First Data from the Jace and Bloodbraid Era

Dead Format, BUT…

While the format for Grand Prix Lyon this past weekend was Modern, the data from that tournament is not as interesting as it could have been, as the tournament used the old banned list (no Jace, the Mind Sculptor or Bloodbraid Elf allowed). However, the winning deck played by my fellow Snapcardster goon, Polish platinum-aspiring pro player, Grzegorz ‘urlich00’ Kowalski, might have a shot in the new metagame thanks to its’ individual high card quality and hasty creatures.

If you want to learn more about Red/Green Eldrazi, head over to our friends at Hareruya and read his words about the deck now and moving forward.  I love the interaction between Ancient Stirrings and Crumble to Dust in a deck with mana acceleration.

Modern Challenge February 17

A few days ago, approximately 140 players tried their hand at the fresh format and decided to participate in the weekly “Modern Challenge” on Magic Online. The competition is always fierce online, so I figured it would be a great sneak peak to the new metagame to take a look at the top 32 finishing decks from that event.

Top 32

* = Jace, the Mind Sculptor decks
+ = Bloodbraid Elf decks

  • 4 Burn
  • 3 Blue/Red Control (1 Thing in the Ice, 1 Kiki-Jiki, 1 Breach/Emrakul)*
  • 2 Red/Black Hollow One
  • 2 Green/X Tron
  • 2 Jund Midrange+
  • 2 Dredge
  • 2 Humans
  • Grixis Shadow
  • Blue/White Turns*
  • Grixis Control*
  • Living End
  • Bant Knightfall
  • Bushwacker Zoo
  • Tribal Zoo+
  • Storm
  • Jeskai Ascendancy
  • Affinity
  • Temur Midrange*+
  • Blue/White Control*
  • Ad Nauseam
  • Mono Red Prison
  • Blue/Black Mill

check out all the decklists of the modern challenge

Jace in Mind

The final of the tournament ended up being a Burn mirror match, and while that doesn’t tell the whole story, there are some important things to take note of. If you look closely at the metagame breakdown above, you will notice that most decks either were Jace decks themselves, tried to go under Jace decks (fast aggressive strategies like Burn, Humans, Hollow One, Affinity, Dredge and Zoo variants), was packing the natural predator of Jace – Bloodbraid Elf or was trying to punish opposing blue mages for tapping out on their fourth turn (true for Ad Nauseam, Jeskai Ascendancy and Living End). The point is that a lot of decks in the format can continue go about their business, as they are already set up pretty well against Jace.

On the other hand, I don’t think players have come close to finding the best shell for Jace yet, so in the meantime Jace players will not only need to plan for a diverse field of proactive decks, they also need to prepare for the pseudo mirror match. New formats, whether it being a Standard rotation or unbannings in the case of Modern, have traditionally favoured proactive strategies, and this is no exception. Jace will need some more time to reach his full potential.

Less is Not More

The next few days after the banned and restricted announcement, I was afraid that this would lower the number of playable decks in Modern smaller. While I’m not 100% convinced the opposite is the case yet, the weekend’s results were a step in the right direction. Modern is the most popular format because of its’ diversity, and I would hate for it to end up like Standard or Vintage with only a handful of truly playable decks. 25 different decks in a top 32 only happens in one format. Fingers crossed this continues moving forward.

Zero Lantern and Zero Bogles

Also interesting to note, no Lantern Control or Green/White Hexproof decks placed well in this tournament. Coming off a Pro Tour win, many people anticipated an uptick in Lantern Control‘s metagame share, but I’m fairly certain that the difficulty and atypical kind of Magic the deck presents to the pilot will always keep the deck well under 5%. I feel okay facing this matchup one out of more than twenty matches.

In the case of the Hexproof deck, I believe reality caught up with the deck. While it’s very good in many metagames on paper, the deck is very high variance, especially in a long tournament like a Grand Prix. Hats off to Dan Ward for taking down the Grand Prix last weekend (by the way, go read the interview I did with him if you haven’t already), but I don’t expect many copies of Gladecover Scout in various top 8’s in the coming months. That being said, if we continue to see more and more Burn and various Control decks at the top tables, I’m willing to revisit this strategy again and try and to either fix or live with the consistency issues.

Three Checkmarks

For my next Modern tournament, I will try to earn the following checkmarks to feel good about my deck choice:

Be even-good against Burn.

The format is still too big to play dedicated hate cards against them, but Lightning Helix, Collective Brutality, Dispel and/or a good manabase will get you a long way.

Be even-good against Tron.

The four copies of Tron in the Grand Prix Lyon top 8 can’t be ignored. You accomplish this by playing a very fast strategy or finding a way to freeroll a land destruction plan into your deck. Spreading Seas, Field of Ruin comes Ghost Quarter to mind, while Ceremonious Rejection and Stony Silence are great sideboard options.

Be even-good against Jace.

Play fast creatures, play creature lands with three power, play a combo deck that will win on the spot if they tap out, operate at instant speed with Collected Company or flash creatures, or play value creatures with great enter the battlefield triggers. The options are many, thankfully.

Thank you so much for reading about my thoughts. Which checkmarks are you aiming for in the beginning of the format?

Modern Pro Tour Recap

Hello there and welcome back. Today we have some fresh Modern data from the Pro Tour to look at, so let’s dive in! First of all, let’s have look at the metagame percentages recorded on Wizards‘ homepage.

Pro Tour Rivals of Ixalan metagame

The Archetype Breakdown – click to see full graph

 

Yeah, that’s an insane amount of diversity ranging from 1% to just below 10%. Going in, a lot of people were afraid that we would see a top heavy metagame with too many Tron lands and too many one mana 9/9’s, but those people sure got a pleasant surprise. The strength of Modern in a casual FNM and a competitive Grand Prix has always been the diversity, but at the professional level we have a tad more unstable track record until this Pro Tour. I think everyone from the players and spectators to Wizards them selves are beyond content with the outcome. My gut feeling is that Modern on the Pro Tour is here to stay this time.

The players who managed to win half of their matches or more on day one got to play 10 rounds of Modern total. Up next are the decks that managed to win eight or more matches, and there are a few sweet pieces of tech I would like to highlight.

2 Tron
2 Lantern Control
2 Grixis Shadow
Abzan Midrange
Blue/White Control
Bogles
Traverse Shadow
Grixis Control
Storm
Eldrazi Tron
Affinity
Burn
White/Black Eldrazi
Humans
Black/Red Hollow One

8-2 or better decklists

Unsurprisingly, Corey Burkhart sleeved up Grixis Control this event and managed to best eight of his ten opponents. Winning with controlling decks in Modern is no easy task, but he clearly got something right for this weekend. Looking at his decklist, you will notice he plays no less than 25 lands and a full playset of Field of Ruin. Traditionally, three-color control decks have had a horrible Tron matchup and no good way to fix this. Tectonic Edge was too much of a setback for their own gameplan, and no matter how many copies of Fulminator Mage you packed in your sideboard, the bad guys would always win.

Field of Ruin lets you disrupt Tron lands and Valakut, the Molten Pinnacle while not setting you back manawise in your mana hungry control deck deck. In a recorded deck tech from the Pro Tour, Corey said that cutting the Serum Visions was a great change because playing it looking for lands felt too clunky in a blazing fast format like Modern. For me, control is suddenly much more interesting because I can now almost freeroll a playable big mana matchup that used to be a huge concern.

Yet another Grixis deck, whose pilot decided that Serum Visions and Opt are too slow, is Ben Friedman with his Grixis Shadow deck. He added a playset of Mishra’s Bauble to make sure he hits his land drops, builds a graveyard for Gurmag Angler and gets a little free information along the way. This version of Death’s Shadow wants blue because of Stubborn Denial, Snapcaster Mage and the blue Dark Ritual (Corey’s reference to the synergy with delve spells) Thought Scour. Red adds Temur Battle Rage to close out combo decks or boardstate decks like Devoted Company and Affinity, but also some flexible sideboard cards in Kolaghan’s Command and Rakdos Charm. I really like this build instead of the traditional Grixis lists and the four color Traverse versions.

Looking at the top 8, we were blessed with seven different decks and a truck load of interesting matchups. When the dust settled, Luis Salvatto was standing tall with the trophy in one hand and his Lantern of Insight in the other. Huge congratulations to him! Here are the eight decks that battled on Sunday:

2 Humans
1 Lantern Control
1 Mardu Midrange
1 Blue/Red Control
1 Black/Red Hollow One
1 Abzan Midrange
1 Traverse Shadow

Top 8 decklists

In my preview before the tournament, I talked about how Izzet Control decks were not controlling enough to win without a combo and how all the combo options were bad. I even said that Izzet equals Blood Moon, but Pascal Vieren wouldn’t listen to that kind of nonsense. He ran the tables with his deadly duo of Young Pyromancer and Thing in the Ice all the way to the semi finals with a combination of Izzet cards we have not seen before.

Blue/Red Control by Pascal Vieren

Creatures (10)
Snapcaster Mage
Young Pyromancer
Thing in the Ice

Spells (28)
Serum Visions
Ancestral Vision
Roast
Opt
Lightning Bolt
Spell Snare
Abrade
Remand
Mana Leak
Electrolyze
Cryptic Command
Logic Knot
Lands (22)
Scalding Tarn
Flooded Strand
Misty Rainforest
Polluted Delta
Steam Vents
Spirebluff Canal
Sulfur Falls
Snow-Covered Island
Snow-Covered Mountain
Island
Field of Ruin

Sideboard (15)
Spell Snare
Abrade
Electrolyze
Anger of the Gods
Dispel
Negate
Ceremonious Rejection
Vendilion Clique
Relic of Progenitus
Disdainful Stroke
Molten Rain
Crumble to Dust

Note that he also incorporated Field of Ruin in his mana base and decided to diversify his win conditions, all of which synergize with his eight cantrips. For card advantage, Pascal hopes to suspend Ancestral Vision on turn one and use his many reactive cards to buy time until the last time counter is removed. Snapcaster Mage and Cryptic Command ensures that he has a superior lategame than most Modern decks, and from there closing out the game should be simple. I like the two copies of Roast to make sure he doesn’t die to the first Gurmag Angler or Tarmogoyf that hits the battlefield.

Bonus

We have the banned and restricted announcement coming up, and I just wanted to add my two cents on the matter. Bloodbraid Elf would be a welcome addition to Jund Midrange that has recently fallen out of favor and would incentivize some Big Zoo brewing and would possibly have players look into the Temur color combination trying to get lucky with a cascade into Ancestral Visions. Just make sure you don’t put too many counterspells in your deck in the case of Temur.

What was your favorite tech, play, moment or deck from the Pro Tour?

The Quest continues

When I last discussed Standard, I had arrived at Abzan Tokens as the best way to leverage sweepers. As I continued grinding at the leagues and failing to escape mediocrity, I realized the problem; sweepers just aren’t good right now. As I alluded to last time, the combination of diverse and resilient threats and sideboard countermagic just makes it too risky to rely on resolving sweepers.

I wouldn’t accept the demise of Control so easily, so I looked for a way to 1-for-1 the opponent with good removal and then either outdraw them or play a big threat that they can’t deal with. UB is the natural place to look here but I was hesitant to be confined in those two colors since you have no way to deal with artifacts or enchantments, and very aggressive decks can be tough since they overload your Fatal Pushes.

This is what I came up with:

Creatures (10)
Whirler Virtuoso
The Scarab God
Torrential Gearhulk

Spells (24)
Fatal Push
Essence Scatter
Search for Azcanta
Abrade
Harnessed Lightning
Supreme Will
Glimmer of Genius
Vraska's Contempt
Lands (26)
Aether Hub
Spirebluff Canal
Fetid Pools
Drowned Catacomb
Dragonskull Summit
Canyon Slough
Island
Swamp

Sideboard (15)
Negate
Duress
Arguel's Blood Fast//Temple of Aclazotz
Disallow
Moment of Craving
Nicol Bolas, God-Pharaoh
Chandra's Defeat
Crook of Condemnation

One of the big reasons why I like Standard is that even if there are many distinct decks, they pretty much all fall under the umbrella of aggro, midrange or control. Furthermore, all decks in each archetype more or less does the same thing, which means the same sideboard cards are good against all of them. Cheap removal and incidental lifegain is great against both Mono Red and Mardu Vehicles, and Negate is great against both UW Approach and UB Control. Of course I am oversimplifying but the important point remains that you can put rather narrow cards in your sideboard and still have them be useful against many decks. In Modern, for example, the cards that hose Affinity are not much use against Burn.

This makes you more likely to be rewarded for predicting tendencies in the metagame, so if you correctly predict there will be a lot of aggro, you can build your deck to crush all types of aggro quite handily and you will likely face a lot of them in the tournament. You just don’t get metagaming like that in Modern.

All that being said, I think this Grixis deck has a good shot against both aggro, midrange and control. You have removal, The Scarab God and Torrential Gearhulk so midrange is very easy. All the removal alongside the full set of Whirler Virtuoso manages aggro decks quite well. More hardcore control decks are tough and close to unbeatable in game 1. So I added a bunch of Negates and Duress to the board and hoped it would fix things. As is often the case when you just shoot and pray like that, it didn’t. The problem was that Negate and Duress just didn’t create a coherent plan. When all my threats cost 5 or 6 mana they’re just too hard to force through, even with the extra disruption, it simply requires too much mana in one turn.

Luckily there is a cheap threat that fits brilliantly with the rest of the deck; Glint-Sleeve Siphoner. It comes down before they can keep countermagic up and they probably won’t have left very much removal in for it. It then keeps drawing cards and eventually forces them to act lest they just die. And the first one to act in a control mirror midgame usually loses.

I also realized that it would be nice to have a few answers to stuff like Carnage Tyrant so I added two Doomfall as well. This is where my list is now:

Creatures (10)
Whirler Virtuoso
The Scarab God
Torrential Gearhulk

Spells (24)
Fatal Push
Essence Scatter
Search for Azcanta
Abrade
Harnessed Lightning
Disallow
Supreme Will
Glimmer of Genius
Vraska's Contempt
Lands (26)
Aether Hub
Spirebluff Canal
Fetid Pools
Drowned Catacomb
Dragonskull Summit
Canyon Slough
Island
Swamp

Sideboard (15)
Negate
Duress
Disallow
Moment of Craving
Nicol Bolas, God-Pharaoh
Chandra's Defeat
Glint-Sleeve Siphoner
Doomfall

The deck feels great and I think I would have top 8’ed the MTGO PTQ last Saturday if not for my own mistakes. I will keep sporting this at the PTQ’s but for now it’s time to head back to Modern. The Pro Tour just added a ton of new data and my next Grand Prix is Modern in Lyon in a little over a week so I better get to it. By just skimming over the Pro Tour decklists UW Control could be a good choice, dare I hope that turns out to be true? Stay tuned to find out.

Modern Pro Tour Predictions

Hello and welcome to a little appetizer for the Modern action coming your way this weekend. The Modern Pro Tour is back, and I decided to look at 15 of the most played decks and talk about their strengths and weaknesses in the metagame. Buckle up!


Grixis Death’s Shadow
Grixis Death's Shadow

It is not that many months ago that the format revolved totally around this deck. Players were packing silly protection from black creatures in their sideboards, and you could expect to face this archetype at least a few times every tournament. While those days are over, it is still the deck to beat going into any high level tournament. At this level of play, I doubt many competitors will sign up with a deck with a bad Death’s Shadow matchup, so the Shadow players will have their hands full and the free wins will be at a low this weekend.


Affinity

Affinity is a deck that has come and gone a lot of times over its’ history of existence. When the metagame becomes too preoccupied with dealing with the graveyard, the stack and demands narrow answers in players’ sideboards because of other decks, Affinity will strike and claim victory. Unfortunately, there are a few other creature decks at the top of the metagame at the moment, so universal sweepers like Engineered Explosives and Anger of the Gods will be present at the event. While I’m not sure that players’ sideboards are completely dry of artifact hate just yet, I predict the Affinity specialists to have a ball this tournament.


Green Tron

Oldschool Tron has been threatening its’ comeback for a while, and looking at the metagame percentages, it looks like turn 3 Karn Liberated is back with a vengeance. Tron will thrive in metagames with many fair Midrange and Control decks, historically how Pro Tour metagames have looked when there is no clear best deck (Eldrazi and Summer Bloom, I’m looking at you), while it has built-in matchup difficulties against spell-based combo and fast creature decks with burn spells to close the deal should you manage to activate your Oblivion Stone before you die. My gut feeling is that not too many professional players will lean towards a simple strategy like Tron, but those who do will reap the rewards.


Burn

With the printing of Fatal Push, Burn moved away from the green splash featuring Wild Nacatl, Atarka’s Command and sideboarded Destructive Revelry for a better manabase and more direct burn spells in the Boros version. The format has become so big that only coincidental lifegain cards are playable main deck and sideboard options, so the success of Burn will depend of the amount of those it faces. I’m talking about Lightning Helix, Collective Brutality and Kitchen Finks mostly, but good manabases with a lot of basic lands and fastlands will also result in headaches for the red mages. The days where players starting lifetotal was effectively 15-17 are gone, and Burn has dropped in popularity as a result.


Dredge

Before the bannings, Dredge was a part of the deadly trio that ruled the metagame. Death’s Shadow moved to other color combinations, Infect is more or less dead, but Dredge just replaced the banned Golgari Grave-Troll and tried to find back to winning form. Now and then Dredge manages to take down big tournaments like SCG Open’s and online Pro Tour Qualifiers, but it’s clear that it’s not the powerhouse it once was. With Storm as a top 5 popular deck, graveyard hate will be very common and Dredge loses valuable percentages against the expected field. I don’t see Dredge bringing home the bacon at the Pro Tour.


Humans

Humans as a deck has undergone serious surgery over the course of its’ life span, but the current version looks like the best yet. Combining blazing speed with a touch of disruption is a great strategy in a “wild west” format like current Modern. I especially like the uptick in Phantasmal Image which can combo with either a disruptive creature like Meddling Mage or Kitesail Freebooter in combo matchups or try to help close the deal with Thalia’s Lieutenant or the new addition, Kessig Malcontents. However, the deck is very soft to sweepers like Anger of the Gods or Supreme Verdict, so the Human players should keep their fingers crossed that opposing players find these too narrow for the current metagame.


UW(x) Control

The only classic control deck in Modern, oldfashioned Blue/White Control, lately got a more proactive alternative in Jeskai. While traditional Blue/White will prey on creature decks and end the game on turn 15, the Jeskai version will use burn spells and Geist of Saint Traft to close out the game. The usual problem with control in Modern still applies – it’s almost impossible to muster good answers to a wide open format, but at the same time good players can really leverage their skill with decks like this. I don’t have very high hopes for the Azorious-based clan this tournament, but I would love to be proved wrong by masterful plays by the game’s greats. Also note that Spreading Seas and Field of Ruin are great “free” ways of beating big mana decks.


Eldrazi Tron

Eldrazi Tron has finally taken a small step back after being a top dog for a long period of time. The deck’s game plan is super solid, and you get a lot of even-to-good matchups with the deck. Playing Chalice of the Void with one counter on turn two will get you free wins, and playing a creature strategy that blanks Lightning Bolt – and to some extend Fatal Push – also leads to game and match wins. Time will tell if having a tough time against the comeback kids of Affinity and Green Tron coupled with the poor Titan Shift matchup will be enough to keep prominent players off the deck.


Storm

Storm is the perfect choice for the good player who isn’t a Modern specialist. You can mostly focus on learning your own deck’s math, sideboard plans against the field and alternative Gifts Ungiven piles and do well without any huge format knowledge. That being said, I expect every good testing team to have a serious plan against Storm and get a lot of practice games in which will ultimately lead to way fewer free wins for the Storm players. I would love to see an innovative sideboard plan from the Storm pilots as a reaction to this, but I’m not holding my breath.


Blue/Red Control

As the picture indicates, this archetype is all about Blood Moon and less about your actual win condition. Whether the Izzet mages choose to finish the game with Emrakul, the Aeons Torn, a horde of Pestermite copies or a protected Platinum Emperion, the cores of their decks are the same and has the same flaws. It has a tough time dealing with creatures that survive Lightning Bolt, and without their combo it is very hard to be a good enough control deck to compete – something they will need to in a world of more copies of Thoughtseize and Inquisition of Kozilek than usual. I think time is up for this shell, and the Blue/Red color combination should be used for Storm only.


BG(x) Midrange

Black/Green Midrange is never a bad choice and never a good choice. The players who fancy this archetype likes to influence the game with their targeted discard spells and answer the opponent’s resolved threats with one-for-one removal while beating down with a Tarmogoyf. The nature of the deck makes it good against combo decks, but bad against big mana decks, so the matchup roulette will determine a lot of this deck’s success. I wouldn’t be shocked if we see Reid Duke compete on Sunday in the top 8 against all odds, but overall I predict a quiet weekend for Liliana.


Mardu Pyromancer

The Mardu version is very similar to Abzan and Jund in a lot of ways, but the main differences are Bedlam Reveler instead of Liliana of the Veil, the lack of Tarmogoyf and the ability to play Blood Moon. The Reveler will refill you after killing your opponent’s creatures or pointing burn spells at his life total and provide a good clock, while Blood Moon will give you a fighting chance against previously horrible matchups. The trade-off is losing Tarmogoyf, so your clock will not be as fast and as a result opponents will have more time to draw out of it. The decklists I saw online had very unfocused sideboards, but if high level players figure out the expected metagame and put together 15 strong ones, I have very high expectations for this deck. Mardu is here to stay.


Titan Shift


The Green/Red ramp deck with a combo finish went from fringe Modern deck to the most played Modern deck on Magic Online to something between those two. When this deck was played a lot, players could easily prepare for it with cards like Crumble to Dust and Runed Halo to name a few, but now that it is entering the sub-3% metagame share, devoting sideboard cards to it seems too narrow. Like with Affinity and artifact hate, this is working for TitanShift’s advantage, and we may see another breakout tournament for it this weekend if players have the guts to play it.


Lantern Control

Lantern Control recently got a sweet upgrade in Whir of Invention that made the deck even more consistent in finding its’ key pieces at the right time. With this addition, the games where they don’t find Ensnaring Bridge in time and gets killed by creatures are almost eliminated which is scary to think about. However, this deck is not for everyone. A few dedicated players have kept playing this deck, and this is the weekend to cash in the prize. Couple their dedication and insane amount of practice with people’s hostility and unwillingness to play test against it, and you have a recipe for success. I predict big things for Lantern Control this weekend, and oh boy am I happy that I’m not sitting across from it.


Abzan Company

For players that like creature combo decks with a reasonable aggressive backup plan with solid matchups overall, Abzan Company will be their weapon of choice. With Chord of Calling in your deck, building your main deck and sideboard correctly down to the last slot is super important, and many players find this task intriguing. Both being capable of turn three kills and grinding down removal heavy opponents with Gavony Township makes this deck a more flexible deck in practice than on paper, and if the pilots get their silver bullet slots right for the weekend, a top 8 appearance is within reach.

Thanks a lot for making it this far. In your opinion, which decks will “top” and “flop” this weekend’s Modern Pro Tour?

Blue Bears in Modern

There’s no in between. You either love or hate Modern and all for the same reason. The format is beyond diverse and depending on taste players either enjoy it or despise it. It seems like every new set that comes out brings something for the Modern table, and I see new decks or new takes on old decks pop up all the time. You also see old fan favorites come and go as the metagame evolves, and it is truly fascinating to witness.

This time around I have been doing some research in the Modern landscape and came up with an interesting new take on an old archetype to share with you.

Prologue

The white-based shell of Thalia, Guardian of Thraben, Leonin Arbiter + Ghost Quarter, Aether Vial, Flickerwisp and creatures with enter the battlefield effects is no stranger to Modern fans. We have seen a Mono White version with a painless manabase, we have seen the green splash for utility creatures like Qasali Pridemage and Voice of Resurgence, and we have seen the black version with Tidehollow Sculler and Wasteland Strangler. Enter the blue splash version!

ruckus-mh – 5-8th in Modern Challenge

W/U Hatebears

Creatures (30)
Eldrazi Displacer
Leonin Arbiter
Mausoleum Wanderer
Reflector Mage
Selfless Spirit
Spell Queller
Thalia, Guardian of Thraben
Thought-Knot Seer

Spells (8)
Path to Exile
Aether Vial
Lands (22)
Adarkar Wastes
Eldrazi Temple
Ghost Quarter
Hallowed Fountain
Horizon Canopy
Island
Plains
Seachrome Coast

Sideboard (15)
Burrenton Forge-Tender
Eidolon of Rhetoric
Engineered Explosives
Grafdigger’s Cage
Kataki, War’s Wage
Mirran Crusader
Rest in Peace
Stony Silence

Because of Aether Vial and the fact that it is a two color deck without heavy mana commitments, the deck can still play Eldrazi Temple and Thought-Knot Seer to add a much needed disruptive beater that doesn’t get swept by cards like Anger of the Gods.

Ruckus-mh added a small spirit subtheme to the deck to get some mileage out of his one-drop of choice – Mausoleum Wanderer. Selfless Spirit will help out against sweepers, a natural predator of a deck like this, while Spell Queller is where things really get interesting. You will counter almost anything and get your evasive damage output going, but its’ ability to counter gamebreaking cards like Oblivion Stone, Scapeshift and Gifts Ungiven is the reason this card is amazing right now.

Reflector Mage will do a solid job in any creature matchup and truly shine against Death’s Shadows, Gurmag Anglers and Tarmogoyfs.

I feel like he is missing out on a lot upside in the sideboard, as he doesn’t take advantage of the blue splash except for the two Engineered Explosives. I would have loved to see a couple of Unified Will and some Ceremonious Rejection to help out against TitanShift, Affinity, Eldrazi Tron, Green Tron and Lantern which combined are a huge chunk of the metagame.

Leisester – 5-8th in Modern Challenge

W/U Hatebears

Creatures (28)
Eldrazi Displacer
Flickerwisp
Leonin Arbiter
Reflector Mage
Restoration Angel
Spell Queller
Thalia, Guardian of Thraben

Spells (8)
Path to Exile
Aether Vial
Lands (24)
Adarkar Wastes
Ghost Quarter
Hallowed Fountain
Island
Moorland Haunt
Mystic Gate
Plains
Seachrome Coast

Sideboard (15)
Ceremonious Rejection
Kataki, War’s Wage
Kor Firewalker
Rest in Peace
Settle the Wreckage

I was blown away to see that two copies of a sub 1% deck made it into the top 8 of this huge weekly Magic Online event. Leisester went with Restoration Angel instead of Thought-Knot Seer in the four slot and decided that the one drops available were too weak and cut them completely. He went back to Flickerwisp to save his creatures from removal, exile your opponent’s land for a turn and its’ ability to remove a crucial blocker or attacker from the combat step.

His manabase looks like a mess with the full playset of Mystic Gate, but I like the singleton Moorland Haunt for grindy games. I also like Settle the Wreckage in his sideboard to blowout any opposing creature deck from Affinity, Merfolk, various Collected Company decks to the mirror match. Settle the Wreckage is definitely a card I would advise thinking about when your Hatebears opponent passes the turn with four mana up!

I like the first version better solely because Thought-Knot Seer on turn three is very powerful, so if you add Moorland Haunt to the manabase over Horizon Canopy, I’m suggesting the following sideboard:

Beats Affinity and helps vs. Tron and Lantern.

Helps against Affinity, all Tron variants and Lantern.

Great against big mana decks like TitanShift and for swapping when Path to Exile is bad.

Huge blowout potential in creature mirrors that could come down to racing.

Great against Storm, Dredge and Delirium Shadow variants and will help you with odd pairings like Living End and Goryo’s Vengeance. I would bring in a single copy against Lingering Souls decks like Abzan and Esper.

Depending on your metagame, these slots can be used to improve against Burn, Collected Company, Death’s Shadow variants or Control. I don’t mind adding a Grafdigger’s Cage to double as graveyard hate and Collected Company stopper, and Mirran Crusader seems fine to boost your Shadow matchup while also just being a solid beater if you have dead cards in your deck in a given matchup. Kor Firewalker is only for Burn, but in some metagames it is the right call. Burrenton Forge-Tender is a fine option, but I feel like Selfless Spirit will be enough sweeper protection in most cases.

I really like how this deck has evolved over the years from being just “a creature deck” to adding creatures with powerful and disruptive abilities and actually be competitive. I’m not 100% sure that this version is a strict upgrade to the White-Black Eldrazi Taxes versions, but I really enjoy the Quellers and sideboarded counterspells for interaction against an open field.

What’s your favorite version of Modern Death & Taxes?

Harambe is evolving Modern

Editorial Note: This is the third guest article on Snapcardster. We’re always looking for innovative and interesting techs and people from the magic community. If you want to contribute, feel free to email us at blog@snapcardster.com

Hello all – in case you don’t know me (and why should you), my name is Hans Christian Ljungqvist – Beast_with_2_backs on Magic Online, and I previously popularized the budget Mono-Green Stompy deck piloting it to a top 8 at the 2014 Bazaar of Moxen tournament. If you are familiar with that deck you will probably notice some similarities in the creature package of my newest creation.

I’ve recently had a lot of success with a RUG version of the traditional budget U/G Evolve deck – managing a couple of competitive League 5-0’s. I wanted to share this deck with you all since WotC recently published a decklist of mine.

I’ve been working on and off on an U/G Evolve list for the last year or so, but it was only after the addition of red to the deck that my win rate went above 50% consistently. Below is my latest list – it is still in the early stages of tuning, so the numbers may appear a bit rough. I’ve chosen to name the deck “Harambe“, as it really is, at it’s core, a monkey deck. Basically what we’re trying to do is turn a random assortment of 10 cent commons and uncommons into powerful apes. And as you all know, the most noble and best known ape in recent times has to be Harambe. Also, the Zoo name was already taken.


Harambe Tempo by Hans Christian Ljungqvist

Creatures (23)
Young Wolf
Experiment One
Narnam Renegade
Cloudfin Raptor
Strangleroot Geist
Avatar of the Resolute

Spells (18)
Pongify
Rapid Hybridization
Lightning Bolt
Spell Pierce
Vapor Snag
Chart a Course
Lands (19)
Wooded Foothills
Windswept Heath
Misty Rainforest
Botanical Sanctum
Breeding Pool
Stomping Ground
Forest
Dryad Arbor

Sideboard (15)
Ceremonious Rejection
Ancient Grudge
Life Goes On
Dispel
Unified Will
Abrade
Magma Spray

3 reasons why you should play Harambe:

It’s fast! It’s cheap! And it’s a LOT of fun to play – blowing your opponent out with a random collection of draft unplayables appeals to a certain kind of people (not the Lantern kind of people – those are bad people). If you are one of those people – keep reading!

The difference between my list and the more general budget Evolve lists is that I am not trying to build an all-in Evolve deck. This is not the second coming of Hardened Scales or Winding Constrictor. Rather it is my attempt at building a tempo/aggro deck in Modern and in my opinion the Evolve/Undying creatures serve that role better than Delver of Secrets. Given that there are no free permission spells like Daze or Force of Will in Modern, playing protect the queen is often a losing proposition, and even a dedicated deck like Grixis Shadow has trouble protecting it’s threats. Harambe has a multitude of threats and Pongify/Hybridization serve as pseudo-threats.

First off – as anyone who has played with the Undying/Evolve creatures are aware, the combination of an Evolve creature + Pongify effect + Young Wolf = 8 power on the board on turn 2. That is one of the main draws to playing the deck – a lot of decks simply can’t keep up with that kind of opener. If you are unfamiliar with the math, I suggest you check out the Evolve primer part about stacking your triggers from Undying + Pongify. In short, you can stack the triggers so that the Evolve trigger from the token goes on the stack first and then the evolve trigger from undying goes on top allowing both to resolve.

The approach to playing the deck is “get ahead – stay ahead”. This approach requires you to be able to get on the board early and interact at relevant levels with your opponent at a mana discount. The playstyle resembles a mix between Zoo and Legacy R/U/G Delver. While it is possible to play Harambe like an aggro deck, I strongly discourage you from doing so – instead try to establish a dominant board presence and force your opponent to respond to it rather than just piling on. Knowing when to smash your own creatures with a Pongify effect and when to smash the opponent’s creatures is the most complex part of playing the deck.
So far so good – now off to the individual card-choices:


These cards all serve as the core Evolve package and I strongly suggest you start off with 4 of each when building the deck. While 8 Pongify effects seem like a lot, experience tells me that you usually won’t be sad to draw one off the top.


These two cards serve as the filler-threats of the deck while still synergizing with the main theme of +1/+1 counters. Narnam Renegade is by itself a decent threat and in my opinion the only viable 4th 1-drop available to the deck. Also with the conspicuous absence of Kird Ape, Narnam Renegade has to play the role of honorary ape. In this deck, Avatar of the Resolute is a powerhouse for only 2 green mana and will frequently enter the battlefield as a 5/4 or bigger, easily trumping what other fair decks have access to for 2 mana. The Avatar’s synergy with the rest of the deck is one of the main reasons to not play Tarmogoyf in the 2-drop slot. The Trample is also quite relevant as Pongify effects allow for instant speed removal of blockers on the Avatar.


These cards serve as your relevant game 1 interaction and are chosen for their flexibility – the sideboard includes more specific answers for different matchups. Vapor Snag, while seemingly a bit underpowered, works well in the situations where you have to smash an opposing creature – bouncing the token allows for a free attack. While spending 2 cards to remove 1 card is not optimal, being a tempo deck with a very fast clock, we can sometimes allow ourselves a 2-for-1 and still maintain a superior board presence. Lightning Bolt also serves the dual role of killing roadblocks and allowing the deck to have a bit of reach to close games out.

This recent addition from Ixalan serves as the most mana-efficient refueling card available in the R/U/G colors. While traditional cantrips aren’t effective enough in this type of deck, Chart a Course‘s rate of 2 cards for 2 mana is a good rate for a tempo deck.


The manabase is currently built to support 3 things.

First of, every single mana source provides green mana. This is a necessity, as 12 of our 1-drops cost green mana. Only 4 of the lands do not produce blue mana, which means that we will almost always have access to Cloudfin Raptor turn 1 if we want it.
Secondly, the deck has 10 fetches – currently tied with Burn for the second highest number of fetches in a Modern deck (Death’s Shadow decks tops that list with 12!). This allows us the luxury of only playing 2 Stomping Ground and means we usually always have a way of triggering Revolt on Narnam Renegade.

The third point is the Dryad Arbor. While traditionally Dryad Arbor serves as Liliana of the Veil protection for creature combo decks like Infect and Bogles, the Dryad Arbor in Harambe serves as a low-cost way to get the engine rolling. It serves as free fodder for Pongify/Hybridization and is able to trigger Cloudfin Raptor on it’s own. While the deck only plays 19 lands, the lack of cantrips means that you will occasionally flood out a bit. Having access to an extra attacker or a surprise blocker is very valuable.

As for the sideboard cards, the deck is generally quite flexible, so you have a lot of options to choose from. While many of the cards that I have included are meant for fairly good matchups, my approach to sideboarding is often to make decent/even matchups even better postboard rather than try to fix some of the abysmal matchups (Bogles is virtually unwinnable). The only card I would strongly advise against tinkering with is Ancient Grudge, as it is the pillar of postboard strategies against the artifact based tier 1 decks.

Some of you may notice that I include no graveyard hate in the sideboard. This is mostly since the relevant cards either hurt us too much (Grafdigger’s Cage) or just don’t do enough in Modern (Surgical Extraction). Apart from that, the graveyard based decks are usually fine matchups – Dredge for instance is easily on of the best matchups, since it turns out that dead creatures block very poorly.


The case against 3-drops

I’m going to spend a few lines explaining why the deck doesn’t play any 3-drops despite a prevalence of powerful cards available in the R/U/G colors. The most obvious choices would probably be Kitchen Finks and Nissa, Voice of Zendikar in the sideboard for the grindier matchups and honorary 3-drops like Snapcaster Mage and Hooting Mandrills in the maindeck.

The reasons for not playing the more mana-intensive cards are two-fold. First of all, my core philosophy for the deck is that it should be able to operate off of 2 lands, similar to the Burn deck’s ability to function on only 2 lands. Having only 19 lands with no filtering means that you will often have games where you never see the third land or choose to prioritize a Dryad Arbor over a third shock. Second of all, the deck is a tempo deck that usually doesn’t tap out past turn 2 or 3.

Tapping out for a 3-drop is very dangerous in Modern, as a lot of decks will be able to punish you for it by either winning on the spot or by deploying their more impactful cards. That being said, both Nissa, Voice of Zendikar and Kitchen Finks are very decent choices for the sideboard, I just firmly believe that cheaper, more targeted cards, can serve the same role. Disclaimer: If your meta includes a lot of B/G/X and Eldrazi Tron it is probably correct to include some number of Dismembers in the maindeck to deal with their threats.

Off to the matchups – I’ve chosen to go through the matchups you’re most likely to run into at your local FNM.


Affinity

This one can be a bit rough – Affinity has a fast clock and a number of hard-to-deal-with threats. The games are very play/draw dependent, but the key to winning is to continuously apply pressure while trying to deal with their haymakers. Prioritize getting Steel Overseer off the table, as he can really ruin your day. Arcbound Ravager is not the end of the world, as keeping one mana open means your opponent has to respect your ability to interact with a Ravager target. This matchup drastically improves postboard.


Grixis Shadow

Quite positive matchup – we are very fast, even for Modern standards. The Grixis player will have a very hard time punching through, as Harambe blocks exceptionally well due to the Undying creatures and Narnam Renegade. Don’t be afraid to smash a Shadow that has grown too large. Do make sure to finish the game quickly however, as their superior card quality will take over once they get rid of all the air in the deck.


Eldrazi Tron

One of the hardest matchups for Harambe – the game revolves around you being able to handle a Chalice of the Void for one. This is almost impossible to do game 1 and is one of the main reasons for including Ancient Grudge in the board. Apart from that, the deck is able to stall the ground quite effectively with big bodies and annoying card like Matter Reshaper.


Jeskai Control

Very positive matchup – they rely on single target removal, which Pongify effects severely punish. The only card you need to worry about is Anger of the Gods. Otherwise it’s smooth sailing.


Storm

Quite positive matchup – the combination of a fast clock and relevant disruption is just what the doctor ordered against the pure combo mages. Prioritize keeping removal up rather than counterspells.


Humans

Even matchup – we are faster, but they have a number of incredibly annoying cards like the two Thalias. Don’t get caught off guard by a Reflector Mage – keep a Pongify effect up if you can!


Burn

Positive matchup – we goldfish as fast as burn and are quickly able to outmatch their groundbeaters. The only drawback is our manabase, which means you have to fetch carefully in order to not hurt yourself. Postboard a resolved Life Goes On means game over for Burn.


G/X Tron

Even to positive matchup – Tron games feel quite lopsided. We either win very fast leaving them with no relevant way to interact or they manage to land a haymaker in time to stem the bleeding. Wurmcoil, Ugin and Oblivion Stone are the real issues here, whereas Karn and Ulamog are usually manageable. Counterspells work wonders postboard.


Titanshift

Negative matchup – Our interaction lines up poorly against Titanshift meaning we are forced to race and overextend. The presence of Anger of the Gods makes life hard for the monkeys. Try to keep a hand that goldfishes turn 4.


Counters Company

Even matchup – our interaction is very relevant, but the deck wouldn’t be a contender if it wasn’t able to grind through a few lightning bolts. Kitchen Finks is also a very annoying card. That being said, the deck has a lot of air and Harambe will punch through eventually, given enough time.


U/W Control

Positive matchup – they are by far the slowest of the controlling decks and their interaction is quite expensive like Detention Sphere and Supreme Verdict. Don’t overextend into a Supreme Verdict unless you’re doing it with Undying creatures, but make sure to still keep enough power on the board to be able to pressure their planeswalkers.


Lantern Control

Negative matchup – our inability to remove Ensnaring Bridge game 1 means the preboarded games are very lopsided. Postboard we have a lot of interaction but will often have to win two sideboarded games.


B/G/X midrange

Negative to even matchup – Jund and Abzan have a number of annoying cards. While Liliana of the Veil does very little against Harambe (and may even be a liability), Tarmogoyf and Scavenging Ooze present real problems. The Scavenging Ooze needs to die on sight as it invalidates a large part of our gameplan. As for the Goyf, the stage of the game decides how the old Lhurgoyf should be handled. Experience tells me that it is usually correct to smash him and move on, taking the 2-for-1 in stride.

Hope you enjoyed the article. Take the deck for a spin at your next FNM – you might like it 😉

Until then,

Beast_with_2_backs

Meet the Pros: Paulo Vitor Damo Da Rosa

Paulo Vitor Damo da Rosa
Nicknames PVDDR, Pablo Doritos
Born September 29, 1987 (age 30)
Porto AlegreBrazil
Residence Porto AlegreBrazil
Nationality Brazil Brazil
Pro Tour debut 2003 World Championships – Berlin
Winnings $439,135[1]
Pro Tour wins (Top 8) 2 (12)[2]
Grand Prix wins (Top 8) 2 (19)[3]
Lifetime Pro Points 588[4]
Planeswalker Level 50 (Archmage)
source mtg.gamepedia.com

Hello Paulo and welcome to the spotlight! It’s a pleasure to have you. I want to talk a little about the conditions as a Brazilian compared to privileged Europeans and Americans with Grand Prix in their backyard every month. With very expensive plane tickets and bad internet (maybe that’s a cliche?), how did you manage to break through? Also please add a key moment or two that you think back on with great joy that sparked your career.

The internet is just fine, but the plane tickets being expensive thing is very real. It’s not only that they’re expensive, but every trip is a big journey – there’s no “leave Friday arrive Monday” kind of thing, you have to commit to every tournament. A trip to an US Grand Prix, for example, takes about 20 hours each way for me, and costs about $1200. If I top 8 the tournament but lose in the quarters, I’m still down money. That’s not even mentioning things like visas, which we need and aren’t easy to get.

I managed to break through due to a combination of trying very hard and being really lucky. I had very supportive parents, and I was able to do well in my first couple of tries, which gave me the qualification and the resources for future ones. For South Americans, there aren’t many chances – you play in one or two major tournaments in a year, so if you don’t do well, that’s it, you might never qualify again. I managed to do well in a lot of them in a row, so I got to the Platinum equivalent of the Pro Player’s Club, which enabled me to continue playing the following year.

more than 10 years ago: PVDDR at Worlds 2006 in Paris

I think there were two key moments that sparked my career; the first was my first Pro Tour, Worlds 2003 in Berlin. I managed to finish in the top 64, which gave me a prize money of around $500, which was a lot of money for a 15 year old Brazilian kid. It showed me that there was more to the game than I originally expected, and opened up a lot of new possibilities.

The second was my first PT top 8, Charleston 2006. It showed me that I could actually do this thing professionally, that I was good enough.

Your resumé speaks for itself and being inducted in the Hall of Fame in 2012 seems like the peak in any Magic player’s career, but you still keep posting strong results and show a lot of love for the game. Talk about your continued motivation and if being considered the G.O.A.T (greatest of all time) is on your bucket list.


This might be unusual regarding Magic players, but my motivation has never been to be the best – I just want to be happy. I enjoy the lifestyle of a Magic player – waking up whenever I want, practicing for as long as I want, not answering to anyone but myself, getting to meet my friends.

My goal has always been to be able to do that while supporting me and my family. As long as this continues being the case, I’ll be happy, regardless of whether people consider me the best or not. In the end, no one can truly judge skill, so who can tell who the best players are?

Titles such as “best player in the world” have always seemed a bit hollow to me because of that. Don’t get me wrong, I’m happy to be in the conversation, but it’s not my goal to be considered the best because I know it’s just very arbitrary. Right now, I couldn’t tell you who the best player in the world is – I couldn’t even give you three names. I could, maybe, give you a list of 15 players who could all be the best player in a given tournament. I like being in that list, but do not make my goal to be number one.

The one title that still motivates me is World Champion, which is the one I don’t have. I’d really like to be World Champion at some point.

We initially got in contact on Twitter because of a question of mine in the Christian Calcano interview quoting Andrea Mengucci about team tournaments, and you said that the vast majority of professional players love team events. Can you elaborate on that statement?

Pro players like team events for two reasons. First, they’re fun – you are playing with friends, you share their victories and their defeats. Team Sealed is different from normal Sealed, and I believe it’s even more interesting to build. Overall I enjoy myself more if I’m at a team event than at an individual event.

Second, they mitigate the impact of variance and non-games. If you’re in an individual event and you mulligan to five twice, that’s it, you’re done for the round. If it’s a team event, you can mulligan to five twice and still win because your teammates win. If you’re a team of 3 good players, then your edge is bigger in a team event. Couple that with the fact that team sealed is very hard to build properly, and you have some very stacked team sealed top 4’s.

Paulo’s Team: ChannelFireball Ice from last year

In the past I recall you saying that you really dislike Magic Online and that you prefer to test in real life. With more time to draft the newest set before a Pro Tour online than previous, is this still how you prefer to prepare for a Pro Tour or did you adapt to keep up with the young and hungry MTGO grinders?

I still prefer to not play Magic Online, but I’ve had to adapt to the times. We’ve been meeting in person for less time than we did before, and with the set available on modo right after the pre-release, it’s just more convenient to do drafts on MTGO rather than trying to coordinate live ones. I don’t enjoy playing it as much but I feel like I have to do it.

Legacy will be played at the Pro Tour for the first time this year, and Modern is back after a few years break. Share your thoughts on those formats respectively, and could you see your self playing Legacy at professional level?

I love Legacy as a format – I think it’s diverse but the gameplay is also intricate. Every small decision in Legacy matters – what land you play, what land you fetch, what spell you play, how you resolve it. In Standard and Modern, you often just have scripted plays – you’ll play your second land and then your two drop. In Legacy, every tiny variable changes what you’re supposed to do, and I really enjoy that.

I’ve played Legacy at a professional level many times before – I’ve played multiple Legacy Grand Prixs, and I’ve also played it at the World Team event some years ago, so I can definitely see myself playing it at the Pro Tour.

Grand Prix Paris 2014 Quarterfinals: PVDDR is on Miracles


It’ll be interesting to see whether Legacy actually stands the scrutiny of being a Pro Tour format – it being teams will probably help with this a little bit. In a Grand Prix, people just play whatever they want, what they like or what they have access to; in a Pro Tour, everyone will be bringing in the deck they feel is the very best. This could make everyone converge in one dominating deck and actually have a lasting negative impact on the format, but I’m hoping this won’t be the case.

As for Modern, I think it’s by a wide margin the worst competitive format of all. There are about 25 decks you can play, but they are very polarised in matchup and the gameplay is completely random.

Did you draw your sideboard hate? Well, you can’t lose now.

Did you not draw it? Well, you can’t win.

A lot of matchups are just two decks goldfishing against each other or trying to draw their sideboard cards, and it’s not fun being on either side of that exchange. Since there are many many decks, you cannot even sideboard against all of them, and, since every deck is 7%, you’re not actually supposed to.

For example, should I make my deck beat Dredge when I know Dredge is 7% of the field and it’ll hurt me in other matchups?

Likely not, but then I can just get paired vs Dredge twice and my tournament is over.

Now apply this to Storm, Tron, Living End, Ad Nauseam, Infect, Affinity, Goryo’s, Through the Breach… you’ll always get to a point where you have to give up beating something, and then it becomes a pairing roulette.

Editorial Note: Modern is known for linear decks.


You had a very good season last year and went out with a bang winning the Pro Tour in Japan this summer. What are the goals for Paulo this season?

PV’S HOUR OF GLORY: Paulo winning Pro Tour Hours of Devastation

My goal is mostly to do well enough that I can continue doing what I do, which usually means getting to the Platinum level in the Pro Players Club. As far as more precise goals, I’d really like to win Worlds or Team Worlds.

Lastly, feel free to link to your sponsors, leave your Twitter handle or whatever you like.

Thank you so much for taking the time for this interview out of your busy schedule!

No problem 🙂 My twitter handle is @pvddr and you can find my weekly articles on www.channelfireball.com.

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!

Grand Prix Las Vegas Modern Analysis

Three Grand Prix were held this weekend in Las Vegas, and today I will talk about what happened in the Modern portion.

With 3,264 (!!!) participants and Modern in a balanced place compared to the eras of Eldrazis, blue delve cards, Grave-Trolls and Probes, the stage was set for an epic tournament. Keeping in mind that you needed a record of 13-2 or even better because of the size of this tournament, here are the top 8 decks that survied the swiss portion:

3 Affinity
1 Mono White Hatebears
1 Green/White Hatebears
1 Burn
1 Blue/Black Turns
1 Eldrazi Tron

If you showed me this list prior to the tournament, I would simply have laughed at you and told you how bad positioned Affinity is, how great Death’s Shadow is and how underpowered Leonin Arbiter decks are in a world of combo decks.


Good as usual or good again?

Let’s start by addressing the three copies of Affinity in the top 8. Every time a single deck puts three copies into any top 8 in Modern specifically, it’s bound to draw attention. I’ve heard a bunch of chatter from good players about how all the focus would be on Death’s Shadow variants this weekend, and that people would prioritize other cards than Stony Silence and artifact removal spells for their sideboards, and it makes a lot of sense that Affinity was able to capitalize on that. In the end of today’s article, I talk to the champion, Mani Davoudi, about how he experienced his triumph and weekend in general.


The hero we deserve?

Hatebear strategies have always been tier 2 in Modern unless played by Craig Wescoe, but maybe this has changed without me noticing it. Flooding the board with resilient and disruptive creatures certainly is a great strategy vs. Death’s Shadow. Packing a card like Mirran Crusader really underlines that fact that Lighting Bolt is seeing next to no play at the moment. Back in the day, you could never play with three drops that died to Lightning Bolt, so this is a very metagame specific choice.


Lucky or good?

Going forward, this is not something I would recommend to anyone. Daniel Wong did a great job piloting this deck all the way to the quarter finals, even tuning his deck to have a chance vs. Death’s Shadow with the black splash and Chalice of the Void in the sideboard, but the strategy is too clunky and fragile in a world of fast clocks backed up by discard spells. Hats off to him – his pet deck got him a Pro Tour invite and some dollars on top of it!

Top 8 decklists: http://magic.wizards.com/en/events/coverage/gplv17-modern/top-8-decklists-2017-06-18
In the top 32 we see a lot of familiar faces that you can usually expect to do well at any Modern tournament, but I want to talk about a few of the more unorthodox decks among the top finishers.

In 12th place, also going 13-2 and qualifying to the Pro Tour, Warren Woodward piloted a very interesting Black/White midrange deck focused around planeswalkers and powerful synergies with Smallpox. Smallpox is symmetric on the surface, but is a devastating card when it takes a land, creature and card in hand from the opposition while you sacrifice a Bloodghast and Flagstones of Trokair while discarding a Lingering Souls or another Bloodghast from your hand. Liliana of the Veil is also very lopsided in this deck for the same reasons. Combine the fact that Lingering Souls was very well positioned this weekend this the black skeleton of pointed discard spells and cheap removal, and he made a recipe for success that paid off.

Since Faeries added both Bitterblossom and Ancestral Vision to their arsenal, it has been lurking around the bush and preparing its attack on the metagame. Faeries has a good game plan vs. combo decks, control decks and is also decent against Death’s Shadow variants, partly thanks to Spellstutter Sprite. The setup with Liliana of the Veil combined with counterspells is rarely seen, but I imagine the powerlevel and versatility of Liliana was hard to turn down for Yuta Takahashi. Somewhat recent printings of 4 Collective Brutality and 3 Ceremonious Rejection in his sideboard are there to shore up Burn, Tron and Affinity – three matchups Faeries has struggled with traditionally – which makes a lot of sense to me.

Lastly, a copy of Big Zoo made it into the top 32 in the hands of Robert Maes. Robert plays the expected manadorks, beef and a few silverbullets and 4 Collected Company and some removal spells in a pretty straight forward list. With the three copies of Seal of Fire, a Shock-type card used to boost up his own Tarmogoyf and kill opposing small creatures, he is rather spell heavy compared to other Company decks, which makes room for 26 creatures. In the sideboard he tries to solve some unfair matchups that his deck naturally struggles against with cards like Thalia, Guardian of Thraben, Stony Silence, Tormod’s Crypt, Eidolon of Retoric and Blood Moon. What I dislike about this archetype is that it feels too fair and puts too much pressure on finding your sideboard cards in games 2 and 3, and mulliganning away perfectly servicable hands in search of those will probably happen a bit too often to my taste.

Check all decklists from 9-32th here: http://magic.wizards.com/en/events/coverage/gplv17/9-32-decklists-2017-06-18

As promised, here is an interview with the Grand Prix Las Vegas Champion 2017, Mani Davoudi!

Hello Mani and huge congratulations on your accomplishment this weekend, and thank you very much for taking time to sit down with me.
Hey Andreas, thank you very much and no problem!

When I met you back in Vancouver in 2015 for Pro Tour Origins, you seemed like a Limited specialist at heart. Did I completely misjudge you, and you’re actually just a Modern Master waiting for the perfect moment to strike?
No, your read was right. After GP Vegas 2015 where I had a 9-0 start before crashing in day 2, I decided it was time for a break from competitive magic and devoting all my efforts to qualifying for the pro tour. A natural part of playing less magic was when I did play, it would usually be limited as it was easier to play on magic online without keeping up with the format. I certainly wouldn’t consider myself a modern master by any means, but I have played a fair bit of affinity over the years and consider myself proficient with the deck.

With Death’s Shadow being the number one deck in Modern right now, even though by a very small margin, did this matter when you picked your deck for the event? Talk a little about the Affinity vs. Grixis Death’s Shadow matchup.
Regarding Death’s Shadow and whether it affected my deck choice, I would say it did indirectly. When the week started, I was not intending in playing this Grand Prix. After 0-3 and dropping from the Limited Grand Prix, I was feeling a little disappointed about my quick exit. I joined Gerry Thompson and Sam Black in the middle of a conversation they were having about Death’s Shadow and what the right deck choice for the weekend was. Sam mentioned he thought Affinity was well positioned, and Gerry agreed. This caught my interest, seeing as it was the only deck I had any experience with, and after a little consideration and effort put into tracking down a copy of the deck to borrow, I was registered for the GP.
As for the matchup, I wouldn’t be able to tell you. In theory and from speaking to others, the matchup seems to be in affinitys favour but I had not played it heading into the GP, and I did not face it a single time in the tournament itself.

You took a fairly stock version of Affinity all the way to the 1st place in this 3500 people tournament. Rank these three factors for you winning the whole tournament and explain why: Affinity was under the radar this weekend. You played great. Variance.
1. Variance. Over the course of the weekend, I played very few decks packing great hate for affinity/bad matchups, I played no “professional” players, and I drew quite well. The fact that I won the finals on a mulligan to 4 speaks for itself.
2. Affinity was under the radar. I felt like overall people were not quite ready for affinity, and had shifted their sideboard priorities to deal with other matchups.
3. I played great. While I do think I managed to keep it together and avoid making egregious mistakes, I’m not sure if I played great. I would say I played better than my opponents in most of my matches.

You only had one loss the whole weekend. Tell us a few words about that match if you remember.
In round 13 of the tournament, I finally played against the only other undefeated player, Theau Mery on mono white hatebears. It was not a very interesting match, as I had a great affinity draw game 1 that resulted in a turn 2 or 3 concession, and then he played turn 2 Stony Silence in both post board games. Unfortunately that’s the nature of the matchup, and I’m glad I got the better end of it when I got my rematch in the finals.

For the readers who didn’t hear your winning interview, walk us through that mulligan to four(!!!) in the deciding game.
In game 2 of the finals, Theau immediately kept his 7 card hand on the play. This made me believe that the chances of him having a Stony Silence were very high. On my end, both my 7 and 6 card hands had no mana sources and were unkeepable. My 5 card hand was Mox Opal, Ornithopter, Spring Leaf Drum, Cranial Plating, and Steel Overseer. I briefly considered keeping the hand as it had explosive potential with a lucky scry, but ultimately I decided that if my read of Stony Silence was correct, I could not win with that hand and was better off trying to find my wear/tear on a mulligan to 4. As it turned out, he DID have the Stony Silence, but had kept a one lander and missed his second land for a few turns, allowing me to get a Cranial Plating on an Etched Champion steal the game.

Thank you so much for stopping by and best of luck at the Pro Tour. You did it, buddy!
Thanks for having me! People can follow me on twitter or twitch @Zapgaze. I’d also like to thank Sam Black for (inadvertently) inspiring me to play, Stephen Barnett for getting the deck together for me at 5 in the morning, and all of my friends for their amazing support.

 

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