Grand Prix Madrid

Casting Primeval Titan in Madrid *2nd*

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

The Legacy Portion

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

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

Thomas Leovoldsen

The Standard Portion

The Scarab God

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

The Modern Portion


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

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

Inspirational deck list (5-0)


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

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

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

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

Sideboarding

Jund

Out:

In:


Tron

Out:

In:


Burn

Out:

In:


Affinity

Out:

In:


Humans

Out:

In:


Hollow One

Out:

In:


Bogles

Out:

In:


Jace Control

Out:

In:

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

Modern Pro Tour Predictions

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


Grixis Death’s Shadow
Grixis Death's Shadow

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


Affinity

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


Green Tron

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


Burn

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


Dredge

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


Humans

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


UW(x) Control

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


Eldrazi Tron

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


Storm

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


Blue/Red Control

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


BG(x) Midrange

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


Mardu Pyromancer

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


Titan Shift


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


Lantern Control

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


Abzan Company

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

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

Blue Bears in Modern

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

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

Prologue

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

ruckus-mh – 5-8th in Modern Challenge

W/U Hatebears

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

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

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

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

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

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

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

Leisester – 5-8th in Modern Challenge

W/U Hatebears

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

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

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

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

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

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

Beats Affinity and helps vs. Tron and Lantern.

Helps against Affinity, all Tron variants and Lantern.

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

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

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

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

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

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

My 10 MTG Commandments

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


1. Don’t be too results oriented

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


2. Be better at evaluating when you win

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


3. Don’t be proud and stubborn

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


4. Be a team player

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


5. Focus on things you can control

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


6. The glass is half full, not half empty

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

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

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


7. You play against other Magic players, not immortals

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


8. Networking is great in multiple ways

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


9. Use the internet, but give credit

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


10. Set realistic goals

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

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

What are your MTG commandments that I should learn?

Meet the Pros: Kai Budde, The Juggernaut

Kai Budde (born October 28, 1979[1]), is a former professional Magic: The Gathering player, who holds the record for Pro Tour victories, and for a long time held the records for earnings and lifetime Pro Points.[5][6][7] His performances earned him the nicknames “The (German) Juggernaut” and “King of the Grand Prix”. Kai left the game in late 2004 to focus on his studies, and his appearances in tournaments are less frequent than in earlier years. Budde is widely considered to be one of the all-time greatest Magic: The Gathering players.[8]Wikipedia.org

Nickname The German Juggernaut
Born October 28th, 1979
Residence Hamburg, Germany
Nationality Germany.png German
Pro Tour debut Pro Tour Mainz 1997
Winnings $383,220 (as of 2017-08-23)
Pro Tour top 8s 10 (7 wins)
Grand Prix top 8s 15 (7 wins)
Median Pro Tour Finish 51
Pro Tours Played 56
Lifetime Pro Points 562 (as of 2017-11-28)
source mtg.gamepedia.com

Andreas: Browsing through your resume on Wikipedia, it is nothing short of amazing how many tournaments you actually managed to win. Even top 8’ing that amount of tournaments would cement you as an all time great, but talk about the psychological aspect of going for the trophy rather than being content with a top 8 finish.

Andreas: I want to know how you prepared for big tournaments back in your prime. Please tell us about the testing proces, the lack of information on the internet compared to today and introduce the “Phoenix Foundation” for all the newcomers.


Kai: “This sounds a bit like a fairy tale today – but when I started to play in tournaments there was no internet. Newsgroups were the first step, but most people didn’t have access to that. The network those were running on was mostly universities connected to each other and they weren’t much more than message boards. I guess a very early version of Reddit.

All I had at home was an early mac – one of these cubes. But my father is a computer scientist working for a research facility. They had a satellite connection and when I didn’t have classes, I went there quite often. That was the best source of information – and that’s absolutely nothing compared to what everyone has available on their phone. But things took off pretty quickly. The first huge website was The Magic Dojo and launched around 1995. That hosted tournament reports and decklists. That helped somewhat but it was still quite delayed. Some tournament organizers posted top 8 decklists but most of the articles were tournament reports that came up days or weeks after the event. Decklists outside of the top 8 were very rarely available.

Screenshot of the non-profit archive of the Dojo

And the huge difference was that Magic Online did not exist. While you could play on other clients like Apprentice or even draft on NetDraft, it was essential to have a local network. Most of the last few generations of top players are home schooled through Magic Online. There are a few extreme cases like Shaun McLaren who quite often chooses to not have a testing team for a Pro Tour. Someone like that was almost impossible to exist in the pre-Magic Online era. Think about it – if you were a guy living in a small city somewhere in the US and managed to win a PTQ, who would you test with? You only had your buddies from the local store, which most likely weren’t qualified for the Pro Tour and understandably not all that enthusiastic about it.

Pure nostalgia: The Apprentice Interface

In the pre-Magic Online era it was very important to have a strong pool of players in your area. Early on there was a strong group from California, Weissman, Hacker, Frayman. Don’t shoot me if I get some stuff wrong here, that was also before my time. Then Brian David-Marshall started to push the tournament scene in New York through the events he ran at Neutral Ground. Jon Finkel, Zvi, Steve & Dan OMS and many others learned their trade there.

The same thing was true for Europe. A small university city in the woods in Northern Sweden produced a lot of very strong players, Anton Jonsson, Jens Thoren, Johan Sadegphour. It is just incredibly difficult to get better if you don’t have good people around you. I got very lucky in that regard as I grew up in Cologne and back then that had a very strong magic scene, including one of the early Pro Tour winners, Frank Adler. Those guys taught me how to play and that’s also how team for team Pro Tours formed. Dirk Baberowsi moved to Cologne to do his year of civil service and Marco Blume to study. Marco went back to Hamburg around 1999, Dirk also moved back to Northern Germany and I followed suit and moved to Hamburg. The local scene there was again super strong. Multiple people had Pro Tour top 8s and were qualified for most Pro Tours.

While I was finishing school in Cologne and later during University in Hamburg, I was playing a lot of magic. A lot of it was playing both decks myself. Otherwise with Dirk, Marco and a few other guys. It’s still a lot less than what today’s Magic pros clock in – but without Magic Online available you just couldn’t play at any time of the day. I assume I played more than most other pros of that generation.

We had a few testing houses like most pro teams do today, but that only happened a handful of times. Dirk and me were hanging out a lot, both playing magic and football. Dirk had the first score on the Pro Tour, winning in Chicago in 1998, which was the first Pro Tour of that season. I finished 19th in that event. That was the first Pro Tour we prepared together for.

Pro Player of the Year Germany Kai Budde
Rookie of the Year Germany Dirk Baberowski
World Champion Germany Kai Budde
Pro Tours 5
Grands Prix 14
Start of season 5 September 1998
End of season 8 August 1999

Going in we thought we need to get lucky to win some money as the American magic scene just seemed so much stronger from afar. But that tournament showed us that we could easily compete. We started to go to European Grand Prixs afterwards and that kicked off an unreal run for me, which ended in winning the World Championship and Player of the Year.

After that Dirk and me both played professionally for the next few years. When the team Pro Tour was launched, we actually played the first event with Andre Konstanczer but Andrew lived in the south and lost interest in pro magic soon after. With both Dirk and me now living in Northern Germany and being very good friends with Marco, it was a pretty easy decision who to team up with for the next team events.”

Hall of Fame Class of 2007: Kai Budde

Kai’s friend and teammate, Dirk Baberowski


Andreas: How much Magic does Kai Budde play on an average calendar year? Everything from a pre-release to MTGO drafts to various Pro Tours.


Kai: “To be honest, I am not playing all that much magic these days. I work in sports betting, which means during the football (feet kicking a ball, not hands throwing an egg) season it’s not easy to take weekends off. I usually play in one or two Pro Tours per year and one (team) Grand Prix. I haven’t played a physical Prerelease in quite a long time due to work constraints. After moving back to Europe this summer, I’ve played a FNM here and there. But most of my magic playing is just on MTGO – it’s just convenient. I still follow tournament magic, but I don’t think I’d want to play full time again. At least not while having a regular job. The whole traveling didn’t both me while I was playing magic full time – but now it does.

Taking a week of vacation to then spend 50 hours between airplanes and airports … I always have a lot of fun while I am at the tournaments. But whenever I am sitting in an airplane, I ask myself why exactly I’m doing this.”


Most of the readers will know that you won a tournament called the “Magic Invitational” and that you got to help design your own card after winning the event. How do you think the community would welcome a yearly Invitational tournament?


Kai: “The invitational was an invite-only (duh) round robin tournament with I think 16 players. It was something like last season’s Pro Tour winners, Player of the Year, World Champion, DCI rating and then some people got voted in through one of the bigger magic magazines. My first invite was a vote actually.

Everyone submitted a self-designed card before the event starts. Typically this was just a competition to design something outrageous. The one I turned in was:

Note: Card name “Juggernaut’s Presence” and card frame by @Peer_Rich using MTGCardsmith.com. Card design by Kai Budde. Illustration by: © Dan Frazier

Now after winning the event Wizards of the Coast unfortunately I can’t talk with you about the design because future sets have information they don’t want to reveal. For example my eventual card had the morph ability, which didn’t exist before this set. It would’ve been nice to have a slightly stronger card, but having a card in the first place is super cool.

The Final Card: Kai Budde as “Voidmage Prodigy

I’ve always wondered why Wizards of the Coast stopped doing that. Seemed like both pros and casual players liked that whole thing. My guess is that they are afraid someone ‘wins’ a card that later gets banned or somehow else picks up a bad reputation and it reflects negatively on the game? I wouldn’t know really, I loved the whole thing and it’s sad that it was discontinued, but they’ll have their reasons.”

What are the top 3 formats you have ever top 8’ed a big tournament in, and what made them so great?


Kai: “I think I’ve spread out my top 8s throughout almost all formats. Standard, Extended (the old Modern, I suppose), Booster Draft, Rochester Draft, Team Limited. My favorite format by far is Team Rochester Draft. It’s always tough to say how a format like that would evolve with today’s sets and players being much better in general – but back when it was played it was the format that you could have the biggest edge in if you were well prepared. My guess is that it was played so little that people just weren’t prepared as well as for a format like Standard for example.

After that Iike Pro Tour playing various versions of Illusions/Donate in Extended tournaments and that deck does about everything I want in a magic deck. It is a 2-card-combo deck but can easily win games as a control deck and the card draw plus library manipulation was extremely strong.


Next in line would be regular eight player Rochester Draft. Although I’m again not quite sure that format would stand the test of time.

Rochester Draft is a limited Magic: The Gathering draft format where one booster is opened at a time instead of every player opening his or her own pack.[1][2]Image: © 2001 Wizards of the Coast. Description mtg.gamepedia.org

The problem with regular Rochester is that you have full information of what your neighbors are doing and if everyone is good, you just distribute the cards after a few packs because you never want to fight with someone over a color. So the best you can do is settle into colors quickly and not hate draft. Fortunately that’s not how it went down 15 years ago and the drafts were actually pretty interesting.”


Andreas: Name a few players that you either love playing with, watch play or talk to about Magic and why that is.


Kai: “The best entertainer these days is LSV. I must admit at times I am a little over-punned, but if I had to choose one twitch stream and lock that in for the next year or two – it’s Luis’. Otherwise I am frequently watching Gabriel Nassif and Joel Larsson.

For playtesting purposes I’m always having a lot of fun playing with Ben Rubin. He’s always trying to come up with new stuff and that’s refreshing. Unfortunately it’s sometimes up to a point that he doesn’t play the obviously good deck because he wants to play sometimes ‘fresh’ too desperately. But that’s a very common problem with magic players.

When it comes to tournament coverage I’m mostly interested to watch people I know. Especially limited coverage just isn’t that interesting if I am not somewhat personally invested. That’s part of the general problem magic has as a spectator event/sports. Too many games are decided by one player hitting his curve and the other guy missing a land drop. The Pro Tour coverage improved hugely, but even the best commentators can’t make a game interesting where one guy plays cards and the other doesn’t. Games like Hearthstone have a huge edge in that department.”


Andreas: Let’s round this interview off with a hot take. Who will win Player of the Year this season?


Kai: “Seth Manfield is quite a bit ahead and has to be the favorite at this point. There’s only one Pro Tour played though. I’d love to see William Huey Jensen win the whole thing. But given that Seth refuses to lose any games in any event he plays, that doesn’t seem all that likely.”


Andreas: I can’t thank you enough for taking part in this interview. You can share your Twitter and sponsors (if any) before I let you go.


My twitter is @kaibudde, but not that much magic-related stuff is happening there.

A magical recap

Happy Holiday season everyone!

What a year it has been. About 12 months ago we started preparing our Kickstarter campaign, which successfully launched in February 2017. A lot has changed since then. In total, it’s been more than 21 months of ups and downs and I’m incredibly happy to be a part of this awesome magic community with our little baby: Snapcardster.

Milestones of the Kickstarter Campaign 2016/17

In the beginning, we started out as a group of magic enthusiastic students, but the project quickly evolved into a serious case. Company foundation, software development and fundraising was suddenly on our daily menu. Every angle needs to work out, but with the right team around, everything seems to be possible. In the following I’d like to dive into some things we had troubles with:


1. Get things started as a rookie

After participating at the Prototyping Week in March, it was Harm Brandt, one of the founding members of the non-profit OpenCampus.sh that saw my eyes flashing when I told him about my idea. With the “Fast»Forward” program, Harm supported me to hire the students Nicolas Jessen and Malte Delfs in the very first months of the project and the team of OpenCampus, including Alexander Ohrt, Eliza Rottengatter, Eva Charlotte Koschinsky coached us to pitch, evaluate and find the perfect market fit for our adventure. Still, there were thousands of unanswered question marks in our plan.

From left: Malte Delfs, Peer Oke Richelsen, Nicolas Jessen

Frank Bock, from CORONIC Software & Security and Peter Schottes from Eisenschmidt Consulting Crew helped us to get the business strategy right and advised our team for three months. As young students it was the perfect assistance you could ask for.


2. Build a working Prototype

We teamed up with the supportive institute of Multimedia Information Processing, a research group of Prof. Dr.- Ing. Reinhard Koch at the CAU Kiel to tackle the computer vision challenges with three bachelor theses. Julian, Christian and Niklas wrote their thesis about our project and scored solid grades. Special thanks to Prof. Dr.- Ing. Reinhard Koch and Johannes Brünger who coordinated and supported the group.

From left: Peer, Julian, Malte, Nicolas, Christian

Later, Malte, Nico and I quickly built a mediocre prototype, just to realize that scanning cards is a bigger challenge than expected. In today’s software development, especially when it comes to visual computing and machine learning, the focus lies more on data than algorithms. The Problem: We had no data at all. While there are beautiful resources for magic developers such as mtgjson.com and scryfall.com they couldn’t provide the data we looked for:

real life images of cards, with all its errors of bad lighting, bends, different angles and low contrast

We had to start crowdworking. The idea was simple: We made a Kickstarter campaign to raise small initial funding (6.000€) and asked the community to send us correctly labeled images of magic cards to support us. As a compensation, each supporter received Snapcoins based on the rarity of the card (yeah, it was a non-crypto token back then).

Oh boy, we received a lot of data. Next up: training a machine to understand magic cards is similar to training a human. A manual process called supervised learning teaches the algorithm: “this is an island, this is a forest” etc. We spend countless hours of verifying the submitted data or corrected the information if it was incorrect.

In the end everyone in the team was incredibly happy that this stuff we made up in our head about crowdworking really worked out. Thanks to everyone who participated! You guys rock!


3. Fundraising

Seriously. Magic: The Gathering? What’s that? It’s not like the venture capital scene has any idea of what’s going on in the market, nor do they care to understand. We’ve heard the word “no” more often then playing against Miracles.

In the end, after putting in the work of fundraising, pitching and networking we were able to find seed capital from a swiss investor in mid 2017. The entrepreneurial company (Snapcardster UG) evolved and renamed into a limited liability company (Snapp.ai GmbH) to enhance the vision and grow the team size. Finally, we had the resources to start working on the iOS beta, enhance the scanning quality and improve the product.

In November, 8 months after the Kickstarter, we released the very first closed beta of the long awaited iOS app thanks to Julien Großkrüger who put in the work, day and night to rebuild the app from scratch for iPhones.

Still, the current beta has its bugs, problems, unfriendly UI and is far from being called mature. But after months of intensive testing, we have a pretty good idea of what to fix in the next upcoming weeks.


4. Spread the word

What’s the goal of building one of the best apps for magic if nobody knows about it? In the end, everything comes down to the market entry.

For this matter, we’re very proud to present you both Team #Snapcardster and our Pro Tour Team.

Team #Snapcardster

Read More

#Sponsored Players

Pro Tour Team

Read More

#Affiliated Players

Being a part of this awesome community with Snapcardster means, to give something back to the active players who craft this experience. I’d like to credit Andreas Petersen for his incredible efforts to build and grow the professional scene surrounding us. Thomas Enevoldsen, Michael Bonde from Team #Snapcardster and Christoffer Larsen from Team Revelation winning Grand Prix Lyon was my personal highlight of the season. After starting 0-2 they grinded to the top with fourteen consecutive match wins and won the Grand Prix Lyon 2017.

From left: Thomas Enevoldsen, Christoffer Larsen, Michael Bonde

5. Sharpen the Saw

The Next Web just wrote a perfect article about the current state of apps.

Apps aren’t dead, they’ve just evolved […]

[…] you only get one shot to impress your consumers.
The Next Web

Tl;DR: Apps need to look and feel mature to make a dent. Our first and only priority is to provide you the highest quality app for our most favorite hobby: “Magic: The Gathering”. We want to make sure to get everything right, before publishing our first version one point zero.

Until then, I invite you to download the open beta on android or leave us your mail address to become a member of the new closed beta on iOS.

Special thanks to everyone who already participated in the beta and gave feedback. You’re the reason that keeps us running!

If you want to follow the progress, make sure to head over to Twitter, Facebook or follow us on Instagram.

Thanks for reading and happy holidays!

Signing off,

Peer

P.S: We’ll be on vacation over the holidays and return with full speed in 2018. Invitations and support inquires might take longer than expected. Thanks for understanding.

Harambe is evolving Modern

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

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

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

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


Harambe Tempo by Hans Christian Ljungqvist

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

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

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

3 reasons why you should play Harambe:

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

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

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

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


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


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


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

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


The manabase is currently built to support 3 things.

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

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

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

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


The case against 3-drops

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

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

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

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


Affinity

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


Grixis Shadow

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


Eldrazi Tron

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


Jeskai Control

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


Storm

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


Humans

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


Burn

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


G/X Tron

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


Titanshift

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


Counters Company

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


U/W Control

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


Lantern Control

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


B/G/X midrange

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

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

Until then,

Beast_with_2_backs

Meet the Pros: Joel Larsson

Tjena, Joel and thank you for being here! Most of us know you are a Pro Tour champion, but I want to hear about the journey up until that point. Where did it all start and do you remember any key moments that influenced your career path (negative or positive)?

I guess it all started after I finished gymnasium back in 2011. I wanted to take a break from doing anything and wanted to just have a lot of fun that summer. That meant I partied a lot, hanging out with my friends, but also started drafting on Magic Online A LOT. Like a few drafts every day. Then Grand Prix Paris came around, during the super weekend in Paris where there was both a Grand Prix and Pro Tour.

I wasn’t qualified for the Pro Tour, but managed to go 14-2-1 (was 16 rounds) and that qualified me for Pro Tour Nagoya where I came 10th which got me on the gravy train. So drafting tons and doing well at Limited is what first made me a much better player.

After that, I would say my next big thing was when I joined Team Eureka, which is the predecessor of the Revelation and Genesis collaboration. I got to test with Martin Müller, Martin Dang, Matej Zatelkaj, Magnus Lantto among many others and it kind of became my first great testing team and Magic family. That definitely helped my results and helped me getting better at constructed.

For negative influences, whenever I haven’t done well in a season, I’ve always thought about doing something else and preparing for that. However, whenever I think about it, I tend to do well and it gets me back on the grind. Maybe it gets me more relaxed and that I play better when I put less pressure on myself? I would assume it’s variance though.

© wizards.com Team EUreka from 2016

Following you on social media and reading your articles on ChannelFireball, you seem very open to most formats. Which format do you hope is the next to hit the Grand Prix curcuit and why?

Oh, tough one. My two favourite constructed formats to play is probably Frontier or 1v1 Duel EDH. Frontier is awesome because the games are so great. There’s a lot of interaction, nothing really too broken and still there’s tons of different archetypes. 1v1 EDH also has great games, because they tend to go a bit longer and being more intricate, but the real deal with it is the deckbuilding possibilities. With the restrictions of the Commander Rule forcing colours as well as the possibilities how to abuse your general, I think it’s fantastic. It also lets some of the cards you always thought were pretty good, but never saw play because there were similar effects – only slightly better – see play, which is pretty sweet.

Streaming is something you have done on and off. What does streaming do for you as a person and Magic player respectively?

First off, I mostly do it because it’s fun. I don’t expect to gain a lot of value doing it. Whether it changes me as a person or Magic Player I don’t know, but it makes me better at explaining situations and perhaps making me better if I want to commentate more Magic in the future.

Joel Larsson on Twitch

I know you are interested in other card games and e-sport in general. With all the new card games coming out and posing real threats to Magic Online, how does Magic Online need to evolve?

It’s a tough question. I think Magic Arena is great first step. However, I do think that the best way to get through on the market is building more clients similar to Hearthstone that’s working for your phone. Simplified rules and built for Unity gaming. However, I think they have to make Magic Arena first though to finally get an upgrade of the long outdated Magic Online to then later explore those options.

Magic Arena MTG Arena

Joel Larsson is looking forward to Magic:The Gathering Arena

With more and more team tournaments on the schedule, both at Grand Prix and professional level, what do you feel about the direction Magic is heading?

I honestly think team competitions are great for many reasons. The pros get more happier because it reduces some of their variance, sharing it between three players. The worse players also like it, because it’s a lot of fun with a team tournament and there’s less pressure if you play together. Finally it also brings back a lot of veterans of the game who can see themselves coming back and play a Grand Prix together with a few other friends from the time they played a lot more themselves, instead of showing up to play solo. However, I don’t think you should let go of individual tournaments either.

What’s next for Joel Larsson? Upcoming tournaments, goals for the season etc.

First off, I will do anything in my power to do my best for Team Revelation this season. Testing with Genesis and Revelation is really a blast every time and these are some of my best friends, within the game and outside of it, which also makes me a lot more invested in everybody’s results and working as a unit. Personally, I hope I can get back to Platinum again, since I had a pretty bad season last year, missing Platinum by a few points. If I don’t hit Platinum, I might seriously consider doing something else or start studying again, since playing full time isn’t really an option missing two years straight. It’s pretty much night and day.

I’m also interested in the new Artefact game released by Valve, which is their take on Card Games inspired by the Dota Multiverse. I played a ton of Dota myself earlier in my life and from people who have tried and tested it, I’ve only heard good things, so I will definitely check that out and possibly try to go competitive.

Team Genesis amd Relevation

© wizards.com. Team Relevation and Team Genesis at PT Ixalan

Thank you very much for the interview! Feel free to share your Twitch and Twitter and mention your sponsors.

Thank you!

Follow Joel Larsson:

Twitch: https://www.twitch.tv/joellarsson
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ChannelFireball articles: https://www.channelfireball.com/author/joel-larsson/
Sponsored by ManaTraders.com. Look up my stream for coupons!

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.

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.