Asturonethorius

7 Decks, 279 Comments, 8 Reputation

I found a way to cut, shave 2 more cards off deck, get it, deck down to 64 cards, 24 lands, while pretty much keeping deck almost the same, without changing what couldnt afford to change, according to what said in above comment.

I didnt think I would be able to cut, shave anymore cards down, because I didnt think 16 creatures would be enough in 64 to 66 card version of this deck, because didnt think creatures would come out often enough, combined with having enough control.

But with 4 Glistener Elves, instead of 3, and 4 blighted Agents and 4 Inkmoth Nexus's, and 2 Hand of Praetors, 2 Drakes, 16 creatures, the infectors come out enough combined with enough control, to come out when creatures dont come out, that deck still works.

Another concern I had, was enough infectors to come out to make use of the PUMP.

So the deck still gets out infectors, pumps them up, and if that doesnt happen, the deck still can, does control enough.

And with 24 lands, and a .37.5%, 37.5%, land mana ratio, the deck still works ok, good, great, awesomely.

I know I said this before, but I dont think deck can be cut down anymore.

If I cut the creatures down to 15, I dont think deck work, or work as good..

If I cut from the removal, control, counterspell, I dont think deck would either work, or work as good.

If I cut from the pump package, etc, I dont think deck would either work or work as good.

So deck is as tight, good, etc, as its going to get.

Also I would like Phyrexian Crusader, but if did that, would have to go with 2 Glistener Elves, and 2 Crusader's, which doesnt work as well, instead of 4 Glistener Elves, out of 16 creatures. If it was 17 creature, then 3 Glistener Elves, instead of 4, and 2 Crusader's, would work, but if going to be at 64 cards, instead of 66 cards, not enough room for 17, creatures, and only room for 16 creatures, because can't afford to cut noncreature stuff.

So deck is as tight, good as its going to get.

Deck is still about a Tier 1.15 to 1.25, great, awesome deck, that is still ready to be built, sleeved, played at super big time competitive tournaments.

And Still Really like this deck!.

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Posted 13 November 2019 at 20:18 as a comment on Infect you no matter what!

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Took 1 Mana Leak out of a 3 of Mana Leak, to goto 2 Mana Leaks, 2 Cryptics as my 4 counterspells, instead of 3 Mana Leaks, 2 Cryptics as 5 counterspells, and took out 1 land, to goto 25 lands, instead of 26, and by so doing went down to 66 cards, 25 lands and a 37.87% land mana deck ratio.

And by so doing shaved off 2 more cards, made it 2 cards closer to 60, at 66, instead of 68, and in so doing, altho the deck is still almost the same deck, the deck is, plays just barely by skin of teeth a little tiny bit even more better, more consistent, etc.

I can't get deck any smaller without either an or going down to 15 cards, by taking out the 2 Phyrexian Crusaders, an or, taking out 1 of the 4 of Krosa's, or if take out either the Flail's, or the Sword of Truths.

If I go down to 15 creatures, then when playtesting that, I dont have enough creatures and enough control to either get out a infector, and then pump it up, or to play control, counterspell's, Removal, etc.

If I go with 1 less Krosa at 3, instead of as a 4 of, cant pump up infectors, as consistently.

If I go without either the 2 Flails, or 2 Swords, I not only lose pump cards, but cant doublestrike with infectors, and have less proliferate, plus sword of truth is really awesome in this deck.

And without all that stuff combined, the deck just doesnt, wont, play as good, etc.

The deck really has no room left to cut, take anything out, without making the deck either not work, or not work as well.

So the deck is as good as it is going to get at 66 cards, 25 lands.

And thats pretty good for a 3 color, blue black green sultai semi aggro, semi control, semi counterspell, semi removal, semi midrange, etc, infect deck, that has 22 blue mana symbols, 15 green mana symbols, 8 mana symbols, all combined together in deck.

Deck still plays awesomely.

And is even more ready to be built, sleeved up, played at competitive super big time tournaments.

Deck is truly about a Tier 1.25, awesome deck.

I really like this deck.

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Posted 13 November 2019 at 09:18 as a comment on Infect you no matter what!

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Thanks for 850+ views. 850+ views shows that a lot of people either are interested enough to view the deck, and or think the deck is good enough to view an or like the deck enough to view it.

So because of that. And because deck is good, please do more then view the deck 850 times, by please +1, like, upvote the deck, so that it the deck does not get ignored, when, if you like the deck, think its good, etc. It would be greatly appreciated. And it helps to evaluate the deck. And the deck deserves the +1, likes, upvotes. And the deck isnt bad. And the deck is good.

So when, if +1, like, upvote the deck, thanks for +1, like, upvoting the deck.

But regardless of whether deck is liked, upvoted, etc, this is a awesome deck, and I really like the deck.

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Posted 09 November 2019 at 20:22 as a comment on Infect you no matter what!

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After trying out slightly different tweaks, configurations, etc, I finally figured out a way to squeeze Inquisitor's Flail and Sword of Truth and Justice, along with everything else, and have enough removal with 8 removal, and 5 counterspells, and enough creatures (17), with 4 Agents, 3 Glistener Elf's, 2 Crusaders, 4 Nobles, and have it work awesomely, and have my cake and eat it too.

So 8 removal, 5 counterspells, 9 proliferators, 6+ Auto infect card combo cards, 20 cards that pump, 17 creatures, 4 Agents, 3 Glistener Elf, 2 Phyrexian Crusader, 4 Noble, 2 Hand of Praetor, 2 Viral Drake.

Deck works even more awesomely.

Have playtested more sample hands, sample games.

Also the deck during gameplay offers choices, options of various synergies, interchangeable combos, strategies, cards, etc.

Example:

On turns 2, 3,4, do you play a Sword or a Boar Umbra, or do you leave that mana open, for Mana leak or Cryptic command, all while attacking with infectors.

This not only can, does make the deck at least semi effective, but can, does make deck awesome, fun, etc.

No boring, same repetitive, non interactive play here, where games play out the same.

Each game can and does play out in fun, semi different ways, each game, while still being at least semi effective, semi consistent.

But even tho thats the case the deck still basically:

1. Gets out infectors.

2. Pumps them up

3. Counters, remove threats, controls game

4. Can, does win fast

5. Can, does go toe to toe with midrange

6. Can, does go toe to toe with semi late game BIG Creatures.

7. Wins between, on, by, etc, turns 3 to 7.

So the deck is awesome, and I really like this deck.

Deck is pretty much finalized.

And deck is ready to be sleeved up and taken, played at competitive tournaments, competitive FNM's, city, convention, regional, PTQ, GP, super big time events.

Deck is about a Tier 1.35 deck.

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Posted 09 November 2019 at 19:49 as a comment on Infect you no matter what!

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After A LOT of TWEAKING, PLAYTESTING, Sample hands, sample games, trying slightly different numbers ofvstuff, things, slightly different options, changes, etc, I have finally settled on what the deck is now.

A lot of the changes had to do with the pump package. I went with 10 pumpers. I wanted Sword of Truth, because of its proliferate, but at 3 cmc, plus 2 equip cost, it was just barely a little tiny bit slow, and I didnt have enough room, and the 3 cmc Boar Umbra also protects infectors, just like the sword does, did, and it give a +3/+3 comparable to Sword, and a enchantment is harder to remove then a artifact, and it gives its bonus as soon as hits board, unlike sword, and it triggers Livewire Lash, unlike Sword. That said, I still wanted Sword of Truth, also, just not enough room for both, something had to give.

Also taking the 2 swords out, and 1 of the 4 glistener Elf's out to goto 3 of them, allowed to go to 4 mana leaks, instead of 3, 17 creatures, instead of 16, and 2 Phyrexian Crusaders, in addition to the 4 Agents, 3 Glistener Elf's, 2 Hand Praetor's, 2 Viral Drakes, 4 Nobles.

Now the right type of creatures come out often enough. And they get pumped up often enough. Then deck goes toe to toe vs midrange. During Early, Mid games, control, removal, counterspells happens often enough. Then during late game, deck can, does get infectors BIG.

The deck can control, almost win, as soon as turn 2, win turns 3,4, and win between turns 3,4,5 to turn 6,7, Turns 8,9 at the latest.

So the deck is awesome. I think is awesome.

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Posted 07 November 2019 at 23:53 as a comment on Infect you no matter what!

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Giving, gave up on the Turn 2 win combo. Its just too inconsistent even with 4 Sigarda's Aid's, and 4 Hammers, and 2 Glistener Elf, as a 3 card combo, Turn 2.

With 4 Krosa's, and 17 pump cards, and 6 of those 17,being artifact equipment pump, And 9 proliferators, 9 Removal, the deck is more consistent, and it can, does win on, by turn 3.

Deck plays even better now.

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Posted 06 November 2019 at 09:36 as a comment on Infect you no matter what!

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Changed 2 Skithiryx Blight Dragon, and 2 inquisition Flails, into 2 Colossus Hammer, and 2 Sigarda'a Aid to equip for free.

Colossus Hammer, and Sigarda's Aid is better then Skithiryx, and inquisition flail, because Hammer is +10/+10, and Sigarda equips equipment for free, and can win on TURN 2, and midgame, late game, Turns 2 to about around turn 10, are, is helped by this change.

Also the Hammer can be equipped to and create a 11/11 NON infect mana dork, in case Mira Sylvok Outcast gets out and not removed, and in case dont get infectors out, and in case only get Noble Mana Dorcka out.

That, those and other reasons are why Hammer, and Sigarda are better the Skithiryx and Flail.

And the deck still plays fantastically, amazingly, wonderfully, Awesomely, etc.

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Posted 05 November 2019 at 08:45 as a comment on Infect you no matter what!

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changed the contested War Zone Battlecry Colorless land into 2 Castle Embereth red mana battlecry pump lands. The change should make battlecry pump happen more often, while making it so that a colorless land comes into play less often, while making a better chance that red mana available for Bushwhacker, Wardriver Mana cost.

Reason for 2 of them: 2 will make it so that likely to come out turns 3,4,5, when have the 3 mana, 1 generic colorless mana, 2 red to pay the cost to activate the lands Battlecry ability. If go with 3. its more likely the land would enter play early on turns 1,2. And it would be more likely that would end up with, 1 or 2, in play tapped because 3 of them would cause greater chance of that because greater chance of not getting either a basic mountain, or Shockland Steam Vent, Stomping ground, to make it so that it didnt come into play tapped. 4 of them would be like problems of 3 of them, but even worse.

1 of them, and it wouldnt come out often enough.

2 of them is the right number of them, and will come out often enough at the right 3,4,5,6 turns, while not wrecking mana base.

Also I used the Budget tag, because the deck can be bought for $137 which is pretty darn cheap, for a Modern Format deck of this caliber.

Updated the deck description and did a LOT more playtesting of sample hands, sample games.

Deck is so fantastic, amazing, awesome, etc. I really like, love, am really happy with this deck!


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Posted 05 November 2019 at 05:34 as a comment on Kuldoth Bushwhac Batlecry Fire

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This deck is so fantastically amazing, awesome!!!! I have playtested it, via sample hands, sample games A LOT. Even though the deck has over 60 cards at 68 cards, 26 lands, and a .3823%, 38.23%, 38.2% 26 lands รท 68 cards = land mana ratio. The Land mana ratio is almost perfect. The deck averages about 2,3,4 lands in starting hand on average. And about 3.5. Lands per about every 4,5, 4.5 turns.

There are a lot of at least semi necessary, needed parts to make a Blue, Black, Green, infect deck, rhat is semi aggro, semi blitz, semi fast, quick, semi win turns 2,3,4,5, semi control, semi control, semi counterspell, semi removal, semi midrange, semi big creature later game, semi STOMPY, semi pump, Semi Finisher, etc, ALL COMBINED TOGETHER AT LEAST SEMI EFFECTIVELY, AT LEAST SEMI CONSISTENTLY.

And the deck has a answer for almost anything, everything using sideboard. Comsidering ALL that combined, 68 cards, 26 lands for ALL THAT, and 3 color, blue, black, green infect, etc, is pretty darned good.

And thats without Mulliganning. If Mulligan the deck works even better

This deck with proper play, etc, by a pro player would, could, should, can, will, etc, get at least a top 1 to 9 finish at super big time events like states, star city games, PTQ, GP, etc, and is about a Tier 1.35 deck, that is better then those 17,18,19,20 land Blue/Green(just varely splash white, or black), infect decks that have only 9,10,11,12,13,14 creatures, including infect creatures, like 4 Agents, 4 Nobles, 4 Glistener Elfs, 4 Krosa, 4 Blossom Defense, 4 Vines of Vastwood, 4 Mutagenic Growths, 4 Groundswell, 20 to 24 to 28 pumpers, pump cards, almost no removal, almost no counter spells, etc, decks, that BUTLUCKILY won 1st place because of Butluck, and that all Blue, Green infect decks, even crappy ones, are good, because of how good Blue, Green infect is.

So because of that, I am going to build this my deck that I have built here, and sleeve it up, and either play it competitively in tournaments, or let a friend borrow to use in competitive tournament play.

Also when, if want, can copy this deck to play this deck in competitive tournaments, as long as I get the credit for this deck.

Also thanks to those who have viewed this deck about 700 times, and commented, and the 1, +1, like that this deck has gotten.

So please like, +1 the deck, when, if you like this deck please. This deck deserves the likes, +1's. If the deck is too expensive, or if you think the deck should not have over 60 cards, etc, this deck is still a awesome, effective, competitive, consistent, tournament deck, and still deserves the likes, +1's, etc, so because of that please like, +1, the deck.

Also if the deck is not liked, +1'ed enough, the deck get ignored, and this deck shouldnt be ignored.

So thanks for the views, comments, likes, +1's, etc.

Mike.

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Posted 04 November 2019 at 06:49 as a comment on Infect you no matter what!

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On a Forum, at another similar site, there was talk about whether infect was any good or not. It was said there that according to Star City games, Netdeck Top 8, and other sites on internet, that infect was winning, finishing at ALL the 1st, thru 8th spots in BIG TIME tournament events, and that there was 100 infect decks that finished at least 8th, and that most of them were blue/green, with a couple, few, black green infect decks mixed in with the blue green infect decks.

Links were supplied. So I clicked the links, and sure enough, that was right. It seems that at the moment, post faithless looting ban that the meta has just barely slowed down a little tiny bit enough to allow infect to do well.

Most of the blue, green infect decks, looked like this:

4 Blight Agents, 4 Nobles(Mana Dorks), 12,13,14 creatures, 4 Krosa, 4 Mutagenic Growths, 4 Blossoming Defense, 4 Vines of Vastwood(16 of these kind of instant pump spells), 2 Pendelhaven, 4 nobles(For 22,23,24 total pump cards, almost none, 1 of 1 removal card, 1 of 1 counterspell card(So almost no removal, almost no counterspells)

And only had about 18,19,20,21 lands.(21 lands was the most in the decks).

So with only 18,19,20,21 lands, they are going to have to Mulligan, double, tripple, quadruple Mulligan, unless they BUTLUCK into ok, good mana, land draws(Which they probably did, based on how well they actually did.

And they had a MIX of a LOT of 1 of's, 2 of's, 3 ofs, 4 ofs, BUT A LOT OF 1 of's, but despite that drawing odds, they BUTLUCKED, did ok, had good draws based on their finishes, results.

And with only 12,13,14 creatures, to try to go AGGRO, PUMP, they are not likely to get out enough creatures to aggro pump, unless they get BUTLUCKY, which they did, based on results.

And with almost no counterspells, almost no removal, to go with the rest of the above, they are not going to be ablevto deal with THREATS, which could easily get them into trouble unless they BUTLUCK.

And with 22,23,24 pump cards, which is way more then enough, they wont have room for other important things. But despite that, they probably BUTLUCKED.

So how did they do? They PROBABLY BUTLUCKED, as they finished in 1st place to 8th place.

So what does this tell me?

That infect is good enough despite way suboptimal, inoptimal builds, to top 8, even if you build your infect deck just barely ok enough.

That there are a LOT OF LEMMING NETDECK COPIERS, that as soon as somebody makes a blue, green, infect deck, that is just barely built ok enough, and BUTLUCKS into a Top 8 finish at a BIG TIME EVENT, that a lot of people copy that EXACTLY. And because A LOT are doing that, some of them also BUTLUCK into a top 8.

So why did I go into that?

I am doing a MECHANICAL COMPARISON.

This deck is BETTER then those decks.

Thats a bold claim, and I have already partly covered why.

Here is the rest of reasin why:

My, this deck has 16 creatures, a better curve of the infect creatures. This deck will usually get creatures out early each game. If you only have 11,12,13 creatures, your going to have a lot of games where dont have creatures out early, and if that is going to happen when your trying to go aggro pump, you better have control, counterspells, removal, etc, otherwise you better have about 18 to 22 creatures that aggro pump get creatures out early consistently. So more, and better creatures.

My deck has enough pump, but not too much pump, allowing my deck to do other needed things. Its not like the other decks are going to be able to use all that 24 pumpers.

A typical starting hand of theirs should be about 1,2 land, 4,5 pumpers, 0,1 creatures. And if they get their creatures removed, then they are in trouble(real easy to happen to them)

My deck can counter, remove threats, protect my guys on the board, and if they are removed, I can proliferate, auto infect.

And my deck still plays FAST:

Blight Agent + Flail + Krosa = 10 infect from Agent on turns 3,4. A Skithiryx + Krosa + Flail = 18 infect in 1 attack on turn 5.

And there is too many good things for opponents to counter, remove, but yet wont have enough counter, removal, to deal with stuff. And a lot of bait and switch in my deck.

In the blue, green copied infect decks(few creatures, way too much pump), it would be easy for opponents to counter, remove, shut down their decks.

So mechanically my, this deck is better then thevdecks that have won 1st place at super big time tournament events

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Posted 02 November 2019 at 11:44 as a comment on Infect you no matter what!

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Also altho this deck is somewhat similar to other somewhat similar decks, this deck is NOT a copy, clone, netdeck, etc. I first started to build this deck in the Scars, New Phrexia, infect, standard block. It did quite well in standard. I have been changing it over a long time. And I have gotten semi some semi derivative ideas, from other infect decks. So this is my deck. Altho I have some of the cards for this deck, I dont have all the cards, and will gradually, eventually buy the cards, build this, my deck, and sleeve it up, and play it in competitive tournaments.

When if anybody wants to play this deck in a PTQ, etc, then as long as I get credit for the deck, its all good, and please do use, play my deck, when, if want.

Also altho this is not pure unique deck, and altho I didnt come up with the purely original idea, concept, I am likevthe BASF commercial, where they say that altho they dont make the original, they make it better. I also like trying to make things better, improve a deck, and try to do a improved version, spin, etc, of a deck, and make it my own, in that way.

So this is my deck, and not a netdeck copy, clone deck.

And I think netdeck, copying, cloning, is not as good as building a deck.

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Posted 31 October 2019 at 12:30 as a comment on Infect you no matter what!

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This deck is a semi competitive, Semi consistent, Semi Tier 1.5 to Tier 1.75 to tier 2, Semi Rogue, Semi Darkhorse, Semi Spoiler, Semi aggro, Semi quick, fast, semi midrange, semi late game, semi big stomp, semi ramp, semi control, semi counter, etc, all combined together into 1 deck.

The deck is one of the best, if not one of the Top 2,3,4 deck of its kind, if not almost THE BEST deck of its kind on this site and other sites. I have looked at almost all the similar decks, etc, and I would take, play this deck, over any other deck of its kind on this site, and other sites, like this site.

I know that is a bold claim, but there are logical reasons for that claim.

The deck gets out Blighted Agent(Unblockable), Or Plague stinger(Flying, Evasise), or Phyrexian Crusader(Protection from red, white, unblockable by red, white, semi evasive, first strike, etc), then pumps them up with Krosa(+4,+4, 1 gre cmc), Boar Umbra, Lash, Noble, Hamd Praetor.

If that doesnt happen then deck ramps into Hand Praetor, Viral Drake, Skithiryx.

If that doesnt happen, deck counterspells, removes, steals, taps, controls the game until either get Agent, Stinger, Crusader out and pumped, etc, or until ramp out Praetor, Viral Drake, or until get out Skithiryx.

With Faithless Looting Ban, and with Modern slowing down a little tiny bit, and with sideboard, this deck could easily be well positioned in meta to steal a Top 13 finish at competitive Modeen Format FNM tournaments, City, Regional, Convention, states, PTQ, etc.

The deck has great synergy, flow, interchangeable combos.

The deck has great bait and switch, darned if do, darned if dont, pick your poison.

The fastest this deck has won was turn 3, but that was a almost perfect draw.

The deck has been playtested a LOT via sample hands, and 10 turn sample games

I am semi open to constructive tweaks, and not interested in wholesale changes, and to get me tobmake any changes, then goingvto have to be logical persuasive.

That said please do constructively comment.

Also when, if like the deck, please click the like, +1, upvote button, when, if want to.

Thanks for +1's, likes, upvotes

Mike.

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Posted 31 October 2019 at 12:13 as a comment on Infect you no matter what!

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Found a way to have 4 signal pest instead of 3 by adding 1, without taking anything out and without going over 60 cards, by going down to 21 lands, instead of 22. While not near perfect, the mana draw ratio is ok, because of the 4 mox opals, that achieves metalcraft easier with 4 signal pest instead of 3. That makes it so that a working Mox Opal comes out more often and often enough to ramp, compensate for 1 less land, 21 lands, instead of 22. Have to mulligan a little tiny bit more often, but trade off is that 4 signal pest is better then 3 and helps deck be more explosive, consistent. So trade off worth it in my opinion.

So this is the best the deck can get.

I am still open to constructive advice, but not only am I not interested at the moment in wholesale changes, but not interested in anything more then 1 card slot slight, smallest of changes, smallest tweak possible, and whether to go with 3 Pest or 4 pest, or 21, or 22 lands, etc.

Can make constructive suggestions, but I am unlikely to make any suggested changes, unless the suggested change is pretty logical, persuasive, etc.

So the deck is pretty much done, finalized, ready to be built, sleeved up.

Thanks for the advice, help that has been given, some of it used, whether it has been used or not. It has been greatly appreciated.

Thanks for the likes, +1's.

Mike

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Posted 30 October 2019 at 22:40 as a comment on Kuldoth Bushwhac Batlecry Fire

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Sideboard Slots, that can be used to sideboard sideboard cards into the deck. for competitive Tournament play.

3 sideboard slots:

1. Go with 1 less Bushwhacker, to go from 4 down to 3, by taking 1 out then reolacing it with with a sideboard card.

2. 4 Mox Opal down to 3 Mox Opal for 1 sideboard slot.

3. 3 Kuldotha Rebirth, instead of 4 for 1 sideboard slot.

Using, taking out a memnite is not recommended, because they cost zero, help Kuldotha rebirth have a target, and to help get creature out fast, early.

Using, taking out a goblin grenade will, would, could cause not being able to remove threats, do direct damage to player, plus less targets for Narset.

Also only use 4 of's as possible slots, and dont use 2 of's, or 3 of's.

Also leave at least 1 4 of in deck, when sideboarding, and only use 4 sideboard slots at most.

And dont take 2 of anything out of deck in order to sideboarding.

If dont follow these sideboard guidelines, deck wont work, play as well.

But if follow these sideboard guidelines then deck will still play ok.

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Posted 30 October 2019 at 04:10 as a comment on Kuldoth Bushwhac Batlecry Fire

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Have playtested the new changes a LOT with Sample hands, Sample games. The mana ratio is perfect, with 2,3,4 lands in hand, almost every game, and extremely rare to get only 0,1 land, or 5,6 or all land. And usually average 3,4, 3.5 lands per every 4,5, 4.5 turns thru the first 4,5, 4.5 turns, of the games.

And the deck can play so fast, so explosive. Deck has won on turn 2 about 3 to 5 to 7 times out of the lots of playtesting. Has won on turn 3, about 10 to 15 to 20 to 25 times. Has won by turn 4 about 33 to 100 times. Wins by, no later then turn 5 at latest about 98% of time, and by no later then turn 6, about 99.9999% of time. And by no later then turn 7, at extreme latest 99.999% of time. Game is Garanteed to be won, if won, no later then, by turn 8 at the latest, 100% of the time, unless it loses.

Deck can go toe to toe and win vs Midrange, Tron, El Drasi, 8/8 creatures. The deck has done 429 total damage by, on turn 5,6.

And deck has done 10 damage via a copied Goblin Grenade, where had out a working Mox Opal mana source, and 2 lands for 3 mana, where pay 1 red for Goblin Grenade, then copied it, then got it back for 2 blue. And have done 2 Goblin grenades for 2 red. Also on turn 3 have done 15 damage by a copied goblin grenade then getting it back, and recasting it again.

That means that can easily kill a 15/15 thru either blocking, or copying, reusing, recasting grenade, or doing a combination of both, or by blocking with 1,2,3 big goblins. And that means that can easily do 5 to 10 damage via goblins turns 2,3, then hit with either multiple grenades, or a copied grenade, for 10 to 15 more damage for game, win.

The deck recovers from, wins despite board wipe quickly, either by winning before board wipe, or by casting a sideboarded in Unified Will counterspell, or by finishing them off by Grenade or Blast after board wipe.

The deck has sideboard answers for, against infect, control, graveyard.

This is the most amazing, awesome, non legacy, non vintage goblin deck, I have ever played, seen.

I will make this deck, sleeve it up, and play the deck at a PTQ, etc, when, if I get the chance, because of work as a NAC, EMT, family, etc

When, if anybody wants to use, play this deck in competitive tournament play, they, you can, when, if want to, as long as I get credit for the deck.

This deck deserves at least 7 to 10 to 13 likes minimum, to 23 to 43 likes, as other decks of mine which are not as good as this deck, have about 17 to 20 likes are on the hotpage, and I have yet to see a Modern Format Goblin deck on any site as good as this deck is. I would take this modern format goblin deck over any goblin deck I have seen on this, other sites(And I have seen almost all of the modern format goblin decks at this and other sites)

Oh well. This deck is freaking awesome. Extremely happy with, love how this deck plays.

Enjoy the deck, when, if want.

Mike.

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Posted 30 October 2019 at 03:24 as a comment on Kuldoth Bushwhac Batlecry Fire

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Have playtested the new changes a LOT with Sample hands, Sample games. The mana ratio is perfect, with 2,3,4 lands in hand, almost every game, and extremely rare to get only 0,1 land, or 5,6 or all land. And usually average 3,4, 3.5 lands per every 4,5, 4.5 turns thru the first 4,5, 4.5 turns, of the games.

And the deck can play so fast, so explosive. Deck has won on turn 2 about 3 to 5 to 7 times out of the lots of playtesting. Has won on turn 3, about 10 to 15 to 20 to 25 times. Has won by turn 4 about 33 to 100 times. Wins by, no later then turn 5 at latest about 98% of time, and by no later then turn 6, about 99.9999% of time. And by no later then turn 7, at extreme latest 99.999% of time. Game is Garanteed to be won, if won, no later then, by turn 8 at the latest, 100% of the time, unless it loses.

Deck can go toe to toe and win vs Midrange, Tron, El Drasi, 8/8 creatures. The deck has done 429 total damage by, on turn 5,6.

And deck has done 10 damage via a copied Goblin Grenade, where had out a working Mox Opal mana source, and 2 lands for 3 mana, where pay 1 red for Goblin Grenade, then copied it, then got it back for 2 blue. And have done 2 Goblin grenades for 2 red. Also on turn 3 have done 15 damage by a copied goblin grenade then getting it back, and recasting it again.

That means that can easily kill a 15/15 thru either blocking, or copying, reusing, recasting grenade, or doing a combination of both, or by blocking with 1,2,3 big goblins. And that means that can easily do 5 to 10 damage via goblins turns 2,3, then hit with either multiple grenades, or a copied grenade, for 10 to 15 more damage for game, win.

The deck recovers from, wins despite board wipe quickly, either by winning before board wipe, or by casting a sideboarded in Unified Will counterspell, or by finishing them off by Grenade or Blast after board wipe.

The deck has sideboard answers for, against infect, control, graveyard.

This is the most amazing, awesome, non legacy, non vintage goblin deck, I have ever played, seen.

I will make this deck, sleeve it up, and play the deck at a PTQ, etc, when, if I get the chance, because of work as a NAC, EMT, family, etc

When, if anybody wants to use, play this deck in competitive tournament play, they, you can, when, if want to, as long as I get credit for the deck.

This deck deserves at least 7 to 10 to 13 likes minimum, to 23 to 43 likes, as other decks of mine which are not as good as this deck, have about 17 to 20 likes are on the hotpage, and I have yet to see a Modern Format Goblin deck on any site as good as this deck is. I would take this modern format goblin deck over any goblin deck I have seen on this, other sites(And I have seen almost all of the modern format goblin decks at this and other sites)

Oh well. This deck is freaking awesome. Extremely happy with, love how this deck plays.

Enjoy the deck, when, if want.

Mike.

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Posted 30 October 2019 at 03:23 as a comment on Kuldoth Bushwhac Batlecry Fire

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Got deck down to 60 cards, 22 lands, and a .366%, 36.6% land Mana Ratio.

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Posted 28 October 2019 at 22:51 as a comment on Kuldoth Bushwhac Batlecry Fire

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Changed the 2 Shattering Spree into 2 more Reckless Airstrikes for 4 reckless airstrikes instead of 2 strikes, 2 Spree's, so that have better consistency with 4 Airstrikes, and because reckless airstrike is better then Shattering Spree. And in order to add another sideboard slot( ltake out 1 of the 4 airstrikes as a sideboard slot to add a sideboard card and go down to 3 reckless airstrikes)

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Posted 22 October 2019 at 06:07 as a comment on Pilag Char Deus Boom LD Primer

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Also put in a Cavern of Souls to help with both protecting semi finishers from counterspells, and to help with colored mana washing to help provide the colors needed to cast semi finishers, Calamity.

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Posted 21 October 2019 at 18:33 as a comment on Pilag Char Deus Boom LD Primer

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Changed the 2 Acidic Slimes into 1 more Deus Calamity for 3 Deus Calamity, and 1 more Simian Spirit guide for 4 Simian Spirit guides. Added 1 more Wrecking Ball, for 3 Wrecking Balls, and went to 61 cards, 23 lands.

The changes make it so that Calamity as a semi finisher comes out more often on turns 2,3,4. And the extra Simian Spirit Guide makes it so that better destroy lands turns 1,2,3.

And the reason for 3 Wrecking ball instead of 2, is that 17 non artifact destruction land destruction cards doesnt work. Must have a minimum of 18 non artifact destruction but land destruction cards to work. Also Wrecking Ball gets rid of creatures or land

Playtesting sample hands, games, seems to back up changes.

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Posted 21 October 2019 at 18:30 as a comment on Pilag Char Deus Boom LD Primer

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