6 Lessons from Danish Legacy Masters

Last weekend I attended a Legacy tournament called Danish Legacy Masters with 70 players, and I learned quite a few things from it that I would like to share today.

1. Preparation

As a surprise to absolutely no one, I sleeved up my trusty Four Color Control deck which I have played for ages online to good results. The more games I played in a tournament setting with the deck, the more comfortable I have gotten playing from behind. The nature of a control deck combined with the blazing speed of the opposition in Legacy (tempo and combo decks) dictates that you will be under pressure and have to dig yourself out of holes from time to time.

In the beginning I felt very uncomfortable and not the slightest confident in these spots, but all the practice and experience has turned that on its head. The deck is very capable of epic comebacks thanks to cards like Baleful Strix (blocker + cantrip into what else you need), Snapcaster Mage for similar reasons and Brainstorm to find the two cards you need and put an irrelevant card back netting virtual card advantage. There is no way I was able to top 4 this event without the experience and muscle memory that endless testing has provided.

Now I’m gonna go through some of my matchups for the day and give you my thoughts on the decks and my role against them.


2. Eldrazi

Rewind a month or two back, and I’m in the Legacy Challenge top 8 with a 5-1 record feeling confident. I get paired against a deck I had happily forgotten and get #smashed in two super fast games, crack my 25 treasure chests and go to sleep. My previous removal suite was constructed with Delver, Death and Taxes and Elves in mind and I was poorly set up to beat Eldrazi. I knew the deck would rise in popularity like the top 8 decks from the Challenges always do, so I was determined to tweak my removal spells before Danish Legacy Masters.

The compromise ended up being adding the fourth Baleful Strix and two Murderous Cut. Against non-Eldrazi and Gurmag Angler, I would be over paying for my removal spell, but Reality Smasher and the zombie fish needed to be dealt with, and I was happy with the trade off. Long story short, Murderous Cut saved my behind in the event as I was paired against Eldrazi twice.


3. Grixis Delver

In the semi finals I fell to Grixis Delver after three great games that could have gone either way, but instead of talking about that match in particular, I have some thoughts on the matchup.

With the full playset of Baleful Strix, three sweepers and a smattering of spot removal, I still feel the matchup is slightly above 50% for me. A friend of mine made a great point on Skype one day where I was playing against Grixis Delver and thought about sideboarding out 1 Leovold, Emissary of Trest and 1 Kolaghan’s Command because I was afraid of soft counters and Pyroblast. I’m boarding out Jace, the Mind Sculptor because of Daze and the cards I just mentioned and was looking to be more low to the ground.

He basically said

“you’re playing more lands than them, so you still need to make sure you have better cards than them because it’s gonna be a long grind most of the time”.

That stuck with me and is an excellent point.What’s the purpose of going smaller if your deck wants to play a long game anyway? We need to take advantage of the fact that we have better cards for the late game and find the right balance between winning the late game and surviving in the early game. Lesson learned.


4. Death and Taxes

This deck is very close to my heart, but in its current form you’re shooting your self in the foot by choosing it for a tournament. My friend and team mate Thomas Enevoldsen played three copies of Palace Jailer in his 75, and that’s definitely a step in the right direction. A few weeks ago I was checking decklists from the Legacy Challenge and saw a version splashing green for Choke and Sylvan Library in the sideboard. With 2-3 Jailers, 2 Chokes and 1-2 Libraries I can see the deck being competitive again. The mana base takes a small hit, but I think it’s worth it in a world of Kolaghan’s Command.


5. Black/Red Reanimator

The boogie man of the format was represented at this event, and I had the pleasure of losing to it in a match where we spent more time shuffling than playing. Yes, the deck is fragile and will sometimes mulligan to oblivion or lose to a Deathrite Shaman on the draw. Surgical Extraction and Flusterstorm try to up the percentages after sideboard, and Force of Will is sometimes enough.

My take away, and the reasons I played it at Grand Prix Las Vegas this summer, is that the deck punishes opponents who are either unprepared, unwilling to mulligan and players who simply didn’t find relevant disruption in their seven and six card hand. There are a lot of free wins playing a deck like this which will be important in a long tournament. Also make no mistake that this deck can produce a turn one Griselbrand a higher percentage of the time than you think and can beat a Force of Will even more often.


6. Elves

I had the pleasure of playing against Elves in the quarter finals. Not only because I was victorious, but because the games against a competent Elves opponent are always intense with a lot of punches being traded back and forth. Elves both has the ability to combo kill and grind you out, and an experienced green mage will search for a window to execute the combo plan while still playing for the long game with Elvish Visionary and Wirewood Symbiote.

Because their individual card quality is relatively poor, a simple spot removal is better than a one-for-one, Hymn to Tourach is more devastating than usual and sweepers and mulligans can really hurt their win percentage in the matchup. I was fortunate enough to experience all of these things this match and was able to take it down.

Until next time, may all your Hymn to Tourachs be double Sinkhole.

Beating Legacy #2

Make sure to check out the last episode if you haven’t already. Today we have two more decks on the menu, and hopefully you will be better equipped to beat them after reading the following.

Death and Taxes

A few years back, this deck was a joke in many people’s eyes and wasn’t taken too serious. However, it has gone from “a deck that only Danish pro players play” to a top 5 represented deck in the Legacy metagame in the meantime. Death and Taxes has always been a deck that impactful sideboard cards will help you to beat, and the realization that the deck was the real deal hasn’t exactly helped its’ position. More on those sideboard cards later.

What looks like a glorified White Weenie deck on the surface is a mean prison control deck at its’ core. Almost every card in the deck hopes to negate your opponent resources to a point where it can’t function, and their mediocre beatdown can bring your lifetotal to 0. Let’s have a look at some of the key cards and what they mean for their deck.

With a Vial on turn one, their win percentage increases dramatically. A free Black Lotus every turn, Flickerwisp tricks, any creature at instant speed, uncounterability and spare mana to activate Rishadan Port are just some of the advantages of an active Aether Vial. Prioritizing Vial with your Thoughtseize or Force of Will will often be correct, as all of their other cards get worse without it. Needless to say, you are happy every time they don’t play it on turn one. Not a lot of sideboard cards are worth using to deal with it, but Pithing Needle and various Disenchant effects are great vs. other parts of their deck and should be brought in.

removal spell. If you absolutely have to kill a creature, your own endstep is better than your mainphase. Keep in mind they can use it to reset a Phyrexian Revoker, get a new Germ token from Batterskull, remove an opposing blocker, get another trigger and equipment from Stoneforge Mystic or exile a land for the turn on your upkeep to keep you low on resources. If you know your opponent’s options with Flickerwisp, you can reduce its’ impact in the best way possible.

This Batman and Robin duo of lands will cause headaches unless you’re familiar with their impact. The threat of Wasteland will make you search out basic lands, but Rishadan Port can punish you for this by keeping you off colors and stranding spells in your hand – Death and Taxes‘ ultimate goal. Make sure to identify the games where you can afford to search out basic lands and the games where you need dual lands for your deck to function. This deck is very good at punishing you when you fail to find the correct solution.

Death and Taxes has quite a few creatures with only one toughness, so it’s only natural that the following sideboard cards are effective against it. In my opinion cards like Dread of Night and Sulfur Elemental are not worth it across the board, but with Elves, True-Name Nemesis and Young Pyromancer in the metagame, the following -1/-1 and similar effects are worthy of sideboard slots.


Eldrazi

Eldrazi has recently made a comeback in Legacy posting great results online and at the American Eternal Weekend. The Delver decks have done a great job of keeping various combo decks in check, and players are trying to fight the Delver decks with the cheapest removal spells around – namely Lightning Bolt and Fatal Push. Chalice of the Void on one and big creatures line up great against the new format without 15% Miracles and there for way fewer Swords to Plowshares around. Let’s get to know the enemy a little better.

You need cheap spells to beat Delver variants and combo decks, and Eldrazi will try and punish you for this. Having incidental answers for Chalice or playing a deck that is not super reliant on 1-mana spells are the ways to go. Examples of cards could be Kolaghan’s Command, Abrupt Decay or Flickerwisp while the decks could be Sneak and Show or 4 Color Aggro Loam. Decks like Grixis or Blue/Red Delver have a very hard time against Chalice where Sultai Delver will fare much better because of Abrupt Decay and Tarmogoyf which can outgrow Thought-Knot Seer and Reality Smasher on a regular basis.

Against stompy style decks which are definitely not the most consistent of decks, Force of Will and Daze have traditionally been great disruption tools. Because of the nature of non-Brainstorm decks, they will mulligan more and get messy draws. However, Cavern of Souls changes everything and I often times see my self praying they don’t have it when I’m holding the Force of Will for their big threat. You still need to keep in your Forces for games two and three, but they will make you sweat for it.

I love playing 4 Color Control, but I’ve been having a hard time losing to Eldrazi with my previous removal suite. I suggest thinking out of the box and toying around with your slots for removal spells a little to gain valuable percentages against Eldrazi. Here are some alternatives to the subpart Fatal Push and Lightning Bolt to improve your matchup against Eldrazi. Note that you can’t afford to cut these, but even one or two changes in your 75 will help.

 


Thanks a lot for reading this far. I will do Beating Legacy #3 featuring Elves and Sneak Attack in the not so distant future!

Beating Legacy #1

November 5th there is a huge Legacy tournament in Copenhagen called “Danish Legacy Masters“. As this is a tournament with great tradition and players coming in from not only all parts of Denmark, but also from Sweden and Germany, I can’t wait to play.

I have four top 8‘s with one win and one finals split in this tournament series over the years, and I’m hoping to add to my resume this time around. But I’m getting way ahead of me because in order to win, you need to prepare! So tag along as I try and break down the most relevant decks to prepare for. Welcome to “Beating Legacy“!

Storm

Storm uses Dark Ritual, Cabal Ritual, Lotus Petal and Lion’s Eye Diamond to accelerate out Ad Nauseam or Past in Flames either natural drawn or found with Infernal Tutor. The tutor makes sure you can end your turn by searching up a lethal Tendrils of Agony. To clear the way of pesky counter magic, a total number of 6 or 7 Cabal Therapy and Duress are included.

Some opening hands allow for quick kills where others need to set up a later kill with the numerous cantrips. Gitaxian Probe provides free information about the opponent’s hand, while Brainstorm and Ponder do their usual job of digging for what you need.

In order to give yourself the best chance of beating Storm, you need to fight them on several axis. In my experience, if you can attack Storm on at least two of the following areas, you are in good shape:

1) Clock. The faster you can get them low on life, the better. The damage also interacts favorably with Ad Nauseam.
2) Counter magic. Counterspells are good, and Flusterstorm is the best of the bunch.
3) Discard spells. Going for their hand is good for obvious reasons and provides information on how to play out your hand.
4) Graveyard hate. Attacking the graveyard means that Ad Nauseam or Empty the Warrens are their only path to victory.
5) Hateful permanents. They will only have a few answers to permaments in their deck, so getting one into play around their discard spells is important.


Grixis Delver

Many color combinations of Delver decks have come and gone through the years, but in 2017 it’s all about Grixis. Deathrite Shaman is too good not to play and needs black mana, and your removal spell of choice – Lightning Bolt – can finish off players and still kill most of the creatures in the format. Furthermore, red offers some great sideboard options while also adding Young Pyromancer to the threat base. Speaking of which, their different threats can’t be dealt with by the same cards, so keep that in mind.

They usually run a full playset of Deathrite Shaman and Delver of Secrets and then a mix of Young Pyromancer, Gurmag Angler and True-Name Nemesis. While Fatal Push and Lightning Bolt take care of the first two, and True-Name and Pyromancer die to various -1/-1 effects, the Angler is very resilient to non-Swords to Plowshares removal. The difficulty of dealing with its creatures is one of the deck’s greatest strengths.

Playing and hopefully winning against Grixis Delver demands that you can navigate around some of their most important disruptive cards. Let’s go through them one by one.

“Can I afford to play around Wasteland?” is the most important question you have to ask your self. I’ve seen my share of players who played around Wasteland and as a result weren’t able to cast all of their spells. Don’t be that guy. Sometimes you need to make them have it and power through it, and sometimes you need to bridge a gap between two turns where you are immune to Wasteland. Storm and Sneak and Show are the most common decks for these situations with turn 1 basic Island and a cantrip.

Daze raises different questions than Wasteland, but they have their similarities. Early in the game you have to take stand to whether you can play around Daze all game or you’re going to run into it eventually. Keep in mind though, that waiting one turn to boost your odds of resolving a spell can backfire against a tempo deck like Grixis Delver. Wasteland, Cabal Therapy and Force of Will from the top of their library can punish you for sandbagging spells in fear of Daze, so I suggest you cast your spells on curve the majority of the time unless it’s a crucial one.

Playing around Cabal Therapy can be a few things. You need a lot of knowledge about what your opponent is most likely to name depending on the situation, which can be very hard. You should make sure not to have two of the same card in hand if you can avoid it. Aside from Brainstorm and Ponder, another way to do this is playing out the card you have two copies of if you have to decide between two spells for the turn. For example, if you have two Thalia, Guardian of Thraben and one Stoneforge Mystic in hand, chances are you should be playing out the Thalia regardless of what the best play would be in respect of the Therapy.

Stifle in combination with Wasteland can really mess up your plans. In some scenarios, fetching out a nonbasic before the opponent has mana for Stifle, even though they run 4 Wasteland, can be the correct play. Sometimes you need to play out fetch lands and cast no spells and make your opponent keep up the mana long enough for the Stifle to be irrelevant or until they decide to make a move. Since they run relatively few lands, chances are that they will not be able to advance the board while keeping up Stifle. Be proactive if you don’t have the ability to keep making land drops or wait it out – your deck will typically be better in the long game.

That will do it for the first installment of Beating Legacy. Next week I will be back with some more tips and tricks for a few relevant Legacy matchups. In the meantime please add your best advice for beating Storm and Grixis Delver in the comments on facebook, twitter, reddit or where ever you are reading this.

Temur’s next Move

So William Jensen crushed Worlds in what looked like a most deserved tournament win in terms of preparation and level of play. Of course he got lucky along the way but I don’t think anyone has won a tournament without luck. His and his PGO brothers’ weapon of choice was a very finely tuned version of Temur Energy (you don’t randomly put one Supreme Will and one Glimmer of Genius in your deck for Worlds), and it begs the question: “why play anything else?” An identical copy even won the MTGO PTQ on Saturday.


Temur Energy

Creatures (23)
Bristling Hydra
Glorybringer
Longtusk Cub
Rogue Refiner
Servant of the Conduit
Whirler Virtuoso

Spells (15)
Abrade
Attune with Aether
Commit // Memory
Confiscation Coup
Essence Scatter
Harnessed Lightning
Magma Spray
Lands (22)
Aether Hub
Botanical Sanctum
Forest
Island
Mountain
Rootbound Crag
Spirebluff Canal

Sideboard (15)
Negate
Abrade
Confiscation Coup
Supreme Will
Glimmer of Genius
Torrential Gearhulk
Chandra, Torch of Defiance
Aethersphere Harvester
Chandra's Defeat
Appetite for the Unnatural

To answer the question, let’s start before the rotation where I thought UB Control was a good choice against Temur and the metagame as a whole. Two important changes mean that this is no longer the case. First, the departure of Grasp of Darkness really hurts, especially against Monored where you also lose Flaying Tendrils and Kalitas, Traitor of Ghet. Vraska’s Contempt is considerably worse as the two life just isn’t enough to remedy two extra mana spent to kill Hazoret the Fervent (or heaven forbid, one of the cheaper creatures).

Against Temur it is also a blow because you now have to lean heavily on Fatal Push in the early game. With Grasp you could board out some number of Pushes and still be able to deal with early Longtusk Cubs and Servant of the Conduits. Having to keep in all four Pushes means you end up in spots like Kelvin Chew did in game 4 of the semifinals where he drew all four and had to spend two on Thopter tokens while not being able to kill the Whirler Virtuoso that made them. If just one Push had been a Grasp I think he would have won that game.

Second, you can now expect Temur to have Essence Scatter in the main deck. Having such a tempo positive way to deal with The Scarab God for good or Torrential Gearhulk while stopping the trigger is huge. Of course they don’t always have it and the God is still game over if you untap with it but it does change the matchup and the way you have to play. Search for Azcanta is getting rave reviews but I just don’t think it does enough to make UB the place to be (although I have only played 4 leagues with it).

Generally I would say the way to punish Temur is to play a focused strategy that goes over the top of them. There are two decks that I think do this in Standard, Anointed Procession decks and God-Pharaoh’s Gift decks. The problem is that these decks have either/both consistency issues and/or trouble against the other big decks (UB and Monored).
So even if you beat Temur (which you might not if they prepared their sideboard for you) you aren’t necessarily favored against the metagame. There was an Anointed Procession deck that crushed the PTQ Swiss and it looks to have addressed at least the inconsistency issues with Champion of Wits, so I will be exploring that avenue soon. For now, though, I want to play the best deck and beat the mirror, a tried and true strategy:


Temur Energy

Creatures (23)
Bristling Hydra
Glorybringer
Longtusk Cub
Rogue Refiner
Servant of the Conduit
Whirler Virtuoso

Spells (15)
Abrade
Attune with Aether
Chandra, Torch of Defiance
Confiscation Coup
Essence Scatter
Harnessed Lightning
Magma Spray
Lands (22)
Aether Hub
Botanical Sanctum
Forest
Island
Mountain
Rootbound Crag
Spirebluff Canal

Sideboard (15)
Negate
Struggle // Survive
Confiscation Coup
Carnage Tyrant
Nicol Bolas, God-Pharaoh
Chandra, Torch of Defiance
Aethersphere Harvester
Chandra’s Defeat
Appetite for the Unnatural
Nissa, Vital Force

This list isn’t revolutionary but the core of the deck is so large now that there is limited room to maneuver, in the main deck at least. I like Chandra a lot and I was actually surprised to see PGO omit her from the main. I hope it was because they wanted to strand opposing Negates and that there isn’t a bigger picture that I’m not seeing (interestingly the control decks largely omitted Negate from their main decks).

As the Worlds list indicate, the sideboard is fair game and where you really make your edge with a deck like this. I haven’t liked the Torrential Gearhulk plan that much so I want to make room for some real mirror-breakers. I think Nicol Bolas is the best for the job but I don’t know if it’s a good idea to play more than one seven-drop.

As I mentioned earlier, The Scarab God has lost a little luster with Essence Scatters being more populous, but it is still the next best in my view. However, you need to play a Swamp which I would like to avoid. The mirror isn’t everything and your mana is pretty stretched as it is. You could put a Swamp in the board but I think Swamp and a God is worse than, for example Nissa and Confiscation Coup.

By the way, I had a great chat with my friend Mattia De Colle and he brought up a good point about Confiscation Coup: what are you actually hoping to steal in the mirror? Longtusk Cub is a great target but you usually board it out. Taking The Scarab God is obviously amazing but many aren’t even playing it. Then you’re basically left with a tapped Glorybringer which means you get a two for two (I’m assuming it killed a creature so the creature and your coup for their Glorybringer and a Harnessed Lightning which they often have since you save it for Glorybringer mostly).

I guess it helps you get Glorybringer superiority but we think the game more often comes down to Bristling Hydra superiority. I will still bring in coup for the mirror but it’s mostly for mono red.

I will board in Carnage Tyrant in the mirror but it’s really there to crush UB. Bristling Hydra is your best threat against them and the tyrant is even better. It’s basically Bontu’s Last Reckoning or game over. Nissa is also quite the boss against control, I only lost one game where it stuck and that was because I punted.

Initially I wanted to cut Appetite for the Unnatural because it just seemed unimportant but with Anointed Procession and God-Pharaoh’s Gift on the rise, it gets to stay. This is also where I hope Struggle // Survive will come in handy. These decks can seem like tough matchups and you can easily lose to their good draws. They are inherently inconsistent though as they need Anointed Procession or God-Pharaoh’s Gift respectively to do broken things.

Since you have answers to both of them, it is possible to keep them from functioning properly in which case you just need to make sure to close out the game before they can find another one. This is a prime example of why Temur is the best deck: it might only be an 8 on the power level scale but it is an 8 almost every game, whereas something like tokens regularly varies from 2 to 10.

The final point I want to discuss is flooding. My list has 22 lands, the Scarab God version goes up to 23. Then you have 4 Attune with Aether which thins your library a bit but still almost counts as a land, and 4 Servant of the Conduit. That’s almost half your deck just making mana (yes you get a bit of extra energy but still).

Variance and observation bias probably plays a role here but I’ve flooded a lot since I picked the deck up a couple of weeks ago and I can’t help but wonder if there are too many mana sources in the deck. I don’t have any conclusion so feel free to chime in but I will try shaving a servant since it pretty much always gets killed turn 2 and is a pretty bad draw late.

I hope I can find something that beats Temur consistently before the Pro Tour but I am content with it as my fallback plan. Let me know what ideas you have for both. Thanks for reading.

Legacy is All About Leovold

For those of you who have been living under a rock for the last six months, I can tell you that the “best” deck in Legacy is a four-colored control deck in which you can play any non-white card. The deck plays a lot of powerful cards, and its’ goal is to prolong the game so the superior card quality can take over – kind of like how “Jund” was looked at in Modern a few years back. Today I’m going to analyze what having 4 Color Control at the top of the metagame percentages means for the format.

Why is 4 Color Control a popular choice?

First things first. This deck’s game plan appeals to a lot of good players because they get to play a long game of Magic and gain small advantages here and there which ultimately gives you a higher chance of winning the game. When taking a look at the following list, which is not only a list of awesome Magic, but also the core of 4 Color Leovold, you suddenly understand why players want to play this deck.



Metagame reactions caused by 4 Color Control

The dreaded Black/Red Reanimator that was all the rage to start the year has slowly disappeared from the format thanks to too many decks starting off the game with Deathrite Shaman. I guess 4 Color Control can only take the blame partially for this one.

My team mate and Death & Taxes specialist Michael Bonde said on Skype the other day that Kolaghan’s Command has pushed his favorite deck all the way to the edge of playability and that every time he beats 4 Color Control, he feels like the luckiest man on the planet.

People tried their hardest to come up with a playable Blood Moon deck to fight the heavy amount of nonbasic lands in the format. Maybe this Chandra deck is the answer?

Grixis Delver players started experimenting with grindy sideboard plans that included Kolaghan’s Command and Painful Truths among other typical controllish cards.Nic Fit, a Green/Black/X based ramp built around Veteran Explorer and Cabal Therapy synergies, has started to pick up steam lately. In a world where Swords to Plowshares is running rampant, the Explorer simply is not a playable Magic card.

The only answer for this card out of 4 Color Control is usually Force of Will and possibly a singleton Abrupt Decay, which is good news. Having Sylvan Library in play will generate a ton of card advantage because you don’t really care about your life total when playing against 4 Color Control. Most of their cards create card advantage, and now you can fight on even terms instead of bringing a knife to a gunfight. This card’s stock is way up these days.

Green/Black Turbo Depths, which only route to victory is the 20/20 indestructive Marit Lage token, is a natural predator of 4 Color Control due to the lack of exile-based removal. In a world of Wasteland and Terminus, this deck was hardly a factor.

Some Delver pilots switched to a more burn-heavy version playing only Blue and Red to punish the mana base of 4 Color Control with Price of Progress.

Lately I’ve been playing against a few Eldrazi decks, but I don’t have enough data to call it a metagame reaction. One thing is for sure: if that deck is climbing to 5% of the metagame, I will have to re-evaluate my removal suite to combat Reality Smasher better.

My Version of 4 Color Control – October 2017

Recently I played the deck to a top 4 finish at the weekly Legacy Challenge on Magic Online, and here is my list. Allow me to talk about a few interesting card choices.

I like two copies of Diabolic Edict in the deck mainly because of Gurmag Angler, True-Name Nemesis and the Marit Lage token. If your opponent Show and Tells a Griselbrand into play, the Edict can do great things combined with Leovold. This slot is definitely a hedge, because most of the time you will be spending two mana to kill a creature and wish it was a Fatal Push or Lightning Bolt.

This is fairly controversial, and those who follow my stream will know how I feel about this. Ponder is better in a deck where you are looking for specific cards and in decks where you play a low number of lands. However, in a deck with 20 or more lands like this one, I’m mostly looking to keep the engine running not looking for anything specific most of the time. The trade off is that you avoid the awkward situations where Ponder reveals one card you want and two cards you don’t want which leads to shuffling a lot of the time unless you have an uncracked fetch land at the ready. With Preordain you lose some potential upside, but you’re getting a much more consistent cantrip for your control deck. Needless to say, I suggest at least giving Preordain a try in this archetype.

I recently added a second copy of this effect, and it performed right from the start. Aside from the obvious function of dealing with Blood Moon, hasty creatures and a lethal Price of Progress, this little gem works wonders in the mirror match. In games two and three, Pyroblast play a huge role and looping Kolaghan’s Command with Snapcaster Mage is a great way to win a close game. Furthermore, you can counter opposing Sneak Attack or Burning Wish at a cheap cost.

Another great tool to fight the inevitable mirror match when entering a Legacy tournament. She can buy back your creatures that your opponent already spent resources killing, and she can ping Baleful Strix and Snapcaster Mage while ticking up. Not a lot of cards are worth using to deal with resolved Strixes and Snapcasters, but this Liliana qualifies. Making your life easier vs. Elves and Death & Taxes is just gravy.

Chandra has made her way into Legacy because she’s a house in the mirror. She dodges Pyroblast and can be very tough to deal with for the opponent unless they have a huge board presence or two burn spells in hand – something that is very hard to accomplish in the mirror match where you have basically the same cards. Deathrites getting killed, Hymn to Tourach both directions, Leovold or Jace, the Mind Sculptor being countered by Pyroblast is how a lot of games go. In these situations, Chandra will be a huge draw thanks to her ability to draw extra cards and deal with a single creature at the time. Maybe it’s off topic, but I won a game vs. Blood Moon thanks to her.

The rest of the list speaks for itself, but please feel free to ask if I missed something interesting.

I hope you guys enjoyed reading about my thought on 4 Color Control. If you have anything to add or think I’m telling lies, let me know in the comments and let’s have a great discussion!

In the coming weeks I will be publishing two or three articles about “Beating Legacy“, so make sure you don’t miss those.

Beating Modern #3

Editorial Note: Make sure to check out Beating Modern #1 and Beating Modern #2. They are great. Trust me.

Welcome back to yet another batch of basic guides to beating the usual suspects of Modern. I’m really enjoying writing these overall matchup blueprints, but I enjoy getting your input even more. Maybe you have played the deck for three years and my testing is useless compared to your expertise. Great, then contribute in the comments here, on facebook, reddit or where ever you are reading this. Let us get better together!


BG/x Midrange

Black and Green-based Midrange decks with one mana discard spells, Tarmogoyf and Liliana of the Veil fall under this category. Even though their threatbase and removal suite will differ and depend on their splash color (if any), playing against these different versions of the archetype feels very similar. Ideally, their objective is to grind both players down on resources so their superior card quality can take over the game. They use cheap discard and cheap removal spells to make sure the game doesn’t get out of hand quickly, so turns 1-2 it is very difficult to get an edge there.

Collected Company is a very good example of what BG/x Midrange is weak to. Cards they can’t use Inquisition of Kozilek, Abrupt Decay or other 1-for-1 removal spells to deal with. Four-mana planeswalkers, Reality Smasher and Gurmag Angler are other good examples, while – if you are playing Affinity – your best threat against them is Etched Champion.

They lean hard on Liliana of the Veil to get pairity in cards and keep the board clean, so cards that match up well against her are at a premium. Lingering Souls, Kitchen Finks, Voice of Resurgence and Matter Reshaper come to mind when thinking about main deck cards, and Obstinate Baloth can blow the BG/x player out after sideboard.

This archetype has traditionally been weak to “big mana” decks like Tron and Scapeshift strategies, and that is still true today. Ramp your lands onto the battlefield and trust that your deck with much higher top end will draw better than your BG/x opponent. Any respectable BG/x sideboard will contain Fulminator Mage, sometimes combined with Surgical Extraction or some main deck Ghost Quarters, so they will also come prepared.

Good Sideboard Cards


Abzan Company

Abzan Company is a creature combo deck that tries to assemble either Vizier of Remedies + Devoted Druid + Duskwatch Recruiter and finish the game with Walking Ballista or Rhonas the Indomitable or the old infinite life combo of Viscera Seer, Kitchen Finks and Vizier of Remedies. The only non-creature spells in the deck are Collected Company and Chord of Calling, and combatting those is how you get the upper hand in the matchup.

The deck also plays a couple of Gavony Township, and these serve as a great plan B when they can’t assemble their combo. Keep in mind that if you are playing a fair deck, a long game against Abzan Company will most likely result in Gavony Township taking over the game.

When they lead on Noble Hierarch or Birds of Paradise, you should always kill it with Fatal Push and Lightning Bolt, and the same goes for Devoted Druid on turn two, but later on managing your removal spells can be tricky. Having one ready at instant speed means you can break up their infinite combo and leave them with a 2/1 vanilla creature and Duskwatch Recruiter which ability is somewhat expensive to use. Also note that the Devoted Druid will be summoning sick, so you always have time to remove it from the board before they combo.

Grafdigger’s Cage is fantastic because it stops persist from Kitchen Finks plus all of their eight green search spells. Anger of the Gods is another great card that will deal with most board states and the Kitchen Finks completely.

Good Sideboard Cards


Blue/White Control

(written by U/W Control pilot Anders Gotfredsen)

U/W Control has pretty much always been a major deck in Magic all the way back to Brian Weissman’s ‘The Deck’ from 1996. Back then it was all about staying alive and eventually kill your opponent with whatever slow – but resilient – win condition was available. With Modern having so many different strategies, staying alive indefinitely against everything is an impossible task, but the win conditions have also gotten more powerful, and counterspells and board sweepers are still great against most decks.

The main plan revolves around planeswalkers, mainly Gideon of the Trials, Jace, Architect of Thought and Gideon Jura which they keep alive with Supreme Verdict, Cryptic Command and cheap interaction like Path to Exile, Mana Leak and Snapcaster Mage. The deck is very good at dealing with conventional creature strategies because if you play one creature at a time, Path to Exile or either Gideon buy them a turn, but if you play more than one, Supreme Verdict can get you.

The way to beat U/W is by not just playing creatures and attack with them. This means you want creatures that provide value even if they are killed right away (these often come as a Collected Company which is also great against U/W) or non-creature threats like planeswalkers or Valakut, the Molten Pinnacle. U/W Control can also be quite weak to Tron decks, because even though they have Spreading Seas and Tectonic Edge, they don’t close out the game fast enough to stop the big Eldrazi from being cast. Lantern Control also has a great U/W matchup because it sidesteps the whole creature damage plan and have inevitability for the long game they will surely reach.

Generally, U/W isn’t a deck that has it’s own game plan that you should aim to disrupt; they want to stop you from enacting your game plan and so you beat them by having a plan that they’re not prepared for.

Good Sideboard Cards:

If you want more Modern action, tune in to my twitch channel and follow me on twitter!

Beating Modern #1

Hello and welcome back, this time for the first piece of an article series about Modern! Three at a time, I will be running through the most popular Modern decks out there and tell you how to beat them in your next Modern tournament. Feel free to add more tips and tricks in the comments! Also, you can skip the prologue and go straight to the matchup guides if you live outside of Germany and the Nordic countries.

Prologue

This article series is brought to you by Snapcardster and a Danish union called “Eternal Magic Kbh“. The union started out many years ago with the intentions to play a lot of Legacy and make great tournaments for the mature audience who were not very interested in Standard. Once or twice a year, around 100 players gathered in Copenhagen to play in “Danish Legacy Masters“, and the events were always a huge success. A few years ago, Modern was added as a supported format as a reaction to the high demand and broad audience of the format. Because of the support from the state, these tournaments have way better prizes than normal tournaments at your local game store.

Because I love watching the Danish tournament scene grow, and I am privileged to be a part of Snapcardster, I had to use this amazing platform to recommend this tournament to anyone within a reasonable reach of Copenhagen. I know many players from Germany, Sweden and Norway have previously visited this tournament and always had a great time – sometimes even brought back the crown and made some friendly rivalries along the way.

You can find the event information about “Danish Modern Masters”, which is also a PPTQ, here.


Grixis Death’s Shadow

This deck is a tempo deck most of the time, but don’t underestimate its’ ability to grind with the best of them using Kolaghan’s Command and Snapcaster Mage – especially together. Its’ low land count make it possible to gain virtual card advantage over a long game of Magic where the opponent will naturally draw more lands, assuming they play more than 18-19. Also expect to face both versions of Liliana after the new planeswalker rule is in effect.

You want targeted removal spells and lots of it to beat it, preferably paired with Snapcaster Mage. Fatal Push, Engineered Explosives and Abrupt Decay do nothing against the delve creatures, and Death’s Shadow can live through Dismember some percentage of the time, while Path to Exile and Terminate do the job against all of their threats.

Death’s Shadow is weak to heavy boardstate decks like Abzan Company, Affinity and Humans because of their ability to race and deal a lot of damage out of nowhere. Similarly, if you are playing Burn, don’t Lava Spike them for three every turn. Instead you should aim to do large chunks of damage in a few turns to limit the number of big attacks from Death’s Shadow. Some games Death’s Shadow will take advantage of the small damage you are dealing them and stop the last lethal burn spell with a timely Stubborn Denial or two. Don’t play into their lifeloss plan at their pace.


Sideboard Options


Affinity

Affinity is an aggressive deck looking to win the game via the combat step. Most of their cards are not very impressive on their own, but synergize very well. You will be taking advantage of that in your quest to beat them.

The deck is composed of bad cards and payoff cards, with the payoff cards being: Cranial Plating, Arcbound Ravager, Steel Overseer, Master of Etherium and to some extent Etched Champion and Signal Pest. If you manage to deal with these, you will win the game most of the time. Don’t Spell Snare a Vault Skirge, don’t Fatal Push a Memnite, and don’t Thoughtseize a Galvanic Blast.

Arcbound Ravager is a very complicated card to play against. Just like the Affinity player, you have to do exact math and be aware of each and every modular option at their disposal. I like killing the Ravager early to make them make a decision about additional +1/+1 counters, and some people like having the removal spell at the ready when your opponent goes all in. Find your style and stick to it.

The eight creature lands of the deck represent a very effective angle of attack, so always pay close attention to which Nexus they are sitting on. You can die from poison out of nowhere from either Ravager’s modular or the double black costed activated ability on Cranial Plating, and the Blinkmoth Nexus can pump even Inkmoth.

Keep an eye out for Blood Moon out of their sideboard if you happen to play a deck that is weak to it.


Sideboard Options


Burn

A very linear deck with one simple goal: reduce your opponent’s life total to 0 as fast as possible using hasty creatures and direct burn spells. While dedicated lifegain, Kitchen Finks and Lightning Helix for instance, is great for obvious reasons, let us talk about other ways to get an edge in the matchup.

First of all, your mana base is super important. Some decks can afford to run a lot of basics and fastlands (Spirebluff Canal and its’ friends), and this is a great start to beating Burn – actually forcing them to do the full twenty damage to you. You need to watch out though, because sometimes fetching a basic instead of shockland will cost you tempo and there for indirectly life in the long run. That brings me to the next point.

You need to establish a clock against Burn and not give them too many draw steps to find enough gas to finish you off. Delve creatures, Tarmogoyf, Master of Etherium, Thought-Knot Seer and Reality Smasher are all great at pressuring their life total at a fast pace.

Because Burn needs a critical mass of relevant cards, one-for-one answers are good against it. Spell Snare‘ing an Eidolon of the Great Revel, Fatal Push‘ing a Goblin Guide or Inquisition of Kozilek‘ing away a Boros Charm are all great plays that improve your odds of beating it. The more you trade spells one for one with the deck, the more firmly you put your self in the driver seat.

Sideboard Options

Please share all the inside information you have about the above decks. Sharing knowledge is power! Thank you all for reading, and I’ll see you next time where I cover three more decks you can be sure to face in your next Modern event!

If you want more Modern action, tune in to my twitch channel and follow me on twitter!

Counterspell in Modern

Let’s start off with a quote from a previous article of mine to underline that I am a man of my word.

It is definitely no secret that I enjoy playing Control decks, but it is also no secret that I have never actually pulled the trigger in a premier event before. After a long period of TitanShift as my weapon of choice, I decided it was time to try out interacting with my opponent again. I entered a 295 players Modern PTQ on Magic Online and fought my way to a 6-1 record having two win and in matches for a top 8 spot. Unfortunately the wheels fell off in the end, but I still have a good feeling about this deck.

The Butterfly Effect
The starting point was realizing I wanted to play the full four Logic Knot and that I needed a playset of Thought Scour to make that happen. Having played a bunch of Esper Shadow and my love for the card Lingering Souls in mind, adding those in were a no-brainer. Let us have a look at the deck card for card.

These cheap blue cantrips are necessary for a strategy like this. Serum Visions lets you keep more opening hands, keeps the engine running and finds more gas in the lategame.

Thought Scour enables Logic Knot and combos with Lingering Souls and Snapcaster Mage. Playing eight cantrips also enables you to play one or two fewer lands than you otherwise would have.

Not much to say here. Snapcaster Mage is incredible with one mana spells, and in the late game you have plenty of expensive spells to seal the deal with.

This card will do wonders vs. a bunch of different decks. Affinity has trouble dealing with a swarm of opposing fliers, Liliana of the Veil looks embarrasing and having four chump blockers against Death’s Shadow will buy you the time you need to find an answer. This little flashback card is a resilient threat against Midrange and Control decks, but it’s week to Combo decks.

This card is usually somewhere between blank and insanely clutch, so it’s not my favorite in the list. However, having a flexible answer to gamebreaking two-drops like Goblin Electromancer, Cranial Plating and Snapcaster Mage in your arsenal is very important. Also just countering a ramp spell out of TitanShift or any creature out of Abzan Company has value.

It is so satisfying to see actual catch all counterspells on this list. In a format as diverse as Modern, it can’t be overstated. Logic Knot should be Counterspell 90% of the time, and Cryptic Command will put you over the top if you survive into the lategame. Getting to apply flying combat damage with Lingering Souls while tapping down your opponent’s creatures a few turns is a very normal way to end a game with this deck.

I decided I wanted six one-mana removal spells and I chose a split between Fatal Push and Path to Exile. Fatal Push is best on the first few turns, while the drawback of Path to Exile decreases as the game goes on and also gives you valuable answers to threats like Reality Smasher, Voice of Resurgence, Kitchen Finks, delve creatures and Wurmcoil Engine.

Oh boy, I am not sure I can contain my self talking about this card. What if you could play one card that improved Burn, Abzan Company, Control and Combo matchups? The versatility of Collective Brutality is off the charts, and I am super happy that I have four of them in my 75.

I went with the white creature land because of some double white costed cards in my sideboard. For the record, I think Creeping Tar Pit is a better card, mostly because of its activation cost and the presence of Fatal Push in the first game of a match, but color requirements beats slightly better stats.

Sideboard
I really like white as a sideboard colour partly thanks to this card. It does work against Affinity, Ad Nauseam and Tron strategies. Cross over sideboard cards are key in Modern.

I talk about the versatility of Runed Halo in my “Hidden Gems in Modern” here.

Cheap counter magic will help you win the inevitable counter war in blue matchups, answer burn spells effectively in combination with Snapcaster Mage, say “no” to your opponents’ Collected Company and do work vs. the spell based Combo decks, Storm and Ad Nauseam.

This deck is very slow, and closing out a game vs. Combo can be a serious concern. Adding a disruptive clock for these matchups is tailor made. Vendilion Clique is playable against any deck, so it’s an easy swap if you have dead cards in unorthodox matchups.

 More versatile disruption for Control and Combo matchups when your removal spells are less than ideal. With a configuration of 4 Logic Knot, 4 Cryptic Command, 2 Spell Snare, 2 Dispel, 4 Collective Brutality, 3 Esper Charm, 2 Thoughtseize plus Snapcaster Mages to replay any of these, all Combo matchups are very good after sideboard.

The sweeper effect of this card is great vs. every aggro deck out there, and the uncounterable clause will improve Merfolk and Death’s Shadow drastically. Forcing your opponent to play the guessing game is super strong. Do you rely on spot removal and Snapcaster Mage only, or do we run Supreme Verdict? Supreme Verdict is a blowout waiting to happen.

Esper Control by Andreas Petersen

Creatures (4)
Snapcaster Mage

Spells (33)
Serum Visions
Thought Scour
Esper Charm
Cryptic Command
Logic Knot
Spell Snare
Collective Brutality
Lingering Souls
Fatal Push
Path to Exile
Lands (23)
Polluted Delta
Flooded Strand
Marsh Flats
Hallowed Fountain
Godless Shrine
Watery Grave
Island
Swamp
Plains
Celestial Colonnade
Drowned Catacombs
Glacial Fortress

Sideboard (15)
Stony Silence
Vendilion Clique
Dispel
Collective Brutality
Runed Halo
Thoughtseize
Supreme Verdict

Quick Notes on Popular Matchups

Grixis Shadow
In a matchup like this, they will try and grind you out and plan for a longer game. The bad news for them is that we’re very well equipped for such a battle, and thus this is a favorable matchup for Esper Control. Remember to keep a land in hand for a lategame Kolaghan’s Command.

TitanShift
The trick here is to actually close out the game once you have disrupted your opponent. Your interaction stack quite well together, and a lot of games will snowball out of control once you start answering their ramp spells with either counterspells or discard spells, with Esper Charm putting them in an awkward spot. You have eight hard counters and Snapcaster Mage to beat their top decks once they are hellbent. You are slightly below 50% for game one, but after sideboard you are very favoured.

Storm
The games are super complicated, and experience and courage will take you a long way. All of your cards are live, so if you play your disruption correctly, you should be ahead as long as you manage to put them on a clock. Turn two Ambush Viper is not embarrasing. Watch out for Blood Moon and Empty the Warrens in the sideboarded games.

Burn
Minimize the creature damage they start out the game with, establish a clock and close out the game with hard counters. Collective Brutality is your get-out-of-jail card and will win you the game if cast in multiples. I managed to resolve four in the PTQ, and it wasn’t pretty.

Affinity
Lingering Souls and Cryptic Command is your winning ingredients once you handle their initial assault. You get to cut some clunky cards and add game winning haymakers for games two and three.

BG/x Midrange
Esper Charm, Cryptic Command and Lingering Souls are bad news for this Liliana of the Veil-fueled archetype. The match will be a grind, and you will come out on top most of the time. On the one hand, you can easily afford to take some hits from a Tarmogoyf, but Dark Confidant needs to hit the bin on the spot.

U/W Control
You have the upper hand because Lingering Souls and Logic Knot line up well against their planeswalkers, and Esper Charm is a lot easier to cast and resolve than Sphinx’s Revelation. The black discard spells give you another dimension of disruption that they don’t have, and you should be able to ignore their mana disruption most games.

Dredge
This matchup is unwinnable, and on purpose I decided to not include any hate cards in the sideboard. Playing Control in Modern, you have to be able to make these choices and accept a loss to a certain deck.

Abzan/Bant Company
You want to try and hinder their mana development early on and counter Collected Company at any cost. Note that Collective Brutality can both kill a creature and snag a copy of Collected Company or Chord of Calling from their hand on turn two before they get the chance to play either. Dispel and Supreme Verdict out of the sideboard solidify this as a positive matchup.

Black/White Eldrazi Taxes
Unless you get caught by Leonin Arbiter and Ghost Quarter, you have a very good time playing against this deck. Their clock is not super scary, so you have time to grind them down with Esper Charm, Cryptic Command and Snapcaster Mage. In the tournament I beat my opponent that went turn two Thought-Knot Seer, turn three Thought-Knot Seer without breaking a sweat.

Eldrazi Tron
The difficult thing about a matchup like this is that they have very diverse threats, which is never a good thing for control decks. Sometimes your disruption will line up perfectly with their threats, and sometimes you look silly with your Fatal Push against their double Reality Smasher. Stony Silence is also hit or miss, so expect a lot of variance in your games.

Make sure to follow Andreas Petersen on his twitch channel and on twitter!

Vintage is Coming!

This Monday the Vintage format was hit by two more restrictions following the dominance of Monastery Mentor-powered blue decks and Mishra’s Workshop-based aggressive prison decks for quite some time. While it simply can’t be argued that these two archetypes needed to be cooled down, I want to talk about my solution for it and what I think about Vintage moving forward with the introductions of Leagues on Magic Online and these restrictions in mind. Let’s go!

First things first. If you google search for “ecobaronen mtgo”, you will see that I have a lot of good finishes with various versions of Mentor decks in Vintage. I’m not mentioning this to show off, but simply to underline that I’m not biased in this statement:

Monastery Mentor was the best victory condition for blue decks – NOT close – and it made all other blue decks simply a worse choice and therefor killed diversity little by little. Wizards made the mistake of chopping off its arms (Gitaxian Probe and Gush) once, but now finally went for the head. For these reasons it had to go.

Later in the article I will touch on which decks and cards are suddently playable again as a reaction to this restriction.

Wizards’ own statistics showed that four Thorn of Amethyst were played in 40% of all top 8 decks in the Vintage Challenges over the last year, and of course action should be taken towards this deck.

The only problem I have with this is, while you managed to make MUD worse, you also managed to kill White Eldrazi for no reason at all.

Here’s my White Eldrazi deck I played this spring in a proxy tournament and went 7-2 on the day (4-2 in the main event finishing 9th, then 3-0’ing a side event):

White Eldrazi by Andreas Petersen

Creatures (25)
Thalia, Guardian of Thraben
Containment Priest
Phyrexian Revoker
Eldrazi Displacer
Thought-Knot Seer
Reality Smasher
Lodestone Golem

Spells (12)
Thorn of Amethyst
Chalice of the Void
Black Lotus
Mana Crypt
Mox Emerald
Mox Pearl
Mox Ruby
Mox Jet
Mox Sapphire
Lands (23)
Wasteland
Strip Mine
Cavern of Souls
Eldrazi Temple
Ancient Tomb
Plains
Karakas

In a creature-based deck like Eldrazi, Thorn of Amethyst and Thalia, Guardian of Thraben are your eight cards that disrupt your opponent and not your self. While MUD is also very creature heavy, as Wizards stated in their article, you have the difference in 4 Mishra’s Workshop and Foundry Inspector to get mana advantage. With a playset of this old land, Sphere of Resistance and Thorn of Amethyst are so close to the same power level in MUD, while they are completely different in the Eldrazi list and the difference between a top 5 deck and an unplayable one unfortunately. Because I love diversity not only in the blue decks, but also in the disrupting and taxing archetypes, I feel like restricting Thorn instead of Sphere was a mistake.

A Look Ahead

With new restrictions and Competitive Leagues coming to Magic Online, the future looks bright for Vintage. While I can’t provide thoroughly thought out deck lists before we have an established metagame, I can give my best predictions about what to expect and what you should look into in the format now.

BUG is back! I expect Black/Blue/Green decks with Deathrite Shaman and Leovold to become a serious player now. These colors give access to the restricted blue and black cards, a one mana planeswalker, Abrupt Decay for Time Vault and Oath of Druids and a very powerful hatebear in Leovold. Leovold stops Paradoxical Outcome and prevents your opponent from chaining draw spells and cantrips.

I like the fact that this deck can afford to play Null Rod because of Deathrite Shaman for acceleration and will expect it to run a singleton Crucible of Worlds or Ramunap Excavator, maybe with a small Green Sun’s Zenith package, to replay Wasteland or Strip Mine. BUG is a potent combination of card quality and disruption.

With a defined metagame, you can build your Blue/White Standstill deck and prey on a lot of decks at the same time. You want a lot of cheap answers in the form of Swords to Plowshares, Mental Misstep and one mana counterspells to make sure you can play your unrestricted Ancestral Recall on turn 2.

From there you are looking to snowball your advantage with Mana Drain and more of the same cheap interaction. If you’re lucky enough to be chaining Standstills, you’re doing it right! The deck will most likely play some Snapcaster Mages and Jace, the Mind Sculptor for flexibility and card advantage and finish the game off with Emrakul, the Promised End. Like the BUG deck, only the on-color Moxen will be included, so Stony Silence to combat Paradoxical Outcome and Time Vault is a main deck option. I will be testing Spell Queller out of the sideboard for when my opponent sideboards out their removal spells, so watch out!

It’s finally little brother’s time to shine! Like Neymar Jr. leaving to Paris to get some time in the spotlight instead of being in Messi’s shadows, Young Pyromancer is ready to take over after Mentor was sacked.

Being awarded free 1/1’s for playing Magic is still very powerful, and I expect Grixis and Jeskai versions (the latter can even play singleton Mentor) to pop up.
Black lets you play tutors and card draw like Night’s Whisper or Painful Truths, and white adds Swords to Plowshares, Monastery Mentor and better sideboard options. Young Pyromancer is a turn one play a higher percentage of the time than Mentor was, so be prepared to fight the war on the stack earlier.
With a Mox, a normal play pattern in blue mirrors will be turn two Young Pyromancer with Flusterstorm backup. I’m super excited that this style of deck is still viable in Vintage and not too good anymore.

Next time I’ll be writing about three more new (old) decks, the unrestriction of Yawgmoth’s Bargain and the state of combo in general. In the meantime follow me on Twitter and tune in to my Twitch Channel and look out for Vintage action in the future. As soon as the Leagues are in place, I will be spending a lot of time playing in them.

Thanks for reading!

Look ma, I made it to the ProTour!

This article will be about two things; my personal experience of qualifying for my first Pro Tour, and the UB Control deck I used to do it. I will start with the deck since I assume that will be the most interesting to people who don’t know me. Let’s kick things off with the list:

UB Control by Anders Gotfredsen

Spells (28)
Yahenni’s Expertise
Fatal Push
Grasp of Darkness
Censor
Negate
Essence Scatter
 Glimmer of Genius
Supreme Will
Disallow
To the Slaughter

Creatures (6)
Kalitas, Traitor of Ghet
The Scarab God
Torrential Gearhulk
Lands (26)
Fetid Pools
Sunken Hollow
Aether Hub
Choked Estuary
Island
Swamp

Sideboard (15)
Negate
Dispel
Yahenni's Expertise
Bontu's Last Reckoning
Gifted Aetherborn
Summary Dismissal
To the Slaughter
Never // Return
Liliana, the Last Hope

This was a perfect storm of being both a powerful, consistent deck and a great metagame call, and with the results from GP Denver, that looks to continue being the case. The most common decks are Temur Energy, God-Pharao’s Gift, Mono Red, BG Constrictor, RG Ramp, Zombies and UW Approach. I have no problem facing any of these decks and I’ll go through all of the matchups, but first I have some general notes on the deck:

“Best card in Standard(?)”

This card is the reason to be UB instead of UR or UW. The only cards in the above decks that can deal cleanly with The Scarab God are the white exile removals, Cast Out and Stasis Snare, but they are only in the UW Approach deck which, as I’ll explain later, is close to impossible to lose to (there are of course also counterspells but it’s mostly Censor and Supreme Will, which you can play around).

All other decks need two cards and many of them have no way to keep it from coming back. If you get to untap with it or play it on 9 mana, it will immediately dominate most games, and I often had a Torrential Gearhulk in the graveyard along with a counterspell, which is basically game over for anyone (or they might have Goblin Dark-Dwellers in their yard, which is how I sealed the last game of the RPTQ). Against Mono Red, I actually like it more than Kalitas because you can just slam it on turn 5 and unless they topdeck an Ahn-Crop Crasher (I assume they would have played it sooner if they had it, and then you have probably either countered or grasped it), they are completely brick walled.

Alongside my new favorite insect buddy we have all the run of the mill control options: removal, counterspells, Glimmer of Genius and Torrential Gearhulk. There is nothing groundbreaking about it, which kind of proves my point that the god is what makes this deck the best. Censor and Supreme Will are key for a strategy like this since you can’t be stuck with a bunch of them in hand and not be able to deal with something on the board. You can customize a lot of the spells in the deck but I would be hard pressed to play less than 4 of each of these.

“A sign that you will win this match”

Temur Energy has been the top dog for the last couple of weeks. It won the MOCS two weeks ago, an MTGO PTQ a week ago and this weekend it put 3 copies in the top 4 of GP Denver. It also had 3 or 4 copies in the top 8 of my RPTQ for what it’s worth. In short, you want to be able to beat this deck and UB is great at it. You have Fatal Push for their Longtusk Cub, To the Slaughter for Bristling Hydra and Chandra, Torch of Defiance and Grasp for Glorybringer and everything else. This is of course only needed if they resolve, and all your counterspells are great here.

Then you play The Scarab God and get to enjoy all of the delicious ETB triggers from their creatures. Be aware that some Temur decks splash for The Scarab God (and Nicol Bolas) themselves so try and save an Essence Scatter or Disallow for it. Bontu’s Last Reckoning, Never // Return and To the Slaughter Negate come in from the board for Kalitas, Expertise and a counterspell (not completely sure which one, maybe since we are bringing in two potential answers to Chandra).

Try to line up your answers as listed above and try to save the hard counters for last. For example, if you have the choice between Fatal Push and Essence Scatter for their cub, use push. If you have the choice between Disallow and To the Slaughter for their hydra, use To the Slaughter. Be aware of Confiscation Coup on your god post board.

“A sign that you will win this match”

Next is God-Pharao’s Gift. Currently the most popular version is UR but all them share important traits: crappy creatures and then some number of 3 and 7 mana artifacts that can actually beat you. Luckily we are packed with counterspells for them and if you kill Minister of Inquiries they can have a hard time filling their yard to activate Gate to the Afterlife. You should at the very least be able to slow them down and The Scarab God is game over when you untap with it in play.

They have Dispel after board but they need to draw both Dispel, Gate/Refurbish/Gift and some ways to fill their graveyard to beat just a single counterspell from you and their are in a real hurry before we get to five mana. This is about as easy a matchup as you can get in Standard.

“A sign that you will win this match”

Hyper Aggro has traditionally been the bane of control decks and I will say that this is the matchup where I am least certain about my opinion, but I will go out on a limb and say that it’s a fine matchup. You have cheap removal, cheap counters, removal that can kill a resolved Hazoret the Fervent and threats that can close the game out fast. As I mentioned above, The Scarab God is still great here (noticing a trend?) and you get to bring in Gifted Aetherborn, Liliana, Never // Return and an extra Expertise, while lowering your curve a bit (I like to cut one Gearhulk, one Glimmer, To the Slaughter, Disallows and Supreme Wills for the rest). I’m torn on the expertise because your main concern is keeping your life total high and so you can’t really afford to just take hits from their creatures to set it up.

Let’s say they play Falkenrath Gorger turn 1. Do you Fatal Push it if you also have expertise in hand? I think you have to. Then they play Kari Zev, Skyship Raider. Do you grasp it? Again, I think you have to. Then they play Earthshaker Khenra or Ahn-Crop Crasher.

Now your expertise can kill one creature. If you say go and they play another haste creature, do you counter it or take 5 damage? Maybe this is getting too specific but my point is that I don’t really like a 4 mana sorcery speed removal spell when I’m trying to keep the board clear and have mana open on their turn to counter Chandra, Hazoret and Glorybringer. It can still give you a chance in the games where you stumble a bit so I think two is an appropriate number. Again, I’m not sure it’s a great matchup but I just keep beating it over and over again on Magic Online so, running the risk of being too results oriented, that’s what I’m going with.

“A sign that you will win this match”

This is a Midrange and so plays out similarly to Temur except BG is more straightforward and they rely more on synergy which is good for the all removal and counterspells deck. I guess you can lose if they somehow resolve Dispossess and Lost Legacy but that should be rare. Maybe turn 3 Nissa on the play if you have neither Negate nor Censor but it’s still a pretty slow clock if you can keep Winding Constrictor off the table. Negate, Never, To the Slaughter and Reckoning replace Kalitas, Expertise, a Disallow and a Censor for game 2.

“A sign that you will win this match”

You can lose game 1 to ramp if they get to play Ulamogs before you get enough lands into play to be able to afford losing two of them but after board you get an extra Negate and 3 Summary Dismissal along with a To the Slaughter and Never to replace your useless Fatal Pushes and upgrade two Grasps. So not only can you counter a lot of their ramp, when they finally get to 7 or 10 mana, you have clean answers to their top end. They bring in Tireless Tracker and Thought-Knot Seer but they still fight on the same axis and your counter magic has that axis on lockdown.

“A sign that you will have a fair fight this match”

This is a close one. They have a lot of recurring threats and threats that produce more than one creature and after board they get a few more along with Transgress the Mind. Game 1 is usually pretty easy as they tend to draw a couple of removal spells that don’t do anything until it’s too late but try and make sure that Diregraf Colossus doesn’t get to make a token and that Liliana’s Mastery doesn’t resolve. I bring in all 3 sweepers, Liliana and Never for To the Slaughter, 2 Disallow, a Censor and a Supreme Will. As with the other matchups where I shave counterspells, I’m not 100 percent sure about which ones are actually correct to cut and it also depends on your opponents play. If they always play around Censor, trim those, if they play very aggressively you can trim Supreme Will instead since Censor will often be as good and you might not have time to spend 3 mana for card selection.

“Ask your opponent to just concede so you can go get lunch. He’s not winning”

I said the Gift deck was about the easiest matchup in Standard, well this is the easiest matchup I can remember ever playing in any format. You have all the time in the world and as soon as you’ve drawn 3 of your 4 Negate/Disallow along with enough lands to pay for Supreme Wills and Censors you can’t lose game 1. My opponent in the RPTQ even had a Sphinx of the Final Word main but when he played that and then Approach on 14 mana I could respond with To the Slaughter and Negate which is one of the better feelings I’ve gotten from a play.

It was even more satisfying because I had replaced the maindeck Never//Return with To the Slaughter specifically because I kept facing UW players online who had Sphinx main. Post board they get some hard counters but so do you along with 4 more answers to Sphinx. They probably also bring in a couple of Linvala, the Preserver and/or Regal Caracal and maybe Torrential Gearhulk but you still have Essence Scatter along with all the other counter magic and they just aren’t able to compete in the slightest as long as you don’t draw all spells or all lands.

As you can see from this walkthrough, the current Standard metagame doesn’t really contain any problems for UB; I might not be certain of how good the Mono Red matchup is but I’m sure it’s nowhere near as bad as it is for UR Control (I haven’t played against UR Control with this deck but you are very similar and so I would assume it to be quite even).

I guess Mardu Vehicles is still a deck and that might be problematic but I haven’t faced it at all and from what I hear it’s bad against Temur Energy so I wouldn’t expect to face it anytime soon. Unless something changes drastically, I will bring this to Nationals and I wholeheartedly recommend you do the same. If, by some chance, this deck picks up in popularity, I will figure out the mirror before then and write another article.

Now it’s time for me to get a little sentimental because this past Sunday was a culmination of 6 or so years of trying to get on the Pro Tour. In fact, the last 3 years it has pretty much been the only thing on my mind. Almost every day when I came home from work, I would fire up Magic Online and play until I went to bed. Work, Magic, sleep, repeat. Even at work, I would constantly be thinking about Magic.

I have had a lot of close calls; 1 GP win and in, 10 or so PTQ top 8’s along with a bunch of good GP performances in the first 9-12 rounds only to get crushed in the last rounds. When you have that many near misses, you can’t really blame it on just bad luck anymore. I have enough insight to know that I am theoretically good enough to compete on the Pro Tour, but when the matches got important I would crumble under the pressure.

I qualified for the World Magic Cup twice but failed to make enough of the opportunity to get on the Pro Tour. Both years Denmark top 8’ed the WMC, I lost in the finals of one of the WMCQ’s. Many times, I have contemplated giving up and just do a regular 9 to 5 job and be “normal”, but I couldn’t quite bring myself to do it. About a year ago, I decided to dedicate myself even more and go to all the European GP’s. Around Christmas, when my results kept being #mediocre, I tried to focus not so much on winning but more on just enjoying the competition, the game and the awesome people I have met on the GP circuit.

Brad Nelson and other great players have written articles telling you some variant of “don’t focus on the results” and I have really tried to take that to heart. Make no mistake; I think this game is a lot of fun and I have made a lot of friends that I would love to hang out with outside of Magic, but it can be hard to justify spending that much time and money on something “just” for fun.

So a couple of months ago I began seeing a sports psychologist to deal with the root of the issue: If you present me with a situation, I will usually be able to tell you what the correct play is but when matches become important, my thought process goes awry and I mess up. I am not sure how much of this qualification I owe to my shrink, and I know I have a long ways to go, but I know I’m making progress, so maybe in a year or two, it will just be my strategic ability that limits my performance.

And when I sat down for my top 8 match in the RPTQ I could feel a difference in my mentality; I didn’t like the matchup (BR Control with Scorpion Gods and tons of discard. I wouldn’t expect to face it though) but at least this time, I wouldn’t just be throwing the match (You might think that I didn’t literally throw matches away but the one of Lasse Nørgaard and Martin Dang who sat behind me for the WMCQ Final against Christoffer Larsen will testify that it is true).

I lost game 1 but game 2 he got mana screwed and game 3 he mulliganed into a poor hand and didn’t draw out of it. I have heard myths of winning important matches like this (Oscar Christensen won his win and in at GP Birmingham against an Ad Nauseam player who just did nothing for two games in a row), and always lamented the fact that it didn’t happen to me. Now I’ll have to find something else to complain about, I just hope it won’t be that I got terribly unlucky and scrubbed out of my first Pro Tour. Jinx.

It was so heartwarming to see so many people congratulate me on Facebook and Messenger, and I feel so fortunate to have so many people care in the slightest about how I do. I am a social person and while I try not to chase recognition, of course it’s great when you get it, but ultimately, I started this chase for me; because I want to make me proud. I can finally say that I am proud of my Magic career, but I am not good at settling and I already have a new goal: Become a mainstay on the Pro Tour, and/or make top 8 of one. I’ll get back to you in 20 years or so, probably. Until then, my best piece of advice is to be honest about what weaknesses are keeping you from achieving whatever goals you have for yourself, and do whatever it takes to remedy them.

Next week I’ll be back to tell you about my adventures in Metz and AKH-HOU Limited. Thanks for reading.