1 OF DAM BETTER DAM TIER 1.5 TURN 1 KILL LAND DECK
Modern
SCORE: 14 | 86 COMMENTS | 2760 VIEWS | IN 5 FOLDERS
Hey. I'm back. This time I wanted to see if I could help with the sideboard/maybe board. But before I start listing off suggestions I'd like to ask why the cards you have currently are there. This should help me get a better idea of what cards I should and should not suggest. For example: I know why Autumn's Veil is in there. But Tunnel Ignus is a bit confusing to me. I say that because in my mind, I'd see ignus as a way to hurt people who fetch and try to do so in response to my LD spells. So I'd see the problem here as them avoiding LD. But whenever ignus would trigger you could also cast Lavaball Trap which IMO serves your purpose better. But you may have a perfectly valid reason for playing it besides what i mentioned. So I was hoping to get some insight from you so that I can make meaningful suggestions.
August 10, 2016 2:49 p.m.
I'm a fan of Ponza from old extended and the early days of modern, so I know that LD can be competitive. All I'm saying is that what you're doing is pretty clunky and ironically pretty weak to blood moon. You're overthinking the whole thing, honestly.
August 10, 2016 3:15 p.m.
It's not clunky at all, it does what it's supposed to do, and that's destroy land CONSISTENTLY by on turns 1,2,3 and CONTINUE TO CONSISTENTLY destroy land until turns 13 to 17.
The deck does that.
And all of the 24 cards, ways to deal with creatures will come out.
4 Slime, 4 Wrecking Ball, 4 Wild Swing, 2 Brutal Exarch, 2 Primal Command, 2 Incendiary Command, 2 Mimic Vat, 2 Charmbreaker, 2 Mirrorpool.
That's not clunky at all.
So it's weak to blood moon, whatever that card, deck does.
That's what sideboards, metaboard are for
August 10, 2016 3:36 p.m.
Are you telling me you don't know what the card blood moon does?
August 10, 2016 4:48 p.m.
I'm not solely trying to give you a hard time, you just seem very confident in this being a tier one list when you're still making huge changes and don't seem to know large parts of the modern metagame. Also, is there a reason you're not running more fetches than can pick up duals? I think bloodstained mire and a couple overgrown tombs are likely more helpful than the evolving wilds and mana confluence.
August 10, 2016 5:04 p.m.
I just threw in 2 evolving Wilds to test out the fetch land to Boom/bust ratio, which seems to work fine in playtesting sample hands.
I could probably replace the 3 mana confluence, an 2 Evolving Wilds, with 1 blood crypt, 1 overgrown tomb, and 2 bloodstained Mire Fetchlands
August 10, 2016 7:40 p.m.
Thanks aholder for all your comments, help, suggestions.
I would have gotten to your comment sooner, but I was finishing tweaking the mana base, play testing sample hand games on the sample hand thing here.
I got to say the deck is sample handing awesomely. The Boom, Molten Rain comes out turns 1, 2, 3, and Wrecking Ball, Wild Swing, Acidic slime, comes out a lot, giving me the option of destroying a land, dealing with a creature threat.
Then Primal command, or Incendiary Command comes out, and either searches out slime, exarch, charmbreaker, while removing a land,
or I get to destroy a land, draw 7 cards. Then I get out Exarch, Charmbreaker, and it swings for 12.
Also all the fetch lands thin out the lands, shuffles deck, so that don't draw 4 to 8 lands, 4 to 8 turns in a row, on those extremely rare times that kind of crap happens.
So because of that, I think the main deck is done for now.
I will answer your sideboard question, in the next comment.
August 10, 2016 10:07 p.m.
Ahold Tunnel Ignus, is in sideboard, because he helps with Ramp stomp, Ramp burn.
Nothing more annoying for a land destruction deck, then a deck that laughs after you destroy 1 of their lands, then throws down 2,3 more land to replace the destroyed land.
So if they play a land, then play 2 more lands that turn, they take 6 damage, 3 damage per land played in addition to the first each turn, time they do that.
If they do that 2 straight turns, that's 12 damage they take to the face.
And that's just 1 Tunnel Ignus out.
If I have 2 Tunnel Ignus out, then if play 3 lands per turn, the take 6 damage per land beyond the first, and now they take 12 damage in 1 turn for playing 3 land in 1 turn.
In 2 turns if they do that, they take 24 damage to the face.
That encourages them to only play 1 land a turn, that I then destroy.
And if they get desperate, and take 9 to 12 damage, in order to play 2,3 lands in 1 turn, then hit them with Incendiary Command to finish them off.
As far as the rest of sideboard, 2 Grafdigger Cage, is graveyard hate.
2 Surgical Extraction acts as further graveyard hate, and hates, gets rid of any card like Mana leaks, Remand, Slaughter games, Surgical Extraction, etc.
As you said, we both know what Autumn's Veil is for.
2 Slagstorm is there to help the 2 Incendiary Commands board wipe, and gets 3/3's, and can help do that last 3 damage to foes face that may win the game.
2 Witchbane Orb, gives me Hexproof, protection from Curses, big Channel Fireballs to my face (yeah I know that Channel is not Modern Legal, just trying to be funny)
2 Trinisphere makes foes pay 3 mana for every spell, instead of 0, or 1, or 2 mana, thus slowing down affinity for artifacts, 1,2 mana per card decks.
That covers most things stuff.
August 10, 2016 10:51 p.m.
I read Epochalyptic's Primer article. And have seen awesome deck descriptions.
So need to do the same with this deck.
Reason haven't is lack of knowledge.
To fix that. I need to know how to do the following:
BOLDING, ITALICS, changing text color from white to the yellow, gold text, that see everywhere, ENLARGING TEXT, UNDERLINING, HIGHLIGHTING, BULLET POINTING, DIVIDER LINES, between sections, paragraphs, text,etc.
I tried to find formatting help, but it was hard to find, in a easy to forget place.
The place only gave command for BOLD ITALIC, the other stuff was complex code they want you to either remember, or copy paste.
What I want, need is the basic Commands for Bold, Italic, yellow, gold, HIGHLIGHT, UNDERLINE, BULLETS, SECTIONAL DIVIDER LINES, etc, in a easy to see, look up, remember placw.
So is there anybody who can list those basic Commands, syntax, code, etc, to do that stuff, either in a comment here in, on this deck, or on my username page, if have one, or in a message to me?
Thanks for any help on, about this
August 11, 2016 1:43 p.m.
While I was working on deck description I had a thought, question about Goblin Dark Dwellers that has been suggested, and is on the maybeboard, Metaboard right now.
1 extremely small issue with Charmbreaker Devils, is its random recursion of land destruction cards.
Now most of the times that doesn't matter which land destruction instant or sorcery get back.
The problem is that sometimes on rare occasions keep getting Boom/Bust back, when don't have a fetch land, Darksteel Citadel, out, instead of getting, Molten Rain, Wrecking Ball, etc.
That's preventable by trying to only have 1,2 things for Charmbreaker to randomly choose from.
But that's not always doable because of the sheer amount of land destroying with instants, sorceries.
Now a possible solution to that could maybe be Goblin dark dwellers, but that could, maybe mean having yo get rid of Charmbreaker the win con.
Also Goblin Dark dweller exiles cards after casting, using them from graveyard, and Grafdigger's Cagecould mess that up, but doesn't mess up charmbreakers graveyard to hand thing, because it only messes up casting from graveyard, but does not mess up graveyard to hand
And Goblin Dark Dwellers Exiling of graveyard cards makes it so that cards no there for Charmbreaker if ran both.
But then I thought, what if ran 1, or 2 Goblin Dark Dweller, and 1 or 2 Charmbreaker, and was very careful with Goblin Dark Dweller to use it only on cards that did not want Charmbreaker to return to hand over and over and over like Boom/Bust
Goblin Dark Dweller could maybe make Charmbreaker's graveyard to hand ability less random, so that get the cards back to hand that want, and don't get cards back to hand that don't want.
And I could Mimic Vat Goblin Dark Dwellers to Pare down Charmbreaker's Choices as to what to return to my hand, more.
So at the very least could run 1 Charmbreaker, and 1 Goblin Dark Dweller, an or 2 of the each of both of them.
So what do you all think of doing that?
August 11, 2016 5:20 p.m.
by the time you get charmbreaker out, you should have them at 1 or 2 lands and you have 5-6 mana (since you cast charmbreaker). so if you cast Boom you shouldn't be in that much trouble as you'll still be able to cast all of your important spells and they will be unable to cast their spells.
August 11, 2016 6:18 p.m.
That's True Aholder, most of the time, but not all the time.
I just finished playtesting about 20+ sample hand simulated games on the sample hand thing, and I gotta say WOW, AWESOME, AMAZING at how consistent deck runs.
In that playtesting there incredible synergy between Primal Command and Goblin Dark Dweller.
Check this out.
You play Primal Command turn 3,4, put foe land on top of libray, search up a Dark Dweller. Then play dark dweller, target Primal commandand put foe land on top of library, search up Acidic Slime. Primal Command gets exiled. Play Acidic Slime destroy land. Then either draw or already have in hand a Primal Command, or play Incendiary Command to destroy a land draw 7 cards to get a Primal command. Them play a 2nd Primal Command to put foe land on top of library, and search up a Acidic Slime, play slime, destroy a land. Then Mirrorpool copy Darkdwellers, target 2nd Primal command, put foe land on top of library, search for Acidic Slime, exile 2nd Primal Command. Play Acidic slime, destroy land.
So net result: 4 Primal Command played. 8 of foes land removed, destroyed, 4 of them by Primal command, 4 by Acidic Slime, 4 Acidic Slime in Play, 2 Dark Dwellers in play, 1 the card, and 1 a Mirrorpool copy of dark dweller.
Yes Charmbreaker could in theory do that, but it's random graveyard retrieval probably wouldn't do that consistently.
Now not saying to take out Charmbreaker. He is amazing too.
Goblin Dark Dwellers also pared down graveyard for Charmbreaker.
And with the 2 Primal commands, and 2 Brutalizer Exarch, at least either Goblin, or Charmbreaker came out, and a LOT of the time both came out, because of Primal Command, Exarch, Incendiary Command, Goblin, Charmbreaker
So 1 of each of Goblin Dark Dweller, and Charmbreaker, not only works, but works amazing, awesome.
Oh the amazing interchangeable synergy, combo's between a lot of these cards.
August 11, 2016 8:26 p.m.
just for the record. Goblin Dark-Dwellers can't target Primal Command. it can only target things with cmc 3 or less.
August 11, 2016 8:36 p.m.
Only question now, is about the Wild Swing Slots, Sure would be nice to find a Modern legal 3 or 4 cmc land destruction instant, sorcery, that destroys creatures, in addition to Wrecking Ball, and doesn't hurt you like Beast Within, Crack the Earth, doesn't give foe a 3/3, does not make you sac a permanent, doesn't give you a bad, negative side effect
If can't find anything better then Wild Swing, then will stay with Wild Swing
So anybody know of anything better then Wild Swing, that's not Wrecking Ball, Beast Within, Crack the earth, and that doesn't have a bad, severe negative, side effect to your cards, deck?
Thank for any help given
Thanks
August 11, 2016 8:41 p.m.
Oh yeah, I forgot that. Oh well is can still get rid of Boom, and can target Molten rain.
Would have been nice if it worked that way.
August 11, 2016 8:44 p.m.
Now since Goblin Dark Dwellers only targets 3 cmc or less in graveyard, that makes it even more important to find a 3 cmc replacement for 4 cmc Wild Swing that destroys lands, creatures, etc, without have bad, negative downsides like Beast Within, 3/3 for foe, or like crack the earth, where have to sac a permanent.
If there is nothing better than wild Swing, then both it, and Goblin Dark Dwellers stays in as a 1 of next to a 1 of Charmbreaker.
August 11, 2016 8:52 p.m.
So could I have some feedback on the deck description.
My thoughts are that tho it is LONG, which could be bad, it is well spaced, sectioned out, organized, detailed.
And magic players, people, can skim to the section, info they want to read, study, learn more, and skim, skip the info they are less interested in, then other areas that they are more interested in.
But that's my perception, maybe it needs more work, I don't know.
I tried to follow the deck description primer article.
Also could use some formating help, as said in a earlier comment.
So what do any of ya all think about the deck description?
Thanks
August 12, 2016 12:38 a.m.
Ok finished the deck description Primer for the deck. Any feedback on the deck description would be greatly appreciated.
Also still need help with deck description formatting.
Also still need help with if there is a better card then Wild Swing, that destroys land, creatures, etc, for 3 cmc, 4 cmc, that not wrecking Ball, and doesn't have the bad, negative effects of Beast Within, Crack the earth.
August 12, 2016 6:38 a.m.
Two things I noticed while reading the deck description.
Every card is in every section.
Example: mirror pool can copy any card. You should probably put it in a section labeled "Lands" or maybe "Utility". But as it stands, it's in every section. Which takes up a significant amount of space. It's also annoying to the reader to have to see the same things over and over again. Cards should try to stick to 1 category or 2 at most. Charmbreaker is not a land destruction spell. It doesn't belong in that section. Primal command can fetch charm breaker but that does not make primal command a recursion card and it especially doesn't make primal command a creature removal spell because it can fetch charm breaker which can reuse incendiary command to draw you into wild swing which might destroy a creature. That's way too many steps to the process.
Try breaking it down like this
Lands: mirror pool, and dark steel citadel.
Ramp: birds, simian
Pure Land destruction: boom, Molten rain, brutalizer acidic slime
Recursion: charmbreaker, mimic vat, dark dweller
Versatile cards: primal command, mirror pool, incendiary command, and wrecking ball.
Or something along those lines.
Second thing I noticed: I think you'll probably want to reread Incendiary Command. It doesn't let you draw 7 cards. it lets you cycle your hand. If you have 3 cards in hand when you cast it. Then you discard your hand and draw 3 cards.
August 12, 2016 8:45 a.m.
Aholder thanks for your feedback on the deck list.
I took cards that I thought indirectly made it possible to do stuff in card categories, like your Primal Command example, out of those card categories, so that only cards that specifically, directly did those card category things, stayed in those card categories.
That shortened the deck description Primer by a lot, and eliminated seeing a lot of the same cards in each category.
Now a card is only in 1 category, 2 categories, if versatile, 3 at extreme most, if extremely versatile (maybe only 1 card, 2 at extreme most might be in 2,3 categories)
I know you suggested different card categories, names of card categories, but I think the card categories, names of the categories I picked represent the card category breakdown of everything in the deck, unless I missed a 1,2,3 card categories.
So think I will leave the categories as they are.
But taking your suggestions on what should, should not be in those card categories, has made the deck description a lot shorter, which is a good thing, as long as not too short, not too long
So thanks for that.
Also finally found the link too, and finally learned the MARK UP FORMATING.
Still would like to figure out simple basic Commands to make text gold colored like on other deck descriptions.
But the deck description does look better now.
Now just need a different deck name that is more creative, that still conveys the turn 1,2 land destruction concept of deck.
August 13, 2016 4:53 a.m.
Ok I finally figured out a way to squeeze in 2 Eternal Witness. I also have him in my Modern Naya Infinite token deck, and thought about putting him in my Modern werewolf deck, but there was no room.
Eternal Witness will let me get any card from graveyard, including creatures like Slime, Exarch, Goblin, Charmbreaker. So along with Vat, Primal Command, Witness protects from non exile removal, because if they remove creature, then either trigger Vat, or fetch it back with Witness, or shuffle creatures back into library with Primal Command.
Also Eternal Witness combos well with Vat, Primal Command
Also Eternal Witness allows me to run Goblin, Charmbreaker as 1 of's, because if removed, discarded, milled, I can get them back with Eternal Witness.
That's what made it possible to squeeze Witness in as a 2 of.
If can't turn, cut 1 Charmbreaker into a 1 of, because would be a 1 of, could easily lose only copy of him, with no way to return him without Eternal Witness.
Then only way to turn, cut, replace 1 Charmbreaker into 1 Eternal Witness, and turn 1 Wild Swing into a 2nd Eternal Witness, would be if Eternal Witness can get Charmbreaker back, which it can do.
ONLY 1 Charmbreaker, 1 Wild Swing could be turned into 2 Eternal Witness.
That's why it was so hard to see that, do that, to find room for 2 Eternal Witness.
August 13, 2016 7:42 p.m.
Ok something has to give about the 2 Wild Swings
They are just too inconsistent. Either replace them with 2, 3,4 cmc of a card that both destroys land, an or a creature, etc, where it's consistent, no bad things like 3/3 for foe like Beast Within, no sac my stuff, like with Crack the Earth, either do that, or replace with 2 Stone Rain, if nothing better then Wild Swing.
Either replace Wild Swing with a wrecking Ball like card, with no bad to it, and have 11 creature destruction cards.
Or
Replace Wild Swing with 2 stone rain, and have 9 creature removal cards,in 4 wrecking ball, 3 Acidic Slime, 2 Incendiary Command, with other cards like Primal Command, Brutal Exarch, Eternal Witness, Charmbreaker, Incendiary Command, etc, cards that can help set it up so that can get the 9 creature destruction cards out.
And can sideboard in 2 Slagstorm, or 2 Anger of the Gods, in to help with creature removal, board wipe if needed, in addition to the 9 creature removal that would be in deck, if changed Wild Swings into Stone Rains.
So unless somebody speaks up and shows me a wrecking ball like card that cost, 3,4 cmc, that better than wild swing, then if that were to not happen, then change 2 wild swing, into 2 Stone Rain, to help consistently destroy land on turn 2 better.
August 13, 2016 8:07 p.m.
Ok finally finished with deck, updating the deck, deck description.
After playtesting more sample hands, the deck runs so smoothly, consistently now. And consistently destroys land turns 1, 2, 3, and went 15 sample hands, before the 1 and only time the deck failed to destroy land turns 1,2,3, and instead had to wait until turn 4 to destroy land. So that means that the deck only has to wait until turn 4 to destroy land, only about 2 , 3% of the time.
And the deck destroys land by, on turn 2, about 87% of the time, and by turn 3 about 95 to 97% of time.
That's EXTREMELY CONSISTENT, which is awesome.
And the deck destroys land on turn 1 about 22.5% of the time, an or 1 out of about 4.5, 4,5 games, about 6,7 games at worst.
And everything else like creature removal comes out, and Charmbreaker, Goblin, Slime, Exarch, Eternal Witness, etc, come out almost all the time, almost every sample hand game.
August 13, 2016 11:23 p.m.
Omfg!, wow!, incredible!, amazing!, awesome!, etc, how CONSISTENT!, smooth!, well!, the deck plays in sample hand games.
Have done about like about 50 to 100 sample hand games.
This is truly 1 of the dam,better, dam tier 1.5, destroy lands by on turns 1,2, 1.5 decks I have ever made, seen, played, and I have been around, seen, made, played a lot since I started playing back when Revised, unlimited, Ice Age, Fallen Empires, Chronicles, 4th edition, back in about 1994, 1995, 1996.
Thanks for everyone's help, especially your help Aholder.
Thanks
Mike
MikealDH1 says... #1
The only thing I can think of to add even more creature removal, would be to cut the 4 Stone Rain, run 4 Boom/bust, run 4 Darksteel citadel, instead of 3, run 3 Wild Swing. That might add even more creature removal, while still being able to. destroy land turns 2.
I will playtest sample hands on that, to see if can consistently destroy lands turns 1,2 with that change.
If somebody knows of a better 3,4 cmc card then 4 cmc wild swing, that destroys lands, creatures, without being like Beast within, crack of earth, that has bad negative things like 3/3 for foe,having to sac my own stuff, then please let me know.
August 10, 2016 1:51 p.m.