First Data from the Jace and Bloodbraid Era

Dead Format, BUT…

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

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

Modern Challenge February 17

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

Top 32

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

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

check out all the decklists of the modern challenge

Jace in Mind

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

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

Less is Not More

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

Zero Lantern and Zero Bogles

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

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

Three Checkmarks

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

Be even-good against Burn.

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

Be even-good against Tron.

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

Be even-good against Jace.

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

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

Modern Pro Tour Predictions

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


Grixis Death’s Shadow
Grixis Death's Shadow

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


Affinity

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


Green Tron

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


Burn

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


Dredge

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


Humans

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


UW(x) Control

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


Eldrazi Tron

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


Storm

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


Blue/Red Control

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


BG(x) Midrange

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


Mardu Pyromancer

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


Titan Shift


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


Lantern Control

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


Abzan Company

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

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

Blue Bears in Modern

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

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

Prologue

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

ruckus-mh – 5-8th in Modern Challenge

W/U Hatebears

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

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

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

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

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

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

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

Leisester – 5-8th in Modern Challenge

W/U Hatebears

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

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

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

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

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

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

Beats Affinity and helps vs. Tron and Lantern.

Helps against Affinity, all Tron variants and Lantern.

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

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

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

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

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

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

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.