vintage super league

Vintage Super League

What is Vintage Super League?

Vintage Super League is a competition between Magic celebrities with matches played on Magic Online. Season 8 begins on April 19, 2018.

Matches are streamed live on twitch.tv/magic on Thursdays starting at 6pm pacific time. Replays can be viewed on YouTube.

Vintage Super League is produced by Randy Buehler and Athena Froehlich, and supported by Wizards of the Coast.

Kickoff

Team Snapcardster is incredible happy to not only be a part of the official VINTAGE SUPER LEAGUE but also kick-off the season with the first match against Team ChannelFireball.

Tune in on April 19th Thursdays at 6 p.m. PT on twitch.tv/magic. (3 a.m. CEST dang that’s after midnight…) when Andreas Petersen, Michael Bonde and Thomas Enevoldsen fight for honor against Luis Scott-Vargas, Josh Utter-Leyton, Matt Nass and Sam Pardee. 

Decklists

ChannelFireball

Snapcardster's Ad Nauseam

Spells (48)
Tendrils of Agony
Gitaxian Probe
Ponder
Duress
Imperial Seal
Demonic Tutor
Yawgmoth’s Will
Ad Nauseam
Pact of Negation
Mental Misstep
Ancestral Recall
Dark Ritual
Brainstorm
Chain of Vapor
Mystical Tutor
Demonic Consultation
Vampiric Tutor
Mox Sapphire
Mox Jet
Mox Ruby
Mox Emerald
Mox Pearl
Chrome Mox
Mox Opal
Sol Ring
Mana Vault
Black Lotus
Lotus Petal
Mana Crypt
Lands (12)
Polluted Delta
Verdant Catacombs
Island
Swamp
Underground Sea

Sideboard (15)
Chain of Vapor
Xantid Swarm
Tropical Island
Tormod’s Crypt
Fatal Push
Timetwister
Blightsteel Colossus
Tinker

Snapcardster's Dark Petition Storm

Spells (47)
Tendrils of Agony
Thoughtseize
Dark Petition
Gitaxian Probe
Preordain
Ponder
Time Walk
Timetwister
Yawgmoth’s Will
Mind’s Desire
Demonic Tutor
Ancestral Recall
Brainstorm
Vampiric Tutor
Dark Ritual
Cabal Ritual
Defense Grid
Mox Sapphire
Mox Jet
Mox Ruby
Mox Pearl
Mox Emerald
Black Lotus
Sol Ring
Lion’s Eye Diamond
Mana Vault
Mana Crypt
Lotus Petal
Necropotence
Lands (13)
Polluted Delta
Bloodstained Mire
Flooded Strand
Underground Sea
Island
Swamp
Tolarian Academy
Library of Alexandria

Sideboard (15)
Chain of Vapor
Fatal Push
Flusterstorm
Leyline of the Void
Tormod’s Crypt
Tinker
Blightsteel Colossus

Snapcardster's White Eldrazi

Creatures (37)
Thalia, Guardian of Thraben
Containment Priest
Phyrexian Revoker
Eldrazi Displacer
Thought-Knot Seer
Lodestone Golem
Reality Smasher
Sphere of Resistance
Null Rod
Thorn of Amethyst
Chalice of the Void
Mox Sapphire
Mox Jet
Mox Ruby
Mox Pearl
Mox Emerald
Sol Ring
Mana Crypt
Black Lotus
Lands (23)
Ancient Tomb
Eldrazi Temple
Cavern of Souls
Plains
Karakas
Wasteland
Strip Mine

Sideboard (15)
Null Rod
Mindbreak Trap
Fairgrounds Warden
Dismember
Umezawa’s Jitte
Grafdigger’s Cage
Trinisphere

Snapcardster's Temur Pyromancer

Creatures (8)
Young Pyromancer
Managorger Hydra
Snapcaster Mage

Spells (37)
Dack Fayden
Jace, the Mind Sculptor
Gitaxian Probe
Ponder
Sleight of Hand
Merchant Scroll
Time Walk
Treasure Cruise
Mental Misstep
Ancestral Recall
Brainstorm
Flusterstorm
Pyroblast
Abrade
Lightning Bolt
Force of Will
Gush
Dig Through Time
Mox Jet
Mox Sapphire
Mox Ruby
Mox Emerald
Mox Pearl
Black Lotus
Sylvan Library
Lands (15)
Scalding Tarn
Flooded Strand
Misty Rainforest
Polluted Delta
Volcanic Island
Tropical Island
Library of Alexandria
Strip Mine
Island

Sideboard (15)
Abrade
Lightning Bolt
Leyline of the Void
Grafdigger’s Cage
Flame Slash
Mountain

Snapcardster's Paradoxical Outcome

Creatures (2)
Monastery Mentor
Blightsteel Colossus

Spells (44)
Tinker
Gitaxian Probe
Ponder
Preordain
Night’s Whisper
Demonic Tutor
Time Walk
Merchant Scroll
Treasure Cruise
Ancestral Recall
Brainstorm
Mystical Tutor
Vampiric Tutor
Paradoxical Outcome
Force of Will
Dig Through Time
Voltaic Key
Time Vault
Sensei’s Divining Top
Mox Jet
Mox Sapphire
Mox Ruby
Mox Pearl
Mox Emerald
Mana Crypt
Sol Ring
Black Lotus
Mana Vault
Mox Opal
Lands (14)
Polluted Delta
Misty Rainforest
Scalding Tarn
Flooded Strand
Island
Library of Alexandria
Underground Sea
Tundra
Tolarian Academy

Sideboard (15)
Fatal Push
Kambal, Consul of Allocation
Flusterstorm
Chain of Vapor
Tormod’s Crypt
Grafdigger’s Cage

Snapcardster's MUD

Creatures (27)
Hangarback Walker
Walking Ballista
Arcbound Ravager
Phyrexian Revoker
Steel Overseer
Foundry Inspector
Lodestone Golem
Precursor Golem

Spells (15)
Black Lotus
Chalice of the Void
Mana Crypt
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Sol Ring
Sphere of Resistance
Thorn of Amethyst
Trinisphere
Lands (18)
Ancient Tomb
Mishra’s Factory
Mishra’s Workshop
Strip Mine
Tolarian Academy
Wasteland

Sideboard (15)
Grafdigger’s Cage
Leyline of the Void
Umezawa’s Jitte
Null Rod
Skysovereign, Consul Flagship

Defense Mechanisms in Magic

As the people who know me are fully aware, I love to study the psychological aspect of games. Before I dipped into serious Magic, I used to play football, Pokémon TCG and Counter Strike all at a somewhat serious level. I didn’t just play these games – I also studied them whether it was advanced tactics, cunning mind games, reading of the game plus put a big emphasis on the importance of a positive environment in the dressing room, in testing or on the voice communication server. If you haven’t read “My 10 MTG Commandments” I advise that you give that a look before diving into this one. Keep in mind that everyone either is or has been guilty of all of the following, including myself. Reading this article will hopefully help you as much as it helped me write it.

1) “I lost even though I played perfectly”


Players will use this phrase to project the attention after a tough loss. More often than not, the recipient of this message, usually a friend they traveled with to the tournament, will tell the losing player that they couldn’t do any more than that (doing their best), and that just happens in Magic. While that is a positive response from your friends, the responsibility lies with the losing player. While they maybe didn’t have any other decisions to make during the game, they might not have researched the metagame well enough before constructing a sideboard. Another possibility is that they didn’t playtest the matchup thoroughly enough and that their “truth” is flawed. I suggest playing the match in your head and come up with points where you actually had decisions to make and try to evaluate those after the tournament. Mulliganning, whether to fetch out a basic or shockland, sideboarding and other stuff can be relevant to look at. But at the tournament after the match – just focus on your next game instead of being frustrated about the past.

2) “My opponent got extremely lucky”


I often hear players talk about their match as if only the last draw from the opponent mattered. While it is very hard to practice in the aftermath of a tough loss, it is somewhat simple to see what the constructive way of dealing with this is. You should take a deep breath and look at everything from start to finish in the match instead of looking at the last draw (in case of a devastating top deck) in a vacuum. Conveniently, with a comment like this, the player got to sneak in that they are a way better player than their opponent. I mean, without the extreme luck, how else would he beat you? Sometimes you get into situations against a deck like Burn in Modern where the absolute best line you can draw up will need your opponent to draw either a creature or land for their turn, so you can attack for lethal in a scenario where a targeted burn spell wins your opponent the game. If you figured out the best line, you live with the result and get back into the saddle no matter the outcome.

3) “I didn’t test for this tournament”


Players will usually slip this comment before the tournament to lower the expectations to them from their peers. If they end up doing badly, they want people to remember what they said. On the other hand, if they do great, their friends will most likely look at them as a God-gifted talent (or at least, that is what they hope will happen). Trying to set up artificial win/win situations like this is a very common defense mechanism. What I wish I was able to do in cases where I know I didn’t prepare as well as I could for the tournament, is keep quiet about it and hope to lean on my experience instead of recent actual playtesting. If situations occur, where I lose because of lack of preparation, I will either have to live with it or prepare better next time. No reason to create a false narrative to protect your pride.

4) “This format is horrible”


A commonly used quote from good players about fast formats like Modern and Vintage after losing to a proactive or prison style strategy. Yes, it is not the best feeling in the world to lose to a turn three Karn Liberated or never getting to cast a spell, but remember who chose to devote money and time to sign up to the tournament. During the last couple of years, I have taken a break from Modern whenever I felt the metagame was too proactive – the kind of Magic that I don’t enjoy. You either accept the name of the game or take the necessary procautions.

5) “My Opponent’s deck is unplayable”


Let me be the first to say that I have been extremely guilty of this one in the past. I spend a reasonable large amount of time to figure out the metagame and aim to choose just the right deck for a given tournament. If I then faced a deck that was bad against the consensus “best” deck in the format, which would make that deck unplayable in my mind, and that deck randomly had a great matchup against my m3t4g4m3 k1ll4h deck, I would just tell myself that my opponent was bad and he would probably just play against the “best” deck next round and get what he deserved. Needless to say, all my thoughts were not doing anything good for my tournament success or well being in general. The lesson for me was that players at Grand Prix especially will always show up with whatever they already had built prior, disregarding metagame trends and recent printings. That is part of what makes Magic a beautiful game.

I hope you enjoy the mix-up between strategy, results, psychology and deck breakdowns as much as I do. I might start to do some videos in the future, but I can’t promise anything yet. Thank you for reading and please share your experiences about defense mechanisms with the me and the other readers. We all have a lot to learn.

Farfetched: Ramping with Titan Shift

After I finished my last article, a friend of mine messaged me on Facebook and asked me about the land patterns for the deck, as he wanted to play the deck at Grand Prix Phoenix. I realized that this topic is very important if you’re picking up the deck, so I decided to do a little bonus article about it. Welcome to Farfetched!

For reference, here is the decklist that I top’2 Grand Prix Madrid with going 13-3 individually.

I used to run a slightly different split of fetches with the nod to Bloodstained Mire over Windswept Heath. Bloodstained Mire lets you fetch basic Mountain on turn two, and Windswept Heath is better against Blood Moon when you want a Forest out of your deck as soon as possible. When you’re in the market of building your Mountain count, you will have to shock your self with Windswept Heath on turn two.

Stomping Ground is your early game Taiga that will cost you some lifepoints. On the play against an aggressive deck, it’s not rare that you shock your self and pass the turn with Lightning Bolt up anticipating a one drop from the opponent to make sure you can curve out your Farseek or Sakura-Tribe Elder next turn. Also fetching out Stomping Ground over Forest on turn one to suspend Search for Tomorrow is almost always right in the dark. The exception is against aggressive strategies or when you’re already holding a Scapeshift, because Scapeshift kills the opponent either way and only Primeval Titan cares about your Mountain count. You often fetch out Stomping Ground on your opponent’s end step for obvious reasons.

Cinder Glade is your late game Taiga that you sometimes have to work  a little for. Most games will leave you with two basic lands in play no matter what you do, but some games you will have to fetch out basic Mountain with your fetchland or Farseek in order to make the Cinder Glade in your hand an untapped land for Primeval Titan on time. You fetch out Cinder Glade with Farseek when you only have non basics in play and would rather draw Stomping Ground from the top of your deck than Cinder Glade.

During a long tournament like a Grand Prix, I expect you to cycle this card once or twice, and most of the time search it out with Farseek or fetchlands with hands that don’t want to draw a ETB tapped land off the top.

You will fetch out this land turn one against Burn when you have the Search for Tomorrow or later in the game when you already have five Mountains and no Valakut, the Molten Pinnacle on the battlefield, because you want as many Mountains in your deck as possible. The other reason is Blood Moon. I’ve encountered situations more than once where I resolve Summoner’s Pact and Primeval Titan against a deck that potentially has Blood Moon. In these situations, I will search up two Forests (or the last one if I already have one) to make sure I don’t lose to the pact trigger. Overall Forest is the most unexciting land in your deck, but rather a necessary evil thanks to red mages.

The good old basic Mountain will give you painfree Mountain development. When you’re going for a late game Scapeshift, make sure to beat Ghost Quarter and Field of Ruin by leaving at least one Mountain in your deck. They will also come in handy for super grindy games against Control and Jund where you’re trying to natural Valakut them out. A few times I’ve run out of actual basic Mountains in my deck to make Sakura and Search useless as Lighting Bolt impersonaters. Don’t put your self in that situation, so manage your total number of Mountains just as carefully as your basic and non basic number.

I think I got it all, but feel free to ask if I missed anything or something is unclear.

Grand Prix Madrid

Casting Primeval Titan in Madrid *2nd*

Hello everyone and welcome to this week’s article, which is a special one for me. As most of you probably know, and the title partially gives away, my team managed to place second at the Team Trios Grand Prix in Madrid. That not only means that we won a whole lot of matches of Magic under the Spanish sun, that also means that I will be going back to the Pro Tour in a format I’m actually interested in and reasonably good at. I can’t wait to go to Minneapolis this summer and play some more high level Modern!

The Legacy Portion

In seat C, which is the Legacy slot, I had the privilege of having Thomas Enevoldsen. Thomas is known for his escapades with Death & Taxes in Legacy and have been toying around with different builds of the deck since his breakout back in 2013. I recently went back and read this excellent article from Caleb Durward where he talks about Grand Prix Strasbourg in 2013, which coincidentally was the same tournament I had my breakthrough. You should definitely check it out if you like history and Legacy combined.

Long story short, Thomas didn’t like the deck in today’s metagame of Kolaghan’s Command  and way more sweepers like Marsh Casualties  and Toxic Deluge  compared to back in the day, so he was looking for an alternative for Madrid. Luckily for him, I had been playing a lot of 4-Color Leovold and pitched him the idea that it was finally time to play with good cards and turn one protection against broken things instead of playing with a handicap (basic Plains). It didn’t take him long to adopt some of my ideas and develop his own through testing on Magic Online. We did some sparring mostly about sideboard plans and the last flex slot in the main deck, but I could see even after just a few leagues, he had already exceeded my abilities with the deck, and I felt super confident going into the tournament with him as the pilot and me to his right with input when needed. Thomas Leovoldsen was born.

Thomas Leovoldsen

The Standard Portion

The Scarab God

For Standard we put our trust in Michael Bonde to choose a good deck to smash the opposition. Michael doesn’t excel in deckbuilding, but he is very versatile in picking up a deck and playing it well after some dedicated testing. He ended up playing Blue/Black Midrange – a deck that has a lot of play to it and actually has many similarities to 4-Color Leovold from Legacy. He had many complex boardstates during the weekend, and each and every time he was able to solve them to give our team the best chance of winning our match. I know nothing about Standard, but I know a few things about Magic in general. I felt confident from round 1 all the way to the finals that Michael would do the right things in-game. Trust like that can’t be understated in team tournaments. My best advice is don’t team with someone you feel the need to supervise too much during matches.

The Modern Portion


Magic Online Championship Series 2015 (2nd)
World Magic Cup Qualifier 2016 (2nd)

Now let’s focus on the tournament through the lens of yours truly. I hadn’t played Modern in a while when Wizards of the Coast dropped the bomb on us – Bloodbraid Elf  and Jace, the Mind Sculptor  was unbanned in Modern. My first thought was to play Jace in a blue Scapeshift deck to ramp it out on turn three and hopefully get a few activations out of it which should be enough to win games. I wanted to play Search for Azcanta and flip it for ramping or card advantage purposes. In practice the deck dealt too much damage to it self, Jace got killed right away and I got out-controlled against decks like Grixis and Blue/White Control. I made the mature decision and discarded the deck and started researching the web for inspiration, and I came across another favorite of mine. TitanShift with Bloodbraid Elf!

Inspirational deck list (5-0)


I liked the Bloodbraids a lot in theory, but I needed to get some games in to verify that it’s a good enough card on average in the deck. I basically inserted the elf in my old list from last summer where I won a PPTQ with TitanShift. Read about that here.

Bloodbraid Elf will most of the time hit a ramp spell and let you develop your lands and help you win the game with Primeval Titan or Scapeshift. The 3/2 haste part of the card is great when you’re trying to deal with planeswalkers (I easily won a game on the draw vs. turn three Karn Liberated this weekend) or pressure opponent’s lifetotal to make Valakut triggers lethal earlier, but just having a blocker can save you the turn you need to top deck a Titan or Scapeshift. It especially excels after sideboard where you’ve cut potentially dead cards like Lightning Bolt and only have good hits. It also supplements the midrange plan with Tireless Tracker, Obstinate Baloth and Thragtusk perfectly in matchups where Blood Moon, Leyline of Sanctity, Negate, Runed Halo and other hate is expected.

In the last article I talked a lot about the card choices, so today I will focus on the reasoning behind choosing this deck for the weekend and provide sideboard guides for the most common matchups.

The above archetypes were not only my expected metagame, but also share the description of “even-good” matchup for TitanShift. Blue/Red Storm and Death’s Shadow, which are bad matchups for my deck, are on a huge downswing, and I wanted to exploit that this weekend. I felt very confident about Jund being the most played deck, and conveniently TitanShift is also great against decks that are good against Jund. I had the pleasure to play against five copies of Jund and five Tron decks this weekend, so I guess you can say my prediction was spot on. The point I’m getting to is that you can’t leverage that much skill at the table with TitanShift, but picking it for just the right weekend is the real skill here. I went 13-3 individually losing to Tron and Hollow One in the swiss and Grixis Shadow in the finals, and here is the 75 I chose for the event.
Top4 Grand Prix Madrid TitanShift Andreas Petersen

Sideboarding

Jund

Out:

In:


Tron

Out:

In:


Burn

Out:

In:


Affinity

Out:

In:


Humans

Out:

In:


Hollow One

Out:

In:


Bogles

Out:

In:


Jace Control

Out:

In:

I’m still high on adrenaline from the weekend and didn’t get nearly enough sleep yet, so I’m sure I’ve forgotten a bunch of stuff that is really important. Don’t hesitate to ask me about the deck or the trip in general. Thank you all for the awesome support before, during and after the tournament. I will try my hardest to make you proud when it’s time to battle at the Pro Tour this August. I love you guys!

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 make 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 and Ghost Quarter, 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?

Sculpting Minds with Jace in Modern

Jace, the Mind Sculptor

On the days leading up to the banned and restricted announcement, I was fairly sure that Bloodbraid Elf would come off the banned list and nothing else would happen to Modern. To say I was wrong is an understatement, as Wizards injected the most powerful planeswalker of all time into the format alongside the seemingly innocent value elf. I’m not going to build a ton of Jace decks just yet, because I need to know the metagame in order to build good control decks. Instead I will share my thoughts about which cards and strategies whose value will be boosted.

Ramping Out Jace

Noble HierarchTalisman of Dominance

Accelerating out your four-mana planeswalker has been a winning strategy in Vintage, Legacy and Vintage Cube for a long time, and I believe the same will be true for Modern. I like the talismen, because it allows to keep up a defensive play, like Fatal Push or Dismember, the turn you play it. In the case of Noble Hierarch, I imagine various Bant builds with disruptive creatures and heavy hitters to close out the game. This deck will not be looking to control the game; rather, it will try and play cards with high individual power level and play them ahead of schedule thanks to the Hierarch and possibly Birds of Paradise. These mana creatures are rather bad top decks later on, but can then be used to block and protect Jace. Which leads me to…

Blocking Becomes Valuable

Lingering Souls Wall of Omens

Controlling Jace decks will look to find cheaper, defensive cards that protect Jace and are not embarrassing to play. Lingering Souls will double as a win condition in Esper builds while straight Blue/White can play Wall of Omens on turn two and protect Jace ahead of time. I don’t quite think that Squadron Hawk has what it takes in this era of Magic, but I’m sure it will be tried out. These decks will already run Snapcaster Mage for obvious reasons, but the 2/1 body attached is now more important than ever.

Burn Spells Get Better

Lightning BoltLightning Helix

Burn spells used to be pretty bad against blue Modern decks outside of their sometimes relevant ability to pressure the blue mage’s lifetotal. Their delve creatures or Tarmogoyf would be too big, and you needed to resolve two burn spells in order to kill one. That changes with Jace in the picture, because now your copies of Lightning Helix and Lightning Bolt will actually be decent cards. If they get to “brainstorm” once, and you finish Jace off with a Lightning Bolt, you should be happy. Be aware that experienced players will use Jace’s +2 ability more frequent than you might expect.

Creature Lands Are Great

Treetop VillageRaging Ravine Stirring Wildwood Creeping Tar Pit

We should see more decks than usual pack a few creature lands to be better equipped to deal with Jace. I only listed the three-power ones, because I believe lands like Mutavault and Shambling Vent will prove lackluster thanks to their two power instead of three. Jace decks will be built to keep the battlefield as clean as possible, and the difference between two and three power on your creature land can be the difference between life and death against Jace.

Whaaat, Free Spells?

Slaughter Pact Disrupting Shoal

Whether you get to untap with Jace on the battlefield the turn after you cast him is critical. If you manage to “brainstorm” with him twice, you should be in good shape depending on how your deck is constructed, so that is your goal. I believe a card like Slaughter Pact will help you achieve this and should see play in the coming months. Having a Doom Blade the turn you cast Jace will be powerful, but also being able to Snapcaster Mage back the Pact later with only two mana up sounds delicious. I listed Disrupting Shoal because a friend of mine is certain it will become a mainstay way to protect your Jace, but I have my doubts. Very interesting nonetheless.

ETB Effects vs. Fatties

Eternal Witness Thalia's Lieutenant Bedlam Reveler Gurmag Angler Knight of the Reliquary Tarmogoyf

It is inevitable that the Jace player will need to “unsummon” your creatures from time to time, and having creatures with relevant “enters the battlefield” triggers on them will reduce the power of Jace. On the flipside, Jace loves to bounce big fatties with delve or green monsters with huge power.

Hopefully you got a tip or two that will lead you to even more productive thoughts about abusing or beating Jace, the Mind Sculptor in Modern. Let me know if you have some tricks up your sleeve that I need to know about for my next Modern tournament!

Follow Andreas on Twitter and as ecobaronen on MTGO.

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?

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?

My 10 MTG Commandments

Hello and welcome back to an actual article from my hand. I’m taking a small break from the interviews to share some mixed thoughts about the way I approach the game. I have come a long way since I started playing, and I feel like sharing my experiences will be beneficial for you reading, but also for me putting my thoughts on paper. All of them has contributed to make me the player I am today, and adopting even one or two of these perspectives will without a doubt make you a better player. Note that the order of these are random.


1. Don’t be too results oriented

If you 5-0 a League on Magic Online, it doesn’t mean that your deck is the flawless. If you 1-3 a League, it doesn’t mean that your deck sucks. Maybe you won a lot of die rolls, maybe your opponents mulliganned a lot, maybe you drew your sideboard cards in your opening hand in games two and three or the other way around. Get a big enough sample size with your deck to have an educated opinion before jumping to conclusions. I see many players, even good ones, switching decks after a Grand Prix because they didn’t get a good finish. If you switch deck right after a big tournament that you prepared for, your preparation wasn’t good enough.


2. Be better at evaluating when you win

It’s easy to try and evaluate a close, important match where you lost, because we find it natural to look for reasons that something bad happens to us. We assume that we must have played sub-optimally or incorrectly, simply because we lost the match. Accept that this is not always the case and be better at looking at the matches you won. The natural behavior after a sweet victory is to feel relief or happiness, but I learned a ton by desecting those games without taking the end result into consideration.


3. Don’t be proud and stubborn

This is something I’m still guilty of practicing, but observing that problem is the first step to improvement. When I get an idea for a deck or sideboard card, I fall in love with it like it’s my new born child. I will ruthlessly defend it when met with critique or raised eye brows like my life depended on it sometimes losing what should be the focus. What I should be doing in these cases is embracing the constructive criticism and use it as a “reality check” to confirm a good idea or feedback to throw away a bad one. Being innovative is great, but don’t fall in love with your ideas. Your peers are here to help you.


4. Be a team player

Fortunately, I learned this many years ago, and it has severely boosted my joy of playing Magic. When I do well, I’m happy and Magic feels very rewarding. When you do badly, if you’re not a team player, you will feel horrible and the negativity makes you unpleasant to be around. Whenever I’m knocked out of an event, I like to stay around and root for and help out my closest friends. Maybe help them scout the opposition, bring them a bottle of water and spectate their matches to cheer them on. If you implement this, all of your Grand Prix trips will feel rewarding regardless of your own performance, and your Magic buddies might even turn into important friends outside of the game.


5. Focus on things you can control

I frequently hear a lot of players talk about circumstances that are out of their control when talking about a match. You can’t do anything about your opponent having the perfect curve in limited or the equivalent in any constructed format. Some percentage of the time it’ll happen, and even the best player in the world would have no chance. I view this as something we sign on an invisible waiver when entering a Magic tournament under “terms and conditions”.


6. The glass is half full, not half empty

When browsing social media or walking through a tournament hall, you will often read or hear comments like “I lost my win-and-in for top 8”, “I was two pro points away from Gold” and “I finished 17th on tiebreakers” with a very negative tone or a crying emoticon. To me this is a very bad habit on the Magic community because it influences the upcoming players a lot. Here is how the above statements would sound in a more positive and constructive way:

“I’m super excited that I top 16’d that Grand Prix!”, “I was only a few points from hitting Gold, so that will be my goal for next season” and “12-3 is a great result that I’m proud of”.

I’m not saying that this is easy to adopt, but we should all strive to make Magic more positive.


7. You play against other Magic players, not immortals

The pairings go up, and you learn that you have a feature match against Seth Manfield. A lot of newcomers and semi-pros will already mentally add one in the loss column, but in reality they should just focus on the game and trust their preparation. Yes, the absolute top level opposition will make very few mistakes and punish immediately for yours, but the gap is not as big as most players think. In matchups like this, I have mostly seen two things happen. Either the newcomer/semi pro will play too conservatively, respecting opposing bluffs and giving too much credit to the platinum pro or the newcomer/semi pro will find it necessary to apply a “Hail Mary” strategy because they feel they can’t win a “normal” game of Magic. If you can play your game like you did last round against Average Joe when getting paired against top level players, you’re in a good spot to take it down.


8. Networking is great in multiple ways

Most of us started playing Magic because of social reasons where the competitive nature came into play much, much later. Once you get to a certain level, your Magic friends will be the ones you bounce ideas off of and the ones you travel with to tournaments. By being friendly and not just minding your own business, a lot of doors will open for you. Whether you need cards for your RPTQ deck, need a couch to sleep on when traveling overseas or want a qualified opinion about a new idea of yours, a good network and group of friends of similar (or better) skill level around you is just what the doctor ordered. Remember you have the same function for them, so this is not a just a selfish perspective.


9. Use the internet, but give credit

Magic anno 2018 lets you find a good decklist with just a quick google search. While this is true for everyone and that should even the playing field, that information is still free for you. While the deckbuilder might have spent 100 hours coming up with ideas and testing, you just loaded it up on Magic Online after a few minutes. This is of course perfectly legal, also ethically, but if you manage to do well with a copied list, at least take your time to credit the creator on social media or a private message on facebook. They will feel great, and you obviously feel great because you just won without putting in too much hard work.


10. Set realistic goals

There is absolutely nothing wrong with using personal goals as motivation, but there are a few pit falls here. You need a more or less objective way to determine what a “realistic” goal is for you, and if you over- or underrate yourself, the whole point of setting goals is invalid. When (not “if”, because no one succeeds every single time) you fail, you need a very strong psyche to get back in the saddle. I suggest working a lot on dealing with failure and tweaking your expectations. As an example, “I want to make as few mistakes as possible and see where that takes me” is a lot better goal for a tournament than “I want to play on Sunday, otherwise the trip is wasted”.

Thank you so much for reading this, and hopefully you can implement some of it to upgrade the way you approach the game.

What are your MTG commandments that I should learn?