36 Wraths | Against the Odds

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is it possible to win a game of standard where every single nonland card in your deck is a wrath let's find out as you probably know by now Wizards canceled standard rotation this year and that's led to a little bit of weirdness the other day was working on some Murders At car love Manor spoilers and I saw the card no witness for the first time the card itself isn't very special it's a Twist on to populate which is self is a Twist on wrath of God but what is special is that both depopulate and no witness will be legal and standard at the same time it's pretty obvious that when Wizards was designing no witness they expected that the populate would have rotated and this would be the replacement but thanks to our current odd standard in the cancellation of rotation both cards are going to exist in standard together traditionally in standard there's usually something like two or three Ras legal in the format although this number has started to increase recently with wizard Wizards focused on printing unique GRS for the commander format like farewell and Vanquish The Horde when you add these two forces together Wizards printing more rest than ever to support commander and wizards randomly cancelling standard rotation this year the end result is something that is never happened before in Magic's 30-year history there are currently not one not two not three but nine wraths cards that have the text Destroy All Creatures or in some cases Exile All Creatures legal together it stand standard even better or probably worse in reality several of these wraths actually make creatures like sunfall makes an incubator token white Suns Twilight can make a bunch of toxic mites even invasion of Fiora can eventually flip into a creature and this got me thinking could it be possible to win in standard with a deck where literally every nonland card is a wrath so I hopped over and looked at the standard metag game and I think the answer just might be yes so the nightmare for an all wrath deck would be one of two things a Dro control deck that doesn't really play creatures or some sort of spell style combo deck thankfully we don't really get storm decks in standard or anything and in our current standard Draco control isn't really a thing if you look at the top tier decks essentially every single one of them is trying to win by beating down with creatures which means in all wrath deck might actually have a chance of course we'd have to play best of one cuz in best of three too many opponents would just sideboard in disdainful strokes and Ne Gates and ruin our day but in best of one what if we just overloaded Our Deck with every wrath possible play 36 RS allog together toss in a couple of extra lands so we play like 63 total cards just in case the game comes down to us trying to Mill out our opponent by WRA every turn until they eventually die by drawing with an empty library and then just cast a wrath every single turn and either win by making some tokens with one of our wraths maybe Milling our opponent out by just WRA every turn or our opponent getting salty and throwing their computer through a window after this 17 wrath resolved is it actually possible for the first time ever in Magic that an deck that is literally all Ras could actually work let's jump into some games and find out on today's against the odds before we do a quick reminder if you need some R of your own you can snag them from our sponsor C Kingdom over at car kingdom.com slmg goldfish again and th's time we are seeing what happens if you just play only rra in your standard deck what if literally every non-land card in your deck is a wrath I kind of feel like this could possibly work oh no uh probably not going to work against monor red on the play though mono so our deck dreams of playing against creature decks monor red is uniquely tricky it is the one creature deck that our deck doesn't really want to play because I swear to God every dang card in their deck as Hast and that makes it much much harder to uh to get them with rra I think we might have a chance if we're on the play but being on the draw like next turn we can path the perel which is our fastest possible wrath and we're probably going to be at like five life or something where a couple of haste creatures off the top or burn spells off the top are going to kill us it was the other direction we might be okay just because we would be able to WRA a turn earlier charm's gandel and a treasure and a phases to trigger prowess and we get smacked down to seven well we will play a mous Foundry path of pel if we can somehow live long enough to White Sun's Twilight for a bunch to gain life we might be okay all right another faces B passes I mean I guess we just play Ur ayx here so we're dropping to four for sure silx is nice cuz it actually gets rid of more than just creatures play the land syx get rid of everything all right that's Haze so the wicked roll would put us to one if we wrath all right opponent Wicked rolls hits us do we just attack in gain two I think yeah let's get in with the Fortress hit you gain two play another Fortress are we dead down to two opponent passes okay well uh no burn white Suns for five go up to seven go down to six get a bunch of mites oh we got a we actually have a shot oh my God we have a shot one two three four fire up the Restless Fortress field of Ruin fire up the M's Foundry Go attacking with everything okay opponent plays with fire our face to the bottom they Dro to eight toxic up to five I can't believe we're going to win this with only wraths Phoenix jck and dead oh my god oh no oh no if we beat monor red with this deck uh standard is in trouble okay so this is this is very much a metag game style deck so I was looking at the decks in The Meta I was like okay what what can we theoretically be with a deck that is only WRA domain check all the mid-range aggro decks check check check check check counter spell decks can be tricky depending on how many counters uh reanimator mid-range sure we got a chance there the one uh the two archetypes I focused in on is like okay we're probably never going to be monor red because everything has haste and our wraths are all sorcery speed so even if we wrath every turn they just like chip in for two chip in for three throw some burn spells we die the other one is obviously control if our opponent's playing just like I don't know all PL Walker control deck or something where they're not winning with uh creatures and they're winning with like a bunch of planes Walkers that also is challenging uh all that to say very surprised that we actually that we actually won that match I was not expecting to beat monored on the play well okay this 's pretty good assuming we draw like another land well me's foundary go well actually like a couple more lands we're playing 27 lands in our 63 card deck because we want to play more cards our opponent in case it comes down to Milling out we might just wrath and wrath and wrath until we Mill our opponent out up the beanock ponent Ross one of the cool things about this deck is uh I wonder if we should have not run out the syu actually being able to blow up lands is kind of relevant in this matchup splunking okay we really just need to draw a land please magic gods please please okay oh it's caves well that's not land oh boy hm caves might be tough although the silu could be good if we ever get to do anything with it oh splunking number two we're going to need to find a farewell probably or this syx is kind of farewell is if we get to it about it going to pass well okay not a land P the turn 60 27 lands 63 cards not being able to find land number four here I mean opponent's playing more lands not the end of the world arcing angel of Wrath opponent playing more lands is kind of okay cuz we can wrath them away the problem is we need to draw land we really would like to ur ayx well okay it's a land but it's sadly unfortunately painfully tapped that's not good yeah we might miss we might have missed too many land drops for this one especially if our opponent can lay line binding the syx we're kind of out of luck although I assume if they could have they would have cuz if we draw untab BL Source we can activate it right away well let's see what our opponent's got how about an n AA just PL a trxa that's fine smacks us down to 13 Archangel of Wrath well okay so we're at nine the scary thing of being at nine well I mean we're definitely going to silx still missing land drops this puts our opponent down to land also gets rid of all of these upab Bean socks and splunking and so forth which is nice and the angels uh we will discard a Vanquish the hor I guess oh we really need to hit more lands we have a couple to populate so we're not just going to immediately die well okay play ayx if we don't we're discarding T size anyway do some ramping opponent I dare you okay there's the atroxa herd migration sunfall Archangel of Wrath line binding I mean so part of the good news here is we have gotten through two Archangel of Wrath right those are the direct damage spells okay we find a land which is good the question is do we silx if we don't it's going to get besu but do we want it to get besu yeah I think we just do it yeah silx put you down a land get rid of your atroxa demolition field well I mean 1 2 3 4 five the upside of not drawing lands for so long is we still have seven seven rests in hand so not super scared of this herd migration okay there's Archangel of Wrath the encouraging news here so we go to Five we draw land which is nice let's yeah let's just invasion of Fiora so our opponent's gone through three Archangel of wraths that means there's one more in their deck but we're at five so even if they Archangel they can only put us to one all right there's a herd migration that's going to set up a nice sunfall one of the reasons this deck Works sort of maybe is so many of the Rass in this standard not only are there a million do we just destroy Arena wow sunfall too good avert your eyes normally I was thinking about this the fact that this deck could even theoretically exist is wild normally in standard there's like two wraths or three Rass but because of this change to like threeyear standard and wizards printing Rass for Commander there's like infinite Rass in standard there's enough that we can literally play only R oh come on we're actually doing good in this game let us back in let us back in sure pit of offering yes also they played an up the bean stock and a splunking we would not mind flipping this we draw land opponent has 33 cards ö ayx blow it get rid of the splunking and so forth I mean I guess we can wait another turn actually let's do it this way one two let's turn on turn on this incubator I assume this is going to get an answer out of our opponent's hand play the land go to combat attack The Invasion all right so there's a l line binding opponent draws a card sure gets rid of the token we will pass the turn next turn there's a decent chance we going to bes you interesting I mean we have lands to get so this is okay grab a plaines ah do we just do this now probably one two let's blow up the cave a we have a lot of depopulates opponents at 43 in theory we can win by Milling them out eventually we're going to gain a bunch of life with this white Suns Twilight as well pass the turn what big bombs do we have this time all right her migration draws a card that's fine opponent passes we will urza silx and crack it one two three four five six all right this pretty good we get the splunking we get the up the bean stock we get rid of a couple of our opponent's lands we do lose our invasion of Fiora but that's fine yeah opponent back down to six lands okay another atroxa I mean we can we can wrath all day all right lay line binding last Archangel up the beant stock so our Pony can hit us to one with the Archangel but it doesn't kill us like as long as we can keep WRA every turn so opponent lay line herd migration discards well okay let's play the land let's expel The Interlopers CH zero atroxa two down T has 23 cards in their deck can we wrath them out of cards that is that is our hope that is the plan can we wrath until they Mill out all right there's the herd migration this is actually pretty good for us so now that they've heard migration I think we just fire off this white Sun's Twilight wrath the board gain back five Mak some M if we draw a land even better then we gain back six and then we'll be definitely out of the Archangel danger zone Vanquish The Horde well we're going to we're going to stay the course do we stay yeah let's do it we'll draw another one in the future so white Suns X5 blow up the Beast go up to Ted make some mites also oppon at 43 life but uh the mites don't care although I still think think it's more likely if we win this that we win by Milling them out most likely are we Archangel no we draw a path of puroll Bon it 22 cards 21 cards I can't believe this is working we're playing all Ras okay that's going to be an issue all right so we need to find a farewell we need to find a farewell Fortress well uh let's fire up the Fortress how could they answer this ah it's un likely all right fire up the Fortress takes one more we're back up to 12 Play The Fortress all right well uh let's find a farewell farewell would be sweet are we getting back at trxa we're okay with getting back at trxa they are as long as I don't have a counter 1 2 3 4 I guess we have enough wow look at all that action enough Mana now that we can double to populate to be the counter opponent herd migration lay line binding atroxa 17 cards we draw invasion of Fiora how do we want to do this do we just Invasion I guess the upside is there could be a time when we want to only blow up Legends same with expel the populate is going to make our opponent draw a card yeah let's just Invasion I've lost count of how many rats we've cast this game but it is a lot blow up the atroxa if we can find a farewell to get rid of this virtue I feel like that's going to win us the game found it atroxa returns please take some cards they don't appear to have any counters has our opponent realized that Milling out is a concern here we only have six RS left all right opponent takes a land opponent's down to 15 cards yeah opponent still has more cards than we have rfts at the moment also like H sunfly guess doesn't really do it right because they have more at Roxas wow can we actually do that this would be hilarious if this worked we draw land and yeah let's just depopulate and I think we're going to fire this up like they can't lay line binding it right we will attack The Invasion I think Hit The Invasion for one gain a couple life we don't really care about damaging our opponent like okay L line binding what you getting the invasion you can't get a land all right that's fine oh farewell farewell just finishes this game if we can find it like as the game's going currently it is possible that our opponent Mill like that we run out of wraths before we Mill our opponent out these depopulates are probably going to help do we just Vanquish are they ever going to stop reanimating atroxa you know what let's uh let's depopulate five rests left found it 12 guards I mean we're going to stay the course we're going to fire up yourent Fortress we're all the way back up to 16 Boy A fwell would be sweet we'd also take uh our last Ur of syx that would be sweet opponent getting back atroxa our opponents realize they have to stop they're revealing essentially their entire deck now so they've stopped drawing with the trxa how do we lose this the way we lose this is if we start if we start drawing a bunch of lands in a row we could lose as long as we keep drawing wraths we should be able to just wrath them out let's Vanquish The Horde haven't seen this one yet that's a new I don't think our opponent's seen the Vanquish fire up the Restless Fortress do we just play a gjo I mean we're not going to win this game with damage I don't think it matters I was thinking of firing up the M's foundary but I really don't think damage there's no way we're going to deal 33 with our lands here let's hold on to it for a turn there could be a world where we want to like get rid of the Archangel wrath or something uh trxa so opponent's down to 10 cards we see their entire deck it's a bunch of stuff that doesn't matter bunch of stuff that our opponent probably would't even play cuz they don't want to draw cards off of SP blings and up the bean stocks all right another virtue boy farewell farewell farewell farewell can we find a farewell opponent passes o Whit son's Twilight do they have a wrath not that we know of one two 1 2 3 4 5 6 7 now let's play the land white Suns Twilight for eight one of the nice things about gaining all this life is we've gotten to the point where we're back up we're all the way back up to 26 just from raing that's all we've done is w like look at our opponents got to be losing it they got to be losing it 1 2 3 4 5 6 7 8 9 10 11 12 13 I believe we've cast 13 wraths this game opponent atroxa reveals the rest of their deck takes a virtue seven cards left okay sunfall I mean this also Exiles our opponent's board they do get a 1010 all right another virtue how about a farewell off the top or a Vanquish well um all right fire up Relentless Fortress fire up lless for well so we gain two but we lose a land on second thought we're just going to pass I think we're just going to pass all right so we are taking 10 this turn but we're back up to 26 so that only puts us down to 16 ponent gets to reanimate everything thankfully you can't kick her I think this is we're getting to the point where this is going to work right opponents got seven cards in their deck we got five RS left it's going to take us like 20 RS but I think we might beat literally the best T get standard by only playing Raz what a world what a world that this works I swear this is the first standard format in the history of magic we're playing literally all Ras could win a game I think this is the first standard format in the history of magic where you could actually have enough R to even build this deck this is something that just didn't exist before ptic combat attacks yeah you got us down to 16 there's bad news opponent they can't see her hand if they could they'd probably be scooping um the populate the populate making your opponent draw a card here is actually hilariously an upside opponent's down to five cards I mean we've done it right opponent has five cards we have five wraths I don't think there's any possible way our opponent can kill us now they have three virtue of persistence they get an atroxa every every single turn but apparently a wrath every turn beats an atroxa into two Archangel of wraths every turn P it grab those cards just snag them snag them and admit defeat P it no they're going to they're going to stick it out this shouldn't be a thing this shouldn't be a thing this should not be a thing do you have any guesses opponent at what we might do this turn do you have oh my God there's the farewell I don't even know if we want to cast the farewell now I think we just depopulate again wrath number 17 maybe I think it's 17 what you got two cards left three cards left see this is why we're playing those two extra cards three extra cards just in case found it gets them all back sadly we're out of depopulate so we can no longer are they going to stop getting back at troxa no they're still going to get it back I was wondering if they'd stop getting back at trxa so they wouldn't have a multicolor creature to draw off to populate which has turned into a big drawback for our opponent this is might be the greatest game in the history of uh of standard what wrath have we not used yet we got to give what have we not cast we oh there's double farewell okay so we haven't 1 2 3 4 5 six have we cast expel The Interlopers I don't think we've cast expel The Interlopers okay let's let's uh let's give expell it's time to shine zero I can't imagine how tilting this has to be I mean I can imagine and it's glorious but all we've done is wrath every single turn and we're beating no card draw no ples Walkers no creatures all we're doing is WRA thing and we're beating the best de standard look at this beautiful graveyard oh this is the best this is the best day ever P it one card left in their library is it time to oh my goodness I can't believe her oh I can't say good game back I'm so sorry opponent I'm not just a jerk and then uh we'll just cast farewell as the Flash cuz I haven't seen that one yet either going to hit the syx sure it worked it oh the greatest game ever I think we cast almost 20 wraths look at this look at this one we got to count 1 2 3 4 5 6 7 eight on the battlefield but we didn't activate it nine 10 10 11 12 13 14 15 16 17 so I believe we cast 17 RS this game and we have four more left over in hand and we milled them out they did their thing and it didn't matter oh no watch this deck be real did we break it oh I hope not people will be so mad if this deck's real we are playing some more uh 36 rats in standard seeing how many opponents uh o rage sco what happens if you just play wrath every single turn what a weird world we live in with rotation being canceled blood tithe harista we do need to draw land that makes colors of Mana opponent unfortunately our opponent's on the play here which does make it harder like if they drop a pre o Oni called Anvil okay well we're going to need to find H wrath that deals with nonc creatures oh all right all right if we draw if we draw black Source here the Wrath would actually be pretty good oh all right no luck okay well that is the one challenge of this deck cuz if we don't hit our land drops or Draw too many colorless lands it can go bad run all right things getting worse yeah we really needed that path apparel last turn I guess if we get it this turn we're still like maybe okay the thing is we need to get rid of the artifacts so they don't have a easy on call Anvil Target cuz now we're taking three a turn from Oni called anvil on top of the damage and only cold Anvil doesn't get W the way oh this might be a loss this might be a loss o that is a swamp Okay well there's there's hope there's hope in hoosville no you're not sacking to draw cards no no no oh all right well we're down to seven opponent draws two well we got rid of the Von which is something yeah sack is tough Decks that can win without attacking are obviously or without creatures are obvious obviously going to be a challenge another Blood tithe yeah we need to find we need to get to the farewell basically before we die and death is coming soon seriously another Ron play the land oh we have to do this it feels so bad cuz this leaves us open to our opponent having a a way to sack their creature but we need to get another white source for next turn in case we draw land for farewell and then we can path of Peril so grab a Plains PA a Peril wipe the board again we take two because of Ron well land farewell that's what we need opponent swamp or BR Forge okay well we're okay land land farewell or literal immediate death oh that doesn't do it that doesn't do it um I think we're dead I guess technically well no we're literally dead right they can sack the Anvil Yeah well yeah not hitting the land drops a problem I mean and that's the thing about this deck is hilarious it is that it actually works uh there are matchups that where it's going to be bad we talked about that before like there there are just going to be matchups where it's like okay we just aren't going to be able to do anything control is the biggest one of those I don't think that ratos sack is as bad our opponent had a really good hand for the matchup with the quick anvil in double Ron so we got in a lot of non- combat damage and then we just didn't hit the R I think we actually have to Mulligan this I think these mous foundaries are necessary but boy drawing a million of them is frustrating white some's got to go bottom cuz that's the most expensive of the wraths well we got three wraths should we get to them oh boy we're doing this again okay so opponent we know what they're up to they're playing at Roxas we already played this deck once and beat them we'll see if we can do it twice one of the upsides of playing only R is uh we kind of just shut off our opponent's removal like nothing to remove so opponent forest and passes well I guess we Mir so we can start making tokens opponent heard migration sure well we're up to up to five rest in hand this might be another mamount kind of match up once the atrox start to fly it's hard to actually kill the opponent but we need the urza syx that that's actually one of our best Cards Against the ramp deck white Suns is also not the worst all right so we're up to five lands five lands six wraths so far we've technically drawn more rest than lands which I guess makes sense I think we have more rest than lands in Our Deck slightly oh B it boom take one untaps well I don't think we're dying anytime soon all right there's an archangel [Music] wrath ooh opponent's missing lands all right this is actually kind of good so we can mirror it we draw another mirx well let's just play the mirx and this is where expel The Interlopers is actually pretty sweet now that we know how it works cuz we get to uh keep our might behind and wrath the angel all right up to two poison counters oppon it Archangel of Wrath going to double kick it this time sure I think we want to hold on to the farewell for now so I think we just yeah let's just invasion of Fiora sweep him away all right so opponent gets to a TRX Mana next turn trxa doesn't really matter too much all right we draw another expel The Interlopers well pass the turn I don't even know if flipping this is that helpful I don't even know if we bother to try we'll see we're going to make Mir tokens but it might be better just to keep going face but it land there's the atroxa I mean we have some answers for that opponent herd migration all right nothing that we really care about wow no lands that is wild okay that's that's all well and good opponent finding card draw is also good for us because we're probably going to try to win by Milling them out um expel The Interlopers get rid of the atroxa and I think we just go face yeah I mean we're just going to we're going to try and kill him we're going to try and kill him I think like even if we flip this it's just going to get wrath away right or our opponent's going to kill it so I don't think it does much well I feel like we're in pretty good shape H it Island herd migration aw you get to make a bunch of body wow they played it second so they didn't draw an extra card our opponent's actually afraid of Milling out well let's see if we can make this fear Justified the question here is do we fire off the white Sun's Twilight or do we expel the inner Interlopers opponent discarded to populate which probably means they have another wrath in hand I would think let's white Suns go up to 23 make some mites this kind of forces our opponent to wrath I think all right there's a sunfall draws a card yep and invasion of zenar opponent's going to thin the deck a bit one two I think we fire up The Foundry opponent's at 29 so now I think we actually do attack the invasion of Fiora uh play the tap land past the turn so we still have five RS in hand including oh you know what we really want what we really want is uh urza silx urza silx would get our opponent so good cuz they're ramping pretty heavily and that puts our opponent down to six lands all right there's an archangel yep going to flip an invasion of zenar sure sure sure sure sure I don't even know if we want to kill the up the bean stock I don't know if we want to kill it or if we want to keep it in our opponent's hand for uh for Milling purposes it might actually be better just for them to to have it stuck in uh stuck on the battlefield like I don't know if they want to draw that many cards that might actually be bad for them to draw that many cards well let's make him might oh my God one two oh that's so incredibly good 1 2 3 4 5 6 7 8 9 10 11 12 13 the question is do we do it now or do we wait actually let's expel The Interlopers and then I think we can actually fire up The Foundry and try to flip this invasion of Fiora okay so they can line binding the invasion they can't hit The Foundry wow they hit the might okay okay uh well yes we would love a marchesa all right opponent our wrath is now a marchesa somehow oh my goodness up the bean stock see here's the thing like do we want to wrath away all these up the bean stocks or do we want the up the bean stocks to stick around to speed up the Milling heard my like with our opponent drawing this many cards they're going to Mill up pretty quick yeah run it out it is tempting though to ur ayx cuz we get rid of so many lands well uh all right I guess it's uh I guess it's our turn to sunfall yeah cast some big stuff opponent cast some big stuff you can you can do it Archangel wrath that's fine still got five wraths left over they're going to flip their they're going to flip their dork again so I think what we want to do is give our opponent a couple more turns of drawing cards let him ramp as much as possible get a lot of lands out of their deck and then just get him with the syx and get rid of everything and that hopefully just puts the game away land oh my God oh my they our opponent has no fear I don't think our opponent understands what's happening here these up the bean stocks are good for us now uh so we're going to play a land we're going to cast one two let's first feel the fruit it I wonder if our opponent even how many lands even have left land check land check this also forces our opponent to thin their deck if they have a land which is a step closer towards Milling out and I thought this was supposed to be the best deck in standard but it just can't beat it can't beat 36 wraths the ultimate meme yeah we broke it quick close change and uh we're back to do some more WRA only WRA thing can we keep this only two lands we got a lot of rest you know what this should be fine right as long as we hit like a few lands this end is kind of what we want the biggest risk of this deck I mean there's obviously oh boy okay planes that's actually fine uh okay that's a land we'd prefer colored Mana but that's that's okay that's okay we're heading in the right direction the biggest risk is matchups but the second biggest risk outside of hitting the unwinable matchup is uh not run lands because it's not like we can find lands we're not ramping into them or anything I imagine a celesia creature deck should be good for us if we hit our wraths or hit our lands opponent bazes to populate well Ur ayx we need one white Source a single white source and we're off to at least our first two R opponent Plains would you like to bage you the C asyu opponent goes attacking Callen triggers draws a word of the inner guy oh magic gods a land for the land Gods please B it oh we get him so good if we draw oh magic gods you were supposed to give us land number four and it was going to make white Mana okay well this might be going poorly we did say the risk is that we don't draw the lands and that risk seems to be realized we have 27 lands in Our Deck Magic God's opponent gets in with the Ken plaz of Heroes are you going to Mill it they are we don't want to lose to this matchup losing is fine there's going to be matchups that we lose but we don't want to lose to just a random creature deck that's our that's our Dream this is the matchup that we exist for this is where look at one W two w three W and land are we going to be discarding R to hand size next turn if there is a next turn well this is annoying land on human big attack I mean we can't afford to fire up a M's Foundry opponent draws a copper Co Vanguard well this is it I we probably have a single turn to draw and untap white sores if we get Super Lucky maybe two turns all right that is a white Source destroy destroy destroy so our opponent could sack like Plaza Heroes to save the Kell do we even sack this or do we wait let's depopulate the reason to depopulate here is Thalia so if our opponent wow they didn't even sack it so if our opponent sticks athalia we can cast to populate but we can urge the syx plus our opponent has more lands than us so there's a chance we hit some of their lands at some point beard sure you know what dies to a wrath that thing another land we want to just keep hitting a land every turn Vanquish the H there's ayx W your board we still need at least one more land once we get one more land we turn on two more uh wraths lunarch veteran two more land lands we turn on all the wraths well this is awkward you know what we do here we just make a couple might tokens gain a couple life to get more creatures on the battlefield to turn on the Vanquish The Horde while we're waiting to draw lands I'm pretty sure if we can draw two more lands this hand is going to be unbeatable for our opponent the might can't block unfortunately does not get to grow The Helpful initia we take two that's fine wow considering how slow we started we're actually not in that bit of a spot but we will play the mirx we'll go to combat we'll do some attacking we're going to poison you opponent Here Comes our mites do we even wrath this turn we're at 10 yeah I think we can afford to pass I like we can just pass and like make another might our opponent I think they're realizing what's up they're trying to like not dump their entire hand and get blown out by one wrath but by not dumping their hand they're not pressuring us to use our wraths like they're only hitting us for two two is not a lot well we will Mir make a might oddly like if our opponent keeps doing nothing we're kind of just winning this race as hilarious as that sounds up to five poison is there a world where we don't wrath again we'd have to discard the hand size you know what I think we just sunfall this has the upside of giving us a potential five five at some point too these RS are wild it is this deck should not exist we talked about it in the intro but this deck should not exist and now that it does exist it should not be working land all right M's Foundry that is a land so we will play a land we will I mean we've reached the point where we're depopulating a single hopeful initiate and uh yeah I mean Here Comes beatdowns bet you all right get lost I mean how many one how many have we cast so far two three only five all right opponent be I'm almost starting to feel bad our opponent just keeps slamming slamming their things into our unbeatable things uh let's play a field of Ruin so be Only Hits us for two how risky is I really don't want to lose mous Foundry I also don't really want to wrath this turn though for just a beard let's just pass I think we want to do is destroy the plaza of Heroes so our opponent can't use that to protect something and then probably make a might opponent's down to four cards I mean we have more R than our opponent has cards in hand and AAL all right that's going to let our opponent make more dorks the good news is uh we have a we have a few wraths opponent going to hit us for three not going to fire up a land all right makes another token which just reduces the cost of our Vanquish the hordes let's let's blow this Plaza all right opponent's going to sack it which puts us down to land but that's fine we had to get rid of it Mega might Vanquish The Horde fire up a mro Foundry play the mirik sack the map hit you for two I mean we're we're going to do this this is actually happening I'm pretty sure we're at the point where our opponent is very close to 0% to win this game look at this hand like what are they supposed to do p wow opponents are we giving up opponent have we given up well uh we will play mirx we will actually one let's make one of these now one two three make a mirx token actually no ah we don't have enough Mana we're just going to double mirx token our opponent's at five poison So eventually these mirx is are going to to get them our opponent just got the fear you can tell like they have things in their hand they just know if they play them this deck has to be so demoralizing to play against it has to be it has to be one of the worst how many people will we make quit magic this episode that's a land that's good found it up to 12 poison um well let's uh let's crack a map are we going WI this game with six wraths left over in hand path of peril uh I don't even think we need that is there a way we could die to this lunar veteran I don't think so we have mish's Foundry so if something crazy happens we can fire him up to chump block but I mean opponent doesn't have the choice to keep waiting like if our opponent keeps waiting we just might might yeah I mean get in there if our opponent keeps waiting we just might might poison you to death o ification unamir Smite okay y you got to do what you got to do opponent's going to pass wait doesn't this leave you dead wow Arena never trust the auto shuffler okay it should have left our opponent dead instead Arena decided to uh yeah tap all the Mires for no reason all right all right all right I guess we should paid attention to that is there a way we can die I don't think so past the turn we should have just won right there a a our opponent's much higher ranked than us too and opponent opponent this deck should not oh my God this deck should not work what are we doing why why is this a thing and why do we keep winning is this a legit strategy is it actually legit just to play every wrath are we in a world where wraths are so prevalent and so powerful they don't even need to play anything else you just play every wrath and you're going to win it's kind of feeling that way it's kind of like I'm sure we I mean we lose sometimes I'm not trying to say this deck's unbeatable or anything no no no no like we do lose but this has worked about a million times better than I ever ever ever in a million years would have guessed like literally I don't even know I don't even know what to say let's put the white Suns to the bottom the only downside is we once again have a two Lander and that's almost how we lost last game is by just not having enough lands on the other hand our opponent appears to be a celesia gamer which is uh good news for us I think opponent Camy Camy whammy mhm now play the land and I guess we just path of per roll all right lands we need we need we would take a land for the next four turns honestly oth sure that's not a land well we will pass we probably could chip in for two with M's Foundry but I don't think it's necessary worth it ponent ples generous visitor and spirited companion double up them encounters okay okay I mean the end game here I think is getting to farewell eventually all right there's a mous Foundry do we wrath so we'll kill the generous visitor but our opponent can get back the Cami yeah let's uh let's wait one more turn there's no guarantee we can wrath again next turn we need one more Mana to turn on the expel the in loopers all right naturalist I don't think we're going to die this turn I hope we're not going to die this turn although because of this ooth our opponent is getting in a lot of all right we of Harmony counter Mao's oh my God Migo's rain the truth okay well maybe we can die this turn maybe we should have wrath nine we're taking 14 oh God that is a lot all right land we need a land we need a land farewell well uh the populate blow them up you get to draw a card and you get your thing back from the graveyard well this is the This Is The Moment of Truth if we draw a land especially two lands we should be okay if we do not draw land this turn we almost certainly die oh all right well I mean our only somewhat realistic play is make a couple mites that can't block if our opponent has enchantments though okay grow it opponent attacks all right land untap land untap land untap land oh mirx counts Mir counts this is actually pretty good so we get to play the mirik we get to expel The Interlopers choose two is the number blow up our opponent stuff keep the MIT hit you poison you oh okay we need we need one more land for farewell we need one more land for farewell to really put it end to opponent C and going to add some counters I mean we can we can blow it up again opponent ö a silx well um expel The Interlopers choose to wrath it poison you this time they don't get it back cuz an enchantment didn't die which is nice we're still in a sketchy spot if we don't draw one more land found a land oh do we get a turn off and we draw the land oh goodness okay so we get to play the land hit you with the MIT up to six play ö ayx pass the turn naturalist yep opponent also with six in uh poison counters I think they have oifc in hand I feel like this is an oifc and they keep thinking do I have to spend this on a m and they really don't want to spend it on a m but they they keep thinking is this the turn I got to do it is this the turn I got to do it is this the turn I got to do it You' see it flickering it's look at the lands it's yeah okay it is oifc this is the turd our opponent decides they need to get rid of a m uh how many rests have we cast 1 2 3 4 well this one wasn't a wrath actually 1 2 3 4 we had to cast this just to uh make a couple MIT so 1 2 3 four we've only cast four and this one's on board I think the time has come is this an artifact oh so if we blow this up they get this back again we can farewell maybe we just leave the ooth you know what we have another farewell all right let's farewell oh this is hilarious enchantments graveyards this is an enchantment so we get to keep our might keep poisoning you and we get rid of the recursive thing your pot's on fire buddy your pot's on fire opponent passes we draw you guessed it a wrath poison you up to eight past the dirt did we actually break it with 36 wraths oh no if this is if this is a deck that people start playing people are going to be so so angry people are going to lose it so we need a wrath that lets us kill the visitor but not our MIT and we get to win right now which I guess would be expel probably swamp well uh play the schwamp we are at a low enough life total that we do need to wrath here hit you opponent going to block nine poison invasion of Fiora we haven't seen this one yet let's P up all the creature pass the turd we still got three rats left over too we are not close to being out katilda put some counters on it indeed opponent passes 1 2 3 4 5 6 7 uh Vanquish The Horde blow him up you're go are We Done Yet opponent are we done are we done commune with the spirits going to go digging we do want to hold on to this farewell in case they find hollowood haunting if they found ooh cix okay if they find hollowood haunting farewell is one of our ways we can actually get rid of it although I guess also the ear syyu does it ponent land get that clda back I mean how do you do all right Pon is going to do it I think this is where our opponents reach the give up stage of the game uh we have seven lands they have four five six 7even 8 nine yeah we'll go we'll go down a land that's fine or ayx uh decline two three four five six land saved opponent how do you feel about of Wrath this is like playing Commander against crib I swear all right everything's gone play the land pass the turn we need one more poison counter one which basically means we need one turn of our opponent not drawing a creature and we can make a might oh play The Foundry pass the turn all right opponent do you have an answer to the mighty might found it ases uh make a might untap go to combat Swing Life is good for us our opponents maybe not so much but uh how many how many rests do we need that game 1 two 3 four five six all right this one was in a rest so five and then six in the graveyard it felt like way more than that did we really only cast six rats oh he exiled the graveyard oh he cast way more than that yeah well uh just keep ring just keep WRA yeah yeah let's just keep doing that so what do we learn about playing only Ras in standard can a 36 wrath deck actually work and shockingly the answer is yeah works way better than it should so we went eight and eight with the deck overall for exactly a 50% win rate which is already way better than I would have guessed I would have guessed like 20% or something like just the concept of only rfts in lands sounds like it should really almost never work but it actually works like half the time and it's actually even a little better than that cuz we close things out on a 5 in one run which I guess means I was somehow getting better at playing only Rass the more I played the deck so I will say it's kind of shocking that this deck even exists we already talked about that in the intro like if it wasn't for rotation being cancelled you shouldn't even have enough wrath to be able to play an all wrath deck so it's weird Quirk of the Fates that this deck is even possible it's never been possible in Magic's history for 30 years and then the meta kind of lines up with it cuz we could be in a format where like blue white controls the best deck in the format and then we would have like no shot with this deck cuz we just never beat the control deck I think monor red is actually probably our hardest matchup in current standard even though we did beat it uh in the video but it's very tough cuz they have so many haste creatures and burn spells but really it's like this weird Quirk of Fate that rotation got canceled Wizards loves printing Rass now because of Commander so we actually have almost exactly the right amount of Rass to build a full deck of them and then the standard meta ended up in a place where everyone's trying to beat down with creatures so a wrath that can actually succeed so we're in this very strange world where I think you can actually be competitive in best of one don't try this in best of three it's going to go horribly but in best of one with a deck that literally only plays Raz so that's 36 Ras it really shouldn't work but a actually kind of does that's our gets the odds for this week thanks for watching everyone I hope you enjoyed our opponents I'm sure throwing their laptops out the window and smashing their monitors after the 17 R 3es out I hope you enjoyed it and I will talk to you soon looking for even more magic well check out the video where we taught Arena Zoomers about necro or maybe the one where we looked at the best spell from every year Magic the Gathering
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Channel: MTGGoldfish
Views: 174,014
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Length: 53min 52sec (3232 seconds)
Published: Thu Jan 25 2024
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