time, and the times it doesnt come out, the regular LD destroys lands, creatures, turns 1,2,3. And the liq metal coatings comes out destroys lands, creatures, 1,2,3. And can mulligan to easily, regularly destroy lands, creatures turns 1,2,3.

There are 27 LD cards. 20,21 regular LD cards, 11 liq metal coatings LD, artifact destruction cards, and 5 LD cards that give choice between destroying lands without coatings, or destroying lands, creatures, with coatings card.

And there are 15 creature destruction cards if use coatings, and 7 creature destruction cards, if dont use coatings.

Affinity, horde, swarm, infect, still destroy this deck game 1, sometimes game 2, but with sideboard, good play, etc, sometimes wins game 2, and usually wins game 3.

Control is about 50/50, and about 55 to 45 in favor of this LD deck, IF play well, bait, switch, and if no bad draw, and if sideboard.

Against midrange, combo decks, is where this deck truly shines. Naya Midrange, Kiki Chord, Jund midrange, Tron, Wolf Run Titan like, Werewolf, etc, loses somewhere between some to almost most of the time against this LD deck.

Also this deck crushes, destroys, etc, stompy, beat down decks.

Also decks that land ramp drop lands like crazy destroy this deck game 1, win, lose half the time game 2, lose game 3 vs this LD deck, if use sideboard.

Also burn decks generally lose to this LD deck, unless they are Valakut, drop a lot of lands, but not if use sideboard against them.

This deck wins ALL THE TIME NEVER EVER LOSES IN KITCHEN TABLE, CASUAL.

Against weak FNM, this deck will, should top 3 to top 7 regularly.

Against strong FNM, this deck will, should top 6 to top 11 regularly.

Against city, state, convention, regional tournaments, will, should finish about 9th to 17th place.

Against PTQ: should: 19th to 37th place(75 to 185 players)

Against GP grand prix: should : 40th place to 70th place( 175 to 435 players)

Against Pro Tour: Should : 65th to 125th ( 333 to 650 players)

Against Pro Tour World Championship: Should: 100th to 200th ( 650 to 1300 players)

The above projections are assuming usual, normal good, great, best performance, finish scenarios.

If the deck gets unlucky, has bad draws, etc, the deck would probably finish a lot lower, do worse, especially against the best competition, and not so against the weaker, average, above average, semi good, good, maybe even semi great competition.

And even if, when deck loses against the best competition, the deck should be a semi tough, semi dark horse, semi spoiler, semi level the playing field, semi competitive, deck , that gives opposing decks all they can handle, while even if in a losing effort. That will stall, draw matches out, that will send expensive cards to graveyards, that can cause a 1st place deck, player, to just barely by skin of teeth get beat, dropped down to 3rd place, while deck finishes in 9th to 90th place depending on number of players.

Thats just how I honestly project the deck to do after playtesting hundreds, thousands of sample hands, sample games, simulations, play test games vs some great players, decks, 7 to 13 modern format, and standard format with a similar deck, FNM’s, against some of the best FNM competition, players in the country.

The deck has beaten Tron, Kiki Chord, Naya Midrange, Jund Midrange, Control, Tempered Steel, Werewolves, Wolf Run Titan, Delver, in play test games. The deck has beaten, destroyed Brian Kibblers 16th, to 32 nd place werewolf deck in a play test game where Brian Kibblers deck finished and in 16th to 32 nd place in a pro tour event the best highest finish ever by a werewolf deck.

The deck tho has never been played at city, state, county, regional, convention, PTQ, PRO TOUR etc, etc, so the above projections are just that what are honest reasonable logical extrapolated based on playtesting results projections. So the projections are just projections, and are not proveable, have not been proven.

The Deck is NOT the best. AT ULTIMATE BEST the deck is maybe one of the better, best Land destruction decks out there compared to all the crappy, casual, Kitchen Table, FNM, semi tourney land destruction decks, that dont destroy lands until turns 3,4,5, that dont destroy creatures, that dont get win con out, etc, unlike this good, great, maybe better, maybe 1 of best land destruction decks.

The deck is somewhere between a tier 1.5 to tier 2 deck at ultimate best. This deck is definately NOT a kitchen table, not a casual deck, and is a tournament worthy version of a Land Destruction deck. By tournament worthy, not saying best, just that it is a tournament version, that at least semi competitive in tourney play.

The deck should be fun to play in tournaments, to enjoy watching expensive decks send expensive lands, creatures, planeswakers, etc to graveyard

0
Posted 17 January 2018 at 14:07

Permalink

Still more unsubstantiated claims, and you keep mentioning decks that aren't even used in a competitive format anymore. Werewolves didn't really make much of an impact during SOI that I saw, and tempered steel hasn't been in rotation for YEARS. You're so hung up on those old competitive decks that you're not able to keep up with the changing meta.

0
Posted 18 January 2018 at 18:08

Permalink

Alright, enough. I will pay for you to take this exact deck to the next grand prix. At least 100 people need to show up and you must provide video evidence of you playing this exact deck, card for card. I've saved a screenshot of the deck. Of you do not finish as well as you claim you must pay me back. Put your money where your mouth is and prove us wrong.

1
Posted 17 January 2018 at 17:03

Permalink

I wouldn't even make him do it. I'd take a copy of it myself, do all of the above, play it exactly how he suggests, and just try to win. I don't I'd make it into the top half of the entire event, but we'll never know.

0
Posted 18 January 2018 at 18:10

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Here are a few decks you'll be facing. This grand prix had over 400 players and I doubt you could beat 75 percent of them.
http://mtgtop8.com/event?e=18084&f=MO

1
Posted 17 January 2018 at 17:14

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I would be interested in how that may turn out.

0
Posted 17 January 2018 at 22:38

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1. I do not have the time, money, ability, etc, to play in a PTQ, GP, etc.

2. Even if you put up the money, it would be hard to get the money to me, arrange travel, etc.

3. Even if you could do above, I cant afford to pay you back.

4. I am a better deck builder then player. Example: In a 115 player standard tourney, I had a werewolf deck finish in 3rd, 4th place, beat wolf run titan, Delver. But should have finished 2nd, instead of 4th, and would have if I hadnt made several play mistakes. Because of that I am not a good enough player to pilot even the best deck(not talking about this deck), at a top tourney.

5. If you want to test the deck, you can build the deck, sleeve it up and take it to a top tourney, and play it yourself.

6. The deck is still semi consistent, semi inconsistent, variable, volatile, in that in 10 PTQ’s it could easily do well in 1 PTQ, while totally bombing the other PTQ’s. So because of that 1 PTQ, is not accurate even if the deck were to do well.

7. I didnt say the deck would win 75% if the time. I said it would win about 49.9% of games, and finishing in 200th place out of 600 is not 75%, is not great. To finish in 200th place you have to win 50% of your games in your 3 game matches, and at least win at least 50% of your matches. Thats accurate, because in a FNM I finished in 8th place out of 43 players , where I won about half my games in 3 game matches, and won about half my matches.

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Posted 18 January 2018 at 03:31

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I'm just going to leave this here. "Against GP grand prix: should : 40th place to 70th place( 175 to 435 players)" that is copied right from your post.

To place that high a 400+ tourney means winning about 70% of your matches. The people in the top 32 generally only drop 1 or 2 rounds and have bad tiebreakers. People in the top 16 have good tiebreakers.

I don't know why I read everything, but after all that, I must ask. Have you ever actually played this a large competitive setting? Against tier 1 decks? And people use aggro as examples because the meta is aggro. How do you beat grixis shadow? Dredge? Burn? You don't. Your removal spells cost too much and a stubborn denial wrecks your day. Charmbreaker devils die too easily to be considered finishers. Stormbreath dragon dodges push, path, and bolt and closes the game faster since its a flier. Control wrecks you too. Mana leak, spell pierce and snapcaster mages for days. They will also always have more cards in hands than you.

You need blood moons, since they give free wins. All your speculation is based on god draws that assume your opponent is going to let your ramp live. I saw plenty of people offering you constructive criticism. I will refrain from doing so since you don't want to listen

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Posted 18 January 2018 at 06:42

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Holy Shit this deck is Hot Garbage!
I've been playing a competitive modern Ponza deck for about 6 months now. It has gone threw many tweaks and iterations. After all that I even admit that it's fairly inconsistent because it suffers from not coming back from having your T1 ramp destroyed. However that deck very much put's this deck to shame in every way.
I really don't know where to begin. Pointing out all the major flaws in this build or commenting on how obnoxious and childish your comments make you sound. Well there it is I guess I started on that and I will choose to not comment further.

The only thing I will do for you is post a link to my deck so can gain some understanding of the archetype you're trying to mimic.
http://www.mtgvault.com/maniacalmaniac/decks/rg-ponza/

BTW Don't comment on it I do not care what you have to say. I have also already unsubscribed from this piece of Shit, so don't bother wearing out another keyboard on little old me.

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Posted 18 January 2018 at 04:16

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So, in other words, you only posted to advertise your own deck ...

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Posted 20 January 2018 at 19:10

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At least it's relevant for OP

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Posted 21 January 2018 at 01:15

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Yeah, because we all know how well the OP listenes to others ;)

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Posted 22 January 2018 at 20:41

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I thought OP listened very well. just dismissed everything as invalid because it didn't fit their alternative facts.

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Posted 22 January 2018 at 21:30

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OP is secretly Donald Trump. He intends to drain the swamp with this deck, but he completely ignores the Urborg in play, thereby accomplishing nothing.

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Posted 23 January 2018 at 00:14

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But, what if OP is secretly Hilary Clinton? And the collusion with Urborg is real?

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Posted 23 January 2018 at 01:14

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God help us all. Someone light up the Bald-signal and summon Bernie Sanders!

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Posted 23 January 2018 at 02:02

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Bwahahahahahahahaha! ROFL!
If I feel the Bern, then I know we are in trouble here on the vault.

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Posted 23 January 2018 at 15:26

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So, OP tried to make LD great again but failed to repeal VaultCare which he hates because free deckhelp for everyone is socialist witchcraft. He then fired several high ranking officials and investigators. Let's start a Gitaxian Probe to decide if there was obstruction of https://magiccards.info/wl/en/26.html

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Posted 23 January 2018 at 22:17

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lol... very well played Puschkin. :)
that being said, i think this joke is played out. we might need to have a deck shutdown to prove our point.

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Posted 23 January 2018 at 23:28

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I cannot even at this comment chain now.

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Posted 25 January 2018 at 03:37

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This comment chain is gonna be YUGE!

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Posted 25 January 2018 at 04:44

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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

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