WMCQ London 7/4/13 – Top 8 Decklists
Top 8 Decklists from the London WMCQ (Standard format) held on 7th April 2013:
1st - Eduardo Sajgalik
4 Farseek
4 Azorius Charm
4 Thragtusk
4 Restoration Angel
4 Loxodon Smiter
2 Augur of Bolas
1 Angel of Serenity
4 Sphinx's Revelation
1 Detention Sphere
2 Think Twice
2 Dissipate
3 Supreme Verdict
3 Temple Garden
4 Hallowed Fountain
4 Breeding Pool
3 Sunpetal Grove
4 Hinterland Harbour
2 Kessig Wolf Run
1 Steam Vents
1 Sacred Foundry
3 Glacial Fortress
Sideboard
3 Rhox Faithmender
1 Supreme Verdict
2 Jace, Memory Adept
2 Negate
3 Rest in Peace
2 Sigarda, Host of Herons
1 Pithing Needle
1 Angel of Serenity
2nd - Roy Raftery
4 Farseek
2 Selesnya Charm
4 Azorius Charm
1 Assemble the Legion
1 Ground Seal
4 Thragtusk
3 Restoration Angel
4 Loxodon Smiter
2 Angel of Serenity
4 Sphinx's Revelation
2 Detention Sphere
4 Supreme Verdict
4 Temple Garden
4 Hallowed Fountain
3 Breeding Pool
3 Sunpetal Grove
3 Hinterland Harbour
2 Kessig Wolf Run
1 Steam Vents
1 Sacred Foundry
4 Glacial Fortress
Sideboard
3 Purify the Grave
1 Negate
1 Dissipate
1 Sigarda, Host of Herons
2 Terminus
2 Jace, Memory Adept
2 Witchbane Orb
3 Rhox Faithmender
3rd - George Burrow
4 Huntmaster of the Fells
4 Thragtusk
2 Arbor Elf
3 Olivia Voldaren
2 Liliana of the Veil
2 Garruk, Primal Hunter
4 Farseek
3 Bonfire of the Damned
1 Mizzium Mortars
1 Murder
2 Abrupt Decay
2 Tragic Slip
1 Ground Seal
2 Dreadbore
2 Rakdos's Return
4 Blood Crypt
4 Overgrown Tomb
4 Stomping Grounds
4 Woodland Cemetery
2 Rootbound Crag
3 Dragonskull Summit
2 Forest
2 Kessig Wolf Run
Sideboard:
3 Duress
1 Appetite for Brains
1 Bonfire of the Damned
1 Rakdos's Return
1 Tragic Slip
2 Slaughter Games
1 Acidic Slime
1 Rakdos Charm
1 Golgari Charm
1 Grafdigger's Cage
1 Underworld Connections
1 Pillar of Flame
4th - Paul Nonis
4 Avacyn's Pilgrim
2 Ulvenwald Tracker
3 Deathrite Shaman
2 Skirsdag High Priest
4 Loxodon Smiter
4 Thragtusk
2 Wolfir Silverheart
4 Lingering Souls
2 Orzhov Charm
2 Abrupt Decay
3 Tragic Slip
3 Garruk, Relentless
2 Liliana of the Veil
4 Temple Gardens
4 Overgrown Tomb
2 Godless Shrine
3 Woodland Cemetery
3 Sunpetal Grove
3 Isolated Chapel
1 Gavony Township
1 Vault of the Archangel
1 Forest
1 Swamp
Sideboard
2 Sever the Bloodline
1 Tragic Slip
1 Abrupt Decay
2 Liliana of the Veil
2 Appetite for Brains
2 Duress
2 Acidic Slime
1 Cavern of Souls
1 Obzedat, Ghost Council
1 Deathrite Shaman
5th - Russell James
4 Stormkirk Noble
4 Rakdos Cackler
4 Burning-Tree Emissary
4 Ash Zealot
4 Flinthoof Boar
4 Lightning Mauler
4 Boros Reckoner
4 Pillar of Flame
4 Searing Spear
4 Rancor
2 Volcanic Strength
10 Mountain
4 Rootbound Crag
4 Stomping Grounds
Sideboard
2 Blasphemous Act
2 Volcanic Strength
3 Mizzium Mortars
2 Grafdigger's Cage
3 Domri Rade
3 Skullcrack
6th - Andy Hall
4 Champion of the Parish
4 Doomed Traveller
1 Restoration Angel
2 Silverblade Paladin
3 Knight of Infamy
2 Skirsdag High Priest
2 Zealous Conscripts
4 Cartel Aristocrat
4 Falkenrath Aristocrat
4 Boros Reckoner
2 Lingering Souls
2 Tragic Slip
2 Orzhov Charm
3 Plains
4 Blood Crypt
2 Cavern of Souls
3 Clifftop Retreat
4 Godless Shrine
3 Isolated Chapel
4 Sacred Foundry
1 Vault of the Archangel
Sideboard
2 Fiend Hunter
2 Rest in Peace
1 Tragic Slip
2 Blasphemous Act
1 Thundermaw Hellkite
1 Olivia Voldaren
2 Slaughter Games
1 Sorin, Lord of Innistrad
1 Witchbane Orb
7th - Mike Loconte
4 Restoration Angel
3 Boros Reckoner
3 Huntmaster of the Fells
4 Thragtusk
2 Searing Spear
2 Undying Evil
2 Olivia Voldaren
1 Acidic Slime
2 Ulvenwald Tracker
2 Bonfire of the Damned
2 Mizzium Mortars
4 Avacyn's Pilgrim
4 Farseek
2 Kessig Wolf Run
1 Godless Shrine
1 Blood Crypt
2 Dragonskull Summit
2 Overgrown Tomb
3 Clifftop Retreat
1 Sacred Foundry
4 Temple Garden
2 Sunpetal Grove
3 Rootbound Crag
4 Stomping Grounds
Sideboard
1 Thundermaw Hellkite
2 Garruk, Primal Hunter
2 Purify the Grave
2 Falkenrath Aritsocrat
3 Tragic Slip
2 Loxodon Smiter
2 Boros Charm
1 Cavern of Souls
8th - Ian Bennett
2 Boros Charm
2 Flame of the Firebrand
2 Searing Spear
4 Mayor of Avabruck
3 Restoration Angel
3 Thalia, Guardian of Thrabon
4 Frontline Medic
4 Champion of the Parish
4 Avacyn's Pilgrim
3 Wojek Halberdier
3 Silverblade Paladin
3 Huntmaster of the Fells
4 Sacred Foundry
4 Stomping Grounds
3 Cavern of Souls
2 Sunpetal Grove
2 Clifftop Retreat
1 Plains
4 Temple Garden
1 Rootbound Crag
2 Gavony Township
Sideboard
2 Domri Rade
3 Nearneath Pilgrim
3 Purify the Grave
2 Selesnya Charm
1 Zealous Conscripts
2 Pillar of Flame
2 Oblivion Ring
PTQ Theros (Standard) 6/4/13 – Top 8 Decklists
Top 8 Decklists from the London Theros PTQ (Standard format) held on 6th April 2013:
1st - Edward Hughes - "BWG Junk"
2 Arbor Elf
4 Avacyn's Pilgrim
3 Loxodon Smiter
4 Restoration Angel
2 Acidic Slime
4 Thragtusk
3 Angel of Serenity
1 Craterhoof Behemoth
3 Mulch
4 Grisly Salvage
3 Lingering Souls
4 Unburial Rites
2 Forest
2 Godless Shrine
4 Temple Garden
4 Overgrown Tomb
3 Sunpetal Grove
2 Isolated Chapel
4 Woodland Cemetery
1 Vault of the Archangel
1 Gavony Township
Sideboard
3 Deathrite Shaman
3 Abrupt Decay
1 Cavern of Souls
1 Sever the Bloodline
1 Acidic Slime
1 Obzedat, Ghost Council
2 Trostani, Selesnya's Voice
2 Tragic Slip
1 Craterhoof Behemoth
2nd - Adam Breeden - "U/B Sacrifice"
4 Tragic Slip
2 Victim of Night
2 Shadow Alley Denizen
2 Butcher Ghoul
2 Corpse Blockade
2 Skirsdag High Priest
4 Bloodthrone Vampire
4 Blood Artist
4 Diregraf Ghoul
4 Diregraf Captain
4 Geralf's Messenger
4 Gravecrawler
1 Duskmantle Seer
4 Watery Grave
4 Drowned Catacomb
3 Cavern of Souls
10 Swamp
Sideboard
4 Appetite for Brains
4 Duress
2 Sever the Bloodline
2 Murder
3 Liliana of the Veil
3rd - Samuel Vuillot - "experiment fling"
4 Experiment One
4 Rakdos Cackler
4 Burning-Tree Emissary
4 Flinthoof Boar
3 Mogg Flunkies
4 Dreg Mangler
4 Ghor-Clan Rampager
4 Falkenrath Aristocrat
2 Tragic Slip
3 Victim of the Night
2 Fling
4 Stomping Ground
4 Blood Crypt
4 Overgrown Tomb
2 Rootbound Crag
3 Woodland Cemetery
3 Dragonskull Summit
1 Mountain
1 Forest
Sideboard:
2 Duress
4 Skullcrack
2 Golgari Charm
1 Electrickery
2 Mark of Mutiny
2 Dreadbore
2 Rancor
4th - Ian Bennett - "Naya Human"
2 Searing Spear
2 Flames of the Firebrand
2 Boros Charm
4 Champion of the Parish
4 Avacyn's Pilgrim
4 Mayor of Avabruck
3 Wojek Halberdiers
3 Thalia, Guardian of Thraben
3 Silverblade Paladin
4 Frontline Medic
3 Huntmaster of the Fells
3 Restoration Angel
4 Stomping Ground
4 Sacred Foundry
4 Temple Garden
3 Cavern of Souls
2 Gavony Township
1 Plains
2 Sunpetal Grove
2 Clifftop Retreat
1 Rootbound Crag
Sideboard
2 Domri Rade
1 Garruk Relentless
3 Purify the Grave
2 Selesnya Charm
1 Zealous Conscripts
2 Pillar of Flame
1 Oblivion Ring
3 Nearheath Pilgrim
5th - Stuart Wright
4 Mulch
4 Unburial Rites
4 Thragtusk
4 Grisly Salvage
4 Lingering Souls
2 Loxodon Smiter
3 Garruk Relentless
2 Craterhoof Behemoth
2 Deathrite Shaman
4 Angel of Serenity
4 Avacyn's Pilgrim
4 Temple Garden
4 Sunpetal Grove
2 Cavern of Souls
1 Vault of the Archangel
4 Overgrown Tomb
2 Isolated Chapel
4 Woodland Cemetery
2 Godless Shrine
Sideboard
2 Purify the Grave
2 Sever the Bloodline
1 Trostani, Selesnya's Voice
2 Obzedat, Ghost Council
3 Dead Weight
3 Abrupt Decay
2 Somberwald Sage
6th - Paul Nonis - "Pways Junk"
2 Vampire Nighthawk
4 Skirsdag High Priest
2 Wolfir Silverheart
4 Thragtusk
2 Ulvenwald Tracker
2 Avacyn's Pilgrim
2 Arbor Elf
3 Deathrite Shaman
4 Loxodon Smiter
2 Liliana of the Veil
3 Tragic Slip
3 Garruk Relentless
1 Orzhov Charm
2 Abrupt Decay
1 Ultimate Price
3 Sunpetal Grove
4 Temple Garden
2 Godless Shrine
3 Isolated Chapel
4 Overgrown Tomb
3 Woodland Cemetery
1 Swamp
1 Forest
1 Gavony Township
1 Vault of the Archangel
Sideboard
2 Appetite for Brains
2 Duress
1 Tragic Slip
1 Abrupt Decay
1 Deathrite Shaman
2 Sever the Bloodline
2 Liliana of the Veil
1 Cavern of Souls
1 Obzedat, Ghost Council
2 Acidic Slime
7th - Paul Calver - "Bant Speaker"
2 Acidic Slime
4 Avacyn's Pilgrim
3 Arbor Elf
4 Loxodon Smiter
4 Restoration Angel
4 Thragtusk
2 Clone
3 Angel of Serenity
3 Prime Speaker Zegana
1 Centaur Healer
4 Farseek
2 Garruk, Primal Hunter
4 Temple Garden
4 Breeding Pool
1 Hallowed Fountain
3 Cavern of Souls
4 Sunpetal Grove
3 Hinterland Harbor
2 Gavony Township
3 Forest
Sideboard
3 Memory's Journey
3 Centaur Healer
2 Selesnya Charm
2 Acidic Slime
2 Sphinx's Revelation
2 Supreme Verdict
1 Rhox Faithmender
8th - George Williams - "Red makes it faster!!"
4 Ash Zealot
4 Boros Reckoner
4 Burning-Tree Emissary
4 Hellrider
4 Lightning Mauler
4 Rakdos Cackler
4 Stromkirk Noble
4 Mizzium Mortars
2 Pillar of Flame
4 Searing Spear
22 Mountain
Sideboard
1 Pillar of Flame
3 Skullcrack
4 Volcanic Strength
2 Flames of the Firebrand
3 Electrickery
2 Brimstone Volley
PTQ Dragon’s Maze (Modern) 9/3/13 – Top 8 Decklists
Top 8 Decklists from the London Dragon's Maze PTQ (Modern format) held on 9th March 2013
1st - Enrico Russo - CalvoPod
4 Birthing Pod
4 Chord of Calling
4 Birds of Paradise
3 Noble Hierarch
1 Phantasmal Image
1 Spellskite
1 Fauna Shaman
1 Quasali Pridemage
2 Wall of Roots
1 Eternal Witness
2 Kitchen Finks
1 Izzet Staticaster
1 Deceiver Exarch
3 Restoration Angel
1 master Biomancer
1 Linvala, Keeper of Silence
1 Glen Elendra Archmage
2 Murderous Redcap
2 Kiki-Jiki, Mirror Breaker
1 Zealous Conscripts
1 Gavony Township
2 Forest
1 Mountain
1 Plains
3 Arid Mesa
3 Misty Rainforest
1 City of Brass
1 Razorverge Thicket
1 Copperline Gorge
3 Relecting Pool
1 Temple Garden
1 Breeding Pool
1 Sacred Foundry
1 Steam Vents
2 Stomping Ground
Sideboard
2 Rest in Peace
2 Combust
1 Kitchen Finks
1 Baneslayer Angel
1 Obstinate Baloth
1 Sigarda, Host of Herons
2 Harmonic Slivers
1 Qasali Pridemage
2 Aven Mindcensor
1 Linvala, Keeper of Silence
1 Path to Exile
2nd - Richard Marriott - UWR Tempo
4 Snapcaster Mage
4 Geist of Saint Traft
3 Vendilion Clique
1 Restoration Angel
1 Aven Mindcensor
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
4 Remand
3 Electrolyze
2 Manaleak
1 Izzet Charm
4 Scalding Tarn
4 Arid Mesa
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
4 Celestial Colonnade
2 Tectonic Edge
1 Sulfur Falls
1 Eiganjo Castle
2 Island
1 Plains
1 Mountain
Sideboard
2 counterflux
2 Rest In Peace
2 Stony Silence
2 Engineered Explosives
1 Baneslayer Angel
1 Batterskull
1 Phantasmal Image
1 Ruined Halo
1 Leyline of Sanctity
1 Spellskite
1 Sowing Salt
3rd - Stuart Wright
1 Wurmocoil Engine
4 Birds of Paradise
1 Eternal Witness
4 Knight of the Reliquary
3 Noble Hierarch
4 Tarmagoyf
1 Elesh Norn
1 Iona, Shield of Emeria
4 Gifts Ungiven
1 Path to Exile
1 Inquisition of Kozilek
1 Life from the Loam
1 Maelstrom Pulse
1 Raven's Crime
1 Thoughtseize
1 Unburial Rites
1 Duress
1 Go for the Throat
3 Abrupt Decay
1 Snapcaster Mage
2 Forest
1 Swamp
1 Vault of the Archangel
4 Misty Rainforest
1 Overgrown Tomb
1 Tectonic Edge
1 Temple Garden
4 Verdant Catacombs
1 Watery Grave
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Breeding Pool
1 Stomping Grounds
3 Marsh Flats
1 Horizon Canopy
Sideboard
1 Arena
1 Terstadon
3 Thoughtseize
2 Slaughtergames
1 Abrupt Decay
1 Ancient Grudge
1 Nihil Spellbomb
1 Darkblast
1 Creeping Corrosion
1 Ray of Revelation
1 Stony Silence
1 Academy Ruins
4th - Chris Clapton
3 Snapcaster Mage
2 Kitchen Finks
2 Vendilion Cliques
3 Geist of Saint Traft
3 Restoration Angel
2 Dismember
4 Path to Exile
4 Inquisition of Kozilek
1 Thoughtseize
2 Spellsnare
2 Manaleak
3 Lilianna of the Veil
2 Lingering Souls
2 Cryptic Command
4 Marsh Flats
2 Misty Rainforest
1 Scalding Tarn
3 Celestial Colonnade
2 Creeping Tar Pit
2 Darkslick Shores
2 Watery Grave
2 Hallowed Fountain
1 Godless Shrine
1 Isolated Chapel
1 Mystic Gate
1 Island
1 Plains
2 Swamps
Sideboard
2 Spreading Seas
1 Dispel
1 Relic of Progenitus
1 Batterskull
2 Stony Silence
2 Timely Reinforcements
1 Spellskite
1 Gideon Jura
1 Aven Mindcensor
1 Disenchant
1 Wrath of God
1 Celestial Purge
5th - Carrie Oliver - Raoul's Junk
4 Deathrite Shaman
4 Dark Confidant
4 Tarmagoyf
3 Loxodon Smiter
2 Thrun, the Last Troll
4 Path to Exile
3 Thoughtseize
2 Inquisiton of Kozilek
4 Lingering Souls
3 Lillian of the Veil
2 Abrupt Decay
1 Zealous Persecution
4 Verdant Catacombs
4 Marsh Flats
2 Godless Shrine
2 Overgrown Tomb
1 Temple Garden
4 Stirring Wildwood
1 Twilight Mire
2 Swamp
1 Forest
1 Plains
2 Gavony Township
Sideboard
1 Thoughtseize
1 Baneslayer Angel
3 Stony Silence
1 Zealous Persecution
2 Spellskite
2 Back to Nature
2 Timely Reinforcements
1 Sword of War and Peace
1 Maelstrom Pulse
1 Abrupt decay
6th - Mike Lo Conte - Kikki Pod
4 Birds of Paradise
4 Noble Hierarch
2 Burning-Tree Emissary
1 Phantasmal Image
1 Wall of Roots
1 Spellskite
1 Wall of Omens
3 Kitchen Finks
1 Izzet Staticaster
1 Eternal Witness
1 Deceiver Exarch
1 Heartwood Storyteller
1 Linvala, Keeper of Silence
3 Restoration Angel
1 Muderous Redcap
1 Glen Elendra Archmage
3 Kiki-Jiki, Mirror Breaker
1 Zealous Conscripts
1 Chord of Calling
4 Birthing Pod
1 Plains
1 Forest
1 Mountain
1 Island
3 Misty Rainforest
2 Arid Mesa
1 Fire-lit Thicket
1 Rugged Prairie
1 Hallowed Fountain
1 Temple Garden
1 Sacred Foundry
1 Steam Vents
1 Stomping Grounds
1 Breeding Pool
4 Grove of the Burnwillows
1 Copperline Gorge
1 Razorverge Thicket
1 Gavony Township
Sideboard
2 Path to Exile
1 Sigarda, Host of Herons
1 Phantasmal Image
1 Chalice of the Void
1 Fulminator Mage
1 Thalia, Guardian of Thraben
1 Aven Mindcensor
1 Ancient Grudge
1 Spellskite
1 Back to Nature
1 Creeping Corrosion
1 Obstinate Baloth
1 Quasali Pridemage
1 Kataki, War's wage
7th - Marek Piepryyzk - UWR Control
3 Snapcaster Mage
1 Vendilion Clique
2 Shadow of Doubt
4 Think Twice
1 Lightning Helix
2 Supreme Verdict
3 Spell Snare
4 Electrolyze
3 Sphinx's Revelation
3 Mana Leak
4 Cryptic Command
4 Lightning Bolt
4 Arid Mesa
2 Steam Vents
1 Sacred Foundry
3 Tectonic Edge
2 Hallowed Fountain
4 Celestial Colonnade
4 Scalding Tarn
1 Sulfur Falls
1 Mystic Gate
2 Island
1 Plains
1 Mountain
Sideboard
1 Vendilion Clique
1 Gideon Jura
1 Spellskite
2 Firespout
1 Disenchant
1 Detention Sphere
2 Celestial Purge
1 Elspeth, Knight Errant
1 Timely Reinforcements
2 Counterflux
2 Sowing Salt
8th - Levi Hinz - UWR Control
2 Shadow of Doubt
4 Electrolyze
2 Sphinx's Revelation
2 Supreme Verdict
2 Path to Exile
3 Think Twice
4 Cryptic Command
1 Batterskull
3 Spell Snare
3 Manaleak
3 Lightning Bolt
2 Lightning Helix
3 Snapcaster Mage
4 Scalding Tarn
4 Arid Mesa
4 Celestial Colonnade
2 Island
1 Mountain
1 Plains
1 Eiganjo Castle
3 Tectonic Edge
1 Sulfur Falls
2 Steam Vents
1 Sacred Foundry
2 Hallowed Fountain
Sideboard
1 Leyline of Sanctity
1 Wrath of God
2 Stony Silence
1 Timely Reinforcements
2 Vendilion Clique
2 Celestial Purge
1 Sowing Salt
1 Spellskite
1 Counterflux
2 Geist of Saint Traft
1 Surgical Extraction
To Valueland and Back Again
The banning of Bloodbraid Elf did not take me by surprise. The signs were all there - Jund decks occupying the majority of top 8 slots on the Magic Online PTQs, Modern Daily Events never fail to have one or more Jund going 4-0 and more importantly, Jund won 3 out of 4 of the last four Modern Grand Prix. Something will have to go from Jund (realise that it is was the only dominant standard archetype that do not have anything banned: Affinity lost its artifact lands, Faeries lost its Bitterblossom, Caw Blade lost its Jace, the Mind Sculptor and Stoneforge Mystic). While there were arguments that Deathrite Shaman will get the banhammer instead, I was firmly on the side betting that Bloodbraid will get the ban. Here's why:
- Both Deathrite Shaman and Bloodbraid Elf are awesome card advantage engines, but while the card advantage generated by Deathrite is incremental, Bloodbraid Elf's cascade is just, for a lack of better word, nigh unstoppable.
- Deahtrite's ability requires skill and finesse to fully exploit. It allows the user so many different lines of play. On the other hand, cascade is pretty much cross your fingers for the best spell on the top…which leads to Bloodbraid mirrors being a game of luck rather than skill. With Modern being a format WoTC is pushing to become mainstream, I have hunch that they would want to reduce this sort of higher than usual luck-dependence variance.
- From my own over 50 games against Jund in both playtesting and tournament environments, Jund only starts to feel unbeatable when their tap 4 for Bloodbraid. It would take 2 cards from my hand to handle that one spell, and sometimes even 3. That resource haemmorhage on my part gives Jund the edge in grinding the game away.
One Deck to Rule them All
I was in a dilemma in December as the Modern PTQ swung in. I played Storm since the inception of Modern in 2011. Storm wins on turn three 33% of the time and Game 1s are usually free wins. You never mana-screw in Storm. And hey, if Finkel the legend insist on not playing anything else in Modern but Storm, that is a good sign that Storm is the deck to play.
However the rise of Infect (now-defunct, but might see a resurgence post-BBE banning) makes Storm a less than ideal deck to run. Infect reliably wins on turn 3 or 4. Storm is minimally interactive barring the odd Grapeshot. That makes playing against Infect very die roll-dependent. Oh, I forgot to mention, Storm mirrors are die roll-dependent as well (worse for me, because I chose to play the Finkel/Ruel version that runs Pyromancer Ascension instead of Epic Experiment; Pyromancer Ascension is tonnes more consistent, but is a turn slower than Epic Experiment most of the time). All those die roll-dependent games get a bit tiring, because my results seems to correlate to the number of die rolls won against other Storm or Infect - both which were tremendously popular last year because they are dirt cheap to build.
More importantly, I am absolutely sick of playing against hate. Any noob (like me) could win with Storm in game 1, but it takes the likes of Finkel, Martell, Duke and Ruel to consistently plough through an armada of hate cards to win in games 2 and 3. Not to mention the local metagame in Dark Sphere and the PTQs, you get people running all sorts of non-mainstream Storm hate (I am looking at you Graeme Toms) which totally messes you up because there is only so much hate you can prepare for in your 15-card sideboard.
So I've decided to hang up the gauntlet of Storm which I have so fondly worn and won with for the last year and a half. But now what decks shall I play? Results from extensive testing (thanks Reza) puts Jund as the hands-down best deck of the format. Nothing even comes close to beating the Jund’s raw power and card advantage.
If I want to do well in the PTQs, there is no doubt that I will need to invest in Jund. This was in early 2013. I had some specs I could liquidate and I did saved part of my Christmas bonus. Card advantage is everything in 'fair' decks. Jund is powerful because it has the best card advantage in the format - Dark Confidant gives you two draw steps; Tarmogoyf is the best value to casting cost creature ever printed (2cc for 4/5 with the potential to grow into 6/7?!); Deathrite Shaman is a one CC planeswalker that could ramp, gain life or deal damage and also hoses graveyard decks; Liliana is probably the most powerful 3cc Planeswalker; and enough said about Bloodbraid Elf. All these, plus the ability to efficiently decimate your opponent's hand in the early game with the best Black discard spells.
I finally decided not to go into Jund because I thought it is highly likely that Bloodbraid Elf will be banned come the Banned and Restricted list update in February. Jund smacks of Caw Blade's level of dominance and something will very likely have to go. And did you hear, Jund finished second in the last Legacy GP? And it runs pretty much the same cards 60 cards in the mainboard with the addition of Hymn to Tourach, Wasteland, and Slyvan Library. Jund is Legacy viable for goodness sake! That us just asking for the banhammer. I do not want to invest heavily in a deck that has the banhammer hovering so close above it.
But if I do not play Jund in Modern, there is no other deck that could rival Jund's power level. There is no other that could equal Jund in card advantage. What a dilemma!
That is until the 12th and 13th January Magic Online PTQ results came out.
Jund did not win. A new deck won both PTQs. Both decks differ only by one card.
krazykirby4 (1st place, Magic Online PTQ, 13 January 2013)
4 Arid Mesa
4 Celestial Colonnade
1 Glacial Fortress
2 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
2 Tectonic Edge
2 Aven Mindcensor
4 Geist of Saint Traft
4 Snapcaster Mage
1 Thundermaw Hellkite
3 Vendilion Clique
2 Electrolyze
2 Izzet Charm
4 Lightning Bolt
4 Lightning Helix
2 Mana Leak
3 Path to Exile
3 Remand
1 Sword of Fire and Ice
Sideboard
1 Baneslayer Angel
1 Batterskull
2 Counterflux
1 Disenchant
2 Engineered Explosives
2 Pyroclasm
2 Rule of Law
2 Sowing Salt
2 Tempest of Light
largebrandon (a friend of not-so-sane kirby) won the 13th January PTQ with the nearly exact list, substituting the Sword for a 3rd Electrolyze.
Then GP Bilbao came about on the next weekend. Guess who won. The same deck again, this time piloted by Mitchell Manders, who dispatched Czech pro Lukas Jaklovsky running Jund.
Whoa.
I was very excited to see this deck because:
a. I do not need to buy 4 Tarmogoyfs to win in Modern.
b. It has Thundermaw Hellkite in it.
So I sleeved up this deck and gave it a shot. After about 30 matches, it dawned upon me: here is finally a deck that could match Jund on card advantage.
Let me dissect the deck:
UWR Valueland
I'd like to call this deck UWR Valueland because the central tenet of its strategy is to out-value your opponent Jund-style. Every card you play is extremely efficient, and many allows you to 2-for-1 your hapless opponent.
Electrolyze
The overlooked Electrolyze turns out to be very very good in Modern. You can kill one or often two creatures plus draw a card. Almost a mini Cryptic Command. Electrolyze is one of the pillar of this deck that allows you to 2-for-1 your opponents. It takes out Bobs, Bloodbraid Elf, Deathrite Shaman, Kitchen Finks, Noble Hierarch and on and on).
Lighthing Helix; Lightning Bolt; Path to Exile; Snapcaster Mage
All the most efficient removals and burn. Plus Snapcaster to rebuy them. Having a playset of Snapcaster Mages enables UWR Valueland to match the card advantage generated by Bloodbraid Elf. Cascade into Liliana? Fine, I'll Lightning Bolt her and Snapcaster and Bolt your Bloodbraid. Who's the daddy now?
And have you ever experienced the feeling of Snapcastering a Lightning Helix? You should do it at least once in your Magic life.
Vendilion Clique
One of the best blue creatures ever printed; good enough to see Legacy play. Its a solid beater with evasion plus the ability to take out your opponent's best card. A tremendously powerful card against combo decks as it sets them back AND gives you a clock (remember you have 8 burn spells in this deck plus the option to rebuy all of them with Snapcaster so the 3 damage per turn from Vendilion Clique is actually really good in this deck).
Geist of Saint Traft
You win most of the time if you managed to resolve this priestly saint on turn 3. The deck's plethora of removal allows Geist to get through multiple times. Not many creatures strike fear in player's heart like seeing your opponent resolve a Geist of Saint Traft.
Aven Mindcensor
Great mainboard hose to the other popular tier 1 decks - Scapeshift and Pod. Great against Pod in response to Birthing Pod's activation which requires sacrificing a creature. Not to mention, almost every Modern deck runs plenty of fetchlands, making a well-timed Aven Mindcensor a Stone Rain with a 2/1 flying body.
Thundermaw Hellkite
Surprisingly Thundermaw Hellkite proved to be least useful. The dragon is extremely powerful when it resolves, but alas, it's prohibitive mana cost makes it good only in long games. I am seriously considering replacing dear ol' Hellkite with Restoration Angel. *sad face*
Celestial Colonnade
Probably the best manland. A body that does not die to Lightning Bolt, coupled with evasion and vigilance which allows you to keep Path to Exile mana open. The heavenly Colonnade is one of the main finishers of this deck.
UWR Valueland's Game Plan
UWR Valueland plays like Jund. Indeed, its game plan is so similar I consider it the 'other axis' of Jund. Both Jund and UWR Midrange plays the grind; they both gradually runs your opponent out of gas as you 2-for-1 them through the game, and moves in for the kill when your opponent runs out of steam.
One thing to keep in mind when choosing this deck - games will be grindy, there will be no free wins, every game will have to be fought in what I think is Magic at its most beautiful - the epic battle for incremental board position and wise resource management. This is what makes Jund a solid deck: Jund has a decent matchup against all archetypes in the metagame and no bad matchups. UWR Midrange is the same.
UWR Midrange keeps your opponent's board clean with the suite of highly efficient removals, and out-value opponents as Remand and Electrolyze replenish themselves and sometimes Electrolyze even takes out more than one of your opponent's creatures, making it a 3-for-1. Go to valueland as you rebuy removals with Snapcaster Mage. Wreck that perfectly sculpted combo hand with Vendilion Clique.
While you are keeping your opponent's board clean and honest, sneak in damage using any of your 9 flash creatures. Yes, all your flashers are fragile. Don't worry, you just need them to connect once or twice.
Once the board is clean and your opponent is out of gas, do them in by dealing the last 10 damage with Celestial Colonnade plus burn.
Or alternatively, you can play the tempo game that is the hallmark of Delver awesomeness with an early Geist of Saint Traft backed by removals and a counter suite and burn for the finish.
Future Sight
In a chat with Marco Orsini-Jones in during the Milton Keynes PTQ, Marco mentioned how Restoration Angel proves to be a problem for Jund and suggests replacing Aven Mindcensor with Restoration Angels. Restoration Angel's booty of 4 could not be removed with Lightning Bolt and survives blocking every creature in Jund except Tarmogoyf (after all who survives blocking the great Goyf?). Also, Inquisition of Kozilek does not takes out Restoration Angel. Michael Hetrick made top 8 in last weekend's Magic Online PTQ with a list that ran Restoration Angels instead of Aven Mindcensor and Thundermaw Hellkite
I certainly agree that Restoration Angel is the way forward. However, I am getting attached to having Aven Mindcensors in the mainboard because it hoses Scapeshift and Pod, which will likely increase in popularity post-banning. Not to mention the occasional stone rain that comes with it. I think I will probably remove my dear ol' Hellkite to fit in a Restoration Angel or two. Another synergy that Restoration Angel has is that she saves your Geist of Saint Traft (besides going even more to valueland as you rebuy Snapcasters and Vendillion Cliques).
If you are looking for a deck to invest into for the Modern season, I would highly recommend UWR Valueland. In my opinion, UWR Valueland has the potential to replace Jund as the best deck and new bad boy (or girl…) of the format due to the tremendous card advantage it could generate. What I have written above mostly corresponds to the pre-banning metagame as my match analysis and data comes from that time. My point is, if UWR Valueland could match Jund in card advantage when Jund still have Bloodbraid Elf, imagine the wreck it could do in a world without Bloodbraid Elf.
Tune in soon for a matchup analysis of UWR Valueland vs the Modern metagame.
Guo Heng
@theguoheng
GREGORY SCRAWL’S REVIEW OF THE M13 CORE SET.
GREGORY SCRAWL’S REVIEW OF THE M13 CORE SET.
Or
For Us! They Printed This For Us!
Please note the opinions expressed below are those of the author and not of Dark Sphere
Yes I am aware that acknowledging an interest in Magic the Gathering compromises my very last shred of dignity, but I wasn’t using it anyway so there.
Here’s a mixture of the best and the worst.
Murder.
Would be so much better with some minor changes to the card name and art direction.
Thundermaw Hellkite.
Peas and rice, they printed a decently costed dragon. I’d call this the second coming, but Red has never had a decent first coming when it comes to big flappy dinosaurs so it would be a lie. Still not as good as Baneslayer.
Sublime Archangel.
Another pushed angel. Great.
This is the only good look for angels.
Show of Valour.
The baby looks like it’s made out of sausage. 12/10
Liliana of the Dark Realms, Sign in Blood, Vampire Nighthawk etc.
These cards in singular aren’t that impressive, but in aggregate are far greater than the sum of their parts as they help trick wanna be necro-mages that monoblack will be properly viable again. It won’t. It never will. Stop dreaming. I miss it
Why do Wizards keep printing ‘swamps matter’ cards when they never actually do matter? Really Black, your slice of the colour pie is ill defined and becoming increasingly obsolete.
I still love you Black. ;____;
Odric, Master Tactician.
Looks a bit like Count Dooku. Not sure if this makes him great or terrible.
Serra Avatar.
Looking like a boss. Finally, the first female art where I’m like “Ok, badass”, instead of just “Oh. Tits and ass”.
Omniscience.
Doesn't really make sense. Surely it would be omnipotence? No really, omniscience means total knowledge, but casting stuff for free seems to indicate total power rather than… No? Whatever. Shut up.
Void Stalker.
Blue definitely needed to be more annoying in EDH. So kudos. Even when it’s having fun Blue can’t help being a total ***. It’s okay Blue, I understand your pain more than you know. More than you know.
Wit’s End.
I really like the spelling mistakes on this. No really, it opens up this entirely new spin on things where you can imagine Bolas making self indulgent whiny blog posts about how stupid his co-workers are and how the freegan sorceress at the inter-planar coffee bar never notices him or the clever limericks he leaves written on the receipts for his Time-Mocha Elemental lattes. The pillock.
Anyone drawing parallels with the above and me is totally patheitc.
Worldfire.
Cast in EDH. ALL THE TIME. CURRENT BOARD STATE IS IRRELELVANT. Fork it and then Reverberate it. God bless you Red, it’s all you have.
Predatory Rampage.
It’s like a much worse Overrun, but rare. So that’s good.
Wait.
Rancor.
Oh My God. Ok. Sure.
Battle of Wits.
This card is brilliant because a) it annoys pack hounds and b) it annoys deck check judges.
RESULTS
Bah, bored now. Let’s just call the rest of the set limited junk, which is also sadly how someone once described my manhood. Overall, I give the set a Ham out of Ten (Ham/10) and wouldn't kick it out of bed for eating biscuits. Unless those biscuits were hobnobs of course. I hate hobnobs.
A Control Player’s Dilemma
I started magic again in May 2011 after an extended hiatus. At that time, Caw Blade was at its full glory and the Star City Games Open circuit and various Nationals top 8 mostly comprised of 7 Caw variants and one very lucky deck. It sounds like it was the ideal time for a control junkie like me to get back into Standard, except it was not: the buy in cost for Standard was way too high because of Jace, The Mind Sculptor’s insane price tag (one Jace was one week's worth of meals!) it was rotating out in 4 months AND the rumours of his imminent ban turned out to be true. If you weren't playing Caw Blade, you might as well not have competed as all you did was boost the prize pool for the Caw Blade players.
So it is was with much glee that I welcomed the Innistrad set on October 2011. Snapcaster Mage and Liliana of the Veil heralded a resurgence in UB control. Toss in a couple of Consecrated Sphinxes and a Karn Liberated or maybe a Grave Titan and you got a fully functional UB control!
Here’s a pretty generic UB control list I’ve been piloting for the past few months. The list is the same UB control shell with variations in number of mainboard Nephalia Drownyards, late game trumps and choice of spot removals all depending on the expected metagame at that particular time.The latest incarnation is:
UB Control by Guo Heng Chin
4 Darkslick Shores
4 Drowned Catacomb
4 Nephalia Drownyard
8 Island
7 Swamp
3 Tragic Slip
4 Think Twice
4 Mana Leak
3 Snapcaster Mage
3 Go for the Throat
3 Dissipate
3 Forbidden Alchemy
2 Tribute to Hunger
4 Black Sun’s Zenith
1 Batterskull
1 Karn Liberated
The Sideboard changes depending on the expected meta (and how much time I have to put together a sideboard between the time when I arrive at Dark Sphere from work and the time the event starts!).
So passed the last 7 months, filled with fond memories of marching down the London tournament scene hand in hand with Snapcaster Mage, Liliana and Karn. Liliana seduced many an opponent into losing their hand (don't ask me where it goes...) and creatures. Karn does a pretty good impression of the incredible hulk ('Karn SMASH!') and Snapcaster mage, well.... Just flashes himself to the other player for card advantage. We picked up quite a number of booster prizes on the way, top 8 a GPT and won ourselves a sweet Game Day champion mat. But alas, those sweet times are coming to an end...
Thrun, the Last Troll may be a little spanner in the UB cog, but hey, troll he may be, he is not immune to Liliana's charm. Red deck wins does not win when Batterskull(s) are boarded in. Dungrove Elder makes the ideal Tribute to Hunger. UB control eats ramp decks and Curse of Death's Hold is a solid answer to Delver decks. So what is it that makes UB control a poor choice for the metagame now?
Undying. Or rather Strangleroot Geist and Geralf's Messenger and Gravecrawler (well, it doesn't really die...). UB control wins by drowning the opponent in card advantage while making sure the opponent's board position resembles a wasteland, but those dastardly creatures just refuse to die! Instead, they turn UB's game on UB itself: by taking two cards just to kill one creature, UB loses its card advantage by a mile! UB prides itself on having a full 7 hand in every stage of the game, but a turn 2 Strangleroot Geist into a turn 3 green Sun’s Zenith into another Geist pretty much exhausts a UB's hand and leaves UB on top deck mode. Top deck mode for a control!? That's an atrocity! Even good ol' Snap Snap's flashing habits cease to shock the opponent anymore.
And now the first ever World Magic Cup Qualifiers in the UK are just barely a week away! It's this Saturday organised by Dark Sphere in London by the way.
I am in need of a deck. I've tried combo over the last few weeks, but it just does not have the power level of a proper combo deck with the current card pool in standard. Having been playing control for my whole competitive MTG life (with the exception of Affinity during the original Mirrodin, because back then it was either you're with Affinity or against Affinity), I am in no shape to switch to one of the aggro decks dominating the format at the moment and get decent enough in it for the WMCQ.
For playtesting over the easter weekend, Kim (designer of Kim Deck Wins) recommended that we proxy up a copy of a new tech that surfaced on Magic Online last week and has been putting up quite good records on the Standard dailies. Its a control deck that revolves around the synergy between Venser, the Sojourner and Stonehorn Dignitary and Pristine Talisman and Drogskol Reaver. However we did not have the chance to try it out, as we were each championing our own pet choices. I was of course, playing UB control all the way. However, after being trashed the upteempth time by Strangleroot Geist , I've decided to hang the reins of Snapcaster and Liliana and try out that peculiar new tech.
I managed to sneak in only just one game before we concluded playtesting. However, It felt like one of those rare times where you meet this girl (or guy) for the first time and there was this spark of rapport that tells you that you must pursue him or her. That was how I felt when I first piloted that new UW control deck. The urge to play it was so strong that when I went back that night, I traded off all my modern investments on mtgo to get a copy of the deck on mtgo. And playtested it on the constructed 2 man queues. And boy I know that amazing feeling. It's the feeling of finding the perfect deck for yourself. It fits like a tailored made double stitched glove with velvet lining, complete with your very own sigil on it.
So first, here's the decklist:
Blue White Control by I3engal
1 Darkslick Shores
3 Drowned Catacomb
4 Glacial Fortress
4 Seachrome Coast
3 Ghost Quarter
9 Island
3 Plains
3 Venser, the Sojourner
4 Stonehorn Dignitary
2 Drogskol Reaver
2 Karn Liberated
3 Pristine Talisman
1 Wurmcoil Engine
1 Blade Splicer
3 Day of Judgment
4 Ratchet Bomb
4 Timely Reinforcement
3 Think Twice
3 Forbidden Alchemy
I’ve cited the deck list to Magic Online user I3engal because it was his/her tech I am using. As of writing of this article, I have been testing it on the Magic Online 2-person Standard queue, but I have not had the time to further refine it yet, save for minor modifications to the sideboard. Anyway, let me dissect the deck to show you why it's a good control choice for this weekend's WMCQ.
The current standard metagame is dominated by aggro decks. The aggro decks you can expect to face in the current Standard metagame are strains of Delver decks (either swords/pikes or the Esper spirits version), RG beatdown, Mono-Green aggro, Zombie aggro and UW humans. The mainboard 4 Timely Reinforcements works magic here, the life gain and 3 soldier tokens disrupts the tempo of aggro decks and forces the aggressor to run out of gas sooner. Not to mention it's an auto win against that single red deck wins we always face in big tournaments (some people just want to watch the world burn). 3 Day of Judgments and 4 Ratchet Bombs in the main provides plenty of board sweepers. 4 Stonehorn Dignitaries by themselves gives you the much needed halt to the advance of aggro decks until we can set up our late game trumps.
Pristine Talismans help with the life and more importantly, fixes our mana as most of our spells cost 4 or more. It synergizes with Drogskol Reaver to form an insane card advantage engine in the late game.
The other engine of this deck is of course the Venser - Stonehorn soft lock. Against aggro decks without the means to remove a 4 toughness rhino diplomat, its very much a hard lock. The soft lock buys you enough time to pop the singleton wurmcoil or blade spliced or the two Drogskol Reavers for the win. Venser also works in tandem with Karn allowing you to 'recharge' Karn after he's been machine gun-exiling your opponent's permanents every turn.
On top of that, you have access to the repertoire of draw spells available to UB control to fuel your scheme. The splash of Black is to maximise the value of Forbidden Alchemy.
Strength
The strength of this deck is obviously in its dedicated anti-aggro mainboard. Against Delver, Ratchet Bombs works wonders vs flipped Delvers and those pesky spirit tokens from Moorland Haunt or Lingering Souls. Against Zombies and RG aggro, 7 board wipes plus 4 Timely Reinforcement gives you more card advantage than Undying! The Timely Reinforcements mitigates the early game life loss from the early beats.
Unlike UB control which eats ramp for breakfast with its absurd number of permission fuelled by Snapcaster Mage, this deck does not play a single counterspell, so it might struggle against ramp decks. However, a well timed board wipe could give you an edge and there's 3 Ghost Quarters to kill those Inkmoth Nexii.
Weakness
The lack of countermagic makes this deck particularly vulnerable to other control decks. The latest versions of this deck runs 4 Grand Abolisher in the sideboard to counteract this weakness.
The high mana curve of the deck makes it vulnerable to draws where you literally do nothing until your 4th land drop. It may be mitigated by making wise mulligan decisions.
The slow grindy nature of the deck means that you must be careful with time when playing this deck. A soft lock of denying your opponent his or her combat phase is not going to win you the game on the spot. This makes winning game 1 is all the more important, but you do have the advantage with so many mainboarded anti-aggro cards.
Further Modifications
Variants of the deck plays Spine of Ish Sah, but I personally prefer Karn Liberated, as he could exile those pesky Undying critters, and disrupt your opponent's hand. Though you can double destroy permanents by casting Spine and exiling it with Venser on the same turn, a Planeswalker serves as fodder for incoming attacks. Not to mention you could always restart the game with Karn if things are not going your way (although it should technically be going your way if you already have Karn out...).
Having Batterskull mainboard is another option. Batterskull does have a decent synergy with Venser: Venser could ‘flicker’ Batterskull out to ‘regenerate’ a destroyed germ token instead of paying 8 mana to bounce Batterskull back and recasting it.
Creatures with Enter the Battlefield effects like Frost Titan and Dungeon Geists are natural candidates to experiment with in this deck. There is certainly a lot of room for fine tuning in this deck.
Conclusion
This UW control plays as a proactive, tap-out control rather than the traditional draw-go reactive control. In my opinion, tap-out control is a better approach for control in the highly-aggressive metagame of today. It is difficult to hold back mana to counter spells when a highly efficient low-costed creature like Strangleroot Geist slips through the mana leak in your opponent’s second turn because you did not win the die roll and you are forced to tap out to remove the Geist twice, in which your opponent will probably use the opportunity to Green Sun’s Zenith out another Strangleroot Geist and you are forced to tap out again. If you are tapping out anyway, why not just go all out on the tap-out?
Furthermore, highly efficient creatures needs to be dealt with using highly efficient removals. Day of Judgment trumps Black Sun’s Zenith in most situations, and I admit, after relying on Black Sun’s Zenith as my mass removal for the better half of the year, I am never more glad to snuggle back up to Day of Judgment, where 4 mana kills all, no questions asked, unlike Black Sun’s Zenith which quite often leaves ‘residual’ creatures during the mid-game where your opponent can afford to cast mid-range creatures with decent toughness while you do not have enough mana to wipe it out in one shot.
I hope this article has provided you control players with some idea to play with. Feel free to share your thoughts on how this deck could be further tuned. I would be tuning it on Magic Online day-to-day until the WMCQ this Saturday in London.
Hope to see you guys there!
Guo Heng
PTQ Top 8 Decklists March 2012
Here are the Decklists for the Top 8 from our Modern format PTQ held on March 24th 2012
Stuart Wright
1 Wurmcoil Engine
3 Birds of Paradise
1 Eternal Witness
4 Knight of the Reliquary
4 Noble Hierarch
1 Qasali Pridemage
4 Tarmagoyf
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria
4 Gifts Ungiven
1 Path to Exile
1 Smother
1 Inquisition of Kozilek
1 Life from the Loam
1 Lingering Souls
1 Maelstrom Pulse
1 Raven’s Crime
1 Thoughtseize
1 Unburial Rites
1 Kitchen Finks
1 Ancient Grudge
1 Duress
1 Go for the Throat
2 Forest
1 Swamp
1 Gavony Township
4 Misty Rainforest
1 Overgrown Tomb
1 Razorverge Thicket
1 Tectonic Edge
1 Temple Garden
1 Treetop Village
4 Verdant Catacombs
1 Watery Grave
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Sejiri Steppe
1 breeding Pool
1 Stomping Ground
Sideboard
1 Tormod’s Crypt
1 Nihil Spellbomb
3 Kitchen Finks
1 Obstinate Baloth
1 Shriekmaw
1 Darkblast
1 Linvala, Keeper of Silence
1 Zealous Persecution
1 Ray of Revelation
3 thoughtseize
1 Arena
Carrie Oliver
3 Flame Jab
3 Raven’s Crime
4 Seismic Assault
3 Faithless Looting
2 Noxious Revival
3 Liliana of the veil
4 Life from the Loam
4 Tarmagoyf
4 Dark Confidant
3 Inquisition of Kozilek
4 Verdant Catacombs
2 Arid Mesa
1 Forest
1 mountain
1 Swamp
1 Urborg, Tomb of Yawgmoth
2 Stomping Ground
2 Blood Crypt
1 Overgrown Tomb
3 Graven Cairns
1 Fire-lit Thicket
1 Lavaclaw Reaches
2 Ghost Quarter
4 Blackcleave Cliffs
1 Horizon Canopy
Sideboard
2 Torpor Orb
2 Ancient Grudge
2 Nature’s Claim
2 Go for the Throat
2 Jund Charm
2 Obstinate Baloth
2 Thrun, the Last Troll
1 Darkblast
Eduardo Sajgalik
4 Scalding Tarn
4 Misty Rainforest
2 Cascade bluffs
2 Steam Vents
1 Breeding Pool
1 Stomping Grounds
4 Sulfur Falls
3 mountain
4 Island
2 Kik-Jiki, Mirror Breaker
4 Dispel
4 Rebound
2 Gitaxian Probe
2 Sleight of Hand
2 Flame Slash
4 Splinter Twin
1 Thirst for Knowledge
2 Spellskite
4 serum visions
3 pestermite
4 Deceiver Exarch
Sideboard
3 Ancient Grudge
3 Echoing Truth
3 blood moon
1 grafdigger’s Cage
3 relic of progenitus
1 spell Pierce
1 Bribery
Michael Parker
4 Pyretic Ritual
4 Desperate Ritual
4 Seething Song
3 Grapeshot
4 manamorphose
4 Sleight of hand
4 Serum Visions
4 Pyromancer’s Ascension
4 Past in Flame
4 Faithless Looting
4 Gitaxian Probe
1 empty the Warrens
4 Scalding Tarn
1 misty Rainforest
4 Sulfur Falls
Sideboard
2 Echoing Truth
2 Ancient Grudge
4 Splinter Twin
4 Deceiver Exarch
3 Dispel
David Kanaan
3 x Inquisition of Kozelek
4 Seismic Assault
3 Flame Jab
4 Tarmagoyf
3 liliana of the Veil
4 Faithless looting
4 Dark Confidant
4 Life from the Loam
3 Raven’s Crime
1 Worm Harvest
3 Graven Cairns
2 Blood Crypt
4 Blackcleave Cliffs
4 Verdant Catacombs
2 Misty Rainforest
2 Stomping Ground
2 Ghost Quarter
1 Lavaclaw Reaches
1 Fire-lit Thicket
1 Urborg, Tomb of Yawgmoth
1 Overgrown Tomb
1 Horizon Canopy
1 Forest
1 Mountain
1 Swamp
Sideboard
2 Ancient Grudge
2 Jund Charm
1 Terminate
2 Nature’s Claim
2 Obstinate Baloth
1 Thrun, The Last troll
3 Thought Seize
2 Combust
John-Joseph Wilks
4 Lightning Bolt
4 Inquisition of Kozilek
2 thoughtseize
2 terminate
3 Liliana of the veil
3 maelstrom Pulse
1 Grim Lavamancer
3 Dark Confidant
4 Tarmagoyf
3 Kitchen Finks
1 eternal Witness
4 Bloodbraid Elf
1 jund Charm
4 Verdant Catacombs
4 Blackcleave cliffs
4 treetop village
2 overgrown tomb
1 stomping ground
1 blood crypt
2 forest
1 mountain
1 swamp
2 raging ravine
1 Copperline Gorge
2 twilight mire
Sideboard
3 Ancient Grudge
2 Torpor Orb
1 Surgical Extraction
1 Nihil Spellbomb
1 Grafdigger’s Cage
1 Thorn of Amethyst
1 Kitchen Finks
1 Obstinate Baloth
1 Duress
1 Jund Charm
1 Combust
1 Seal of Primordium
Simon Marshall
4 Darksteel Citadel
4 Blinkmoth nexus
4 inkmoth Nexus
2 Glimmervoid
1 Mountain
4 Mox Opal
4 Frogmite
4 Signal Pest
4 Arcbound Ravager
4 Vault Skirge
4 Cranial Plating
4 Steel overseer
4 Galvanic Blast
4 Memnite
3 Etched Champion
3 Ornithopter
Sideboard
4 Ancient Grudge
3 Relic of Progenitus
3 Surgical Extraction
3 Spellskite
2 Whipflare
Eric Grill
4 Birds of Paradise
4 Noble Hierarch
3 Geist of Saint Traft
3 Qasali Pridemage
3 Knight of the Reliquary
2 Tarmagoyf
2 Vendilion Clique
2 Thalia, Guardian of Thraban
1 Thrun, The Last Troll
4 Path to Exile
2 Spell Pierce
2 Bant Charm
2 Elspeth, Knight Errant
1 Sword of Fire and Ice
1 Sword of Feast and Famine
1 Sword of War and Peace
1 Faith's Shield
4 Misty Rainforest
2 Verdant Catacombs
1 Marsh Flats
2 Temple Garden
1 Breeding Pool
1 Hallowed Fountain
2 Razorverge Thicket
1 Horizon Canopy
1 Celestial Colonnade
1 Moorland Haunt
1 Mystic Gate
1 Sejiri Steppe
2 Forest
1 Plains
Sideboard
1 Rule of Law
1 Mindbreak Trap
1 Torpor Orb
2 Leyline of Sanctity
2 Kitchen Finks
2 Creeping Corrosion
2 Surgical Extraction
1 Naturalize
1 Negate
2 Tormod's Crypt
A Modern Overview: Tips for the London PTQ
The UK Pro Tour Qualifier scene is in full swing this month and Modern has proved to be a diverse format with a healthy variety of decks making the top 8 of the previous few UK PTQs of this season. In anticipation of our very own London PTQ Barcelona organized by Dark Sphere, here is an overview of the decks to beat in the PTQ scene. I will go through a breakdown of the popular decks you would most likely face in the London PTQ this Saturday, the strengths and weakness of each, and justifications to play them (if you still have yet to decide which deck to play).
Jund Midrange
Toss into the pot all the best creatures and removals in the format and you get Jund.
Jund is one of the most expensive and yet widely popular archetype in Modern. It makes a constant showing in PTQ top 8s and Magic Online Modern daily event top performing decks (3-1 or 4-0). The old devil from the Shards of Alara/Zendikar standard is resurrected in modern with access to deadlier arsenals in the form of Liliana of the Veil and Tarmogoyf.
The main strength of Jund is that it probably has the most consistent matchup against the majority of the decks in the current Modern metagame. Decks like Storm or Delver Tempo may have great matchups against certain archetypes but horrible matchups against others. Jund’s matchups are often 50/50 across the metagame due to the wide angle of attack the deck is capable of. The deck exploits two of the most efficient card advantage engine a non-blue deck could employ (Dark Confidant and Bloodbraid Elf) to out resource aggro and control decks alike. Jund also possess a repertoire of removals and reach in mainboard.
Solid hand distruption from Inquisition of Kozilek and Liliana of the Veil ravages the carefully sculpted control and combo hands.
Sideboarded Blood Moon mess up the Jund player’s manabase and shuts down the manlands, but experienced Jund player might anticipate it and fetch only basic lands in sideboarded games.
Play Jund if you like a reliable midrange beatdown backed by plenty of removals and hand disruption. You have solid game against most of the field, and your skill is the only limit to the outcome.
Affinity
Turn 1 empty my hand onto the board.
Affinity is relatively cheap to build (requires no painlands or Tarmogoyf) and is probably the one of the most straightforward beatdown there is in Modern, so expect to face it at least once during the PTQ. There are a multitude of Affinity builds available, popular ones include Red for Galvanic Blast, Blue/Black for Dark Confidant and Master of Etherium.
Affinity’s strength lies in its unstoppable explosive starts and ability to kill out of nowhere with Cranial Plating on Inkmoth Nexus or evasive creatures like Ornitopther and Signal Pest. Arcbound Ravager provides resilience against removal and Master of Etherium and Steel Overseer lords up the other robots into unstoppable size. Affinity’s god-hand which occurs more often than a miracle should is an auto-win against every other deck except Storm.
Affinity is a deck that predates on unprepared opponents but is high susceptible to artifact hate like Ancient Grudge and Shattering Spree and early game board wipes like Pyroclasm and Firespout. Lacking card draw, Affinity is stuck with relying on top decks if its board position is compromised.
Play Affinity if you like to speed to your win at 300 mph. Managing your resources is crucial due to your susceptibility to board wipes.
Tron
Turn 3 Karn anyone?
Tron has been rising in popularity lately. The deck is based on assembling the three Urza lands: Urza’s Tower, Urza’s Power Plant and Urza’s Mine to generate insane amount of mana and doing all sorts of shenanigans with the mana (mostly popping Karn in the early game or hard-casting an Emrakul). It is great when it manages to assemble the Tron lands,
but clunky when it doesn’t. One of its weakness is the small amount of colored mana sources means that it might find it difficult to cast multiple removals or counterspells.
The ‘traditional’ Tron build is the U/W build that also features Gifts Ungiven to fetch the Unburial Rites/Iona finisher. The build runs counterspells and Path to Exile and allows them to go on the beatdown plan with Celestial Collonade. Recently, new R/x builds have been floating around which uses Through the Breach to bring Emrakul or his (or it?) other Eldrazi
friends down early in the game.
Tron spends most of its early game assembling the Tron lands, so early game pressure disrupts their plan and forces them to spend mana on removals rather than looking for their Tron pieces.Tron is particularly vulnerable to hand disruption as well especially from Vendilion Clique which can take out any key non-land pieces from their hand.
Play Tron if you like ramping into big fatties. The U/W version is more control-like and plays the long game. The R/U and R/G version works more like a combo deck where they employ plenty of cantrips to dig out their winning pieces.
Melira
The only place where Melira, Slyvok Outcast is not an outcast...
Melira-pod is an extremely resilient deck. The combo may require 3 pieces but they have 7-8 tutors to assemble it and the deck could switch to a decent beatdown deck if required. The tutors allow Melira players to run a large variety of one-offs answers in mainboard. Melira is an extremely complicated deck with tons of choices to make and if you plan to run it, plenty of practice is highly recommended.
Play Melira if you like having lots of options. And lots of time to practice.
Splinter Twin
To infinity Pestermites and Deveiver Exarchs and beyond!
Having access to 8 copies of each side of Splinter Twin’s two piece combo (Splinter Twin/Kiki-Jiki, the Mirror Breaker + Pestermite/Deiceiver Exarch) makes achieving the combo a lot more easier than other combo decks and provides extra resilience against hate. Couple that with counterspell protection and a turn 4 clock and you get a top tier combo deck. Splinter Twin was popular a few months ago at the start of the PTQ season, but has seen a dip in popularity lately.
Splinter Twin is vulnerable to hand disruption and spot removals. Like most combo decks, it is vulnerable to sideboarded hate. However, Splinter Twin has its own answers to hate cards as well in its sideboard. Expect Vines of Vastwood boarded in to counter your Combust.
Play Splinter Twin if you like a straightforward and “fair” combo backed by protection.
W/R/U Aggro
Zoo reincarnate without the cat.
A new take on zoo - who needs Wild Nacatl when you have the blue Tarmogoyf (Delver of Secrets) and Steppe Lynx? The U/W/R is dubbed the Star-spangled slaughter in Magic Online, and one can see why with 8 highly efficient one-drops and two of the format’s best burn spells - Lightning Bolt and Lightning Helix. Throw in some Geist of Saint Traft and Snapcaster Mage to make 12 Lightning X and you can see where this deck gets its name.
This deck also has access to plenty of hatebears: Thalia, Guardian of Thraben, Ethersworn Canonist and Meddling Mage in its sideboard.
Play this deck if you miss the good ol’ Zoo. The beauty of this deck is that it can alternate between pure aggro and tempo. You can either cast a lot of highly efficient one-drops for the early beatdown and finish your opponent off with burn or ride on the back of a Delver of Secrets protected by counterspells and removal.
Storm
Opponent at the start of second game: "Can we please play some Magic now?"
Storm is the most explosive combo deck in modern and the explosive build is capable winning on turn 3 about 30% of the time either by generating a lethal storm count (the main way) or ‘win’ by creating 10-20 goblin tokens with Empty the Warrens on turn 2 and making your opponent scoop after staring unbelievably back and forth between your horde of goblin tokens and his or her only board presence in the form of a single land (or two lands). Storm has more win conditions than other combo decks in Modern. It can achieve lethal storm count either with Past in Flames recurring the graveyard or with an online Pyromancer Ascension that allows the Storm player to generate sick amount of mana and draw his or her whole deck or both Past in Flame and Pyromancer Ascension in tandem. Failing those two, there is always the Goblin path of course...
There is also the Gifts Ungiven build popularized by James Zornes which went undefeated in Day 1 of GP Lincoln and very nearly made top 8 of the GP. The Gifts build sacrifices speed for consistency by exploiting the Gifts engine to always get the required pieces to go off (but earliest only at turn 4).
Play Storm if you like a high-risk, high-payoff deck. You auto-win most of your first game.
However, you also often have to dive into the tank and attempt to go off when faced with imminent death the next turn, especially from aggro decks, because you do not have many ways to stop the onslaught of damage save for winning the game.
The real game is played during the second game onwards when the opponent brings in a horde of highly effective hate. Many Storm players opt for the transformational sideboard into the Splinter Twin combo. However, the power of the transformational sideboard relies much on surprise, as with only 15 cards to transform, it is but a poor shadow of the Splinter Twin deck. Note that storm is one of the cheapest decks to build, requiring only one Steam Vents (some even replaces it with Sulfur Falls) and non of the non-land cards cost more than a fiver.
There are of course a lot more archetypes in the diverse Modern metagame. Establish decks like Faeries and Caw-Go and recent discoveries like Dredgevine and Loam Assault are all viable and powerful archetypes, and to write about all of them would warrant a novellette. The decks discussed in this article are the decks that your chosen deck for the London PTQ need to have game against if you want to do well.
Thank you very much for reading and I hope to see you this weekend at the London PTQ.
Guo Heng
The Life Sabisky: Commanding Problems
Today, I thought I'd take a break from the usual grind of standard, limited, and cheating scandals, to focus on a rather more innocent sphere: the weird and whacky world of Commander. Briefly, I'll run through the major attractions of the format, and outline what I believe are the major problems that it has - and how to fix them.
Commander: What I Love
1. The Card Pool . Like Legacy and Vintage, Commander offers a panoramic view of the incredibly beautiful history of Magic. There's not even normally a problem with playing some of the less outrageous cards from Unglued or Unhinged, something that warms my heart. The diverse card pool allows for wonderfully creative deckbuilding and truly bizarre interactions to rise to the fore in the way they never would in more competitive formats.
2. It's the Perfect Sink. You know all those junk rares you pick up in limited? Commander the buggers. I hear that Venser's Journal is really, really broken with Necropotence! Want to use your Bloodbraid Elf and friends that just rotated out of Standard? Commander is your friend. It's a wonderfully accepting format, allowing for those rares that table in draft to compete on a level playing field with much-loved staples of competitive formats.
3. It is a Pimp's Dream. It is one of my life goals to own a Commander deck composed purely of altered-art cards, each artwork an individual piece by a hundred of the thousands of talented card alterers that enliven the Magic community with their brilliance. I've already seen friends of mine with beautiful mono-foil Commander decks, and goddamnit, I want to go one better. Commander encourages this kind of long-term collecting ambition, itself a valuable part of Magic's identity, and is, I'm sure, a huge boon to the altering community.
4. Creatures Matter, and so do New Cards. The key creatures in Legacy and Vintage tend to be either grossly undercosted beaters (Delver of Secrets, Tarmogoyf), or undercosted card advantage engines (Dark Confidant, Stoneforge Mystic), with Knight of the Reliquary somewhat straddling the two categories. This, somewhat regrettably, means that the vast majority of creatures Wizards prints these days just don't matter. Innistrad was exceptional in having two Legacy all-stars in Delver of Secrets and Snapcaster Mage, but as far as fatties are concerned, Legacy is interested only when the possibility of something new for Show and Tell or Reanimator comes up (Emrakul and Jin-Gitaxias, respectively). Commander is a much more accepting format; Primeval Titan and Consecrated Sphinx, fringe Legacy cards at best, are absolute bombs in Commander. The same is true for the recent cycle of Praetors from New Phyrexia, as well as the odd "fun mythic" like Wrexial, the Risen Deep (speaking of Wrexial, Ken Nagle's account of how this card was designed is completely hilarious. It basically comes down to"Well, I really, really hated those blue mages in EDH who insist on playing Time Stretch, soooo...").
At any rate, it is generally true that new cards overall have a much greater chance of seeing Commander play than any other Constructed format, thanks to the format being so full of random dorky 6-card stupid combos that require about 20 mana to work properly, and even then don't necessarily don't win the game, just do something cool.
5. Multiplayer politics is completely hilarious. If you don't appreciate this point, you're probably doing something wrong. Suffice it to say that Commander is where you find out who your real friends are, until they mercilessly stab you in the back.
Unfortunately, it's not all rosy in the garden...
Commander: What I Hate
1. The Banlist looks like it was put together by a bunch of subliterate monkeys who have never played Magic in their lives. I am not exaggerating. It is truly terrible. We live in a world, currently, where Sway the Stars is banned, but Demonic Tutor is legal. For heaven's sake. I simply do not understand the hate the Rules Committee has traditionally had for game resets. Yes, I understand that Upheaval is a dick card, but Sway the Stars? Really? Really?
The real problem, however, is that it's just too easy to do dumb degenerate stuff, and piecing together combos is depressingly easy thanks to the omnipresence of tutors and overpowered card draw. Necropotence, Ad Nauseam, and pretty much every single busted obnoxious tutor ever printed are somehow legal (Demonic, Vampiric, Mystical, Grim, Entomb, Survival of the Fittest, etc), along with truly outrageous pieces of cardboard like Yawgmoth's Will. Stick a combo thanks to a tutor, or resolve a card-draw engine, and you can pretty much just start playing solitaire, completely overriding with sheer power any puny responses your opponents might have.
My Commander deck (Reanimator-themed) is by no means a polished product, but thanks to tutors it has less variance than my standard decks. Pretty much every game will put a Jin-Gitaxias in the yard early on (thanks to either Entomb, Buried Alive, or drawing him naturally off of a Merfolk Looter or Careful Study), and then Reanimate him the turn afterwards. Occasionally Jin-Gitaxias isn't available, so some other obnoxious fatty like Terastadon or Primeval Titan will have to do instead, but Jin-G is pretty much always the best option, because no one recovers from being Mind Twisted for their hand, and people don't play enough spot removal. This one of less powerful things you can do in the format, and it's still depressingly obnoxious and depressingly easy.
In summary, the banlist is too short. It requires the addition of pretty much the entire Legacy banlist to approach something even close to sanity. This is particularly true when it comes to Commander two-player duels, where it's ridiculously easy to put huge pressure on your opponent to have countermagic and/or a removal spell available far too early in the game.
2. Shuffling with a hundred-card sleeved deck is just miserable. Thanks again, tutors. Fetchlands are also major offenders in this regard.
3. The mulligan rules are stupid, and enable combo. My experience of Commander leads me to believe that it's just far too easy to mulligan to your combo pieces, or a combo piece plus a tutor. The normal mulligan rules should apply. To all the people complaining about mana-screw - stop playing 33 mana sources in your deck, then.
4. Fast mana leads to dumb things. I don't understand how Sol Ring because the sacred cow of Commander, but the card is clearly ridiculous and needs to go. Any game that starts with T1 Sol Ring rapidly becomes very stupid and very quickly so, provided that player has built their deck even half-way properly. The same could be fairly said of Mana Vault, Mana Crypt, and associated friends like Lion's Eye Diamond.
5. People forget their principles, and start being thick. In standard, or limited, people know about the importance of removal. They know that Brimstone Volley is a first pick. They won't leave home with the UB Control decks without some Doom Blades. But somehow, in Commander, everyone gets so caught up in the excitement of doing something cool and leaves their spot removal at home, forgetting that some threats do need to be answered at instant speed, and that no, Damnation and friends do not always cut the mustard. This is essentially a minor peeve, but it does still bug me.
Summary
And that, people, is my take on Commander. Given that the Rules Committee have done nothing for many, many years as regards their ridiculous banlist, I shouldn't think much is going to change in a hurry, but we live in hope. See you all next time; any further thoughts, you can find me in the forums, or on Facebook or Twitter.
Best,
Andy
A Sunny Perspective: SCG St Louis edition
A Brief Introduction
Hello, and thanks for reading! My name is Sunny Seelamsetty and I’ve been playing Magic since Mercadian Masques Block. I took a hiatus after witnessing Kamigawa Block, but have had another go at Magic and I am enjoying myself thoroughly. I played at Dark Sphere for about 5 months before returning to my home country on the other side of the pond. As I continue to play here in the U.S., I will do my best to keep you all updated on things you may or may not have seen, heard about, or even know about. I have tried to make the article fun and entertaining, and hey, maybe you’ll learn a thing or two. Without further ado, let’s get started!
PACIFISM, REALLY?!
In this section, I’ll be talking about two sweet pieces of tech that I saw being played at the Star City Games Open in St. Louis, Missouri by professional players that I may or may not agree with.
First up is Ludevic’s Test Subject. I finished up one of my rounds early in the Standard Open and decided to go watch the feature match with Michael Jacob. He was playing this crazy control deck which I had never seen before. It ended up being a brew by himself and Gerry Thompson which I read quite a bit about afterwards, but at the time it looked quite foreign to me. Anyway, as I approached the feature match area, I saw a Ludevic’s Test Subject on the board with 2 counters. Bewildered, I stared at it thinking I would wake up and realize that it was indeed a Snapcaster Mage or some other familiar Standard staple. Instead, I watched Michael Jacob hold up Dissipate mana, and when his opponent passed the turn he added two more counters, bringing it to 4. He untapped in what seemed like slow motion, added a fifth counter, and swung for 13. His opponent couldn’t do anything about it as he tried chump blocking but still took 7 damage. On Michael’s next turn, his opponent took lethal from the same abomination that was a lowly two mana egg just two turns ago.
Ever since watching that fateful match, I have grown to love Ludevic’s Test Subject. I am not ready to say it’s a four-of in every list sporting Islands, but I’m enough of a fan of the Subject to say that it should be in the Sideboard of almost any deck with Mana Leaks. Being able to progress your board state with unused mana in your opponent’s end step, or even any time during your opponent’s turn for that matter, is one of the major reasons why control decks can even exist. The ability to cast a 2/1 on your opponent’s turn who allows you to recast an instant at retail price is the reason why most control decks even have a fighting chance in this metagame (not much of one these days, I’ll admit). Sinking two, four, even six mana into transforming this 0/3 into a 13/13 trampler with unused mana at the end of your opponent’s turn can feel like cheating at times. This is especially true for players who may not be as familiar with the card. For instance, I watched a player attempt a Dismember on the 0/3 side of the double-faced card. In response, the player paid 2UU to flip it, and the 13/13 shrugged off the Dismember as if it were just a splinter in his finger. The Test Subject’s use in Standard at the moment is a bit shaky as there aren’t quite as many control decks with a fighting chance nowadays with U/W Illusions and Wolf Run running rampant (pun completely intended), but keep an eye on him if the format shifts to something a bit slower.
The second and final card I’d like to talk about today is Pacifism. In another Feature Match, I watched Gerry Thompson cast Pacifism on his opponent’s creature. I can’t even remember the target because I was too busy turning to a stranger next to me exclaiming, “PACIFISM, REALLY?!” Yes, it’s playable in Limited but why doesn’t he shell out one extra mana for a quality removal spell like Oblivion Ring? It boggled me for the entire day until I talked to a friend about it later. He told me of the “neat” interaction between Pacifism and Sun Titan. That is, when Pacifism is in the graveyard and you choose to reanimate it with Sun Titan, it does not actually target a creature when it is coming from the yard (although it does when you cast it from your hand). That way, it can pacify creatures with Hexproof which are particularly annoying these days (I’m looking at you, Geist of Saint Traft and Dungrove Elder).
Although this fact made playing Pacifism less objectionable, I still don’t agree. The interaction between it and Sun Titan is cute, but it’s just not going to happen that often. Compare it to the number of times there is a Planeswalker on the board making 3/3 beasts every turn and you have nothing short of Beast Within + Day of Judgment to stop it. Wouldn’t you love to be staring at an Oblivion Ring in hand instead of that measly Pacifism? I rest my case.
The Art of Splashing
In the Star City Games Standard Open, I decided to take a deck that I had been doing well with at FNM and made one drastic change to it. The monster that I ended up with was Blue/Black Control splashing green for the famous Garruk Relentless. His fairly unique mana cost of 3G instead of Garruk Wildspeaker’s 2GG or Garruk, Primal Hunter’s 2GGG was just asking for it to be splashed in an already powerful deck. The mana base to support UB Control with reliable access to one green mana ended up being this:
4 Darkslick Shores
4 Drowned Catacomb
4 Hinterland Harbor
3 Woodland Cemetery
1 Nephalia Drownyard
6 Island
5 Swamp
Compare this to the aesthetic wonderland that is the UB Control mana base:
4 Darkslick Shores
4 Drowned Catacomb
2 Nephalia Drownyard
2 Ghost Quarter
9 Island
6 Swamp
Granted, the green splash is not the prettiest, but it definitely got the job done. Contrary to popular belief, I was able to get at least 1 green mana for Garruk by turn four every game out of 7 rounds except for 2. The question was, how often was I actually supposed to cast Garruk on turn 4? It felt like a 6 drop most of the time, as I had to have Mana Leak mana up the turn I played him in case something nasty was coming my way. Other times, I risked playing it on turn 4 to “fight” a creature that was particularly threatening (i.e. Birds of Paradise or Phantasmal Image). He acts a lot like Liliana’s edict effect in that way when they your opponent has only one creature out. His ability to make wolves while keeping mana open for any threats took over quite a few games. I have also learned for a fact that Garruk Relentless beats Koth in a vacuum. All you do is make a wolf every turn, let the first Mountain hit you (or Doom Blade it, which is infinitely more hilarious), and then attack Koth for 2 every turn, leaving a wolf back to chump block the Mountain until Koth goes to 0.
Tangent aside, Garruk seemed like a good option, and I’m not actually upset that I decided to run him on the big day. I would do it all again if I could. The only thing I would do differently is playtest more. I ended up 3-3-1 before dropping after starting off the day at a miserable 0-2-1. My major problem was that the last minute addition of Garruk made the deck very different, so much so that I was not sure how to play the deck anymore. It took me those first three rounds to get a feel for what it was that I had created. After those first three “warm-up rounds,” I was able to go on a 3-0 tear against Grixis Control, Solar Flare, and Grixis Control a second time. I made a misplay against GW Tokens in Round 7 that cost me a match which was unfortunate, but overall the day was fun for me. I’m looking forward to playing in quite a few more of the Star City Games Open Series over the next six months so I hope to have more fun anecdotes to share with you then!
Some Words of Advice
I would like to close out this article by sharing some words of wisdom with those of you patient enough to read this far into the article: The metagame is one of the most difficult beasts to tackle in all of Magic. No skilled player attempts to make a decklist in a vacuum. Any given deck has good matchups and bad ones. Knowing what to play requires knowing what everyone else is playing. Looking at Top 8 lists can give you some sense of what’s going on, but it really is just the tip of the iceberg. I was surprised to face Solar Flare twice and Grixis Control twice in 7 rounds, having not much to sideboard in against them. I follow most of the big tournaments very closely, but still had no idea what to expect going into the big day. Therefore, playing something that you brewed in a vacuum is not going to set you up for success. It is one thing to play a brew that is specifically tuned to beat the big decks of the metagame. For instance, refer to Brian Kibler’s G/R Bladebreaker deck specifically designed to beat a metagame full of Caw-Blade earlier this year. If you’re not confident enough to brew something that annihilates the metagame, I would advise you not to brew at all; play something tried and true and practice with it as much as possible at FNMs/with friends on the side. The most important piece of advice I can provide that you may not hear from too many others is playtest using a sideboard. Most people will play countless games against another deck to see how it runs with a list of 60 instead of 75 cards. When you think about it, two-thirds of the games you play are post-sideboard games (assuming all of your matches go to a third game). A lot of times, it is purely the work of sideboard cards that can turn a bad matchup into a good matchup.
I hope you enjoyed my first installment of A Sunny Perspective. I hope to be writing again for you soon after playing in some more SCG Opens in the coming months!

















