Asturonethoriusaline

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Sorry for the accidental multi post of the same post. I clicked the post button 3 times because it didnt seem to be posting the first time I clicked the post button

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Posted 08 April 2018 at 00:56 as a comment on BEST TYR 1.5 TURN 1 WOLF DECK?

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I had my Galaxy S7 stolen. And so because of that havent been able to access my account here. And I lost my password, and xouldnt retrieve it, because couldnt access , remember my hotmail, yahoo passwords, and couldnt get the passwords sent to S7 phone number because it stolen.

So because of that, I am Asturonethorius, that posted this, other decks. I have created a new account. If anybody knows how I can get my Asturonethorius password sent to my Gmail email, instead of my hotmail email, it would be appreciated.

To address what Couch Said:

I can see why you have said wgat you said. I agree with some of what you said, and disagree with some of what you said.

Your right that mimic needs to come out. Its just to expensive, slow.

So to speed t up, changes:

2 Phyrexian Metamorphs that cost 3 mana, 2 life. I need to know if Metamorph is 3 or 4 cmc. Its effectively 3 cmc, 2 life. But it might be technically 4 cmc. If 3 cmc, it can be COCO ed.

Thinking of going with 2 mimic vats

Converting the conjurer's closet into a 3rd Simian Spirit guide for 3 birds, 3 spirit guides 6 mana dorks. To ramp out werewolves

Instead of 2 Ulrich and. 2 Silverhearts, which is 2 manyy 5 cmc and a bit slow, I wil run 1 silverheart and 1 ulrich as for 2 finishers
I will convert 1 ulrich and 1 silverheart into 2 coco's collected companies.

As far as the Volley's if you or anyone else has a better suggestion for a direct damage removal spell that better then doing 5 damage to 1 target and 3 damage to another target for 3 mana at instant speed that can do during opponents turn so that I can pass skip turn flip werewolves, then I am all ears.

3 removal spells are needed, so either not going to take out the volleys or will replace the Volleys with 3 other removal spells.

These changes should speed up the deck a bit.

I noticed from playtesting that the deck was a bit too slow.

The reason why I and others say this is one of the better, best werewolf decks concept wise, is that when compared to 90% of the werewolf builds on this and other sites, this werewolf concept build theory etc, is logically game mechanically likely probably better then most other werewolf decks at this, and other sites

. Also this deck has consistently beaten Pro Brian Kibblers werewolf deck that finished in 32 nd place. I know that it was Brian Kibblers werewolf deck because I created almost the same exact werewolf deck that finished in 4th place against Wolf Run Titan and Delver, and got accused of copying Brian Kibblers deck.

Now despite what I am saying about this deck, the reason why your probably right about this deck, is that werewolf decks are tier 1.5 to tier 2 at best, and are often susceptible to removal.

Also werewolves are a betweener tribe that unsuccessfully tries to play fast, and unsuccessfully tries to play midrange, and is not fast enough, and is too small not big enough for midrange, and doesnt have enough control removal to get to midrange late game.

This werewolf concept build tries to get werewolves out fast, and flips fast because of Bandit, and builds towards midgame, late game because of flipping, and because of Ulrich and Silverheart.

That said, if get turn 1,2 werewolves removed, and or if dont get Chord or Coco out, an or if dont last long enough to get finishers out, then toast.

Your right that this deck will dominate, win a FNM. Also right that in a 35 to 75 man tourney at the local gamestore level, city, regional, convention, etc, level it will finish 12th to 23rd place, and wont consistently top 8.

With all the right changes, etc, the werewolf deck would probably semi consistently top 8 at best. And in PTQ, GP, the deck would finish about 40th to 50th place at best inconsistently.

But the deck would be fun, darkhorse, rogue, etc, deck that would gove other decks, all that they can handle in only winning about 49% of games at the very best inconsistently. And even in losing efforts the deck would probably still give decks all that they can handle and just barely lose.

The problem with werewolf decks, is that werewolf decks just barely dont quite have enough to semi consistently get over the hump.

This wetewolf concept build is almost there over the hump, but like other werewolf decks its still just not wuite there yet.

Its still probably as close as can get to being there tho.

Thanks for your comment, suggestion, which have led to making some of your changes, tho not all.

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Posted 08 April 2018 at 00:53 as a comment on BEST TYR 1.5 TURN 1 WOLF DECK?

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I had my Galaxy S7 stolen. And so because of that havent been able to access my account here. And I lost my password, and xouldnt retrieve it, because couldnt access , remember my hotmail, yahoo passwords, and couldnt get the passwords sent to S7 phone number because it stolen.

So because of that, I am Asturonethorius, that posted this, other decks. I have created a new account. If anybody knows how I can get my Asturonethorius password sent to my Gmail email, instead of my hotmail email, it would be appreciated.

To address what Couch Said:

I can see why you have said wgat you said. I agree with some of what you said, and disagree with some of what you said.

Your right that mimic needs to come out. Its just to expensive, slow.

So to speed t up, changes:

2 Phyrexian Metamorphs that cost 3 mana, 2 life. I need to know if Metamorph is 3 or 4 cmc. Its effectively 3 cmc, 2 life. But it might be technically 4 cmc. If 3 cmc, it can be COCO ed.

Thinking of going with 2 mimic vats

Converting the conjurer's closet into a 3rd Simian Spirit guide for 3 birds, 3 spirit guides 6 mana dorks. To ramp out werewolves

Instead of 2 Ulrich and. 2 Silverhearts, which is 2 manyy 5 cmc and a bit slow, I wil run 1 silverheart and 1 ulrich as for 2 finishers
I will convert 1 ulrich and 1 silverheart into 2 coco's collected companies.

As far as the Volley's if you or anyone else has a better suggestion for a direct damage removal spell that better then doing 5 damage to 1 target and 3 damage to another target for 3 mana at instant speed that can do during opponents turn so that I can pass skip turn flip werewolves, then I am all ears.

3 removal spells are needed, so either not going to take out the volleys or will replace the Volleys with 3 other removal spells.

These changes should speed up the deck a bit.

I noticed from playtesting that the deck was a bit too slow.

The reason why I and others say this is one of the better, best werewolf decks concept wise, is that when compared to 90% of the werewolf builds on this and other sites, this werewolf concept build theory etc, is logically game mechanically likely probably better then most other werewolf decks at this, and other sites

. Also this deck has consistently beaten Pro Brian Kibblers werewolf deck that finished in 32 nd place. I know that it was Brian Kibblers werewolf deck because I created almost the same exact werewolf deck that finished in 4th place against Wolf Run Titan and Delver, and got accused of copying Brian Kibblers deck.

Now despite what I am saying about this deck, the reason why your probably right about this deck, is that werewolf decks are tier 1.5 to tier 2 at best, and are often susceptible to removal.

Also werewolves are a betweener tribe that unsuccessfully tries to play fast, and unsuccessfully tries to play midrange, and is not fast enough, and is too small not big enough for midrange, and doesnt have enough control removal to get to midrange late game.

This werewolf concept build tries to get werewolves out fast, and flips fast because of Bandit, and builds towards midgame, late game because of flipping, and because of Ulrich and Silverheart.

That said, if get turn 1,2 werewolves removed, and or if dont get Chord or Coco out, an or if dont last long enough to get finishers out, then toast.

Your right that this deck will dominate, win a FNM. Also right that in a 35 to 75 man tourney at the local gamestore level, city, regional, convention, etc, level it will finish 12th to 23rd place, and wont consistently top 8.

With all the right changes, etc, the werewolf deck would probably semi consistently top 8 at best. And in PTQ, GP, the deck would finish about 40th to 50th place at best inconsistently.

But the deck would be fun, darkhorse, rogue, etc, deck that would gove other decks, all that they can handle in only winning about 49% of games at the very best inconsistently. And even in losing efforts the deck would probably still give decks all that they can handle and just barely lose.

The problem with werewolf decks, is that werewolf decks just barely dont quite have enough to semi consistently get over the hump.

This wetewolf concept build is almost there over the hump, but like other werewolf decks its still just not wuite there yet.

Its still probably as close as can get to being there tho.

Thanks for your comment, suggestion, which have led to making some of your changes, tho not all.

0
Posted 08 April 2018 at 00:52 as a comment on BEST TYR 1.5 TURN 1 WOLF DECK?

Permalink

I had my Galaxy S7 stolen. And so because of that havent been able to access my account here. And I lost my password, and xouldnt retrieve it, because couldnt access , remember my hotmail, yahoo passwords, and couldnt get the passwords sent to S7 phone number because it stolen.

So because of that, I am Asturonethorius, that posted this, other decks. I have created a new account. If anybody knows how I can get my Asturonethorius password sent to my Gmail email, instead of my hotmail email, it would be appreciated.

To address what Couch Said:

I can see why you have said wgat you said. I agree with some of what you said, and disagree with some of what you said.

Your right that mimic needs to come out. Its just to expensive, slow.

So to speed t up, changes:

2 Phyrexian Metamorphs that cost 3 mana, 2 life. I need to know if Metamorph is 3 or 4 cmc. Its effectively 3 cmc, 2 life. But it might be technically 4 cmc. If 3 cmc, it can be COCO ed.

Thinking of going with 2 mimic vats

Converting the conjurer's closet into a 3rd Simian Spirit guide for 3 birds, 3 spirit guides 6 mana dorks. To ramp out werewolves

Instead of 2 Ulrich and. 2 Silverhearts, which is 2 manyy 5 cmc and a bit slow, I wil run 1 silverheart and 1 ulrich as for 2 finishers
I will convert 1 ulrich and 1 silverheart into 2 coco's collected companies.

As far as the Volley's if you or anyone else has a better suggestion for a direct damage removal spell that better then doing 5 damage to 1 target and 3 damage to another target for 3 mana at instant speed that can do during opponents turn so that I can pass skip turn flip werewolves, then I am all ears.

3 removal spells are needed, so either not going to take out the volleys or will replace the Volleys with 3 other removal spells.

These changes should speed up the deck a bit.

I noticed from playtesting that the deck was a bit too slow.

The reason why I and others say this is one of the better, best werewolf decks concept wise, is that when compared to 90% of the werewolf builds on this and other sites, this werewolf concept build theory etc, is logically game mechanically likely probably better then most other werewolf decks at this, and other sites

. Also this deck has consistently beaten Pro Brian Kibblers werewolf deck that finished in 32 nd place. I know that it was Brian Kibblers werewolf deck because I created almost the same exact werewolf deck that finished in 4th place against Wolf Run Titan and Delver, and got accused of copying Brian Kibblers deck.

Now despite what I am saying about this deck, the reason why your probably right about this deck, is that werewolf decks are tier 1.5 to tier 2 at best, and are often susceptible to removal.

Also werewolves are a betweener tribe that unsuccessfully tries to play fast, and unsuccessfully tries to play midrange, and is not fast enough, and is too small not big enough for midrange, and doesnt have enough control removal to get to midrange late game.

This werewolf concept build tries to get werewolves out fast, and flips fast because of Bandit, and builds towards midgame, late game because of flipping, and because of Ulrich and Silverheart.

That said, if get turn 1,2 werewolves removed, and or if dont get Chord or Coco out, an or if dont last long enough to get finishers out, then toast.

Your right that this deck will dominate, win a FNM. Also right that in a 35 to 75 man tourney at the local gamestore level, city, regional, convention, etc, level it will finish 12th to 23rd place, and wont consistently top 8.

With all the right changes, etc, the werewolf deck would probably semi consistently top 8 at best. And in PTQ, GP, the deck would finish about 40th to 50th place at best inconsistently.

But the deck would be fun, darkhorse, rogue, etc, deck that would gove other decks, all that they can handle in only winning about 49% of games at the very best inconsistently. And even in losing efforts the deck would probably still give decks all that they can handle and just barely lose.

The problem with werewolf decks, is that werewolf decks just barely dont quite have enough to semi consistently get over the hump.

This wetewolf concept build is almost there over the hump, but like other werewolf decks its still just not wuite there yet.

Its still probably as close as can get to being there tho.

Thanks for your comment, suggestion, which have led to making some of your changes, tho not all.

0
Posted 08 April 2018 at 00:51 as a comment on BEST TYR 1.5 TURN 1 WOLF DECK?

Permalink