Beating Modern #2

With just a few weeks until the Danish Modern Masters event that I talked about last time, three new decks must be planned for in order for us to succeed! And by “us” I mean you guys, because unfortunately I’m not allowed to play the event, as it is also a Preliminary Pro Tour Qualifier.

#1stWorldProblems


TitanShift

Primeval Titan

This Red/Green ramp deck is put into the world to beat up on Midrange and Control decks in particular. Your ability to either jam threat after threat or put your self in a position where a lot of your top decks are lethal makes it a nightmare to be the Thoughtseize-yielding opponent unless you draw multiples. Most of the time it relies on Valakut, the Molten Pinnacle to get the job done, but a lot of the newer versions will have a respectable midrange plan as backup, should anything happen to your Valakut.

Since TitanShift needs 6+ lands and a “big” spell to win the game, we need to exploit this. This can be done quite a few ways with the most realistic ones being Spell Snare or Inquisition of Kozilek for his early ramp. Even using a Mana Leak or Logic Knot on a ramp spell can buy you a lot of time, so don’t hang on to it to counter a Primeval Titan or Scapeshift if he puts a Farseek on the stack early and you have the mana available. This also means that they mulligan worse than other decks and is punished much harder by missing land drops.

Of course land destruction like Fulminator Mage and Tectonic Edge are effective against this deck, but that’s like lifegain vs. Burn, so I’m not going to spend a lot of time explaining that. What I can say is that destroying a Valakut, the Molten Pinnacle and then exiling the remaining three with Surgical Extraction is something I foresee people turning to again. Fulminator Mage is great against other matchups like Control and Tron, and Surgical Extraction will always help you out for various graveyard-oriented matchups over the course of any given Modern tournament.

Sideboard Options

Disdainful StrokeRuned HaloAven Mindcensor


Eldrazi Tron

Eldrazi Temple

For a lot of months I was convinced that Eldrazi Tron was a bad version of regular Tron and a bad version of Bant Eldrazi, but things have changed. I now understand that the mash-up of these two archetypes makes the deck both resilient and unpredictable for opponents. Cards like Fulminator Mage and Crumble to Dust are slamdunk allstars against regular Tron, but against this deck you can easily find your self behind on board when you cast these land destruction spells. Don’t pay 3-4 mana for killing a land when you can cast Spreading Seas or activate Ghost Quarter instead. Bringing in Fulminator Mage can of course be correct depending on your 75, but I felt like this comparison would make my point clear.

Eldrazi Tron is looking to turn off a high percentage of your deck with Chalice of the Void and then spend the rest of the game casting monsters with relevant abilities. Thought-Knot Seer will take your best card, Reality Smasher will finish you off quickly and Walking Ballista will either eat your board of small creatures or deal the final points of damage to the dome.

A lot of games playing against Eldrazi Tron are decided by your “ability” to draw the right answer at the right time. You want Spell Snare or Abrupt Decay when Chalice of the Void goes on the stack, you want Fatal Push and a fetch land when they have a Thought-Knot Seer and you want Liliana of the Veil when their only threat is Reality Smasher. Easier said than done, but it’s the name of the game and why Eldrazi Tron is a good strategy in Modern.

Ironically, a strategy like TitanShift is very good against Eldrazi Tron because you don’t care about your converted mana cost 1 spells, their clock is not super fast and they can do little to nothing about your big green spells.

Sideboard Options

Ceremonious RejectionStony Silence


Gifts Storm

Grapeshot

Storm got a much needed boost when Baral, Chief of Compliance was printed. Aside from making Commander players’ lives miserable, Baral is the redundancy the Storm deck needed next to Goblin Electromancer to be top tier again. These 7-8 creatures play a huge roll in the outcome of your matchup against Storm, so kill them at all costs – even removing one with a Path to Exile on turn two is the correct play. The land they search up is of course not optimal, but neither is them untapping with the creature in play. There are some scenarios where you want your opponent to invest a Ritual before you kill their creature, but be very careful with experimenting with this, as it could easily cost you the game.

The easiest path to victory for Storm is resolving a Gifts Ungiven, playing some Rituals and then Past in Flames to do it all over and get the lethal Grapeshot after replaying all the Rituals and Gifts Ungiven, and there for attacking the graveyard is very effective. Rest in Peace and Grafdigger’s Cage come to mind. However, Storm players will sideboard with this in mind, and they have very good tools for it. Empty the Warrens offers you a victory condition that doesn’t care about the grayeyard, while Blood Moon – sometimes powered out turn two with the help of a Ritual – will make tricolered decks sad. The difficult part about beating Storm is that they ask so much of you in sideboarded games. If you want to beat it playing a non-combo deck, you must get lucky or fulfill these criteria:

Kill the bear.
Attack the graveyard.
Don’t lose to Empty the Warrens.
Prepare for Blood Moon by fetching basics if you can afford to.

Sideboard Options

Engineered ExplosivesDispelRule of Law

As I mentioned last time, I enjoy your input quite a bit, so please contribute to the knowledge pool in the comments!

Andreas Petersen

Andreas Petersen

Content Producer at Snapcardster
With national titles in Legacy and Vintage, multiple Grand Prix money finishes in Modern and a newly found affinity for 1v1 Commander and Pauper, Andreas has an opinion about every constructed format except Standard.
Andreas Petersen

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