Beating Modern #4

Welcome back to the fourth and last edition of “Beating Modern“. The decks are becoming more and more fringe, which is why I’m rounding off the series today. It sure has been a pleasure with a project like this, and I will gladly take suggestions for a similar one in the future!


Black/White Eldrazi Taxes

Aether Vial

This deck is trying to borrow the blueprint from Death and Taxes in Legacy, using resource denial and respectable beats to win the game. In a deck with only 4 Aether Vial and 4 Path to Exile as non-creature spells, Thalia, Guardian of Thraben is a great hatebear, and Leonin Arbiter lets the deck abuse Ghost Quarter while also disrupting opposing fetch lands and various tutors. With an active Aether Vial on three, Flickerwisp can do a lot of tricks which I will tough on later. Wasteland Stranger synergizes with Tidehollow Sculler, Flickerwisp and Path to Exile and can do nasty things to you if you are creature-based. The double team of Tidehollow Sculler and Thought-Knot Seer combined with Thalia makes sure that piloting a spell-based combo deck against Eldrazi Taxes can be bad news. In the later turns, Eldrazi Taxes wants to abuse Eldrazi Displacer for either recycling all of their enter the battlefield triggers or clearing opposing blockers.

When playing against this deck and your opponent plays his Tidehollow Sculler and takes your best card, it is very important that you don’t think to your self “no worries, I will just get my card back in a few turns when I draw a removal spell” because Wasteland Strangler can return the exiled card to your graveyard for good.

Another key to getting an edge in the matchup is understanding Flickerwisp. You should pay attention to your opponents body language to try and get information. Furthermore, if you plan on pointing a removal spell on your one of your opponent’s creatures with the fear of Flickerwisp lurking, play it on his upkeep to minimize his chances of having it (compared to the attack step), so the Flickerwisp and the targeted creature at least can not attack you that turn. In some scenarios you want your opponent to commit a big attack, and thus you should wait to set up the trap. Consider all of these options when facing Vial on three.

Maybe the most important thing I can tell you is to use your fetch lands early and often. Get them out of the way, so Leonin Arbiter does not disrupt you more than necessary. This can also mean that shocking your self without having a play is often correct, so you have two open mana in case Leonin Arbiter + Ghost Quarter happen.

The deck is super resilient, and there aren’t really any good sideboard cards in particular except various mass removal spells.

Good Sideboard Cards


Ad Nauseam

Ad Nauseam

This is a non-interactive combo deck that tried to win the game with either Angel’s Grace or Phyrexian Unlife combined with Ad Nauseam to draw their whole deck and finish off the opponent with Lightning Storm or Laboratory Maniac. It utilizes Lotus Bloom and Pentad Prism as acceleration and a smattering of cantrips to find its’ combo pieces. Throw in a free counterspell in Pact of Negation, and you have a deck that forces the opponent to have very specific cards at a certain time or just lose the game. Let’s see how we can exploit some of the deck’s weaknesses.

Ad Nauseam once was a very bad choice when Infect was a top dog in Modern because of Angel’s Grace and Phyrexian Unlife‘s inability to combat poison-based damage. Now, their enemy number one is Grixis Death’s Shadow because of their fast clock and big pile of disruption. The nature of the deck dictates that timely discard spells and cheap counter magic are great ways to beat it. However, you also need to establish a relevant clock unless you want the Ad Nauseam player to claw back into the game. This also means that Black/Green Midrange is a great strategy for beating Ad Nauseam thanks to discard spells and Tarmogoyf.

Consistency issues are also a real concern, so expect to win a game here and there where they just don’t find their copy of Ad Nauseam. This problem should improve with Opt available to them as cantrips 9-12.

Most versions will play Leyline of Sanctity in the sideboard, so make sure that all your eggs in the basket are not discard spells, or you could find your self in a lot of trouble before the game even begins.

Speaking of Leyline of Sanctity, because of Laboratory Maniac, that card does little to nothing against Ad Nauseam. Neither does getting infinite life or dropping a Pithing Needle or Phyrexian Revoker naming “Lightning Storm“. Note that the Laboratory Maniac kill is a bit more mana intensive, since they need to filter red mana from Simian Spirit Guide into colored mana for their Pentad Prisms, and then play Laboratory Maniac and Serum Visions to win the game. In this scenario, cards like Lightning Bolt and Path to Exile on the Maniac do nothing because they have drawn their whole deck and will have Pact of Negation available.

Good Sideboard Cards

Dispel

Rule of Law


Green/X Tron

Karn Liberated

The old version of Tron has fallen a bit out of favour lately, but it’s still a relevant deck to prepare for when entering a huge Modern event like Danish Modern Masters. Modern is a beautiful format with a lot of appeal to players who don’t necessarily play Magic every week, because they can pull out their trusty pet deck from the closet and still be competitive. Tron is a perfect example of this and should not be underestimated.

Tron is a simple deck that aims to have one of each Urza land in play to get a mana advantage over its’ opponent and keep playing big threats until the game is over. The industry standard these days are a playset of Karn Liberated and a split of Wurmcoil Engine, World Breaker; Ugin, the Spirit Dragon and Ulamog, the Ceaseless Hunger. The split of threats offers flexibility and covers the most angles for the deck. Karn is your best play from turn three Tron, Wurmcoil Engine provides lifegain and laughs in the face of non-Path to Exile removal, while Ugin will sweep the board and Ulamog will end the game a majority of the time. Instead of focusing on dealing with the threats of the deck, I suggest we attack the manabase.

Some decks have Ghost Quarter or Spreading Seas in their deck already and that adds valuable percentages to your game ones vs. Tron. Note that a good Tron player can play around Tectonic Edge by only sitting on the three Urza lands, and that a Ghost Quarter on the battlefield can “counter” your Crumble to Dust. There is nothing you can do about these things – this is just a friendly reminder of situations that will come up.

Aside from attacking the lands themselves, Tron can be beaten if your deck is resilient to their threats. Take Splinter Twin back in the day as an example. Splinter Twin didn’t care too much about neither Karn Liberated nor Wurmcoil Engine and thus was heavily favoured against Tron. Decks with Path to Exile and a lot of creatures, like Humans, can somewhat ignore the same two, but will lose the game to Ugin and Oblivion Stone when the opponent hits eight mana. The best strategy against Tron is presenting a fast kill, ideally disrupting them in the process. Grixis Death’s Shadow is very good at establishing a clock with Thoughtseize or Stubborn Denial backup, and that should do the trick most of the time. Affinity and Burn also have great Tron matchups because of their speed and tools like creature lands and anti-lifegain cards.

Keep in mind that almost 1/3 of their deck are artifacts with activated abilities, so Stony Silence is a great addition to your anti-Tron arsenal.

Good Sideboard Cards

Stony SilenceFulminator MageCrumble to Dust


That does it for my Beating Modern series unless I come up with three more relevant decks one of the following days. I will make sure that next week’s article will also be relevant for Modern!

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!

Latest Modern Tech, August 2017

© 2017 photo credit: magic.wizards.com/en/events/coverage/

As some of you may be aware, this weekend had a tasty Modern Grand Prix double header with events in Sao Paulo, Brazil and Birmingham, England. That means a double amount of data to look at! Today I’ll be focusing on fresh new technology that may or may not become industry standard moving forward.

For reference, here are the 16 decks in the two top 8’s combined:

3 Grixis Shadow
3 B/G(x) Midrange
2 TitanShift
2 Bant Knightfall
2 Abzan Company
1 Jeskai Control
1 G/X Tron
1 Burn
1 Lantern Control

Full overview of all 16 decklists:

I’ve taken the freedom to put all black-green based Midrange decks in the same category as well as not taken the human subtheme of one of the Bant decks into account. Now let’s dig down to look at some of the sweet new tech these players brought to the tournament.

Danilo Ramos Mopesto‘s Grixis Shadow list has quite a few interesting things going on. He has a total of three(!) copies of Liliana of the Veil in his 75, which is not something we see every day. It has applications against a bunch of decks with the Mirror Match and various combo decks being the most obvious. While she is not the best card you can have against any deck, she will improve the highest amount of matchups. A very important feature in a gigantic format like Modern where you will almost always have dead cards in your main deck.

His sweeper of choice for his sideboard is this little gem. On the surface you’re looking at an instant speed Pyroclasm at the cost of one more mana, but there’s more than meets the eye to it. Kozilek’s Return being colorless means you can deal with pesky Etched Champions. The downside to this card vs. Anger of the Gods or Flaying Tendrils is definitely the uptick in Collected Company decks where exiling the creatures can be super important.

Joao Lelis not only won the Brazilian Grand Prix; he also played a long forgotten card in his sideboard as a three-of. Flashfreeze is a flexible counterspell that can deal with Collected Company, Chord of Calling, Anger of the Gods and Primeval Titan, and countering creatures is something Negate is incapable of.

Flashfreeze competes with Unified Will for this slot, but it looks like he found it more important to have an answer to opposing copies of Collected Company and Chord of Calling in the pseudo mirror – where Unified Will isn’t reliable – than having the more flexible counterspell in other matchups.


The jury is still out on whether Hour of Promise is an upgrade to TitanShift or those precious slots are better used on various interaction depending on the metagame. Vitor Grassato decided it was a good weekend for a super threat dense list and played three copies of Hour of Promise on top of 4 Scapeshift, 4 Primeval Titan and 2 Summoner’s Pact.

This setup is very good at overloading various control and Midrange strategies, but can struggle against fast decks like Death’s Shadow and Burn. His sideboard tries to make up for that with a bunch of different tools to fight aggressive strategies. Also note the three Prismatic Omen in his main deck. I don’t like drawing copy number two, but the first one drawn is obviously very potent in combination with Hour of Promise. I like two copies in a list like this.

While these cards are format staples in other decks for obvious reasons, the inclusion of black in oldfashioned Tron is just what the doctor ordered (or what the metagame forces you do to if you want to be competitive, I suppose). Having a playset of Collective Brutality helps out against bad matchups like Burn and Storm while the Fatal Push are great at buying time vs. Death’s Shadow in particular. Even though the black splash is seen before, I wanted to talk about it since regular Tron has fallen out of favor recently. This great finish by Rafael Costa Zaghi could mount a comeback for Tron in the metagame percentages.

I’ve spent a lot of time talking about how Modern needs better reactive spells, and that actual Counterspell would improve the format quite a bit. Jean Sato took matter into his own hands and played three Logic Knot in his Jeskai Control deck.

While not being actual Counterspell, Logic Knot does a good impression while dealing with everything from Thought-Knot Seer, Primeval Titan and Ad Nauseam to Gifts Ungiven, Karn Liberated and the last lethal Burn spell. The importance of having a catch-all like Logic Knot can’t be overstated, and I’m very curious to explore my options going forward.

I will be looking at Thought Scour to make sure I can play the full playset of Logic Knot. Who would’ve thought that a classic effect like Counterspell would be of so much value in the 2017 Modern landscape.

This is just an improved Viridian Shaman on paper, but I wanted to credit Ivan de Castro Sanchez for finding it. I doubt this card has made a lot of Grand Prix top 8’s before. It fits perfectly in his human-themed Collected Company deck with its creature type and converted manacost and will do the job against Affinity.

While Sin Collector has seen play on and off in Abzan Company all the way back to the days of Birthing Pod, playing more than one is very rare. Oscar Christensen chose to run three copies and zero Thoughtseize in his sideboard to combat pesky instants and sorceries for games two and three. He can hit them off Collected Company, they have a 2/1 body attached for value, and both the stats and not costing life vs. Burn is relevant. If the combo decks become faster in the future, you can always go back to Thoughtseize again.

This card was pretty good back in Standard, but was quickly relegated to only seeing play in Vintage Cube Draft. Loïc Le Briand had different plans for it and replaced his Eidolon of the Great Revel with this smoking hot artifact! My guess is that he found the Eidolon subpar when being on the draw and even on the play in too many matchups and wanted to find a replacement. Mirror Match, fast Affinity draws, delve creatures and Eldrazi Tron are just a few of the bad situations you can encounter with Eidolon in your deck these days. While the Shrine is a bad top deck in the lategame, casting it on turn two can be very backbreaking for a lot of decks – kind of like Eidolon used to be. I imagine resolving this on turn two vs. Death’s Shadow will not end happily for the non-Burn player, as long as you keep an eye out for Kolaghan’s Command.

Simon Nielsen and his testing group went deep in the tank on this one. The TitanShift deck has steadily grown in popularity and the need for an edge in the mirror has also increased. Crumble to Dust used to be the go-to in these metagame situations, also offering some much needed disruption vs. Tron, but when the TitanShift doesn’t draw – or can afford to sandbag his Valakut, the Molten Pinnacle Crumble to Dust can be very lackluster. Witchbane Orb will most like catch your opponent off guard and relegate them to a fair deck trying to win via the attack step only. This a huge advantage in the mirror match, and you can usually win the game with a Scapeshift or a lot of Valakut triggers thanks to Primeval Titan. Furthermore, it also improves the bad Storm matchup and can give valuable percentages vs. Burn.

I chose only to focus on the two top 8’s, but I’m sure much more sweet technology is hidden if you go deep on the 16 or 32 best finishing decklists from these events.

What’s your favorite tech from the weekend? Let me know in the comments!

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

How to beat Ramunap Red (… and zombies)

This weekend, the Pro Tour finally happened and Standard is alive again. The top 8 contained 6 Ramunap red decks, and red was the talk of the weekend.

It’s a very powerful deck with some very fast draws and at the same time a lot of staying power between Hazoret, the Fervent and Ramunap Ruins. If you think you can just play a truckload of cheap/mass removal and be safe, you have another thing coming. So is this the new caw blade? First of all, we need to look deeper than just the decks in the top 8.

This has always been overvalued, because remember the Swiss includes 6 rounds of draft. We also have to keep in mind that basically all the top pros/teams brought Bomat Courier and friends to the table and it was almost 25% of the starting metagame so you should expect to see some copies doing well.

I prefer to look at the decklists published on the coverage page sorted by standard record. That reveals the following: 1 Ramunap Red went 10-0. 2 Zombies and 1 Ramunap Red went 9-1. 1 Ramunap Red and 1 BG Constrictor went 8-1-1. At 8-2 were 6 Ramunap Red, 2 BG Constrictor, 2 Zombies, 1 Four Color Vehicles and 1 Temur Energy. Going down 7-3 there were 12 Ramunap Red, 13 Zombies and 7 BG Constrictor with a few copies of assorted other decks.

Any of these could have been in the top 8 depending on their limited records. Considering that there were more than twice as many red decks as zombies and almost three times as many red decks as constrictor, you could argue that Ramunap Red actually did worse than the other two. Additionally, there was a Standard PTQ on MTGO on Saturday with a top 8 of 3 Zombies, 2 Constrictor, 2 RG Ramp and zero(!) Ramunap Red decks. What I take from all of this is that Ramunap Red is very beatable.

It will continue to show up in the coming tournaments because a lot of people will just copy a list from the pt top 8, especially the winning one, but the decks you should really Metagame against right now are zombies and BG Constrictor. Luckily, all three decks have a comparable game plan: cheap aggressive creatures backed up by resilient, hard-hitting top end threats. First of all we need cheap removal; these decks hit the board early and hard and if you take too much damage from their cheap creatures, you will be hard pressed to keep up answers to their late game.

Second, you need a way to take over the game, once you’ve dealt with their early onslaught. You need to close the game out fast or it could slip away to their top decked Hazoret, Dark Salvation or Verdurous Gearhulk. Lastly, you need to be prepared for their sideboard plans. All of them pack extra punch and Resillience in the board, mostly in the form of Planeswalkers like Ob Nixilis Reignited, Liliana, the Last Hope and extra copies of Chandra, Torch of Defiance. Don’t just board in a bunch of extra Fatal Pushes and Sweltering Suns, lest you risk losing to one of these.

My current way to deal with these 3 decks is BR Midrange. It started just after Hour of Devastation came out, when I saw this list 5-0 a league:

BR Midrange

Creatures (9)
Glorybringer
Goblin Dark-Dwellers
Gonti, Lord of Luxury
Kalitas, Traitor of Ghet

Spells (25)
Abrade
Chandra, Torch of Defiance
Doomfall
Fatal Push
Hour of Glory
Liliana, Death’s Majesty
Liliana, the Last Hope
Live Fast
Magma Spray
Never // Return
Lands (26)
Aether Hub
Canyon Slough
Endless Sands
Evolving Wilds
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

I took it for a spin and liked a lot of it, but there were a few problems; there was too much of a gap between the early removal and the late game.

You often needed to be able to play 5-6 removal spells in the first 4 turns to have enough room for your 5 drops to take over. And then other games you needed to draw much less removal and more big threats because they had a slower start and answers to your first 2 threats. It was basically the classic non-blue control deck problem where you needed to draw the right half of your deck without any card selection.

I knew I wanted 4 Liliana for sure because it was both removal and threat at a cheap cost but other than that I wasn’t too sure. Then last week, Paul Rietzl 5-0’d a league with a similar deck that also top 8’ed the MTGO PTQ the weekend prior:

BR Midrange - 5:o Standard League by Paul Rietzl

Creatures (12)
Demon of Dark Schemes
Glint-Sleeve Siphoner
Glorybringer
Goblin Dark-Dwellers
Kalitas, Traitor of Ghet

Spells (22)
Abrade
Chandra, Torch of Defiance
Collective Brutality
Doomfall
Harnessed Lightning
Liliana, the Last Hope
Live Fast
Ruinous Path
Lands (26)
Aether Hub
Blighted Fen
Canyon Slough
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

The key for me is the 4 Glint-Sleeve Siphoner.

It might look out of place in a control deck but it helps keep the cards flowing and at two mana, it will rarely be stuck in your hand, and you can play it and a removal spell on the same turn in the midgame. It also puts the opponent in an awkward spot for sideboarding because if they board out their removal, they could just flat out lose to it but if they keep removal in for it, they lessen their chances of enacting their own game plan because of a card you might not draw.

It even presents them with a dilemma in-game when you play it turn two because they have to spend mana to kill it in which case it did the same for you as a removal spell; keeping one of their threats off the board.

Along with the 4 Lilianas you have strong proactive early plays that are good against both aggro and control meaning the losses to ‘drawing the wrong half of your deck’ become much less frequent. I was not satisfied with the removal suite though; nothing at 1 mana and 6 at 2 is just not going to cut it against Ramunap red.

I also think you need ways to deal with Hazoret in a deck like this and Doomfall won’t hit it when you don’t have enough cheap removal to keep their small stuff off the board. I want some Grasp of Darkness instead of Harnessed Lightning and some combination of Fatal Push and Magma Spray. Spray is very good in the metagame but Kalitas, Traitor of Ghet is a big part of our plan and push is much better against gb so I think 3 Fatal Push, 1 Magma Spray will be good for now.

You want more against Ramunap red and zombies but that’s what sideboards are for. I’ll give my current list before discussing further:

BR Midrange by Anders Gotfredsen

Creatures (11)
Glint-Sleeve Siphoner
Glorybringer
Goblin Dark-Dwellers
Kalitas, Traitor of Ghet

Spells (23)
Abrade
Chandra, Torch of Defiance
Doomfall
Fatal Push
Grasp of Darkness
Liliana, the Last Hope
Live Fast
Magma Spray
Ruinous Path
Lands (26)
Aether Hub
Canyon Slough
Evolving Wilds
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

Sideboard (15)
Chandra’s Defeat
Magma Spray
Never // Return
Ob Nixilis Reignited
Lost Legacy
Dispossess
Transgress the Mind
Dreamstealer
Sweltering Suns
Chandra, Flamecaller

Against the current “big 3”, the plan is pretty straightforward; keep the board clear for the first few turns, stick a planeswalker or Kalitas and snowball the advantage from them.

If you have Liliana for turn 3, let one or two of their one toughness creatures live. If you have Kalitas, try to conserve your removal until he hits the board. It’s not easy knowing when you should play him turn 4 and when you should wait until you can leave up a removal spell the same turn.

Some of the red decks play Collective Defiance but people almost always copy the winning list (especially when it’s someone as well known as PV) so I would default to running it out turn 4 for now. Zombies have both Grasp of Darkness and Dark Salvation so here I would lean towards having removal the same turn as I play Kalitas.

Of course some games you see their hand with turn 3 Doomfall and the choice will be easy.

Doomfall is an interesting card for standard. I didn’t even consider it for constructed when I first saw it but it has the same kind of flexibility that makes Supreme Will good; it has an “answer” mode and a mode for when you don’t need to deal with something they have played.

The big difference of course is that Doomfall is a sorcery, and sorcery hurts a modal card much more than a one dimensional card. Specifically, exiling Hazoret after it has attacked you once is unpleasant. Unfortunately, discard spells tend to be sorcery so we’ll have to make do. It is bad against Ramunap Red and servicable against Zombies and good against Constrictor but I think you need it main to not auto lose game 1 to decks like ramp and control.

Just having a few makes a big difference when you’re playing Goblin Dark-Dwellers, and as long as it’s not completely dead in any matchup, I think you can get away with it.

The thing I’m most uncertain of is the mix of 5-drops. Goblin Dark-Dwellers is both a good card and a personal favourite of mine, which I fear makes me a bit biased.

The problem is that a lot of the time your first opportunity to play is on an empty board and it happens that you don’t have Live Fast in the yard and either no Doomfall or the opponent has no cards in hand. Glorybringer is often fine to jam on an empty board, though it is true that removal can answer it cleanly compared to the goblins.

There are also situations where the opponent has 2 or more creatures and you can’t really afford to exert it to kill one of them leaving you tapped out and defenseless, where goblins can both kill a creature and stay back to block.

What Glorybringer excels at, which I initially underrated, is end games, and while the goblins are also hard to block, 4 flying haste power is a big deal. Hopefully further testing will give me a clearer indication of which way to lean (if any).

I think we should have the aggressive decks covered by now so let me finish with the two other decks I would expect to face: UR(x) control and RG Ramp. Both are going to be very tough game 1 (maybe you should even move the Doomfalls out of the main and just concede game 1 to be even more sure to crush aggro.

But you still have a shot against control since they have a lot of useless removal, so maybe they are fine). Against control, hope to draw as little removal as possible outside of the stuff that kills Torrential Gearhulk; it is possible to just run them out of wincons. You have value creatures, discard and planeswalkers so you can come out on top if you pace your spells properly. Try to hold on to your discard until you can play it and a threat the same turn to overwhelm their mana.

Post board we get even more discard and a new favorite of mine; Dreamstealer. This is a nightmare for them. They have to spend a removal spell on it the first time around and when it comes back they can’t even block it with gearhulk so it’s a guaranteed two for one and if they don’t kill either half, they pretty much just lose on the spot. I haven’t played against ramp yet but it looks rough.

You only have 3 Doomfall that really do anything game 1 and unless you can snipe their only Hour of Promise, it don’t know how you win game 1. You get to bring in more discard along with a Lost Legacy, but it’s probably not enough to make it a good matchup overall. Ramp might pick up in popularity now and I will consider adding another Lost Legacy to the board in that case.

I really like this deck as it has a lot of play to it and a lot of room for innovation to the list. I just saw someone has 5-0’d a league with 4 Gifted Aetherborn instead of the siphoners. If I keep facing all aggro decks, that is a change very much worth considering. Give it a try if you like grinding, and let me know any ideas you have for the deck.

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