6 Lessons from Danish Legacy Masters

Last weekend I attended a Legacy tournament called Danish Legacy Masters with 70 players, and I learned quite a few things from it that I would like to share today.

1. Preparation

As a surprise to absolutely no one, I sleeved up my trusty Four Color Control deck which I have played for ages online to good results. The more games I played in a tournament setting with the deck, the more comfortable I have gotten playing from behind. The nature of a control deck combined with the blazing speed of the opposition in Legacy (tempo and combo decks) dictates that you will be under pressure and have to dig yourself out of holes from time to time.

In the beginning I felt very uncomfortable and not the slightest confident in these spots, but all the practice and experience has turned that on its head. The deck is very capable of epic comebacks thanks to cards like Baleful Strix (blocker + cantrip into what else you need), Snapcaster Mage for similar reasons and Brainstorm to find the two cards you need and put an irrelevant card back netting virtual card advantage. There is no way I was able to top 4 this event without the experience and muscle memory that endless testing has provided.

Now I’m gonna go through some of my matchups for the day and give you my thoughts on the decks and my role against them.


2. Eldrazi

Rewind a month or two back, and I’m in the Legacy Challenge top 8 with a 5-1 record feeling confident. I get paired against a deck I had happily forgotten and get #smashed in two super fast games, crack my 25 treasure chests and go to sleep. My previous removal suite was constructed with Delver, Death and Taxes and Elves in mind and I was poorly set up to beat Eldrazi. I knew the deck would rise in popularity like the top 8 decks from the Challenges always do, so I was determined to tweak my removal spells before Danish Legacy Masters.

The compromise ended up being adding the fourth Baleful Strix and two Murderous Cut. Against non-Eldrazi and Gurmag Angler, I would be over paying for my removal spell, but Reality Smasher and the zombie fish needed to be dealt with, and I was happy with the trade off. Long story short, Murderous Cut saved my behind in the event as I was paired against Eldrazi twice.


3. Grixis Delver

In the semi finals I fell to Grixis Delver after three great games that could have gone either way, but instead of talking about that match in particular, I have some thoughts on the matchup.

With the full playset of Baleful Strix, three sweepers and a smattering of spot removal, I still feel the matchup is slightly above 50% for me. A friend of mine made a great point on Skype one day where I was playing against Grixis Delver and thought about sideboarding out 1 Leovold, Emissary of Trest and 1 Kolaghan’s Command because I was afraid of soft counters and Pyroblast. I’m boarding out Jace, the Mind Sculptor because of Daze and the cards I just mentioned and was looking to be more low to the ground.

He basically said

“you’re playing more lands than them, so you still need to make sure you have better cards than them because it’s gonna be a long grind most of the time”.

That stuck with me and is an excellent point.What’s the purpose of going smaller if your deck wants to play a long game anyway? We need to take advantage of the fact that we have better cards for the late game and find the right balance between winning the late game and surviving in the early game. Lesson learned.


4. Death and Taxes

This deck is very close to my heart, but in its current form you’re shooting your self in the foot by choosing it for a tournament. My friend and team mate Thomas Enevoldsen played three copies of Palace Jailer in his 75, and that’s definitely a step in the right direction. A few weeks ago I was checking decklists from the Legacy Challenge and saw a version splashing green for Choke and Sylvan Library in the sideboard. With 2-3 Jailers, 2 Chokes and 1-2 Libraries I can see the deck being competitive again. The mana base takes a small hit, but I think it’s worth it in a world of Kolaghan’s Command.


5. Black/Red Reanimator

The boogie man of the format was represented at this event, and I had the pleasure of losing to it in a match where we spent more time shuffling than playing. Yes, the deck is fragile and will sometimes mulligan to oblivion or lose to a Deathrite Shaman on the draw. Surgical Extraction and Flusterstorm try to up the percentages after sideboard, and Force of Will is sometimes enough.

My take away, and the reasons I played it at Grand Prix Las Vegas this summer, is that the deck punishes opponents who are either unprepared, unwilling to mulligan and players who simply didn’t find relevant disruption in their seven and six card hand. There are a lot of free wins playing a deck like this which will be important in a long tournament. Also make no mistake that this deck can produce a turn one Griselbrand a higher percentage of the time than you think and can beat a Force of Will even more often.


6. Elves

I had the pleasure of playing against Elves in the quarter finals. Not only because I was victorious, but because the games against a competent Elves opponent are always intense with a lot of punches being traded back and forth. Elves both has the ability to combo kill and grind you out, and an experienced green mage will search for a window to execute the combo plan while still playing for the long game with Elvish Visionary and Wirewood Symbiote.

Because their individual card quality is relatively poor, a simple spot removal is better than a one-for-one, Hymn to Tourach is more devastating than usual and sweepers and mulligans can really hurt their win percentage in the matchup. I was fortunate enough to experience all of these things this match and was able to take it down.

Until next time, may all your Hymn to Tourachs be double Sinkhole.

Legacy is All About Leovold

For those of you who have been living under a rock for the last six months, I can tell you that the “best” deck in Legacy is a four-colored control deck in which you can play any non-white card. The deck plays a lot of powerful cards, and its’ goal is to prolong the game so the superior card quality can take over – kind of like how “Jund” was looked at in Modern a few years back. Today I’m going to analyze what having 4 Color Control at the top of the metagame percentages means for the format.

Why is 4 Color Control a popular choice?

First things first. This deck’s game plan appeals to a lot of good players because they get to play a long game of Magic and gain small advantages here and there which ultimately gives you a higher chance of winning the game. When taking a look at the following list, which is not only a list of awesome Magic, but also the core of 4 Color Leovold, you suddenly understand why players want to play this deck.



Metagame reactions caused by 4 Color Control

The dreaded Black/Red Reanimator that was all the rage to start the year has slowly disappeared from the format thanks to too many decks starting off the game with Deathrite Shaman. I guess 4 Color Control can only take the blame partially for this one.

My team mate and Death & Taxes specialist Michael Bonde said on Skype the other day that Kolaghan’s Command has pushed his favorite deck all the way to the edge of playability and that every time he beats 4 Color Control, he feels like the luckiest man on the planet.

People tried their hardest to come up with a playable Blood Moon deck to fight the heavy amount of nonbasic lands in the format. Maybe this Chandra deck is the answer?

Grixis Delver players started experimenting with grindy sideboard plans that included Kolaghan’s Command and Painful Truths among other typical controllish cards.Nic Fit, a Green/Black/X based ramp built around Veteran Explorer and Cabal Therapy synergies, has started to pick up steam lately. In a world where Swords to Plowshares is running rampant, the Explorer simply is not a playable Magic card.

The only answer for this card out of 4 Color Control is usually Force of Will and possibly a singleton Abrupt Decay, which is good news. Having Sylvan Library in play will generate a ton of card advantage because you don’t really care about your life total when playing against 4 Color Control. Most of their cards create card advantage, and now you can fight on even terms instead of bringing a knife to a gunfight. This card’s stock is way up these days.

Green/Black Turbo Depths, which only route to victory is the 20/20 indestructive Marit Lage token, is a natural predator of 4 Color Control due to the lack of exile-based removal. In a world of Wasteland and Terminus, this deck was hardly a factor.

Some Delver pilots switched to a more burn-heavy version playing only Blue and Red to punish the mana base of 4 Color Control with Price of Progress.

Lately I’ve been playing against a few Eldrazi decks, but I don’t have enough data to call it a metagame reaction. One thing is for sure: if that deck is climbing to 5% of the metagame, I will have to re-evaluate my removal suite to combat Reality Smasher better.

My Version of 4 Color Control – October 2017

Recently I played the deck to a top 4 finish at the weekly Legacy Challenge on Magic Online, and here is my list. Allow me to talk about a few interesting card choices.

I like two copies of Diabolic Edict in the deck mainly because of Gurmag Angler, True-Name Nemesis and the Marit Lage token. If your opponent Show and Tells a Griselbrand into play, the Edict can do great things combined with Leovold. This slot is definitely a hedge, because most of the time you will be spending two mana to kill a creature and wish it was a Fatal Push or Lightning Bolt.

This is fairly controversial, and those who follow my stream will know how I feel about this. Ponder is better in a deck where you are looking for specific cards and in decks where you play a low number of lands. However, in a deck with 20 or more lands like this one, I’m mostly looking to keep the engine running not looking for anything specific most of the time. The trade off is that you avoid the awkward situations where Ponder reveals one card you want and two cards you don’t want which leads to shuffling a lot of the time unless you have an uncracked fetch land at the ready. With Preordain you lose some potential upside, but you’re getting a much more consistent cantrip for your control deck. Needless to say, I suggest at least giving Preordain a try in this archetype.

I recently added a second copy of this effect, and it performed right from the start. Aside from the obvious function of dealing with Blood Moon, hasty creatures and a lethal Price of Progress, this little gem works wonders in the mirror match. In games two and three, Pyroblast play a huge role and looping Kolaghan’s Command with Snapcaster Mage is a great way to win a close game. Furthermore, you can counter opposing Sneak Attack or Burning Wish at a cheap cost.

Another great tool to fight the inevitable mirror match when entering a Legacy tournament. She can buy back your creatures that your opponent already spent resources killing, and she can ping Baleful Strix and Snapcaster Mage while ticking up. Not a lot of cards are worth using to deal with resolved Strixes and Snapcasters, but this Liliana qualifies. Making your life easier vs. Elves and Death & Taxes is just gravy.

Chandra has made her way into Legacy because she’s a house in the mirror. She dodges Pyroblast and can be very tough to deal with for the opponent unless they have a huge board presence or two burn spells in hand – something that is very hard to accomplish in the mirror match where you have basically the same cards. Deathrites getting killed, Hymn to Tourach both directions, Leovold or Jace, the Mind Sculptor being countered by Pyroblast is how a lot of games go. In these situations, Chandra will be a huge draw thanks to her ability to draw extra cards and deal with a single creature at the time. Maybe it’s off topic, but I won a game vs. Blood Moon thanks to her.

The rest of the list speaks for itself, but please feel free to ask if I missed something interesting.

I hope you guys enjoyed reading about my thought on 4 Color Control. If you have anything to add or think I’m telling lies, let me know in the comments and let’s have a great discussion!

In the coming weeks I will be publishing two or three articles about “Beating Legacy“, so make sure you don’t miss those.

Introducing: Michael Bonde

Hello and welcome to Team Snapcardster! Could you give a quick introduction of your self?

Hello there! My name is Michael Bonde, I live in Aarhus in Denmark and I am 30 years old. I am partly a Magic “pro” and finishing my education this year as a teacher in English, History and Sports.


For the people (shame on them!) who might not be too familiar with your previous accomplishments, can you highlight a few of them?

Of course I will. My resume is a bit across formats:

17th PT Shadows over Innistrad (lost win & in for top 8)

3-4th at Grand Prix Strasbourg (Legacy)

3-4th at Grand Prix Madrid (Limited)

5th at Grand Prix Sao Paulo (Team Limited)

10th at Grand Prix San Diego (Limited)

1st at Bazaar of Moxen 8 (Vintage)

1st at StarCityGames Worcester (Standard)


We have all played Magic for quite some time, and we all have different reasons to do so. What keeps your engine running after all these years?

I see the game as a giant puzzle. Every new format brings something different to the mix and draws on different information from the past.

This makes almost every game different in some degree, but still within the region that one can practice and master. I love dedicating myself towards a goal of trying to become the best, within my own style of play. Being able to follow this process and see results is really something unique – for me at least.

In the beginning it was the mastering of play by play, and even though this is still an evergreen focus, more and more layers add-on which makes it even more complicated and interesting.

What is your favorite format and why?

I’m always a bit torn when someone asks me this question, because the answer is I really just love magic! The formats I often play the most are Legacy, Draft and Sealed.

Legacy is a static format where you can build up a giant database of decks, plays, matchups and try to get perfect information due to many matchups and games play out alike and there is often a right or wrong thing to do. Drafting and doing sealed are on the other hand a bit more fluid. You get to solve the “format” and every game is completely different. You need to be aware of both drafting the correct deck, color pairs, card choices in each color and compared to picks already made. Furthermore it is insanely complex and a very fun topic to dig into and discuss with peers.

Looking into the crystal ball, what does the next 12 months have in store for you MTG-wise?

First of all I am in the Pro Players Club with Silver.

My plan is to qualify for 2-3 of the Pro Tours this season and as a minimum cross the threshold for being Silver again for next season.

This means that I will be playing more Magic Online Championship on Magic Online, play a fair amount of Grand Prix’s and try and do my best at the Pro Tour scene.

Nothing is given, but I will do my best to evolve as a player and have fun while doing it.

Thank you so much for taking your time. Feel free to leave your Twitter handle, so people can keep up with your magical endeavours in the future!

Follow Michael Bonde on

Twitter: @lampalot

Magic Online: lampalot

Twitch: MichaelBonde

5 lessons from Nationals

We’ve waited 6 years and last weekend we finally had nationals again in Denmark; two days of Standard and draft to determine who would represent us at the World Magic Cup alongside Martin Müller. More importantly, for me at least, it was two days where all the awesome people I’ve met in the Danish Magic community met up, even the ones that have stopped playing. It was impossible to be bored because I was either playing Magic or I was hanging out with some of the funniest people I’ve met. I already cannot wait for next year, and I’m sure it will be even better. But we are here to learn, so let’s take a look at some of the decisions I made and see if there are any takeaways.


1. Metagaming

First up is deck selection. I started with UB since it had just won me a Pro Tour invite and the metagame hadn’t really changed since. I was a bit concerned when Mardu Vehicles won one GP the week before and UB won the other. You may think that UB winning was a good sign but it just meant that now everyone knew about it and would get a lot of reps in against it if they played online. Also the GP’s showcased GW Ramp which is a horrible matchup. I stuck to my guns, though and Thomas Enevoldsen was also on board so I hoped we could come up with a good list. This was the result:

UB Control by Anders Gotfredsen

Creatures (6)
The Scarab God
Torrential Gearhulk

Spells (28)
Fatal Push
Grasp of Darkness
Censor
Negate
Essence Scatter
Supreme Will
Disallow
Flaying Tendrils
To the Slaughter
Glimmer of Genius
Lands (26)
Fetid Pools
Aether Hub
Sunken Hollow
Choked Estuary
Swamp
Island
Evolving Wilds

Sideboard (15)
Gifted Aetherborn
Lost Legacy
Kalitas, Traitor of Ghet
Hour of Glory
Dispel
Negate
Contraband Kingpin
Liliana, the Last Hope
Never // Return
To the Slaughter
Summary Dismissal
Aether Meltdown

The key change was removing Kalitas from the maindeck and putting in a fourth gearhulk. Thomas suggested it but I wanted to try out the third god as per Dolars list. I had just won so many games with the god whereas I always felt like my gearhulks got killed by otherwise dead removal. Turns out that while The Scarab God is still a great card, the new kids on the block (GW Ramp, Mardu Vehicles and the mirror) aren’t as weak to it as, for example, Temur Energy, whereas gearhulk is great against ramp and control at least.

It looked like most of the good players would be on GW, Mardu or UW so gearhulk made the most sense. The only change I would have made in hindsight is an extra Summary Dismissal over one of the sideboard creatures though I can’t decide which one. The format is a lame duck now so it doesn’t matter much. As for the process it was mostly: I suggested something radical and Thomas countered with something reasonable which we then settled on. Not much to improve upon.

Jokes aside, I think the main problem I would have gotten into by myself is overvaluing the recent results and what I thought the people I knew would bring. I was counting on over 100 players and I had a reasonable expected metagame for maybe 20 of them. The rest would probably still be playing decks like Zombies, Mono Red and Temur Energy so we should still keep the deck strong against those. You should try to metagame against the winning metagame but with only 6 rounds of Standard, there were too many variables to do that properly.


2. Remember you have an opponent

The first stretch of constructed went without any mistakes that I can identify, winning against Zombies and losing to Mono White Eldrazi. I think it’s a good matchup but my draws lined up poorly. Then came draft. I first picked Hour of Promise and second picked Reason/Believe. I think both of those were correct but I locked in on GUx ramp way too early. I should have been either UB Control or UW Aggro. I don’t think it was nerves but I just felt uncomfortable during the whole draft, and didn’t manage to think things through before the judge yelled ‘draft’.

Oh well, at least I opened Glorybringer to splash alongside my Chaos Maw. I beat Simon Nielsen as you would expect, but then I threw a match against local game store operator and nice guy Johannes Kristoffersen. His was a UB control deck with Torment of Scarabs (the one I should have drafted on his right). I won game 1 and game two I had a Glorybringer in play that hit him down to 9. He had Torment out and I was down to 1 life with no other nonland permanents and 1 card in hand. My next turn I discarded and drew Scrounger of Souls.

I figured I might as well play it in case, for some reason I would rather sacrifice Glorybringer and let the Scrounger’s lifelink negate the Torment so I wouldn’t have to discard all the time. The problem was that he hadn’t played anything for a long time and had 4 or 5 cards in hand so I should have seen the Countervailing Winds coming and just tried to ride my Glorybringer to victory. He had also complained a bit when he milled his Final Reward off a Winds of Rebuke so chances of him having another removal spell for the dragon seemed low. I also lost the last round of the draft to finish day one at 3-3 and thinking I was out of contention (which turned out to be true).


3. Don’t get married to your first picks

I started out day 2 with quite a masterpiece of a deck; I first picked Ambuscade, second picked Puncturing Blow and then took Adorned Pouncer and Vizier of the Anointed and got a sick UW deck:

UW by Anders Gotfredsen

(40)
Proven Combatant
Adorned Pouncer
Oketra's Avenger
Anointed Priest
Sinuous Striker
Devoted Crop-Mate
Eternal of Harsh Truths
Aerial Guide
Champion of Wits
Vizier of the Anointed
Steadfast Sentinel
Curator of Mysteries
Supply Caravan
Aven of Enduring Hope
Angel of the God-Pharaoh
Traveler's Amulet
Act of Heroism
Strategic Planning
Cartouche of Knowledge
Compulsory Rest
Unquenchable Thirst
Trial of Solidarity
Oketra's Monument
Plains
Island
Desert of the Mindful
Survivor's Encampment
Endless Sands

Yes, getting third pick pouncer is an easy signal to see, but I’m still proud I did the right thing and didn’t try to stick to either of my first two picks. I don’t remember an easier 3-0, and that’s no slight on my opponents; Three ways to give my aggressive creatures flying, and of course the combo of Oketra’s Monument and Trial of Solidarity spelled doom for all three of them.


4. If you’re gonna plan, plan for everything

At the start of the day someone also told me that x-3 was enough for top 8, so hoopoe started to creep back in. It was amplified when I sat down across from Kenneth Brandt in Standard because I thought he was playing UW Approach. When he played a Fortified Village, and I realized he was on GW Ramp, it was quickly quenched again, but I drew Lost Legacy both sideboarded games, hit the only Eldrazis he had in hand and he didn’t draw any others. It seemed meant to be.

I actually think I could have won game 1 as well and it’s an interesting case of planning ahead. I am at 4 with The Scarab God in play and he attacks with his World Breaker. I have the choice of bringing back his Thraben Inspector or his Linvala, the Preserver. I took the Inspector and chumped because if he played one more creature I would get a 3/3 from Linvala. He then played a second World Breaker.

Next turn he played Ulamog and I had to Disallow the trigger and then eternalize Gearhulk to Disallow Ulamog himself, but now I had less than 4 mana left and had to block with both my creatures, returning the god to my hand. Now I had no choice but to play the god and eternalize Linvala to survive leaving me open for his second Ulamog.

If I instead had brought back Linvala to start with, I wouldn’t have had to chump with my god and I could have brought back his first Ulamog after he cast his second, giving me the first attack, and I think I could have chumped his first Ulamog attack letting my second attack trigger eat the rest of his library. I did plan ahead in trying to get the extra 3/3, but I didn’t consider my life total in that plan. When you start planning turns in advance, be aware that some factors that seem unimportant or under control now might not be so in a turn or two.


5. Never give up (and learn math)

In the last round I was up against Lasse Hansen on Temur Energy, and everything looked to come up gravy. This was one of the decks I was hoping to face after all. We traded games and in game 3 he hit me to one with 3 thopter tokens but I untapped with gearhulk and The Scarab God in play and 8 mana. I was pretty sure I was dead, but I brought back a Whirler Virtuoso to go up to 4 energy and scry 1 just in case there was a card I had forgotten about. I bottomed another god and drew a Sunken Hollow. I was about to just scoop but decided to make him play it out; there were a bunch of people watching and they should get their money’s worth.

When he attacked, I realized I actually had a shot: I brought back a Rogue Refiner to go up to 6 energy and if I had Fatal Push on top of my deck I could eat his entire board (he had gotten excited and attacked with all his ground guys as well). I made a wish and flipped…. Swamp. Can you spot my mistake (it didn’t end up mattering but slightly decreased my chances anyway)? By waiting until his turn to reanimate the Rogue Refiner I cost myself a scry and land + push had to be either the first and second cards or the second and third cards of my library. If I reanimate it in my upkeep, the first card has to be either land or push and then the second, third or fourth has to be the other. I had 4 push left and let’s say 10 untapped lands left out of, say 30 cards (the specifics don’t matter as long as they’re the same for both scenarios).

In the first scenario I get 4/30 * 10/29 + 10/30 * 4/29 + 16/30 * 4/29 * 10/28 + 16/30 * 10/29 * 4/28 = 14.45% chance to win. In the second scenario I get 10/30 * 37.1% + 4/30 * 73.5% = 22.2% chance to win. There are two important lessons here: First, Magic can be very complicated and often comes down to math and probabilities, so do yourself a favor and familiarize yourself with the hypergeometric distribution.

Obviously, you can’t do these calculations in the middle of the match but if you do them during practice, it improves your intuition which is often what you will have to rely on in-game. In this scenario there was an 8% chance of winning to be gained and I’m sure it can be even more. Second, never give up! While I didn’t physically scoop here, I had already resigned myself to losing and while it didn’t cost me here (if I had made the correct play and brought back Rogue Refiner on my upkeep I would have drawn The Scarab God and lost) I would prefer to give myself all the percentages possible, and I hope this will serve as a reminder for me in the future.

Lasse ended up in ninth place, which is also what I would have gotten, so it was much ado about nothing (except the extra 75DKK he got compared to my 16th place). Congratulations to our new national champion, Bjarke Larsen, and my friend, Control Maestro Andreas Bendix for making the national team. I hope Martin Müller will put Denmark back in the top 8 of the WMC where they belong when I’m not on the team. Thanks for reading.

Look ma, I made it to the ProTour!

This article will be about two things; my personal experience of qualifying for my first Pro Tour, and the UB Control deck I used to do it. I will start with the deck since I assume that will be the most interesting to people who don’t know me. Let’s kick things off with the list:

UB Control by Anders Gotfredsen

Spells (28)
Yahenni’s Expertise
Fatal Push
Grasp of Darkness
Censor
Negate
Essence Scatter
 Glimmer of Genius
Supreme Will
Disallow
To the Slaughter

Creatures (6)
Kalitas, Traitor of Ghet
The Scarab God
Torrential Gearhulk
Lands (26)
Fetid Pools
Sunken Hollow
Aether Hub
Choked Estuary
Island
Swamp

Sideboard (15)
Negate
Dispel
Yahenni's Expertise
Bontu's Last Reckoning
Gifted Aetherborn
Summary Dismissal
To the Slaughter
Never // Return
Liliana, the Last Hope

This was a perfect storm of being both a powerful, consistent deck and a great metagame call, and with the results from GP Denver, that looks to continue being the case. The most common decks are Temur Energy, God-Pharao’s Gift, Mono Red, BG Constrictor, RG Ramp, Zombies and UW Approach. I have no problem facing any of these decks and I’ll go through all of the matchups, but first I have some general notes on the deck:

“Best card in Standard(?)”

This card is the reason to be UB instead of UR or UW. The only cards in the above decks that can deal cleanly with The Scarab God are the white exile removals, Cast Out and Stasis Snare, but they are only in the UW Approach deck which, as I’ll explain later, is close to impossible to lose to (there are of course also counterspells but it’s mostly Censor and Supreme Will, which you can play around).

All other decks need two cards and many of them have no way to keep it from coming back. If you get to untap with it or play it on 9 mana, it will immediately dominate most games, and I often had a Torrential Gearhulk in the graveyard along with a counterspell, which is basically game over for anyone (or they might have Goblin Dark-Dwellers in their yard, which is how I sealed the last game of the RPTQ). Against Mono Red, I actually like it more than Kalitas because you can just slam it on turn 5 and unless they topdeck an Ahn-Crop Crasher (I assume they would have played it sooner if they had it, and then you have probably either countered or grasped it), they are completely brick walled.

Alongside my new favorite insect buddy we have all the run of the mill control options: removal, counterspells, Glimmer of Genius and Torrential Gearhulk. There is nothing groundbreaking about it, which kind of proves my point that the god is what makes this deck the best. Censor and Supreme Will are key for a strategy like this since you can’t be stuck with a bunch of them in hand and not be able to deal with something on the board. You can customize a lot of the spells in the deck but I would be hard pressed to play less than 4 of each of these.

“A sign that you will win this match”

Temur Energy has been the top dog for the last couple of weeks. It won the MOCS two weeks ago, an MTGO PTQ a week ago and this weekend it put 3 copies in the top 4 of GP Denver. It also had 3 or 4 copies in the top 8 of my RPTQ for what it’s worth. In short, you want to be able to beat this deck and UB is great at it. You have Fatal Push for their Longtusk Cub, To the Slaughter for Bristling Hydra and Chandra, Torch of Defiance and Grasp for Glorybringer and everything else. This is of course only needed if they resolve, and all your counterspells are great here.

Then you play The Scarab God and get to enjoy all of the delicious ETB triggers from their creatures. Be aware that some Temur decks splash for The Scarab God (and Nicol Bolas) themselves so try and save an Essence Scatter or Disallow for it. Bontu’s Last Reckoning, Never // Return and To the Slaughter Negate come in from the board for Kalitas, Expertise and a counterspell (not completely sure which one, maybe since we are bringing in two potential answers to Chandra).

Try to line up your answers as listed above and try to save the hard counters for last. For example, if you have the choice between Fatal Push and Essence Scatter for their cub, use push. If you have the choice between Disallow and To the Slaughter for their hydra, use To the Slaughter. Be aware of Confiscation Coup on your god post board.

“A sign that you will win this match”

Next is God-Pharao’s Gift. Currently the most popular version is UR but all them share important traits: crappy creatures and then some number of 3 and 7 mana artifacts that can actually beat you. Luckily we are packed with counterspells for them and if you kill Minister of Inquiries they can have a hard time filling their yard to activate Gate to the Afterlife. You should at the very least be able to slow them down and The Scarab God is game over when you untap with it in play.

They have Dispel after board but they need to draw both Dispel, Gate/Refurbish/Gift and some ways to fill their graveyard to beat just a single counterspell from you and their are in a real hurry before we get to five mana. This is about as easy a matchup as you can get in Standard.

“A sign that you will win this match”

Hyper Aggro has traditionally been the bane of control decks and I will say that this is the matchup where I am least certain about my opinion, but I will go out on a limb and say that it’s a fine matchup. You have cheap removal, cheap counters, removal that can kill a resolved Hazoret the Fervent and threats that can close the game out fast. As I mentioned above, The Scarab God is still great here (noticing a trend?) and you get to bring in Gifted Aetherborn, Liliana, Never // Return and an extra Expertise, while lowering your curve a bit (I like to cut one Gearhulk, one Glimmer, To the Slaughter, Disallows and Supreme Wills for the rest). I’m torn on the expertise because your main concern is keeping your life total high and so you can’t really afford to just take hits from their creatures to set it up.

Let’s say they play Falkenrath Gorger turn 1. Do you Fatal Push it if you also have expertise in hand? I think you have to. Then they play Kari Zev, Skyship Raider. Do you grasp it? Again, I think you have to. Then they play Earthshaker Khenra or Ahn-Crop Crasher.

Now your expertise can kill one creature. If you say go and they play another haste creature, do you counter it or take 5 damage? Maybe this is getting too specific but my point is that I don’t really like a 4 mana sorcery speed removal spell when I’m trying to keep the board clear and have mana open on their turn to counter Chandra, Hazoret and Glorybringer. It can still give you a chance in the games where you stumble a bit so I think two is an appropriate number. Again, I’m not sure it’s a great matchup but I just keep beating it over and over again on Magic Online so, running the risk of being too results oriented, that’s what I’m going with.

“A sign that you will win this match”

This is a Midrange and so plays out similarly to Temur except BG is more straightforward and they rely more on synergy which is good for the all removal and counterspells deck. I guess you can lose if they somehow resolve Dispossess and Lost Legacy but that should be rare. Maybe turn 3 Nissa on the play if you have neither Negate nor Censor but it’s still a pretty slow clock if you can keep Winding Constrictor off the table. Negate, Never, To the Slaughter and Reckoning replace Kalitas, Expertise, a Disallow and a Censor for game 2.

“A sign that you will win this match”

You can lose game 1 to ramp if they get to play Ulamogs before you get enough lands into play to be able to afford losing two of them but after board you get an extra Negate and 3 Summary Dismissal along with a To the Slaughter and Never to replace your useless Fatal Pushes and upgrade two Grasps. So not only can you counter a lot of their ramp, when they finally get to 7 or 10 mana, you have clean answers to their top end. They bring in Tireless Tracker and Thought-Knot Seer but they still fight on the same axis and your counter magic has that axis on lockdown.

“A sign that you will have a fair fight this match”

This is a close one. They have a lot of recurring threats and threats that produce more than one creature and after board they get a few more along with Transgress the Mind. Game 1 is usually pretty easy as they tend to draw a couple of removal spells that don’t do anything until it’s too late but try and make sure that Diregraf Colossus doesn’t get to make a token and that Liliana’s Mastery doesn’t resolve. I bring in all 3 sweepers, Liliana and Never for To the Slaughter, 2 Disallow, a Censor and a Supreme Will. As with the other matchups where I shave counterspells, I’m not 100 percent sure about which ones are actually correct to cut and it also depends on your opponents play. If they always play around Censor, trim those, if they play very aggressively you can trim Supreme Will instead since Censor will often be as good and you might not have time to spend 3 mana for card selection.

“Ask your opponent to just concede so you can go get lunch. He’s not winning”

I said the Gift deck was about the easiest matchup in Standard, well this is the easiest matchup I can remember ever playing in any format. You have all the time in the world and as soon as you’ve drawn 3 of your 4 Negate/Disallow along with enough lands to pay for Supreme Wills and Censors you can’t lose game 1. My opponent in the RPTQ even had a Sphinx of the Final Word main but when he played that and then Approach on 14 mana I could respond with To the Slaughter and Negate which is one of the better feelings I’ve gotten from a play.

It was even more satisfying because I had replaced the maindeck Never//Return with To the Slaughter specifically because I kept facing UW players online who had Sphinx main. Post board they get some hard counters but so do you along with 4 more answers to Sphinx. They probably also bring in a couple of Linvala, the Preserver and/or Regal Caracal and maybe Torrential Gearhulk but you still have Essence Scatter along with all the other counter magic and they just aren’t able to compete in the slightest as long as you don’t draw all spells or all lands.

As you can see from this walkthrough, the current Standard metagame doesn’t really contain any problems for UB; I might not be certain of how good the Mono Red matchup is but I’m sure it’s nowhere near as bad as it is for UR Control (I haven’t played against UR Control with this deck but you are very similar and so I would assume it to be quite even).

I guess Mardu Vehicles is still a deck and that might be problematic but I haven’t faced it at all and from what I hear it’s bad against Temur Energy so I wouldn’t expect to face it anytime soon. Unless something changes drastically, I will bring this to Nationals and I wholeheartedly recommend you do the same. If, by some chance, this deck picks up in popularity, I will figure out the mirror before then and write another article.

Now it’s time for me to get a little sentimental because this past Sunday was a culmination of 6 or so years of trying to get on the Pro Tour. In fact, the last 3 years it has pretty much been the only thing on my mind. Almost every day when I came home from work, I would fire up Magic Online and play until I went to bed. Work, Magic, sleep, repeat. Even at work, I would constantly be thinking about Magic.

I have had a lot of close calls; 1 GP win and in, 10 or so PTQ top 8’s along with a bunch of good GP performances in the first 9-12 rounds only to get crushed in the last rounds. When you have that many near misses, you can’t really blame it on just bad luck anymore. I have enough insight to know that I am theoretically good enough to compete on the Pro Tour, but when the matches got important I would crumble under the pressure.

I qualified for the World Magic Cup twice but failed to make enough of the opportunity to get on the Pro Tour. Both years Denmark top 8’ed the WMC, I lost in the finals of one of the WMCQ’s. Many times, I have contemplated giving up and just do a regular 9 to 5 job and be “normal”, but I couldn’t quite bring myself to do it. About a year ago, I decided to dedicate myself even more and go to all the European GP’s. Around Christmas, when my results kept being #mediocre, I tried to focus not so much on winning but more on just enjoying the competition, the game and the awesome people I have met on the GP circuit.

Brad Nelson and other great players have written articles telling you some variant of “don’t focus on the results” and I have really tried to take that to heart. Make no mistake; I think this game is a lot of fun and I have made a lot of friends that I would love to hang out with outside of Magic, but it can be hard to justify spending that much time and money on something “just” for fun.

So a couple of months ago I began seeing a sports psychologist to deal with the root of the issue: If you present me with a situation, I will usually be able to tell you what the correct play is but when matches become important, my thought process goes awry and I mess up. I am not sure how much of this qualification I owe to my shrink, and I know I have a long ways to go, but I know I’m making progress, so maybe in a year or two, it will just be my strategic ability that limits my performance.

And when I sat down for my top 8 match in the RPTQ I could feel a difference in my mentality; I didn’t like the matchup (BR Control with Scorpion Gods and tons of discard. I wouldn’t expect to face it though) but at least this time, I wouldn’t just be throwing the match (You might think that I didn’t literally throw matches away but the one of Lasse Nørgaard and Martin Dang who sat behind me for the WMCQ Final against Christoffer Larsen will testify that it is true).

I lost game 1 but game 2 he got mana screwed and game 3 he mulliganed into a poor hand and didn’t draw out of it. I have heard myths of winning important matches like this (Oscar Christensen won his win and in at GP Birmingham against an Ad Nauseam player who just did nothing for two games in a row), and always lamented the fact that it didn’t happen to me. Now I’ll have to find something else to complain about, I just hope it won’t be that I got terribly unlucky and scrubbed out of my first Pro Tour. Jinx.

It was so heartwarming to see so many people congratulate me on Facebook and Messenger, and I feel so fortunate to have so many people care in the slightest about how I do. I am a social person and while I try not to chase recognition, of course it’s great when you get it, but ultimately, I started this chase for me; because I want to make me proud. I can finally say that I am proud of my Magic career, but I am not good at settling and I already have a new goal: Become a mainstay on the Pro Tour, and/or make top 8 of one. I’ll get back to you in 20 years or so, probably. Until then, my best piece of advice is to be honest about what weaknesses are keeping you from achieving whatever goals you have for yourself, and do whatever it takes to remedy them.

Next week I’ll be back to tell you about my adventures in Metz and AKH-HOU Limited. Thanks for reading.

Winning #MKMS Prague Modern

Fade-in to Game 2 of the finals of the Modern event.
Tomasz Sodomirski is playing Dredge vs. Anders Thiesen on Titanshift and has just resolved the Driven part of Driven // Despair.

“What’s that?”, I Inquire. “Your death” Sodomirski explains, suppressing a tone of triumph. He dredges a handful of times, pondering “Do you have Anger of the Gods?” After much consideration, he reaches a conclusion: “You don’t have Anger”
*Freeze frame*

*record scratch*
Me, as narrator: “I did have Anger of the Gods
*Fade-out*

If you had told me I would win one of the tournaments in Prague while going 4-3 drop in the other, I would not have predicted the actual outcome of my weekend.

I went to Prague primarily to play Legacy and practice Modern since I’m heading to GP Birmingham soon. I was there to compete in Legacy and see how I would fare in Modern. But as we know it didn’t quite go that way.

I had 0 experience with competitive Modern so I just blatantly stole Andreas’s Titanshift list he won a Modern Challenge with. He has enjoyed a bunch of recent success lately so I blindly trusted his list, which I’ll do again another time.
Unfortunately, I couldn’t find a 3rd Roast so I replaced it with an Engineered Explosives, don’t copy the list without reversing the change. It was just a reasonable card I had on me as I was building the deck 5 minutes before the player’s meeting. For reference, the list I played:

RG Titanshift by Anders Thiesen

Creatures (10)
Pia and Kiran Nalaar
Primeval Titan
Sakura-Tribe Elder

Spells (23)
Explore
Farseek
Lightning Bolt
Prismatic Omen
Roast
Scapeshift
Search for Tomorrow
Summoner’s Pact
Sweltering Suns
Lands (27)
Bloodstained Mire
Cinder Glade
Forest
Mountain
Sheltered Thicket
Stomping Ground
Valakut, the Molten Pinnacle
Windswept Heath
Wooded Foothills

Sideboard (15)
Obstinate Baloth
Grafdigger’s Cage
Relic of Progenitus
Nature’s Claim
Anger of the Gods
Thragtusk
Engineered Explosives
Reclamation Sage

Andreas can probably explain all the card choices with much more confidence than I can, so I’ll just tell a few stories from my trip involving the cards.
For example, the one-off Prismatic Omen came in very handy as my Round 1 opponent’s first play was a Glimpse the Unthinkable on turn 2, without the Omen I would never have had enough mountains in my deck to kill him.

Round 2 I played against Tomas Mar who unfortunately was taught an expensive lesson about the Modern format by the judges last round. He had chosen to register Grixis Delver with 3 Gitaxian Probes without knowing the card was banned. Those were replaced by 3 basic lands which had an effect on his Delvers ability to transform. The low amount of pressure meant I had plenty of time to go completely over the top.

That’s basically all the interesting stuff that happened in the swiss. I lost Round 3 to EldraziTron and then just stomped on a lot of Abzan midrange. I had a sweet sequence vs one of them where he had Thoughtseize’d me and seen one of the Obstinate Baloths. He passes with 3 mana open and I play the Baloth, he plays Liliana of the Veil and ticks it down, I pass with 5 open. He ticks Liliana up and my hand is Baloth, Primeval Titan, and the 6th Land. I put in the Baloth and untap to kill him with Titan.

After 8 rounds I’m 7-1 and I thought I might be able to draw in. Turns out I’m not even in the top 8 and I have to play. I’m even paired down…. VS. Abzan! ScapeSkill saves the day!

On to top 8!

The quarter final is covered here.

I was pretty lucky that Justin forgot to exile the 4th Valakut with his Surgical, making sure my topdecked Prime Time was good enough.

My semi final vs. Tomas Cunderlik was not covered, but I lost Game 1 to him playing a turn 3 Geist of Saint Traft into him keeping up countermagic until I died.

Games 2 and 3 I had cut all the removal, even the sweepers for more creatures so when he tapped out for Geist I could play a bigger creature that he had to tap out again to handle and I could untap and kill him with Scapeshift.

Not a fair fight

The final is covered here.

I was honestly not sure if Conflagrate could split the damage as they described and I did not want to remind Tomasz of the possibility so I choose to play as if it couldn’t to leave me a chance to win the race. It worked out.. and I had some lovely pictures taken went back to the hotel, and got a cap to find my friends at a restaurant 5 minutes before the Kitchen closed, had a lovely burger, went to bed and slept 5-6 hours and played medium in the Legacy event to drop out and 4-3 (after a Round 1 no show from my opponent! ☹)

So that was a bit opposite of what I expected, but overall I’m happy with the weekend, hopefully I can repeat it in Birmingham this coming weekend at the GP.

Thx for reading and I look forward to scapeshifting some more.

<3 Thiesen

Modern PPTQ PrimeTime: 1st with Titanshift

Welcome back to my blog here on Snapcardster. I was actually planning on writing about my favorite Modern deck at the moment even before I won a PPTQ this weekend playing the deck. I guess sometimes you can have your cake and eat it too!

Prologue.

I have a long history of playing this card and doing rather well in premier events. In 2015 I managed to qualify for Pro Tour Origins playing a Temur version of the deck (http://www.mtgtop8.com/event?e=9367&d=253664&f=MO) and one year later I found myself in the finals of the Danish World Magic Cup Qualifier with a sweet four-color version featuring a playset of Bring to Light. Unfortunately, a timely Slaughter Games ended my undefeated run through the tournament.

What I really loved about the blue version of Scapeshift is the way you play out like a control deck and finish the game with just one spell. I talked to a friend about this topic numerous times, and we both agreed that it all boils down to whether Remand is good or bad in the metagame. Back then it was very good with numerous midrange decks, blue decks, Tron and mirror matches to be expected at a tournament. But now when people are playing Death’s Shadow, Aether Vial decks, Burn, Affinity and have Cavern of Souls in their decks, Remand is just not great anymore. So I wanted to keep the strengths of the archetype and get rid of the weaknesses and ended up working on a Red/Green version instead. You kill faster, can still ignore most board states and are very threat dense to overpower decks with discard spells and counter magic.

After a lot of testing, I ended up not playing the deck at Grand Prix Copenhagen because of a bad Death’s Shadow matchup and no good solution to that on my radar. I tested a white splash for Nahiri, the Harbinger and Path to Exile and a black splash for Fatal Push and Abrupt Decay, but lost too many percentages to the rest of the field. After getting some inspiration from Danish Gold Pro Simon Nielsen about how to hedge a little in deckbuilding without giving up too much against all other decks, I finally arrived at this list:

#1 PPTQ: RG TitanShift by Andreas Petersen

Lands (27)
Arid Mesa
Cinder Glade
Forest
Mountain
Scalding Tarn
Sheltered Thicket
Stomping Ground
Valakut, the Molten Pinnacle
Windswept Heath
Wooded Foothills

Spells (23)
Explore
Farseek
Lightning Bolt
Roast
Scapeshift
Search for Tomorrow
Summoner’s Pact
Sweltering Suns

Creatures (10)
Pia and Kiran Nalaar
Primeval Titan
Sakura-Tribe Elder
Sideboard (15)
Roast
Chameleon Colossus
Obstinate Baloth
Nature’s Claim
Reclamation Sage
Grafdigger’s Cage
Anger of the Gods


People like Chandra, Torch of Defiance in this slot, but I can’t see why. It’s a very good turn 3 play on an empty board, but in my testing that happens very rarely. In most games I get to kill a small creature and lose my Chandra. I was still interested in having some quality four-mana plays that could help me bridge the gap between ramp spells and end game, being both a decent proactive threat and with the ability to buy some time. Three chump blockers to buy turns vs. Death’s Shadow while also being able to block fliers and Etched Champion equipped with Cranial Plating vs. Affinity was all I needed out of my four-drop. Being a good defensive card with the ability to pressure Midrange and Control decks are a lot of good quality in one card.


I play 15(!) ramp spells in this deck to maximize the amount of games I win on turn four. Having three ramp spells and a Scapeshift is not unrealistic at all, and by playing 15 instead of 11 I’m maximising my chances. Rather than playing answers to prolong the game, I like just racing my opponent most of the time.


This is a small upgrade from Amonkhet to Anger of the Gods. When your opponent is not playing a creature deck, you have the ability to cycle this sweeper. Given that those decks tend to be a little slow, you should have the time more often than not.


I took a page out of Simon Nielsen’s playbook and added one Roast in the main deck and one in the sideboard to combat undercosted black creatures. I cut one Lightning Bolt from the main deck and haven’t missed it at all. You become a little worse vs. Burn, Affinity and Thalia, but you gain valuable percentage points vs. Death’s Shadow which I would expect to face on the top tables at any premier tournaments.


In my sideboard I decided to cut two Thragtusk for Chameleon Colossus. My plan vs. Midrange and Control is to sideboard out six red removal spells for six big creatures, so that plan got a little worse with this swap. I also lose two lifegain creatures vs. Burn, so maybe this change is not improving the deck overall. Anyway, the Colossus can blank an opposing Shadow, Angler or Tasigur while having the ability to swing for lethal if they don’t have a Snapcaster Mage to block. However, with Esper Shadow being more and more popular, getting my Colossus Path to Exile‘d when I think I’m keeping his huge Death’s Shadow in check is a bad feeling. I’m not sold on these slots going forward.

I’m not going to write about all my matches from the event, because they were rather unexciting. Instead I will give you my gameplan and mindset going into these matches and how I think you maximize your chance of beating these decks.

Round 1: Abzan Midrange
As long as you get to ramp a time or two, you have great topdecks to win the game. He will need a combination of discard spells, Tarmogoyf and Liliana of the Veil to beat you. People seem to have left Fulminator Mage at home these days, so this is probably your best matchup in all of Modern.

Round 2: Esper Shadow
This matchup is extremely hard as they can combine cheap disruption with a fast clock. With the tweaks I did, I have a chance of drawing my key cards and buy myself time to cast a Primeval Titan which should be game over most of the time. I would prefer not to play against this archetype.

Round 3: Amulet Titan
It was very cool seeing my opponent do well with this deck. With an Amulet of Vigor combined with Azusa, Lost but Seeking, this deck can still go absolutely nuts and win out of nowhere. However, the games where the deck fails to resolve or gets its Amulet killed, I’m much more sceptical. We got to play five games vs. each other (this round and the semis), and Amulet (or the fact that it died or wasn’t drawn) was the deciding factor in all of them.

Round 4: Big Naya Zoo
What seems to be a very straight forward matchup is actually quite tricky for one simple fact. Do they have Blood Moon or not in the sideboard? Do I blindly sideboard in my Reclamation Sage and Nature’s Claim? Since I won game one, I neglected to, but I can definitely see myself bringing in at least the Reclamation Sage to hedge a little. I think it’s very important to think about these things even though I won the match without seeing the Blood Moon. I think I would’ve sideboarded differently if I lost game one.

Round 5: Blue Steel
This is a cute deck that can snowball you out of the game if you don’t have either a Lightning Bolt or sweeper early on. His one drops are not very effective against my deck, and his overall card quality isn’t the best, so if I manage to remove a creature or two in the beginning while progressing my own game plan, I feel favoured in the matchup.

Round 6: Mono W Hatebears
First of all, this matchup isn’t as bad as it looks. When you lose to it, it will look like a complete massacre, but in reality that only happens once in awhile. They will need three or four pieces of the following to reliably blow you out: Æther Vial, Thalia, Guardian of Thraben, Leonin Arbiter, Ghost Quarter, Tectonic Edge, and even then you can still overcome that. Drawing a Lightning Bolt with some ramp spells and a Scapeshift will win you the game more often than not. Sometimes Sweltering Suns is a three-for-one he will not come back from. The Hatebears deck is very good at punishing you when you miss land drops, so of course there will be those games as well.

Quarterfinals: Elves
You are not able to race in this matchup unless he has a slow hand, so the main plan is to either kill a lord with Lightning Bolt or sweep his board with Sweltering Suns or Anger of the Gods. It’s always tricky when you need a combination of removal spells, lands, ramp AND Scapeshift or Primeval Titan. With four sweepers and two Grafdigger’s Cage to shut down Collected Company, I really like games two and three vs. Elves.

Semifinals: Amulet Titan
(same guy)

Finals: Esper Shadow
(same guy)

The future is bright for R/G TitanShift. I haven’t decided if I’m going to Grand Prix Birmingham next month yet, but I will definitely play the deck if I am. I will check online decklists every day to see if Fulminator Mage plus Surgical Extraction is making a comeback, and I will ponder about a better balance of having game vs. Death’s Shadow and maintaining great matchups overall. Chameleon Colossus, I’m looking at you.

Make sure to follow Andreas Petersen on twitter and  to tune in his twitch channel.

Really? Control in modern?

I’m taking a break from standard this week so I have some time to get the new cards online and get some decks tested, but let me just say that I hadn’t seen the card Hour of Devastation until this week so that explains my color choices in the last article.

Now, you don’t really need white since devastation is just a better and cheaper revelation. For this week, I will talk about how I got my love of uw transferred to modern. I had been looking for a deck to play Sphinx’s Revelation in since it rotated out of standard, and when the eldrazi took over modern previous winter, the opportunity finally came. Supreme Verdict was an absolute beast in that format and while uw eldrazi was the best deck at the time uw control at least had a good eldrazi matchup.

After Eye of Ugin was banned modern became wide open again which, as we all know, is a poor sign for control mages. I briefly reconnected with the deck while preparing for the WMC but we didn’t spend that much time on it. Then came GP Copenhagen in late May with GP Las Vegas soon after and I took the opportunity to continue working on the deck. I have GP Birmingham coming up so I have been playing the deck a lot the last couple of months and while I’m no modern master (I didn’t even like the last Modern Masters set) I think I’ve gained a lot of insight into the deck that could be valuable to share.

The first question to answer is if you want to play Ancestral Vision or not. For a while, I thought it was about whether you wanted to be better against creature decks or combo decks since ancestral usually leads away from Wall of Omens and lots of planeswalkers, but now I think it’s just about card flow and consistency. Ancestral Vision is obviously a powerful card but oftentimes drawing three cards on turn 5 is just not as necessary as seeing an extra card or two on turns 3 and 4. You see, the real reason uw can be successful in modern is because of Supreme Verdict and white sideboard cards. You would think that modern having so many different archetypes that you can all realistically run into during a large tournament would make it impossible for control to succeed, but for the most part modern is all creature decks and decks that fold to various hate pieces backed by a counterspell and/or a verdict. This is quite a statement and should be looked into a bit more thoroughly. Let’s look at the decks presented in Reid Duke’s recent article on the modern metagame (https://www.channelfireball.com/articles/the-state-of-modern-july-2017/) and how uw stacks up against them. First, my current decklist:

UW Control by Anders Gotfredsen

Creatures (2)
Snapcaster Mage

Spells (33)
Path to Exile
Serum Visions
Spreading Seas
Wall of Omens
Blessed Alliance
Negate
Gideon of the Trials
Detention Sphere
Cryptic Command
Supreme Verdict
Jace, Architect of Thought
Leyline of Sanctity
Gideon Jura
Sphinx's Revelation
Lands (25)
Island
Plains
Celestial Colonnade
Flooded Strand
Hallowed Fountain
Tectonic Edge
Mystic Gate

Sideboard (15)
Leyline of Sanctity
Stony Silence
Spell Queller
Vendilion Clique
Rest in Peace
Dispel
Blessed Alliance
Jace, Architect of Thought
Elspeth, Sun's Champion
Grafdigger's Cage
Celestial Purge
Timely Reinforcements

At least one kid must dream of a
boogeyman that looks like this

Death’s Shadow:

The consensus best deck relies on its namesake and a few more 1 mana black threats backed by discard, Lilianas and cheap counters. They often can’t play out more than one threat at a time because of verdict and that means that pretty much all of our spells buy us at least one turn. The goal is to get to a point where you either run them out of threats or can remove their current one at the end of their turn so you can untap and say go with Cryptic Command up and a clear board (as is often the goal when you play a deck with Cryptic Command). Outside of that general plan we have some jokers like Gideon of the Trials (who is, ironically, still in the deck on a trial basis) and Spreading Seas.

Gideon shines here as, since they often only have one big guy in play, he can bubble it and force them to extend into verdict. He is also great at pressuring Liliana of the Veil and Liliana, the Last Hope varieties, and they pretty much can’t remove him without combat damage. Spreading Seas has gotten worse since most shadow players started including blue but it can still be quite useful to keep them from turn 3 Liliana and sometimes off black mana altogether. The matchup has gotten a bit harder compared to when it was Jund and the color swap is actually a big reason for cutting Ancestral Vision. Turn 1 suspend used to be pretty much gg but when they have the possibility of countering it turn 5 it can completely destroy the plan you had for the game.  On the bright side, some people have continued switching colors to include Lingering Souls. That seems like a bad thing for a control deck but it really just makes them slower and slow is good. Verdict is already often just a 1-for-1 so killing 2 or 4 tokens isn’t that much of a downgrade and if they just have 2 in play you can easily just take 2 damage for some turns. 

Maybe not format breaking anymore, but still quite gross

Eldrazi Tron:  I think I would actually rather play against the pre ban uw eldrazi deck than this since tron lands powering out Karn, Liberated and huge Walking Ballistas is pretty annoying. Chalice of the Void can also be a bitch but without ancestral, but at least you no longer actually get spells countered and you can stock up spells to cast when you finally draw a Detention Sphere. And now if they remove the sphere the chalices do nothing. You will lose some games to their nut draws, but so will every other deck in the format; there’s a reason it’s number two on the list. Verdict is sick here and so is Blessed Alliance. I used to have two Ceremonious Rejection in the board for this and regular tron and they are still in consideration. I saw Corey Burkhart had a Dismember in his list as another way of getting around chalice and I will give it a try at some point. Losing 4 life isn’t typically in a control decks best interests, though.

Are the rest of the creatures in modern finally catching up to the Lhurgoyf?

BGx: Liliana of the Veil is your main concern here as verdict deals with the rest of their deck. Often in the midgame, they will play a discard spell and take your verdict if you have one and then extend the board to kill you quickly. In this spot, it’s super important to have 4 verdicts so you have a good shot at finding one to stay in the game. Of course you can also just start the game with a Leyline of Sanctity in play and it’ll be smooth sailing. One interesting thing we realized in GP Las Vegas is that Abzan cannot beat a Rest in Peace on the board. Their threats are Grim Flayer, Tarmogoyf, Lingering Souls and Scavenging Ooze (sometimes a Siege Rhino will sneak in as well but that is manageable to put it mildly) and it’s pretty intuitive for them to board out Abrupt Decay. All these matchups usually go the same way; either you win easily or the games are very close and interesting (and often winnable), can’t ask for more in a matchup. 

Collected Company:  The infinite combo with Kitchen Finks and Viscera Seer have added another infinite combo and it’s a doozy. I can’t figure out if this is a good matchup but I know it was bad when I played Ancestral Vision. Supreme Verdict should be lights out since it is more creature based than any of the previous decks but Kitchen Finks, Eternal Witness and especially Selfless Spirit give them a lot of counterplay to it. I try to always save a Path to Exile for the spirit and after board Rest in Peace helps out against the other two while Grafdigger’s Cage handles finks along with Collected Company and Chord of Calling. Wall and the extra planeswalkers are definitely better here than vision was but I’m not sure if it’s enough to turn it around. Also note that this is the first matchup where Leyline of Sanctity isn’t good. The elves and humans company decks have far less resilience in the face of verdict and play out pretty much as you’d expect a creature deck against a control deck to do. 

A noncreature spell you’re happy to see; it means creatures en masse

Hatebears:  Maybe I was a bit too brash above saying you’re happy to see Aether Vial. If they play it turn one, there is a good chance I’ll Detention Sphere it turn 3 if I can, since it takes a lot of the oomph out of Supreme Verdict. Nevertheless, the rest of the deck is all creatures and aside from vial they have very little counterplay to verdict. They basically have to keep you from casting it with Leonin Arbiter and Thalia, Guardian of Thraben. The black versions have discard spells to help out, but it’s still a fine and fairly straightforward matchup. Note that Ancestral Vision is a big liability against the black versions since Wasteland Strangler can eat it from suspense. 

Affinity is easy, isn’t it?

Affinity:  Great matchup! If you have a Path to Exile and a verdict they can’t win. There is only one Stony Silence in the board because you simply don’t need help here. Spreading Seas takes out their womanlands (#feminism #landswithher) and verdict handles the rest. Remember to board in Celestial Purge for Blood Moon and Ghirapur Aether Grid. 

Valakut, meet Leyline of Sanctity

Scapeshift:  It took 7 spots before we got to a deck where Supreme Verdict isn’t good. While Leyline of Sanctity is good against some of the other decks on the list, this is why there is one in the maindeck. It has picked up a lot online recently and it can be very hard to win without leyline. They have turn 4 Primeval Titan more often than you Cryptic Command for it (especially when you factor in that you can’t counter their turn 4 titan if they’re on the play) and killing the titan after it has found 2 Valakuts still means that almost all their cards deal you 6. Spreading Seas helps but if they play turn 4 titan it’s rare that you can kill it and seas both Valakuts. If you have leyline, everything changes. Now their deck is a 2 mana 1/1 and a 6 mana 6/6 also known as complete crap. Post board they get a Reclamation Sage and maybe some Nature’s Claims that you have to be aware of along with some more random creatures like Obstinate Baloth that shouldn’t cause any problems. 

There’s always that one guy…

Burn:  I hate this deck so very much and I can’t wait to cast Oketra’s Last Mercy against it. Right now I’m relying on 2 Timely Reinforcements and to a lesser extent 2 Blessed Alliance and it’s not something I look forward to. I don’t think the matchup is unfavored beyond 40-60 but it’s just never comfortable. You struggle and struggle to stay alive and then at some point they either scoop or draw enough burn to kill you. And of course there are games where you just get demolished by turn 3, and games where they can’t remove you leyline. 

Control:  I can’t say too much about this specific mirror match since a lot of the times I face it online, my opponent concedes the match after or during game I don’t get it, why would you pick a grindy control deck if you don’t want to play grindy games? There are a lot of different control decks out there, some with more planeswalkers, some with Ancestral Vision, some with more creatures, some with Esper Charm (that card is a beating against us), but overall I would say be patient and try to keep making land drops. It’s often the first player who taps out in his turn that loses. And play quickly!

Keeping players honest since 1994

Blood Moon decks:  We’re already scraping the bottom of the barrel here but it is important to know if a Blood Moon could be coming when you’re fetching in the early turns. There are 10 basics so it’s not that good against us but if you fetch two Hallowed Fountains without thinking about it you can still lose. The rest of the decks are usually on the slower side and Cryptic Command can take the day against them. 

You don’t want to face this guy

Dedicated Combo:  Well, at least we have a sideboard, right… Storm is the most prevalent right now, which is good because path and verdict still have some use there. Ad Nauseam; not so much, and the chances of you being able to cast more counterspells than they have Pact of Negation are slim. Stony Silence is good but the other hate pieces don’t do anything. Gideon of the Trials can help but I would still hate to face this matchup. Let’s focus on storm as it’s the only one I’ve actually face since Vegas (I guess discard spells and one mana 8/8’s are not what Ad Nauseam excels against). Martin Müller recently told me that you should wait on your removal spell for their electromancer until in response to Gifts Ungiven, and you probably should more often than you do now. If they go for it on turn 3, path in response to gifts is likely to mess them up but they often won’t against 3 open mana from a blue deck. If they stick an electromancer, the most likely way to lose is to double Grapeshot, but even without their spells being cheaper, Gifts Ungiven end of turn can get them enough spells to go off. Again, leyline is lights out game one, and game two you get an extra along with 3 graveyard “removal” spells. Don’t give them an opening for Echoing Truth and keep some number of Jaces/verdicts to deal with Empty the Warrens and you’ll be fine. 

Other: The other decks I feel are worth mentioning are Dredge, Living End and Lantern. Dredge is near impossible game 1 and post board you rely on the 3 graveyard hate pieces. It matters a lot here that Golgari Grave-Troll is gone since they are a lot less explosive so you don’t have to have the hate turn 2; turn 4-5 followed by a verdict can be fine. Living End is a bit strange because on the one hand, you have more verdicts than they have Living Ends but they can kill turn 4 on the play and they have 8 land destruction spells to keep you from 4 mana. Remember that not only does Grafdigger’s Cage not stop Living End, it also doesn’t prevent cascade (which I may or may not have learned the hard way recently). Finally, we have Lantern, and it’s a slaughter. I don’t know how you’re supposed to ever beat them since you give them so much time that they can overcome whatever disruption you throw their way. They can quickly start controlling your draw step but at that point you’re probably dead no matter what you draw. If you really want to beat it, I guess you can play more Stony Silence but I don’t think it’s worth the slots and you’re probably still a huge underdog. 

Almost forgot, you’ll always face a regular tron player. This one is all about Spreading Seas and Tectonic Edge trying to buy you time to get enough lands in play that you can counter their big spells and not be devastated by the cast trigger on Ulamog, the Ceaseless Hunger. As with eldrazi tron you will lose some games to their nut draws, but have a favorable matchup overall. 

Right now, I am leaning towards no Ancestral Vision, but I plan on trying a list with one or two in it. Other than that, I am quite pleased with the list and am mostly looking at minor tweaks as I get more games in with slightly different cards. Go now and enjoy making your opponents feel miserable and helpless, the way Magic was intended.

July 2017 Modern Data

Two premier events were played this past weekend on Magic Online, and today I will dissect the results for you guys. On Sunday, the top 250 digital magic players battled in the Magic Online Championship Series in eight rounds of Modern. Since you needed a record of 6-2 to quality for the playoff event, I have included all decks with that record or better. On Monday it was PTQ time with nine rounds of swiss before the top 8. I’ve chosen to include decks with a 7-2 or better record from this tournament even though not all of the players with two losses made ind into the top 8. I feel like I’ve talked about Death’s Shadow variants for a month in a row, so today I will focus on some of the other sweet archetypes in Modern. Here are the hard numbers in the two tournaments combined:

7 Grixis Death’s Shadow
7 Affinity
6 Titan Shift
3 Tron
3 Dredge
3 Storm
4 Other Death’s Shadow
2 Eldrazi Tron
2 G/W Humans
2 Lantern Control
2 Burn
2 U/W Control
1 Bant Eldrazi
1 Amulet Titan
1 KCI Combo
1 Counters Company
1 Faeries
1 Slivers
1 Bogles
1 B/W Midrange
1 B/G Midrange

Which archetypes underperformed?

Where were you last night?

BG/x Midrange decks were at an all time low this weekend. Only former player of the year, Jeremy Dezani, and loyal archetype afficionado slash streamer Jaberwocki decided to sleeve up the best planeswalker in Modern and convert that into a result. Whether this is a financial matter, has to do with the superiority of Death’s Shadow variants or something third, it’s a talk for another day.

Not quite good enough.

Control decks also disappointed me a lot. In a metagame defined by Death’s Shadow and Affinity, you’d think that Control could exist and succeed relatively easy. The problem for various Control decks is not beating 4-5 different decks; the problem is beating 15 different decks. Holding a Negate when you play vs. aggressive creatures or a Supreme Verdict vs. spell combo is a very difficult problem to solve without Brainstorm to filter dead draws in certain matchups, which every Legacy Control mage know all about. My article next week tries to solve the problem for Control decks in Modern, and no, it’s not Brainstorm.

Which archetypes over-performed?

The boys are back in town!

 

 

This weekend marked the official return for “oldschool” Tron, which has been on a long hiatus thanks to people playing Eldrazi Tron instead and overall bad positioning in the format. Two out of the three pilots made some adjustments to combat Death’s Shadow by adding either white or black to their deck to support Fatal Push or Path to Exile and Blessed Alliance. Having a cheap way of removing a Shadow while ramping to your 6+ mana cards seems like a great choice for the archetype moving forward. If this deck gets back to its old metagame share, I would expect Fulminator Mage to see more play in people’s sideboards and Ghost Quarter decks to pick up steam.


Go big or go home.
Titan Shift matches up terribly against Death’s Shadow and still had a very nice weekend. Why? Other than matching up poorly vs. Death’s Shadow, it’s also very bad against spell-based combo like Storm and Ad Nauseam. The good thing is that main deck Relic of Progenitus solves the Storm matchup and that Death’s Shadow has made Ad Nauseam almost extinct as this point. People realized that boardstate decks are good vs. Death’s Shadow, so Titan Shift is now left with positive matchups like Affinity, Eldrazi decks and Collected Company variants. It also dismantles most Midrange and Control decks quite handily, because you’re so threat dense, you don’t need to resolve a big spell and the natural Valakut triggers will grind down your opponent. I like Pia and Kiran Nalar in the four mana slot instead of Chandra. Three chump blockers is valuable in a lot of matchups, Shadow variants and Affinity in particular. The thopters even fly and can block a huge Etched Champion to buy you a vital turn.

Titan Shift players should be worried about the comeback of Tron. Last time the two decks were top decks at the same time, the opposition adapted by having access to 4 Fulminator Mage combined with Surgical Extraction in their sideboards. If Tron fails to keep the engine running, I like Titan Shift leading up to Grand Prix Birmingham next month.

To the bench you go!

https://www.mtggoldfish.com/deck/690492#online
https://www.mtggoldfish.com/deck/691338#online

MTGO user WilliamRegal took Burn to great finishes in both events as the lone wolf this weekend. Looking at his deck list, the first thing you see is that he cut the Eidolon of the Great Revel and chose to play black instead of green as his splash color. I suspect that he removed the Eidolon’s from the deck entirely because he didn’t want to sideboard them out vs. various creature decks all day, as they’re quite bad vs. Affinity, Humans and Eldrazi – especially on the draw. I’m quite surprised not to see them in his sideboard, since Storm is still a deck. I like how, after Affinity’s homecoming party at Las Vegas, he specifically prepared for Affinity by sideboarding Stony Silence, Wear // Tear and Smash to Smithereens. I highly doubt that he lost a match against the robots all weekend.

The black splash adds a few tools to the R/W core of burn. Bump in the Night is another Lava Spike that gets around Worship as a nice little bonus. With Fatal Push running rampant, it makes sense to only play the haste creatures and a few Lavamancers to try and strand removal spells in the opponent’s hand, even though creatures are your only repeated source of damage. Topdecking a burn spell is much better than topdecking a Wild Nacatl when you’re trying to finish off your opponent. Hidden gem Rain of Gore teams up with Skullcrack to try and combat pesky lifegain.

Even though I’m pretty excited for Modern moving forward, next week I have some suggestions on improving the format even more. In the meantime, feel free to follow me twitter and tune in my twitch channel, if you like.

Editorial Note: What is your experience with modern? Let us know in the comments!