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!

Keepin’ it Old School

So, I believe most of you are now familiar with the old kid on the block: the elusive, intriguing and vastly expensive format of 93/94 or simply Old School magic.

The format had its humble beginnings in Sweden, but these days it seems more and more people are (triple-?)sleeving up those Savannah Lions, them Icy Manipulators and all of the moxen they can get their hands on. The format is – as far as I can tell – thriving in most parts of Europe.

For those of you who are not familiar with the format, the basics are these:

You can only play cards printed in the following sets: Alpha, Beta, Unlimited, Summer/Edgar, Arabian Nights, Legends, Antiquities and The Dark. Yep. Only those! Do you know these sets? Where you even born, when they were released?! Oh! Also Chaos Orb is legal. Go look it up. One of the greatest, most iconic pictures in all of Magic‘s history. Unfortunately also a dexterity-based card (you have to throw it), which makes it banned in all formats. That is, of course, all formats besides Old School (which, for the time being, ensures that Old School can never become a sanctioned format).

The main intention with the Old School format is to relive the feeling from back when our beloved card-game was brand new: Back in the 90’s when Spice Girls was a thing. When Clinton had no sexual relations with that woman and when Christian conservative groups were dumbfounded and outright outraged by the fact, that the original printing of Unholy Strength had a pentagram in the background – surely the youth would now be beyond salvation and the end was, by all means, near!

Back on track. It was also a time – believe it or not – when there was basically no thing called internet. Which mean there was no thing called net-decking. Also no thing called Grand Prix’s or Pro Tours and therefore practically no professional play- and test-groups. This meant that there was a lot of brewing and kitchen-table testing and playing – the original way to build decks and play games. You would play the cards you had access to, and there were no giant internet-shops with every card ever printed on display, so you had to hide your collection from the bullies in the schoolyard, and stay inside to trade and be lucky to find that extra Goblin Balloon Brigade to finish your crazy, blistering fast, friend-removing, mono-red goblin deck (complete with Ball Lightning and Blood Lust)…

It is this format that is now beginning to thrive. But how is that even possible? you ask. And you are right. Make no mistake. Even though it is possible to make a somewhat budget mono-colored deck. It is not that possible. These cards are expensive, and they are on the rise! Remember only the original printings are allowed, which makes it impossible for Wizards – even if they wanted to – to make the format cheaper and more accessible by, for example, printing new versions of the cards. This is a format, where you will have to shell out around 30€ for the cheapest possible Savannah Lions – the unlimited one. Counterspell is around 20€ and Shivan Dragon is closing in on 100€. And I’m not even starting to mention some of the all-stars: the Power Nine, the dual lands, Library of Alexandria, the aforementioned Chaos Orb and Juzam Djinn, Erhnam Djinn and Serendib Efreet. Oh, and beta and alpha versions of the cards! It is a format for the very rich, the very lucky or the very foresighted who bought the cards years ago and held on to them.

But the format is thriving and expanding and it actually makes sense. It is thriving because of several things:

  1. Nostalgia! Even though it is impossible to recreate the feeling from the early 90’s – especially in regards to no net-decking – for a lot of players, there is a lot of nostalgic feeling in playing with these cards.
  2. Players from the 90’s have grown up, cut their hair, shaved their necks, crawled out of their basements and even landed paid jobs, so they are able to actually buy all the Nightmares and Serra Angels they’ve always dreamed of! (and let’s be honest, we have all dreamed of that particular Angel…)
  3. People want to play with and show off their crazy expensive, beautiful cards and decks.
  4. Less restrictive local (or national) rules are emerging all over the world. Which means the price of entering the format is drastically reduced. When revised or even 4th edition becomes legal, you can actually make playable or even competitive decks for a couple of hundred euros. And they won’t rotate out…

Enough of this introduction to a format I am sure most of you have already heard of. What I actually wanted to write about today was an experience I had playing the format at a tournament recently, which led me to think, or at least ponder. It has to do with the differences between playing kitchen-table magic with your friends and tournament-magic against unknown, less-casual players. And indeed about the possible near future of the Old School format (at least in Denmark).

It was no big tournament – 13 players arrived – but it was highly enjoyable and very much fun.

For me at least. People who know me, knows that I am no grinder, I am not a very competitive person or player and, indeed, not a very good player at all. But when I take the time to play at a tournament, for the most time, I am there to try and win. And have fun, of course. Besides being a mediocre to bad player, I also enjoy playing combo and/or prison strategies, and my weapon of choice this day was to play a 5 color PowerMonolith-monstrosity filled with most of the restricted cards of the format. Yep, a combo deck featuring cards like Balance, Strip Mine and Recall. And 4 power sink. I think I’m in love…

Emil’s Deck

It is a very capable deck and without a doubt one of the most powerful of the format. It ends games playing an arbitrarily large fireball to the opponents face or firing a Rocket Launcher (no, actually the card Rocket Launcher – look it up!) for 50 billion damage at the opponents baffled crotch. This is done via the age-old unlimited mana combo of Basalt Monolith and Power Artifact. Much fun is had. At least I think it is much fun. And that may be a problem.

During the 5 rounds of the tournament I had several surprising reactions to my deck and the games we played. My opponents didn’t seem to have much fun. Let me just pause a minute to make something clear – I am not advocating that one has to be happy about being killed by a combo deck, but if playing against combo ruins your day or gives you a feeling of being unfairly treated, is tournament-magic really your thing? My deck is in no way unbeatable. A well-timed Shatter ruins me day! A Blood Moon makes me cry and a turn one Argothian Pixies followed by a turn two Serendib Efreet can be very tough for me to beat! But of course, to beat it, you have to come prepared. It is not a casual deck – you have to bring counterspells, removal or your own combo.

I know that a deck like mine won’t make me many friends at kitchen tables. I admit that it is based on decklists I’ve seen online and I know that there is a lot more nostalgia in attacking with a Sengir Vampire or landing an impressive 2/3 Kird Ape off a taiga in the first round (Kird Ape was actually banned for being too powerful back in the day…). But I will still hold that in tournament-magic it is not unsportmanlike conduct to play combo or prison. It is not being a bad friend to play to win. And especially in Old School it is not very cool to be mad about losing to a bizarre interaction between three old cards. These bizarre interactions is – I would argue – what the format is all about.

Also: many of the games in question were very interesting and not decided before the resolving of the infinite ball of fire. I had to keep my opponent off black mana, so he couldn’t play his mind twist; I had to find a Mox Sapphire AND a Blue Elemental Blast to kill an opposing Blood Moon; I had to play and replay my Demonic Tutor (via Regrowth) to find both mana and a removal to a horrible Energy Flux and the list goes on. This format – for me – is all about enjoying the interactions between cards – often relatively unknown cards – as the game were originally thought. It is quite a simple game of magic but it stills requires you to think. It is about having fun doing that – and even if you should sometimes lose, don’t despair!

In the next round you will face another strange, spicy brew consisting of Triskelions, Titania’s Song, Hypnotic Spector, Sol’kanar the Swamp King or even freaking Copper Tablet. So if all else fails, play your deck, lose or win and just enjoy the immensely powerful, expensive and beautiful decks that are roaming the format. Again: I would consider entering an Old School tournament with a brew of only Mountains and a single Fireball – hell a brew of only Mountains! – just to look at all the incredibly, iconic, sexy pieces of cardboard. They don’t come any hotter than here! But anyway, this is – for now at least – a very open format where many strategies are viable.

And that leads me to the next of my worries. Even though the format is expanding, it is – still – a somewhat obscure, fringe format with a relatively small dedicated group of players. Many of whom have a very casual mindset when playing, some of whom are not very skilled players – or at least not very used to play at tournaments. My fear is that at some point some maybe not-so-nice but great players will take advantage of these facts and begin to roam the Old School tournaments flinging the “Best deck of the format” and simply be almost certain to win. This will be a heavy blow to some of the vibe and feel of the format, and it will probably enhance the notion, that it is impossible to win a game of Old School, without playing the legendary power nine. Which really is not true.

I am aware that many Old School groups and indeed several of the larger tournaments, don’t really play with prices and oftentimes don’t play top4/8. This means that the tournaments have a heavy emphasis on playing games, rather than win. This also helps ensure, that the incentive to grind these tournaments become a lot less appealing. Since you won’t win anything worth anything, and you won’t even gather those sought after Planeswalker points.

BUT as a former tournament organizer, with around a hundred tournaments in the sack, I discovered that, at least in Denmark, one of the best/only ways to make people actually show up at tournaments is to hand out good to ridiculously great prices based on a reasonable entry-fee. And so we have a classic dilemma: No prices means more dedicated, casual players, that ensure the right “Old School vibe”, but also less players overall. Prices means more “outsiders” – players who can’t remember trading their Serra Angel for a Black Lotus – but also, probably a lot more players overall. What to do?

I honestly don’t know. A friend of mine is trying to harness a competitive Old School scene in Copenhagen. That means entry-fees, prices, play-offs and a general feeling of playing competitive magic (which means: if you want to win, you have to play an optimized deck). But he also tries to make sure that the cozy element of just playing whatever crappy combo you wish that specific day, is there. I am excited to see where it ends, as of now some of the more casually oriented Old Schoolers are not too keen on the idea. But let’s see. I think the most important part is to enjoy a unique and highly challenging format.

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?

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?

Modern’s new wunderkind

I came home from GP Madrid excited to play a lot of Storm online. The deck felt great and I already knew some ways to improve the list as I mentioned last time. The following week was an online PTQ and I was going to Grapeshot my way to the top of it. Then reality slapped me in the face as it is wont to do. I rarely got above 3 wins in the leagues I played and by Saturday morning I wasn’t feeling confident at all. I was in sort of the same spot leading up to Madrid, but then I decided that it was just variance and the deck was still good.

This time I had a harder time convincing myself. Then I happened to look at the league leaderboard and noticed that the leader, Selfeisek, had more than twice as many trophies as number two. That big of a gap couldn’t be just variance and hours played, so I went through the published decklists and found several entries from this guy. Some were recent, some were from as far back as October, but all of them were the same deck and almost identical lists; Mardu Pyromancer.

Mardu Pyromancer

Creatures (10)
Monastery Swiftspear
Young Pyromancer
Bedlam Reveler

Spells (31)
Lightning Bolt
Burst Lightning
Forked Bolt
Inquisition of Kozilek
Thoughtseize
Faithless Looting
Lightning Helix
Dreadbore
Terminate
Lingering Souls
Kolaghan's Command
Blood Moon
Lands (19)
Bloodstained Mire
Wooded Foothills
Marsh Flats
Sacred Foundry
Blood Crypt
Mountain
Swamp
Blackcleave Cliffs

Sideboard (15)
Blood Moon
Kambal, Consul of Allocation
Dragon's Claw
Wear//Tear
Leyline of the Void
Fatal Push
Shattering Spree
Pithing Needle

I tried it out and immediately went 5-0. I guess this would be my deck for the PTQ then. My confidence and hopes for the tournament were back up and they went up further when I beat THE sandydogmtg in round one. Then I faced burn twice more, got killed and was brought back down to earth. I still really liked the deck and decided to keep working on it. The matchups are roughly as follows:

Creature decks (devoted druid decks, humans, affinity etc.): These are great as you might have assumed from the roughly one million removal spells we play.

Spell combo (Ad Nauseam, Storm): Also great as you have lots of discard and can combine it with a reasonable clock.

Burn: Pretty bad. You have few ways to gain life or negate their spells and it’s often hard to not take damage from your lands. Games are usually close, though.

Death’s Shadow: Very close. Lingering Souls is obviously great but you have very few ways to kill their guys.

Eldrazi Tron: Bad. They go over the top eventually but your aggressive draws have a decent chance of getting there.

Control: Good. You have value creatures and discard. You do have to keep pressure on them, which not all your draws are capable of.

Tron: Horrible. You need discard and Blood Moon and a fast clock and the mana to play all of them.

Boggles: I was about to call this unwinnable but then I beat a guy who play a total of one aura in two of the three games. If you value your time more than your record, just concede the match.

 

The first thing I changed was a Sacred Foundry to a Godless Shrine. I sometimes found myself wanting both black and white from one fetch and the second foundry is unnecessary. Next, I had a chat with Peter Ward after we played the mirror and he suggested changing Lightning Helix to Collective Brutality. Helix might be great against Burn but it often forces you to fetch and shock to cast it which means it effectively only gains you one life. Brutality fits perfectly in the deck and I am actually surprised that Selfeisek isn’t playing it. Both the discard and -2/-2 modes fit with the rest of your deck and you have cards that you can discard either for profit or minimal cost. These are the only things I feel made the deck straight up better and I don’t see anything I would want to change regardless of the metagame.

So the time came to try and fix the bad matchups. I got really tired of losing to Tron and Burn. Burn was easily fixed by having the full 4 Dragon’s Claw in the board and now I actually look forward to facing people with so much disregard for interactive games of magic that they would sleeve up Lava Spike and friends. Unfortunately, some people have even more disregard for the intricacies of ‘good’ games of magic and decide to play tron lands and Karn Liberated. Even more unfortunately, I haven’t figured out how to punish them for this disregard. I realized that Blood Moon is just not enough, especially against Eldrazi Tron, so I tried Fulminator Mage. Blood Moon wasn’t cutting it against Eldrazi Tron because it means you spend turn 3 not doing anything so making their Thought-Knot Seer and Reality Smasher a turn or two later to the party isn’t enough. It’s also worth noting that even though we are playing red, Blood Moon can still be quite a nuisance.

The Fulminators didn’t make enough of an impact though. I figured that you could also get them back with Kolaghan’s Command but even the ‘ideal’ case of turn 3 mage, turn 4 get it back, turn 5 replay it isn’t necessarily going to win the game against either tron variant, and you spend almost all your mana for 3 turns on it. If the best case scenario for a plan doesn’t destroy a plan as linear as Tron, we should be able to do better. So I took Brian Demar’s idea of Molten Rain and Surgical Extraction. It doesn’t hurt you mana like Blood Moon or take up too much mana like Fulminator, and if you kill a tron piece turn 3 and the extract it, regular Tron will have a very rough time. Eldrazi Tron will still be able to play a game most likely but here it matters that you deal 2 damage and trigger prowess or make an extra 1/1 token. I’m not sure it’s the best way to deal with the big mana decks and I’m sure it’s not enough to turn it into a positive matchup, but it’s the best I’ve got for now.

After these considerations my list currently looks like this:

Mardu Pyromancer by Anders Gotfredsen

Creatures (10)
Monastery Swiftspear
Young Pyromancer
Bedlam Reveler

Spells (31)
Lightning Bolt
Burst Lightning
Forked Bolt
Fatal Push
Inquisition of Kozilek
Thoughtseize
Faithless Looting
Collective Brutality
Dreadbore
Terminate
Lingering Souls
Kolaghan's Command
Lands (19)
Bloodstained Mire
Wooded Foothills
Marsh Flats
Sacred Foundry
Blood Crypt
Godless Shrine
Mountain
Swamp
Blackcleave Cliffs

Sideboard (15)
Molten Rain
Dragon's Claw
Wear//Tear
Leyline of the Void
Fatal Push
Surgical Extraction

Keep in mind that this list, the sideboard in particular, is quite skewed towards Burn and Tron since I seem to face them in every single league I join. For a bigger tournament like a Grand Prix, I probably wouldn’t play 3 claws and 4 molten rains.

Since a lot of the deck is discard and burn, I don’t think it’s the hardest deck to play so I don’t have that much profound insight, but here are a few things I’ve learned so far:

 

  • Obviously Lingering Souls is a good discard to Faithless Looting but so are excess lands. This means that you usually want to keep one land in hand in case you draw looting. Keeping more than one can bite you if you draw a Bedlam Reveler though.

 

  • If you have more than one reveler in hand, all but one are ‘free’ discards to looting. Against some decks like BGx midrange, you can keep two to protect against Thoughtseize because reveler is your best card against them. Kolaghan’s Command can count as revelers too in this regard; if you have one of each, you can discard the reveler and get it back later with the command. If you are in a hurry to get reveler into play, you can discard the command instead.

 

  • It is tricky to decide what to play turn 1. I tend to order it Monastery Swiftspear > discard spell > looting on the play. On the draw, if they played a one drop, killing that can easily be top priority, and if they don’t but you are low on removal for an important two drop, discard can jump swiftspear as well.

 

  • Your land sequencing and fetching also requires some thought. You only need white for Lingering Souls so black and red are obviously more important. If you have neither Swamp nor Blackcleave Cliffs, you will often want to fetch Blood Crypt. At some point you then want to get one of the white shocks. If your life total is under pressure and you have ways to discard souls if you draw it, you can get away with fetching a mountain instead of having to shock Sacred Foundry.

 

I encourage you to try out this deck, it seems great for the format and it has a lot of play to it. Also, casting Bedlam Reveler empty handed is just a great feeling. Enjoy, and thanks for reading.

Top 8 at GP Madrid

A few weeks ago I attended Grand Prix Madrid with my awesome and frequent travel buddies Oscar Christensen and Christoforos Lampadarios. It was Team Modern so the first task was to find a good lineup of decks. We agreed early on that the optimal strategy was for each of us to play a deck that person had a lot of experience with, and to value experience over metagame considerations. This presented a problem immediately as Oscar was on Abzan Company (and top 8’ed a GP with it) while Chris was on Abzan Midrange. Obviously these are not compatible for a team Grand Prix so something had to give.

At first my thought process was that Oscar is the better player (no shade on Chris, we just have to admit that Oscar is pretty damn good) so he should play something else and let Chris play what he knew. But as we got closer to the tournament, Oscar became more and more convinced that it was a mistake to not play the Company deck; it was too good to leave out, especially with an experienced pilot. He managed to convince me but I decided to stay out of it and let the two of them settle on a solution since it was their decks.

Whoever didn’t play Abzan would probably play Eldrazi Tron, so Oscar got Chris to play some games with Eldrazi Tron and he reported back after a few days that the deck was insane and he wouldn’t mind playing it. I had been set on Storm for a long time and since it didn’t have any overlap with the other decks, there was never any reason to deviate.

With our Company, Eldrazi, Storm lineup set, I really liked our chances. There are very varied opinions on Eldrazi Tron and I have heard pros call it anything from unplayable to insanely good, but the fact is that it has some unbeatable nut draws and a lot of late game power, so there is at least potential. To be honest, I didn’t really influence our choice that much. I just said I would play Storm and let the other two decide what to play, so I don’t have an informed opinion on their decks. They both really liked Tron, though and Chris ended up going 12-2 at the Grand Prix for what it’s worth, small sample size and all.

This brings me to the thing that disappointed me most about this Grand Prix; we didn’t actually prepare as a team that much. I think it’s pretty common in a format like Modern since you have all these linear decks that probably only has one expert on your team, so everyone just figures out their own list. The only teamwork is figuring out what decks you’re playing and making sure you have no overlap. After that, I can’t imagine a Lantern player needing much input from his team.

The only exceptions I’ve seen is from Joel Larsson’s latest article on ChannelFireball where his team had to figure out their manabases together since they had overlap in colors and the fetches and shocks they wanted. And of course the great moment we had in the airport Friday night when Oscar and Chris where playing some games and someone noticed that they both had Walking Ballista in their deck… At least it was better than another Danish team who didn’t realize the same mistake until during the actual tournament. Their Company player had to continue with a basic land instead of ballista. We at least got to play Rhonas the Indomitable which makes little to no difference.

Anyways, we arrived in Madrid late Friday and I set about figuring out what list to play. I had tested on MTGO for about two weeks but had mostly focused on game play since I hadn’t played the Gifts Ungiven version of the deck before. As such, I hadn’t tried out all the potential configurations and sideboard cards so it was all theorycrafting. This is where I would really have liked to discuss it with two teammates with similar amounts of experience with the deck. Again, it’s not their fault, it’s just a natural consequence of the Team Modern format. If you haven’t played Storm (or UWx Control against Storm), how would you have an informed opinion on whether to play Gigadrowse or Dispel for that matchup? How would you know whether to play Empty the Warrens main or not, or Blood Moon in the board or not? Despite my displeasure with the process, I think I arrived at a good list:

Storm

Creatures (7)
Baral, Chief of Compliance
Goblin Electromancer

Spells (35)
Grapeshot
Empty the Warrens
Apostle's Blessing
Remand
Past in Flames
Desperate Ritual
Pyretic Ritual
Manamorphose
Gifts Ungiven
Serum Visions
Opt
Sleight of Hand
Lands (18)
Scalding Tarn
Flooded Strand
Polluted Delta
Steam Vents
Island
Mountain
Spirebluff Canal

Sideboard (15)
Empty the Warrens
Wipe Away
Gigadrowse
Blood Moon
Abrade
Lightning Bolt
Pieces of the Puzzle
Shatterstorm
Engineered Explosives

There is a surprising amount of variation in the Storm lists so I think it’s useful to go over why I made the choices I did. Let’s start with the main deck. I have seen anywhere from 2 to 4 electromancers and I went with 3 after having played 2 during testing. I can’t tell you for sure which is correct but I can tell you that I have rarely lacked one for going off (this is factoring in opponent’s removal), and I boarded one out against decks without removal. I also played one Apostle’s Blessing instead of the third Remand. This counts as an extra guy if you have already drawn one and it means you can play your guy on turn 2 and still protect it. I think it is a mistake, however Remand is just too good. It is obviously great with Baral, but as Oscar pointed out (and I hadn’t thought about for some weird reason) you can Remand your own Grapeshot to essentially double your storm count. I remember playing up to 4 Grapeshot before Baral and Gifts were a thing because you could often kill easier if you drew two. Remand does that and so much more and I’m beginning to agree with the people who play the full 4.

Next is my omission of Noxious Revival. I am pretty convinced that this card is bad. There are some obscure scenarios where you need it to put a card on top to be able to go off or you can counter something like Surgical Extraction but in all the common scenarios, it’s just a useless card and as soon as your hand size is pressured by discard or counterspells it absolutely sucks. Finally is the main deck Empty the Warrens. It is great against stuff like Grixis Shadow because you can go off early and make 8 goblins or something and they often can’t beat it. Also some crazy people play stuff like Leyline of Sanctity or Witchbane Orb in their main decks.

Lastly, Martin Müller played a Simian Spirit Guide, which I agree with and recommend going forward. The main point is that if you draw Past in Flames, you only need 5 mana to go off with Gifts (and a guy in play) instead of 6 because you can Gifts for 4 spells that make mana. Even if they give you Manamorphose and spirit guide, you can go up to 4 mana, cast Past in Flames and have one mana left to cast everything again. The crucial thing in favor of the ape is that unlike Noxious Revival, it doesn’t suck outside of this corner case scenario, it just makes an extra mana. I have even won several games where I had to kill turn 2 because I could play a guy, exile ape and the go off.

Then there is the sideboard, which I was really pleased with. My friend Magnus Christensen was kind enough to borrow me a bunch of cards and also suggested Abrade as both [/mtg_card]Lightning Bolt[/mtg_card] and artifact removal. It is great and effectively freed up two sideboard slots. Sometimes you want to bolt something turn 1 but I found that often I could spend two mana and work around it. Usually you kill something end of their turn and then untap and kill them. As artifact removal you often need it against decks where your guy lives and then it only costs 1 anyway.

The Shatterstorm should have been a Shattering Spree no doubt. One of the Wipe Away should have been Echoing Truth. I was very pleased when by Grishoalbrand opponent brought back a Griselbrand and asked to go to combat before drawing cards. Since that gave me priority I could bounce it and he couldn’t draw any cards in response. Being able to bounce Relic of Progenitus without them cracking it is also quite valuable. Still, being able to bounce two [/mtg_card]Rest in Peace[/mtg_card] or leylines with one card can be just as important so a 1-1 split makes sense to me.

Blood Moon is great in this deck and has won me so many games. It’s even better here than in other decks since you can play it turn 2. Shadow decks, all the new Search for Azcanta control decks and of course the big mana decks are all vulnerable to it. Pieces of the Puzzle and empty are pretty standard by now and I like the role they play. I was actually going to play a third pieces but I couldn’t immediately find one so I took the opportunity to throw in the miser’s Engineered Explosives. I like it a lot in Modern as there are a lot of troublesome permanents with converted mana cost 2 and once you’re lucky enough to draw it in a deciding game against Boggles, you’ll never want to get rid of it. Seriously, I don’t know if it’s correct to play and aside from the obvious cases I was always on the fence about bringing it in or not so I can’t recommend it wholeheartedly.

Day 1 of the Grand Prix was pretty unexciting for me. I only finished 5 matches before my teammates had decided the outcome, losing to a Company player who had turn 3 kill all 3 games, including turn 0 white leyline in game 3, and to Luis Salvatto’s Elves where I couldn’t overcome his Rest in Peace and Eidolon of Rhetoric in game 3. That’s what you sign up for with a deck like this; you can often beat a hate piece because it has made their draw slow enough to give you time to bounce it but if they still kill quickly or have multiple hate pieces, things get rough. There wasn’t anything super exciting happening in my games, even all my Gifts piles were pretty normal. What I want most with this deck is to win games because I play Gifts and my opponent gives me the wrong cards, but it didn’t happen all weekend.

Even on day 2 nothing special happened in my games, I think the highlight was the aforementioned bouncing of Griselbrand. On top of this, I was in seat C and was usually the last one to finish so I didn’t see that much of my teammate’s play either. It got a bit better on day 2 and I’m happy I got to sit next to Chris for the deciding game of the last round. I looked at the standings before the round and figured that if we won, we would get 8th and if we lost, we would get something like 21st, so it was a game for several hundred dollars and 2 pro points each.

The matchup was Chris’ Eldrazis against Dredge and he was on the play game 3 (he should have lost game 1 but the opponent attacked into his Wurmcoil Engine when he shouldn’t have, and that allowed him to race). His opener was a one lander with Ghost Quarter, Relic of Progenitus, Grafdigger’s Cage, 2 Matter Reshaper, a Walking Ballista and a Chalice of the Void. Against a deck as linear as Dredge, I think it’s a good hand and none of us disagreed. Several turns in, Chris had only drawn an Eldrazi Temple for land but luckily the opponent couldn’t do anything about the cage in play. Chris had to decide whether to play out the Matter Reshapers or play a second relic (the first had been popped to find land). Both Oscar and I were leaning towards playing more hate pieces but Chris was very keen on getting some pressure applied. It was his game, so we let him decide, but it did put a knot in my stomach. What if the opponent drew an Ancient Grudge?

Chris played reshapers and ballista the next turns and that made the second ballista for 1 exactly lethal through the opponent’s hardcast Narcomoeba and Prized Amalgam blockers. I’m not sure if he would have lost by playing relic instead of the first reshaper, but I also don’t care. Chris took a line that Oscar and I were doubtful of, followed through with it, and won with it; beautiful Magic. And it got us 700$ and 3 pro points each as we did indeed get 8th, putting Oscar only 5 points away from Silver(!) and me close to reclaiming Bronze (not ‘!’).

We have already agreed to team up for the next Grand Prix Madrid which is Team Trios, meaning one will play Standard, one Modern and one Legacy. As I said earlier, I was a bit disappointed by the strategic aspect of Team Modern and I can only imagine it being worse in Trios since you’re now playing completely different formats. Nevertheless, I look forward to it because, leaving aside the strategy, I had such a blast with these two guys and being able to share your wins and losses is a much, much richer emotional experience than what you get in an individual tournament, and it has really strengthened our friendship. If you haven’t played a team event yet, find two friends and try it out! Let me know what you think about both the Storm deck and team tournaments in general.

A fan boy goes to the Pro Tour Part 2

Editorial Note: This is part two of Anders Pro Tour Experience. Read more about his first part.

Welcome back. I left you in part 1 knowing that Elias Watsfeldt went 11-5 to re-qualify and that Piotr made top 8. As for me, the tournament went okay but I couldn’t help feeling a bit disappointed afterwards. My dream was of course to go 11-5 to re-qualify but if you told me a month earlier that I would go 8-8 I would probably have been okay with it. However I was both 4-1 and 8-4 before some losing streaks happened and I know of at least two matches that I could have won if not for egregious mistakes.

Furthermore, the last round I made a similar mistake to the one in the PTQ the week before: I won a very long game one in the mirror after which my opponent reasonably suggests that we try to speed up to be able to finish 3 games. I ended up playing way too fast for my own comfort and while this isn’t one of the matches I know I could have won, I know I made some mistakes because of my pace of play. I should have just called for a judge to watch for slow play and then tried to play at a reasonable pace while still thinking through my plays. It’s a tricky scenario because on the one hand, it would be fair if my opponent had time to possibly win two games. On the other, I only needed to win one game and since none of us played slowly in game 1, I should be able to just play at a generally reasonable pace even if that meant my opponent’s chances of winning decrease because of it.

I’d actually like to hear what you think of this, so please sound of in the comments. By the way, for the fanboy in me, I got to beat Jason Chung and Lee Shi Tian in Standard while I lost to Shahar Shenhar and Ivan Floch. It was a further point of comfort that I talked the games through with both Shahar and Ivan and we agreed that the potential mistakes I had noted were the same plays they would have made.

Beating one of the great standard minds at Pro Tour Ixalan


Quick aside, the basketball game that Dan had mentioned happened Thursday morning and while we only ended up being five people (Dan didn’t even show up), it was fun to see that Marshall Sutcliffe is every bit as good as rumored (he shoots 3’s like Stephen Curry and he’s so tall that he can shoot over anybody so your only option is to hope he misses), and that Neil Rigby is every bit as terrible as you would imagine.

Sunday came and I was unable to watch and root for Piotr in his quarterfinal because as you may or may not know you get unlimited free drafts at the site on Pro Tour Sunday!!!! There might not be as many money drafts going on as I have heard stories about in the early days of Magic, but there were still a lot of known players going at each other’s wallets. First, Martin Dang, Thomas Hendricks and I took Ben Friedman, Kevin Jones and another guy’s lunch money (that’s right, Dang won a team draft). Then, Oscar and I teamed up with Niklas to beat Chris, Dang and THE Michael Majors twice.

At one point, Niklas was playing against Majors and he has two vampire tokens and a 2/2 while Majors has some random x/2. Niklas goes to attacks, taps the 2/2 and asks in a normal tone of voice so they could hear it as well: “should I fake attack with the tokens like I have Skulduggery?”. Oscar replies “but you don’t have it”, to which Niklas says “but they don’t know that.” The look on the other team’s faces as they were listening to this was amazing.

Sadly, I learned that Piotr had lost as Pascal Maynard pretty much nut drew him 3 out of 4 games. It was still a great result and I am quite proud of having helped tune the deck and played the same 75. It also gives me hope that if I can just stop making so many mistakes, I can compete at that level. Also thanks to Piotr for being graceful enough to buy winner dinner and putting me and Oscar down for vip access Sunday. Apparently each top 8 competitor gets to choose two friends to join him/her backstage for free breakfast and a separate viewing area. Free breakfast was great but the best part was that I got to see Brad Nelson’s face when the lady in charge of the vip section told him that Seth Manfield had chosen two other people so Brad had to leave. Would have loved to see their conversation afterwards.

With the Pro Tour over, it became time for one of the things I had looked forward to the most: going out with all the pros. We started out at an arcade game bar and after betting Niklas on a pinball game which he lost something like 19,000 – 50,000,000 I got to play NBA Jam with Majors against (I think) Corey and Joel.

Unfortunately they knew that John Stockton is broken in that game and picked him so even though I maintain that me and Majors displayed more play skill, we got destroyed. Seth ManfieldLater we went to a pool bar and I got a couple of nice pictures, first of the two guys who hours earlier competed for $50,000, then a picture with the champ himself! It looks like I am slightly more excited than him but I’m sure it was a special moment for him too…

Piotr left for home on Monday but we were joined by Chris and Martin Dang as they needed a place to stay until Tuesday when Martin went home and Chris joined us for the trip to Atlanta. At this point Chris and I pretty much set the tone for the rest of the trip by playing MTGO and watching movies on Netflix for most of the day, while Oscar was sleeping (not just because we were up late, this kid slept over 12 hours a day for much of the trip). I would recommend the best movies we watched but they were all pretty bad, I guess Moana has some good songs but it’s not up there with the Disney greats. Sicario is awesome but I had already seen it. If you haven’t, put it high on your watchlist.

The three of us arrived in Atlanta Tuesday evening and I think our very first Uber driver told us that we were staying in a very bad part of the city, something that several others later echoed. I am not really sure what the problem was because we basically never saw anyone around and I never felt unsafe, but it was pretty strange to have all these people telling us that it was a bad neighbourhood without any specifics. There was even a place we tried to order food from who said they wouldn’t deliver to our place after dark…

Nothing happened though, and after playing MTGO for a few days, we had close to settled on Jaberwocki’s 4 color energy deck. Corey joined us Friday and said that he was going to play straight Temur, but in the end we stuck to 4 color. Specifically, the power of Vraska and her contempt for other planeswalkers was just too appealing.

After scrubbing out of the GP we went to dinner with a bunch of other people including Niels Molle, his girlfriend Miwa, Alex Haynes, Ben Stark, Sarah Zylah, birthday girl Rachel Otto and 9-0 Petr Sochurek. Good times were had and it set the stage for all of us, minus Niels, Miwa, Ben and Oscar to go out Sunday night and celebrate Petr top 8’ing. We found a karaoke bar, and while it was mostly Rachel who did the actual singing, Haynes and Sarah delivered the moment of the night performing Don’t Speak by No Doubt. If Rachel and Chris hadn’t talked through the whole thing, my video might have been worth sharing so thanks you two.

The last leg of our trip was Portland, and boy was it different from the other places. It was like coming to a new country, and one where you could find more influences from other countries. There were no diners but instead an organic supermarket and a lot of food trucks. I also noticed more Asian restaurants than in the south. The GP was pretty much the same though; I scrubbed out while Corey and Chris started 9-0, all of us playing pretty much the same decks as last week.

It was strange on Sunday to see Corey not top 8 and I felt for him but Chris got there and while he didn’t buy winner dinner at the best (and probably most expensive) restaurant in town like we may or may not have agreed upon beforehand, I was still immensely happy for him, as it meant he will probably play all the Pro Tours this year (This was cemented when he won the team GP in Lyon the week after). This is hopefully the start of his ascendancy towards the top of the game where he belongs.

What a great way to cap off an amazing 4 weeks abroad! I still couldn’t help feeling a little dejected as my personal results had been below lackluster, but I was still left with a feeling that I am the only limitation for my success; I picked the same deck as a guy who top 8’ed the Pro Tour, then I picked the same deck as a guy who top 8’ed a GP. When we were playing during the week I felt like my play was very close to the others’. If I can improve my focus and decision making in tournaments, I don’t see why it can’t be me some day. Until then, I’ll try to enjoy all the moments like the ones described here, and try to focus more on the games themselves than the outcome. I hope you enjoyed my tale and if not, I’ll be back soon with some actual content.

Harambe is evolving Modern

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

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

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

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


Harambe Tempo by Hans Christian Ljungqvist

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

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

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

3 reasons why you should play Harambe:

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

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

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

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


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


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


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

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


The manabase is currently built to support 3 things.

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

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

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

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


The case against 3-drops

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

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

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

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


Affinity

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


Grixis Shadow

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


Eldrazi Tron

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


Jeskai Control

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


Storm

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


Humans

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


Burn

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


G/X Tron

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


Titanshift

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


Counters Company

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


U/W Control

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


Lantern Control

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


B/G/X midrange

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

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

Until then,

Beast_with_2_backs

A fanboy goes to the Pro Tour Part 1

What a trip I’ve had. I went to the US not only to compete in my first ever Pro Tour, but also to play 3 Grand Prix and hang out with two of my best friends. That sounds great but it turned out to be so much more. I will be name dropping a lot of professional players today, partly because I made friends and hung out with some of them so they are a part of the journey, but also because being a Magic pro is one of my dreams.

So meeting all these people who have the life that I hope to have was awesome and I don’t want to kid me or you by saying that I just met some normal people like myself. Of course they are still people but I don’t think there is anything wrong with having idols, and it was a big part of my trip. There won’t be much strategic magic content, as I wanted to try a different kind of article. I hope you enjoy my story!

Let’s start at the beginning with Oscar Christensen, Christoffer Larsen (who is becoming one of these awe-inspiring pros) and I arriving in Phoenix Thursday evening before the Limited GP. Chris was staying with Team Genesis/Revelation so me and Oscar went to our Travelodge. It is one of many cheap American hotel chains and if you haven’t had the displeasure, don’t worry. Luckily we would not be spending much time there, but I managed to get dropped from one draft because of their “high speed wi-fi”.

I had brought a couple of boxes of Ixalan so I spent Friday trying to get some team drafts going. Oscar introduced me to Luis Salvatto and so I got to team draft with him, Thiago Saporito, Marcos Freitas, Sebastian Pozzo, Dan Ward, Vitor Grassato and Simon Nielsen over two drafts. I did manage to embarrass myself on my way to 0-3 in the first one by Simon killing my Deathless Ancient, saying out loud that I could just get it back, after which I just forgot to take it back and losing the game and match because of it. Oh well, at least Dan said he would let me know if they went to play basketball in Albuquerque. I have played basketball for many years and had heard of these high pro point games so this was a quite high priority goal for the trip already in the bag.

The GP itself went poorly as my RG dino deck splashing Gishath, Sun’s Avatar didn’t manage to get to 6 wins. I did manage to play and attack with Gishath, put Thundering Spineback, Snapping Sailback and Regisaur Alpha into play, draw the second Spineback next turn to attack for 38.

For the Sunday PTQ I played a Temur Black deck with 2 Skysovereign, Consul Flagship and no Glorybringer, with two River’s Rebuke in the sideboard. This led to an awkward situation since someone from team Team Genesis/Revelation saw me play and concluded that Chris had given their tech away. Now I don’t want to make a big deal out of this, but all of these things were available from just looking at MTGO league 5-0 decklists, which I had actually done leading up to the trip.

I wasn’t sure which version of energy to play and I did talk to him about it, but all the information was still available. Funnily, the biggest piece of information I hadn’t gotten from the online decklists was to bring in Rebuke in the mirror, but I knew that from watching Joel Larsson and Paul Dean play the mirror in their hotel lobby; hardly an information bunker.

The PTQ went smoothly until my name wasn’t in the pairings for round 3 or 4. I went to the scorekeepers and was told that I had indeed been dropped. They re-enrolled me but to disrupt as few matches as possible, I was paired down, which I had also been the round before. Now, I am fine with this procedure, the problem was that I’m no information bunker myself so when I sat down for the last round of swiss against the only other undefeated player in our pod, I told him that I had been paired down twice. He was playing tokens and after two long games we had little time left for the decider.

It can be dangerous to speculate about people’s motives but the fact was that he played very slowly in the last game, taking a long time to shuffle for every Attune with Aether and Renegade Map. We drew a game that I’m certain I would have won (I had Planeswalkers and plenty of creatures and drew both of my Rebukes) and I came second on breakers. I was pretty bitter at that point but mostly at myself, because I should have just called a judge to watch for slow play on turn one of game three. It is one of my biggest flaws as a player and one of the things I am focusing on getting better at; when in doubt, call a judge. It’s what they’re there for and it’s hard for it to go worse for you than if you don’t. Anyway, at least Vitor Grassato won the tournament so the invite stayed in the Snapcardster family.

While in Phoenix we got to talking with 3 Swedish guys there, Elias Watsfeldt, Niklas Dahlquist and David Stenberg. They didn’t test with anyone so they sort of joined our group of me, Oscar, Jake Haversat and Piotr “Kanister” Glogowski. It is hard to describe to people who haven’t met him but Niklas is one of the funniest people I have ever met. He is pretty quiet but he makes these ridiculous comments with a brilliant poker face. One night we were in a bar with Chris, Corey Baumeister and a couple of his friends, and we talked about where each of us were from. Out of nowhere Niklas asks “just to be clear, am I the only one from Afghanistan?” More from him later.

Monday morning, Oscar and I headed to the airport for the 45 minute flight to Alberquerque. Tuesday Piotr joins us and we get to the task of figuring out what to play. I was pretty sure I would be playing some form of energy and I think so was Piotr. Oscar was torn between energy and Esper Gift, Niklas and David were on RB aggro and Elias had a UW Approach deck that splashed black for Fatal Push with the help of Field of Ruin to both get a Swamp and turn on revolt. Aside from the mana I think it was actually quite similar to the deck that won GP Atlanta a week later.

Multiple times during the week Elias proclaimed that he was done with the deck but he kept falling victim to the sunken cost fallacy; he had put so much work into it that he didn’t want to go to waste by not playing the deck. In the end, I convinced him to just play Temur Black like us and he was rewarded with an 11-5 finish and invite to the next Pro Tour.

 

Trying to decide which of my friends to root for


He didn’t even do the best out of our group as Piotr just kept winning and winning until he had secured a spot in the FREAKING TOP 8 OF THE PRO TOUR!!! I couldn’t believe it. A guy I tested with and who played the same 75 as me had top 8’ed the Pro Tour. This is also a guy who is 11-1 and playing against a Hall of Famer, crews his Skysovereign and when it eats a Harnessed Lightning, he crews it again with itself, just because it’s a legal play and makes no difference! This guy’s penchant for screwing around is the stuff of legends and I look forward to hanging out with him again. Make no mistake, though, he is great at Magic, just look at the year he is putting together, and I was ecstatic for him. For reference, here is what we ended up playing:

Planeswalkers (2)
Vraska, Relic Seeker

Creatures (21)
Longtusk Cub
Servant of the Conduit
Rogue Refiner
Whirler Virtuoso
Bristling Hydra
The Scarab God

Spells (13)
Attune with Aether
Blossoming Defense
Harnessed Lightning
Abrade
Supreme Will

Artifacts (2)
Skysovereign, Consul Flagship
Lands (22)
Botanical Sanctum
Spirebluff Canal
Blooming Marsh
Aether Hub
Rootbound Crag
Sheltered Thicket
Forest
Mountain
Island
Swamp

Sideboard (15)
River's Rebuke
Nissa, Steward of Elements
Negate
Cartouche of Ambition
Deathgorge Scavenger
Jace's Defeat
Confiscation Coup
Chandra's Defeat
Appetite for the Unnatural

I realise that my story is getting rather long so you’ll see how I did at the Pro Tour and the ensuing Grand Prix in part 2. Hope you enjoyed so far, but I’d like any feedback you have in the comments or on social media. Thanks for reading!