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!
The Life Sabisky: Raving, Raving Mad
Sorry for the delay, everyone! This article was originally supposed to be a breakdown of standard post-Worlds, but two things happened.
1. I wrote 90 percent of the article, and then it got accidentally wiped, putting me on complete life tilt.
2. I then realized that actually, you don't need me to tell you not to play Tempered Steel now that Ancient Grudge and other artifact hate cards are returning to sideboards. Even if you haven't read any other strategy article post-Worlds, you still probably figured that one out for yourself. If you didn't, I look forward to seeing you soon, preferably in round one of my next standard tournament.
Instead, I'm going to talk about a specific card (that did in fact have its breakout performance at Worlds), and the reasons as to why you are very likely wrong if you are not playing with it, assuming you're looking to build any kind of control deck. That card is Desperate Ravings. Pretty much all your preconceptions about Ravings are wrong too, and I'll try explaining and correcting those too.
Reason Number One: Ravings Finds Your Answers
In a control deck, card selection effects are absolutely vital; in a standard environment where resolved permanents can cause a huge impact on the board very quickly, having the right answers at the right times is absolutely vital. Once you flashback a Ravings, you're actually seeing the same number of cards as you would off a Forbidden Alchemy (forgetting, temporarily, that Alchemy itself has flashback, as the cost for this is so high). Ravings, however, actually nets you card off the flashback, so not only did you see four cards, but also drew an extra one; Alchemy, which digs as deep, doesn't net you any actual card advantage until you manage to get to seven mana to pay its flashback. Card advantage isn't everything (card selection and tempo probably matter more these days), but since Ravings offers you the extra bonus, why not take it?
Reason Number Two: Ravings Finds Your Land:
In a control deck, two-land-hands can be annoyingly sketchy devils, even on the draw. Against most decks you really want to hit your land drops pretty consistently until about turn six, and in the control mirror you probably want to make your first fifteen, or some other stupidly large number. Sure, two-land hands often have all the gas in the world, but that's useless to you unless you can actually cast your spells. When it comes to digging for land, Ravings absolutely beats the tar out of Think Twice, and is that crucial mana cheaper than Forbidden Alchemy in those annoyingly frequent scenarios where your draw phase didn't get you there. Not only is it cheaper than Alchemy first time around, the flashback cost is infinitely easier to pay should you need to dig still further for your fourth and fifth.
Not only this, but Ravings also fixes your mana; let's say your opening hand, on the play with your Grixis deck, contains perhaps 3 lands and a Ravings - but no black sources. It's not great, but perfectly keepable, thanks to Ravings. Had that Ravings been a Think Twice, however, you would probably have to mulligan reluctantly, as the price for not being able to access your removal and threats (ok, I mean Olivia Voldaren here) is probably just an autoscoop to your smirking opponent, who sits there saying "bad beat, buddy", but is actually thinking "he didn't keep a hand that could make black? What a cretinous clown! Is this noobsville or what?" Decks like Grixis, UR Delver and Four-Colour-Control would probably flat just not exist (or at least put up significantly worse results than they do) were it not for Desperate Ravings.,
Reason Number Three: Ravings Wins the Control Mirror:
Having been on the wrong end of this matchup far too many times, I can safely assure you than in the control mirror matchup, a Ravings deck has a big advantage over a deck that is not Ravings. More often than not, the control mirror comes down to who has been able to sculpt their hand better up to the point where you fight the counter war, and the digging power of Ravings is far better at hand sculpting than the general mediocrity of Think Twice. Naturally, the other key point in the control mirror is not missing a land drop until very, very late in the game, and, as pointed out just above, Ravings is your friend when it comes to digging for those lands...
Reason Number Four: You Don't Have To Cast It If You Don't Want To:
Ravings is, in many ways, like Preordain. You remember all those people who would Preordain on turn one, for no good reason? You remember how smart you felt when you saved your Preordains for the late game, and how much profit you got out of that? Well, Desperate Ravings plays in much the same way! If you don't need to cast it early game, and feel that doing so might potentially disrupt your hand to a fatal extent, then don't! Save Ravings for when you actually need to dig, either to answers, game-ending bombs, or land drops. Like all the best draw/selection effects, Ravings offers you great flexibility provided you play the card like an intelligent person, not some particularly subnormal subspecies of bonobo.
Reason Number Five: The Random Discard Doesn't Matter:
There are a number of scenarios that can occur when you discard to Ravings.
1. Since the Ravings decks are often playing one or two other flashback spells besides Ravings (particularly those crazy people on the Burning Vengeance plan), you can discard a flashback spell. If so, then please feel free to drop your trousers and moon the room while simultaneously proclaiming your awesomeness, because you really did win the Magic jackpot, and everyone else - at least at this point in time - is an absolute peon, particularly your unfortunate opponent.
2. You can discard a land. Maybe you didn't need that land. If so, then I recommend following the same procedure as earlier outlined in the above paragraph. If you did, well, that's unlucky, but you can still flashback the Ravings to try to find more.
3. You can discard a spell that doesn't have flashback. Maybe you needed that spell, maybe you didn't. If not, please feel free to follow the procedure earlier outlined just two paragraphs above. If so, you'll get that spell back, and probably in time, too. Are you not playing Snapcaster Mage in your blue deck? Really? I think it's safe to say it is just wrong to be running any fewer than three Snapcasters in any Ravings deck, and usually the full four. The only reason not to be playing Snapcasters in this spot is because you can't afford them. If so, you have a number of choices. You can either save up for the Snapcasters, try to find a budget-friendly yet still excellent deck (mono-black Infect is perhaps the closest), or head off to play a cheap, inexpensive format. Like Legacy or Vintage.
4. You discard a creature or planeswalker. Maybe you needed that friend to help you out in the fight, maybe you didn't. If not, please feel free to follow the procedure earlier outlined just three paragraphs above. If so, well, that's unfortunate, but overall the extra percentage you gained from playing a Ravings deck far, far outweighs the few times - like this - when you lose out. Who knows, maybe you'll flashback Ravings to find another copy of that creature or planeswalker; maybe you were lucky enough to discard an artifact creature that your Buried Ruin can retrieve for you.
(Hint: I am actually being serious here. Pretty much all decks running some number of Batterskull, Wurmcoil Engine, Precursor Golem or Ratchet Bomb should have at least one Buried Ruin in their manabase.)
The real reason why you think the random discard is bad is because you're an Human, not an Econ (and if you haven't read Thaler and Sunstein's "Nudge", you probably should). Humans, as a general rule, hate losses far more than they enjoy gains; correspondingly, losses stick in the memory. Gains usually don't. You'll remember that time your continuation bet after the flop got savagely re-raised; you won't remember the hundred-odd hands previously where the bad guys meekly folded. You will remember that one time you discarded the Slagstorm you needed and didn't have the Snapcaster Mage to get it back; you probably won't think about the hundred-odd games previously where the value Ravings gave you let you coast to easy wins. This tendency is all too human, and entirely misguided. Try to avoid it if you can.
Until next time, people. I'm off to build the best Ravings deck I can while trying to eke out a few more Innistrad drafts. We've got an amazing standard environment to enjoy and an equally terrific limited format - right now, it's a pretty good time to be a magic player. Any comments - you know where to find me!
Best,
Andy
The Life Sabisky: Cards I love, Cards I Hate
I thought I'd take a diversion this week into gentler waters. Standard is still in flux ahead of Worlds, and I still haven't drafted enough Innistrad to talk about that format with any confidence, apart from that it looks like wildly good fun. I will add a few thoughts concerning Constructed at the end, but in the meantime I'd like to talk about the cards I really love in standard right now, from both a design and development perspective - and the cards I hate.
What Grinds my Gears
Solemn Simulacrum: - ah, the sad robot himself. Jens Thoren's Invitational card was originally designed as 2UG creature (hence the fact that the card both ramps and cantrips), before Development realized that it could be made much more powerful as an artifact. This, to my eyes, was a serious mistake. Solemn is, admittedly, a very well-balanced yet powerful card as printed, but totally and utterly flavourless (as a UG "snake oracle" - or whatever - his abilities might have at least made some sense). As it is, he's just a pure Spike card, with almost nothing there for Johnny, Timmy, or Vorthos. Now, I'm a fairly spikey customer myself, but even I have my Vorthos sensibilities, and Solemn Simulacrum brutally tramples all over them. He doesn't even have any flavour text to attempt to explain his dumb abilities!
The Titan Cycle: - ah, the Titans. This is unquestionably the biggest uncorrected mistake that Wizards' development team have made recently; not only did not correct the Titan error, they actually went and reprinted them for a whole other year. While Solemn is balanced but dull, the Titans are flavourful enough, yet grossly overpowered.
This menacing quintet have dominated Standard ever since their first printing, and have made significant shockwaves in Extended. On the face of it they look like fun, midrangey cards; in reality, they're game-ending bombs. Primeval Titan, in combination with Valakut, warped Standard around his ugly green face for an entire year, ensuring that every single non-blue midrange deck (such as Fauna Shaman/Vengevine) was entirely irrelevant. Now he's at the core of the new "most powerful deck", Wolf Run Ramp. Grave Titan has been the go-to control finisher ever since his printing, condemning to utter irrelevance (aka Commander) such powerful and flavourful cards as Carnifex Demon, Sheoldred, Rune-Scarred Demon, Sphinx of Lost Truths, and so on. Inferno Titan was an absolutely powerhouse in the Lotus Cobra-fuelled RUG decks. Sun Titan only looks bad because all the other Titans are so busted, but were he left to his own devices, the Phantasmal Image interaction wouldn't be cute anymore; it would be game-breaking. So what do people do when these cards are dominating the metagame? That's right - play Frost Titan, who conveniently happens to dominate all the other Titans in the heads-up, as well as being one of the hardest to kill! I think the only time I've ever beaten a resolved Grave Titan was when I resolved Frost Titan the turn after. Titans don't just limit your choice of finisher. They also compress the format, pushing all non-Titan decks to get faster and faster in an effort to have lethal on board - or have actually killed the Bad Guy - by the time one of the Big Sixes comes down. This is less of an issue than it was back in the days of Valakut, but still a significant concern.
Geist of Saint Traft, Thrun the Last Troll, Invisible Stalker, etc: goddamnit, I really, really hate Hexproof. Invisible Stalker is a real culprit here, as Stalker+Butcher's Cleaver/Any Decent Equipment makes for farcically cheap Limited victories. I do not understand why Wizards would develop a mechanic that actively promotes non-interactivity, particularly in Limited, where Edict effects - just about the only good way to deal with a Hexproof creature, if you're lucky - are extremely rare. Sure, Shroud also promoted non-interactivity, but Shroud was a) much more flavourful, and b) felt much fairer for both sides of the table. Yes, I understand that Hexproof means that Angelic Destiny can actually be a relevant card in constructed (whoop de whoop!), but really, it's not worth the price we all have to pay, thanks to these frustrating creatures.
Delver of Secrets: I actually quite like Delver from a design perspective, and he's fun and fair in Standard, but my word - just when you didn't think Blue in Eternal formats could possibly get any more broken, the wretched colour gets a Wild Nacatl. That flies. And makes Brainstorm even better. Good grief.
What Warms my Heart
Liliana of the Veil: ah, Liliana. So powerful yet so exquisitely well-balanced. So woeful against Viridian Emissary yet so powerful against Mirran Crusader. I've had a few games where Liliana has rotted in my hand, but many more where she absolutely wrecks my opponent. She's particularly potent against any deck that's trying to stick one big threat and ride it to victory, or that can only play a threat per turn. She demolishes the entire Infect deck and is a very powerful tool against midrange Sword of Feast and Famine strategies. She hit a perfect sweet spot for constructed, powerful yet not format-warping. A staple feature in blue-black control decks, she also plays particularly well with other planeswalkers, particularly Tezzeret, as he breaks the symmetry of her +1. In Legacy she made several appearance in the Top 32 of GP Amsterdam, mostly in BUG "Team America" decks as a weapon against Reanimator, and as another powerful threat that synergizes perfectly with Snapcaster Mage. Hats off to Erik Lauer, who designed her.
Dismember: - yes, Dismember. I know the card is widely thought of as being a horrible mistake, largely due a moderately extensive period of time where it was omnipresent in nearly all decklists going. Personally, I never figured out what the fuss was about. I actually quite like all colours having access to awesome removal; this happens very rarely, and is totally fine for a year and a bit so long as Wizards don't go around making a habit of it. Removal - and black removal in particular - is at a real low point anyway, thanks to Hexproof (gah!), Mirran Crusader, and Sword of Feast and Famine, meaning that these days the effectiveness of Dismember is constrained, although it's still terrific. Sure, it causes some colour-pie-wrenching moments, such as when the green deck plays their Birds of Paradise and the Blue/White control deck "bolts it" with Dismember, but then again it is also a terrific teaching tool for new players to learn about the value of life totals. Overall, it's not an experiment I would like to see repeated in a hurry, but it's been fine so far, and I'm sure will remain acceptable and even sometimes enjoyable for the remainder of its time in Standard.
Gitaxian Probe: free information at no mana cost, and the perfect trick to "build your own Silvergill Adept" with Snapcaster Mage. The perfect card for almost every blue-based mid-range tempo/Fish deck. Easily the most fun and fair use of Phyrexian Mana, with Noxious Revival being the only real competitor.
Bloodline Keeper: ah, Bloodline Keeper. Emeria Angel is one of my all-time favourite creatures, and Bloodline Keeper is a remarkably similar animal. It makes bodies for Swords. It creates limitless chump blockers. It creates limitless beaters. It can both dominate the board and defend your life total. I had it pegged as a top card when I first saw the Innistrad spoiler, but initially it flew totally under the radar; now it's starting to see regular play in the sideboards and maindecks of blue/black control, or aggro-control, lists. It has terrific flavour and, just like Liliana, a real sweet spot in Constructed.
Bonus Brags Section
I've been keeping my eye on the Legacy scene since the banning of Mental Misstep; in that team we've had both GP Amsterdam and multiple Star City Games Opens. In that time, Snapcaster Mage - as I predicted - has pushed Brainstorm completely over the edge again, with RUG Tempo - starring Delver of Secrets - putting up a string of particularly fine finishes (how does having access to 8 Bolts sound?), alongside other format staples such as Team American (8 Hymns) and U/W Stoneblade (8 Swords to Plowshares!). Consequently, there's recently been a major community discussion over actually banning Brainstorm this time around, with Drew Levin, Patrick Chapin, Caleb Durward, and Marius van Zundert all weighing in. I've already made my thoughts fairly plain, but it seems very likely at this point that something will have to go, again. Thanks to Snapcaster Mage, the blue decks now have access to double their usual quantities of removal without losing out on countermagic to fight combo - and, if wanted, they can also double up on discard effects, Hymn to Tourach in particular being back-breaking against many combo decks. Brainstorm, however, is the glue that keeps these decks together, the engine that keep them driving, the key piece that ensures they draw the right halves of their decks for the right matchups. I would be very surprised if the DCI weren't taking a serious look at it this time around, now that the banning of Mental Misstep has completely failed to halt the complete dominance of blue-based aggro-control at premier-level Legacy events. There should be no sacred cows, not even ones as superficially innocuous as Brainstorm.
That's all for now. Worlds analysis coming up!
Organized Play Changes
Recently, Wizards of the Coast announced some major changes to their organized play programs. You can read all about them here, but the announcement basically breaks down to the following major points:
1. Pro Points and the Pro Players Club system are scrapped from 2013 onwards. Incredibly, they are to be replaced by a system about which nobody knows anything. If Wizards know, they aren't telling.
2. The World Championships (effectively the fourth Pro Tour of the year) is to be scrapped and replaced by a newer version of the old Invitational. The top 16 in the world (as determined by Wizards through a variety of methods) will meet for an exclusive "clash of the titans" event. Unfortunately, the winner doesn't seem to be getting their own card, which was unquestionably the cool thing about the old Invitational, which produced such cards as Ranger of Eos, Shadowmage Infiltrator, and Snapcaster Mage.
3. National Championships, which previously qualified you for the old Worlds, will no longer feed a large event. They will simply carry a Planeswalker Points multiplier of x8, the same as a Grand Prix (GP).
While this may all seem rather remote from our everyday concerns on the London magic scene, there are a number of important things going on here. Firstly, it just became even harder to qualify for the Pro Tour (PT). Not only is there now one less Pro Tour to qualify for (since the new version of Worlds will essentially exclusively consist of Pro Tour regulars), but the route of "winning nationals" is now closed off. This is in addition to the fact that from January 2012, success at a Grand Prix will not get you an automatic Pro Tour invite. Previously, Top 16 at a Grand Prix would get you there; soon this will no longer be the case.
The bottom line is that it is going to be really, really hard to qualify for the Pro Tour. As a European, your best bet is either to Top 8 multiple Grand Prix or just win a Pro Tour Qualifier (PTQ). Then at the Pro Tour the pressure is really on to do well and garner the absolute maximum number of Planeswalker Points possible, otherwise you'll be starting all over again from scratch. The Pro Tour dream is still there, but you are looking at a heavily increased travel schedule to grind out results at those GPs and PTQs, particularly given the fact that Europe has no equivalent of the Star City Games Open Series - or not yet, at any rate. Your spending for all this Europe-wide grinding will, of course, be commensurately higher than it was previously.
The other major point to be made here is that effectively another Pro Tour has been cut. In the last few seasons, Wizards has gone down from 5 Pro Tours per year to just 3, while heavily expanding the number of Grand Prix. Contrary to the initial assumptions of many - myself included - this decision does not seem to be driven by profit concerns. Magic is at an all-time high, and Aaron Forsythe has clarified on Twitter that Hasbro are quite happy to let Wizards continue to sail the good ship Magic just as they like. For what it is worth, I see no reason to disbelieve him.
Essentially, I think the underlying rationale for the changes is that Pro Tours are elite events, while Grand Prix are open to the general public to participate in. That is, Wizards may be trying to democratize professional Magic and open up opportunities for success and glory to a wider audience. This tweet from Mark Rosewater would tend to support this hypothesis:
Let me stress: we are not spending less money on premier play. We are changing how we spend it to maximize its impact on the most people.
When I initially began to to think about the possibilities of this democratization, I initially didn't think it was possible that Wizards would deliberately begin cutting the Pro Tour. After all, the Pro Tour and the lifestyle of a professional magic player that it permits has always played a huge part in Wizards' marketing - and they've traditionally recognized this, and consequently backed the Pro Tour in good times and bad. They may, however, have concluded that the same promotional goals can be achieved while broadening access.
The current Pro Tour system has been highly successful at the marketing of Magic as an intellectual competitive sport. It has not, however, succeeded in creating marketable stars who could promote the game on a more personal level. Jon Finkel was the last Magic Pro to achieve some semblance of mainstream success, and while his Hall of Fame membership still allows him to attend Pro Tours, he's effectively retired from professional Magic. Moreover, Finkel's mainstream recognition seems to have come after he turned his outstanding talents to poker and finance, not before. Since then, last year's World Champion and the losing finalist have been suspended for leaking confidential information. Tomoharu Saito, one of the leading figures in Japanese Magic, has been banned for a year and half for cheating, just as he was about to inducted into the Hall of Fame, leaving egg all over Wizards' collective face. A worryingly large number of the top stars have either demons in their past (Patrick Chapin, Olivier Ruel) that make them inappropriate marketing material, or are simply far too bland (I'm not going to name names: take your pick). David Williams is hugely well-known, but the game that gave him the tools to succeed at Vegas is only ever mentioned as an afterthought, if at all. At this point - particularly after the Matignon/Wafo-Tapa scandal - Wizards may well be figuring that the Pro Tour is not achieving some of its goals as a marketing tool, and might in fact in playing an actively detrimental role.
In conclusion, I would like to hint at a potential system of premier play that Wizards may be moving towards. It is probably far too radical a suggestion for many, and it may in fact be totally unworkable; nevertheless, I think it makes for an interesting thought experiment.
To start with, I do not believe that it is possible or desirable to intensify the current focus on Grand Prix while still maintaining the Pro Tour. Grand Prix will inevitably feel second-class so long as there exists a network of major tournaments and associated benefits reserved for elite players. Let us assume that Wizards scraps the Pro Tour as it exists in a few years time and adds even more Grand Prix to their schedule, maintaining their status as open events. Let us also assume that Wizards want to encourage the top players in the world to travel to as many Grand Prix as possible, and also want to vastly improve the quality of their coverage. Perhaps a way to do this would be massively increase Grand Prix entrance fees (say x10 or x20), and merge together what would have been Grand Prix Trials and Pro Tour Qualifiers? Simultaneously, they could add plane fares and accommodation to future Grand Prix to Grand Prix prizes, in addition to using the increased entry benefits to ramp up cash prizes and improve coverage.
This would result in a field at any given Grand Prix consisting of the following:
1) Those who have paid for their own entry, travel, and accommodation.
2) Those who have won WOTC-paid entry, travel, and accommodation thanks to winning a Grand Prix Trial, or being at the top of their region's Professional Planeswalker Points tally for a competitive season.
3) Those who have won WOTC-paid entry, travel, and accommodation thanks to success at a previous Grand Prix.
4) Those who are sponsored to attend events by third parties such as Star City Games and ChannelFireball. Some work would probably needed to ensure that the people in this category don't overlap with those in categories 2 and 3.
The sharp-eyed may notice that this is fairly similar to the model on which the European Poker Tour (EPT) is based. Perhaps at the year's end all the Grand Prix winners could be brought together for a private tournament, hosted by Wizards, to decide the Player of the Year/World Champion.
As I say, this may be prove too daring for certain tastes, but it's certainly an interesting idea. Let me know what you think, either in the forums, or via Facebook and Twitter.
See you all next week!