Modern’s new wunderkind

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

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

Mardu Pyromancer

Creatures (10)
Monastery Swiftspear
Young Pyromancer
Bedlam Reveler

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

After these considerations my list currently looks like this:

Mardu Pyromancer by Anders Gotfredsen

Creatures (10)
Monastery Swiftspear
Young Pyromancer
Bedlam Reveler

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

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

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

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

 

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

 

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

 

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

 

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

 

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

Top 8 at GP Madrid

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

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

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

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

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

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

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

Storm

Creatures (7)
Baral, Chief of Compliance
Goblin Electromancer

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

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

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

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

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

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

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

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

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

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

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

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

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

Harambe is evolving Modern

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

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

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

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


Harambe Tempo by Hans Christian Ljungqvist

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

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

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

3 reasons why you should play Harambe:

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

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

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

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


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


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


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

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


The manabase is currently built to support 3 things.

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

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

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

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


The case against 3-drops

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

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

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

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


Affinity

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


Grixis Shadow

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


Eldrazi Tron

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


Jeskai Control

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


Storm

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


Humans

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


Burn

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


G/X Tron

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


Titanshift

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


Counters Company

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


U/W Control

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


Lantern Control

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


B/G/X midrange

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

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

Until then,

Beast_with_2_backs

A fanboy goes to the Pro Tour Part 1

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

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

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

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

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

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

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

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

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

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

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

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

 

Trying to decide which of my friends to root for


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

Planeswalkers (2)
Vraska, Relic Seeker

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

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

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

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

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

Winning Eternal Clash with Four Color

Hello and welcome back to another Legacy article with a fresh tournament experience to talk about.

A facebook post popped up about a Legacy tournament a four hour drive away from my house, in the German city of Flensburg, and I started to search for travel companions a week in advance. I still had my trusty Four Color Control deck in my bagpack after my top 4 finish at Danish Legacy Masters and decided to run the same 75 back. Never change a winning team, right?

I’ll not go into too much detail about my particular list, because I’ve talked about it a lot in previous articles, but instead I want to focus on what I learned playing against this super diverse field of Legacy decks. For reference, here are the top 8 lists from the event.

Czech Pile by Andreas Petersen

Creatures (13)
Leovold, Emissary of Trest
Snapcaster Mage
Baleful Strix
Deathrite Shaman

Spells (27)
Lightning Bolt
Murderous Cut
Fatal Push
Kolaghan's Command
Brainstorm
Force of Will
Hymn to Tourach
Preordain
Jace, the Mind Sculptor
Lands (20)
Badlands
Bayou
Island
Swamp
Tropical Island
Bloodstained Mire
Volcanic Island
Underground Sea
Polluted Delta
Scalding Tarn

Sideboard (15)
Pyroblast
Hydroblast
Red Elemental Blast
Blue Elemental Blast
Surgical Extraction
Grafdigger's Cage
Flusterstorm
Marsh Casualties
Toxic Deluge
Thoughtseize

Burn

I have played this matchup several times online, but never at a premier event in real life. Playing against a deck with aggressive one drops, Eidolon of the Great Revel and a full playset of Price of Progress might sound like a nightmare, but I’m actually really comfortable being paired vs. Burn.

First of all you need to kill their first creature fast to avoid taking a lot of damage and being finished off by burn spells. Aside from the obvious reasons, you also need fodder in the graveyard for Deathrite Shaman. You want to either gain life or force them to kill it – effectively the same thing.

Obviously, cards like Hymn to Tourach and Force of Will are good at denying them resolved burn spells, but even Kolaghan’s Command can help out by minimising their resources. Against a hellbent opponent, you can disrupt their drawstep if they draw a creature or sorcery, and that will be relevant in close games.

Playing against Price of Progress can be tricky, so make sure to fetch out basic lands when you can afford to. Deathrite Shaman fixes a lot of color issues, so prioritise your lifetotal over perfect mana.

Establishing a clock is also important, because they will reduce your lifetotal to 0 given enough time. The best way to do this is Leovold, Emissary of Trest which conveniently will draw you cards when targeted.

With cheap interaction (2 blasts and 2 Flusterstorm), sideboarded games will be easier. Also note that Murderous Cut kills Eidolon free of charge.


BUG Control

I had a great semi final match against BUG Control, which was basically my list without the Kolaghan’s Command and the Pyroblast in the sideboard. The fact that he couldn’t run any of these cards means a few things.

Command lets me grind very well in combination with either Snapcaster Mage and Baleful Strix, so I will be favored in a long game. It even turned out he played Umezawa’s Jitte which was just icy on my cake.

Pyroblast lets me answer haymakers like Leovold and Jace, the Mind Sculptor cleanly on the stack before my opponents gets any value from them. This means that a resolved Jace, unless I’m horribly behind, is often game over for the BUG deck. It also means that Leovold will always grant me card advantage.

The morale of the story is that Deathrite Shaman lets you play four colors without problems and that the red cards are very important in grindy matchups.


Grixis Delver

In my quarter final match I’m paired against Grixis Delver. I love this matchup because of the close games is provides and the numerous small yet important decisions you have to make during each turn cycle. But I wanted to include this, because a few interesting situations occurred that stuck with me.

My opponent is clocking me with a flipped Delver of Secrets backed up by Wasteland and soft counters. He has seen my hand containing Lightning Bolt and Kolaghan’s Command when I try to kill his creature with the Bolt. He counters it with a Force of Will and proceeds to Wasteland my only red source. The point is that you never want to Force of Will a Lightning Bolt, but out of respect for my superior lategame and card advantage he saw it as his most likely route to victory; trying to get lucky that I didn’t find another red source in time. I love playing a deck that incentivizes opponents to make these high risk plays, because when they don’t work out, I’m heavily favored to win the game.


Weakness and Cheap Interaction

The weakness of Four Color Control is when you’re being overwhelmed early by combo decks where your expensive cards sit in hand doing nothing. I haven’t really thought about that for a while, but my matchup in the finals of Omni Sneak was kind enough to remind me. I sideboarded in the following against him:

   


Yeah, that’s a whole lot of CHEAP disruption. My philosophy against combo is that I feel like I’m winning games where I don’t die on the first few turns. Therefore, playing one-mana cards out of the sideboard to accompany Force of Will and Hymn to Tourach is crucial. In game two I even waited to play my Deathrite Shaman until turn two, because I wanted to keep up Flusterstorm plus Force of Will at all times. This is not to say it was a super clever play on my part, but only to emphasize the importance of getting to play a longer game with this deck and making plays that allow you do to so.

Until next time, may all your games end in double digit turns.

Brewer’s Kitchen: Splinter Twin in Legacy

Wait. Wasn’t this a Modern deck? And now you’re telling me that it’s viable in Legacy?

My name is Niklas Holtmann, this is my first guest article at Snapcardster and I’m not talking about a 100% competitive Legacy deck, but about a deck I had some success and just like to tell other people about stuff that’s not too mainstream. Welcome to Brewer’s Kitchen.


How it all started

On my way back home from MKM Frankfurt 2017 I just had this idea to play Splinter Twin in Legacy. Why? I’m not really sure about it, I just had a really bad tournament with Elves, a deck I was running hot with the last couple of months (Top 64 in Chiba and good results at our local tournaments), but after the ban of Sensei’s Divining Top I wasn’t really sure how to play with the deck so I ran my good old Elves without Natural Order which was really good for me in a format where Sensei’s Divining Top was legal. Needless to say, I was wrong. playing against Storm and Show&Tell was horrible.


Back to the drive home, I thought playing something like Splinter Twin could be really funny to troll people and to have some fun with blue cards in Legacy. After my ride home I didn’t think a lot about the deck until me and my friends were traveling to Hamburg for a weekend of Magic, alcohol and friends we don’t see that often, so I just went with it and played the following list:

UR Splinter Twin in Legacy

Creatures (11)
Pestermite
Deceiver Exharch
Snapcaster Mage
Vendilion Clique

Spells (30)
Force of Will
Brainstorm
Counterspell
Spellpierce
Spell Snare
Fire // Ice
Lightning Bolt
Ponder
Blood Moon
Splinter Twin
Jace, the Mind Sculptor
Lands (20)
Scalding Tarn
Flooded Strand
Arid Mesa
Island
Mountain
Volcanic Island
Plateau
Tundra

Sideboard (15)
True Name Nemesis
Engineered Explosives
Pithing Needle
Red Elemental Blast
Pyroblast
Flusterstorm
Wear // Tear
Rest in Peace
Surgical Extraction
Umezawas Jitte
Pyroclasm
Sudden Shock
Sulfur Elemental

I went 5:0:1 in that tournament.

So I have to admit, this deck wasn’t 100% my idea. Two years back I read an article on mtgthesource about a guy (Ma Ansbro) who made Top8 at the Eternal Weekend in the US with a Splinter Twin Deck that was Jeskai colors (well, he had Dig Through Time in his deck), so I took his list as an inspiration. The other inspiration was the Modern Blood Moon Splinter Twin deck.

I thought about the meta game I saw in Frankfurt and thought to myself that I have to punish all the greedy BUG Leovold Decks and the best thing I could find was Blood Moon and I really wanted to try out Splinter Twin just for the LOLs.

Due to my succes in that tournament I was hyped and thought about how I could improve the deck and what was good and bad about the deck. So obviously the worst thing in the deck is the Splinter Twin Combo and the deck wasn’t able to answer True-Name Nemesis and Sword of Fire and Ice, otherwise the deck was great, you can really get Legacy Players of guard with the combo and to Blood Moon out someone out of the game is awesome.


So I had to look at the bad cards in the deck which were:

Due to the fact that True-Name Nemesis was so hard to deal with and the best color to answer it is black, I shifted to splashing black in my deck, furthermore I cut Deceiver Exarch and replaced it with the 4th Pestermite and 2 Baleful Strix just because I thought that Delver is a bad Matchup, but having some Flyers to block and kill delver + being able to stall Gurmag Angler is really powerful.

With some more tournaments under my belt with the deck I came to the following list:

UBr Splinter Twin in Legacy

Creatures (11)
Pestermite
Snapcaster Mage
Baleful Strix
Vendillion Clique

Spells (30)
Force of Will
Brainstorm
Lightning Bolt
Counterspell
Spell Pierce
Fire // Ice
Kolaghan’s Command
Blood Moon
Splinter Twin
Jace, the Mind Sculptor
Ponder
Lands (20)
Island
Mountain
Swamp
Volcanic Island
Underground Sea
Badlands
Scalding Tarn
Polluted Delta
Bloodstained Mire

Sideboard (15)
Flusterstorm
Diabolic Edict
Red Elemental Blast
Pyroblast
Surgical Extraction
True-Name Nemeis
Fact of Fication
Abrade
Invasive Surgery
Engineered Explosives
Pyroclasm

And I have to tell you, I’m really happy with the list right now!

So why should YOU play this Deck?

Well, when you are a highly competitive player I can’t recommend playing the deck, just because there are some really hard match ups that need a lot of brainpower to win those and in some matchups you just lose Game 1 since you have so many bad cards in your deck. But when you are a johnny like me who just wants to try something different it’s a super good deck to do so, not because of the Twin Combo, but because of the power of Blood Moon and Jace.

The deck is super consistent in what it’s doing and Blood Mooning people out of the game is just one of the best things you can do in magic.

The next positive thing about the deck is that you have so many basics and you’re basically immune to Wasteland and slamming Jace consistently on turn 4 is really strong.

Last but not least, winning with Splinter Twin in Legacy is super funny due to the fact that there are many Legacy players out there who don’t know the combo and just randomly lose to it and as I said the LOLs are on your side.


Matchups:

Grixis Delver:

This matchup is really tough, winning through twin is just out of the question just because they have good removal, Daze or Stifle to attack your mana and their threats are super hard to beat. Deathrite Shaman taxes your Snapcaster Mages and Gurmag Angler and True-Name Nemesis are nearly unbeatable in game 1. But there is a chance: Blood Moon.

Game 2 gets a lot better because you can board out Splinter Twins and other bad cards to bring in True-Name Nemesis and more removal:

Boarding Plan against Grixis Delver

Out (11)
Splinter Twin
Pestermite
Jace, the Mind Sculptor
Force of Will
Spell Pierce

In (11)
Pyroclasm
Pyroblast
Red Elemental Blast
Abrade
True Name Nemesis
Engineered Explosives
Diabolic Edict
Flusterstorm

I like to board out some number of Force of Will against Delver decks just because of the card advantage, but also like some to get rid of threats that are hard to beat like True-Name Nemesis or to protect Blood Moon from countermagic. Pestermite isn’t that bad against Delver just because it blocks Delver and taps Gurmag Angler.


Lands

I think this is probably the best matchup you can get. They can’t beat Blood Moon game 1 and even if they get to Marit Lage you can just tap it the whole time. I had a game once where I tapped down Marit Lage for 5 turns with Fire // Ice or block it with Vendilion Clique and finish him off with the combo. The next advantage is putting their Life from the Loam on the bottom with Clique. You are also immune to their Wasteland.

Boarding Plan against Lands

Out (10)
Splinter Twin
Pestermite
Lightning Bolt

In (10)
Diabolic Edict
Surgical Extraction
Invasive Surgery
True-Name Nemesis
Abrade
Fact or Fiction
Engineered Explosives

After board they will have Krosan Grip for your Blood Moon but that’s fine. Diabolic Edict will kill their Marit Lage and Tireless Trackers.

Surgical Extraction for Life from the Loam, Punishing Fire or just in general the combo pieces when they are dredged. Invasive Surgery to have more counters for loam or Gamble.

True-Name Nemesis is a threat they can’t beat and that just wins you the game. Abrade kills Tireless Tracker, but it’s mainly there for random artefacts they bring in or to kill their Mox Diamond to screw their manabase under Blood Moon. Engineered Explosives kills Exploration or to handle Molten Vortex. Lastly I think a card advantage spell like Fact or Fiction is needed in the matchup just because you burn so many resources.


Sneak & Show

Another good matchup for our deck, we have good countermagic and can leave up mana to flash a threat in at the end of their turn. After boarding it get’s even better just because we have more countermagic and surgical extraction. The only weakspot for us is Boseiju, Who Shelters All, that’s why I tend to not board out Blood Moon.

Boarding Plan against Sneak & Show

Out (7)
Lightning Bolt
Baleful Strix
Fire // Ice

In (7)
Surgical Extraction
Flusterstorm
Red Elemental Blast
Pyroblast
Invasive Surgery

Sadly there are more cards you could board out but that’s ok, your cards are super efficient while their cards aren’t. You could argue to board out a Jace and they second Fire // Ice for the Strix to have a cantrip, but I like to win a counter war and than just play Jace to win the game. Fire // Ice can tap their lands and cantrip which I think is very helpful to buy a turn.


Czech Pile

This matchup is super tough, you will loose game 1 most of the time just because you have the Splinter Twin combo in your deck and they are a much better controldeck in game 1. That being said Blood Moon can still win you the game. The sad thing is that you always need an answer for Deathrite Shaman.

Game 2 gets a lot better just because they will fetch basics and cripple their manabase. Three Jaces are a real powerhouse in this matchup, but still it will be very tough for you.

Boarding Plan against Czech Pile

Out: (10)
Splinter Twin
Pestermite
Spell Pierce
Force of Will

In: (10)
Diabolic Edict
True-Name Nemesis
Red Elemental Blast
Pyroblast
Engineered Explosives
Abrade
Flusterstorm
Fact or Fiction

I’m not a big fan of Spell Pierce in matchups that go very long but being able to counter a Jace is very important. I bring in one Flusterstorm just because I think having too many forces against a deck that wants to 2 for 1 is not the place you want to be, but in the late game it’s often a dead card. You could bring in Pyroclasm as another removal for Deathrite Shamans but I think that’s to much with all the removal you already have.


What’s next?

I will continue playing the deck because I have a lot of fun grinding it and my results with it are pretty good for now.

If you like to want to know about more matchup or if you have general questions, hit me up on Facebook or Twitter 🙂

Thanks for reading

Beating Legacy #1

November 5th there is a huge Legacy tournament in Copenhagen called “Danish Legacy Masters“. As this is a tournament with great tradition and players coming in from not only all parts of Denmark, but also from Sweden and Germany, I can’t wait to play.

I have four top 8‘s with one win and one finals split in this tournament series over the years, and I’m hoping to add to my resume this time around. But I’m getting way ahead of me because in order to win, you need to prepare! So tag along as I try and break down the most relevant decks to prepare for. Welcome to “Beating Legacy“!

Storm

Storm uses Dark Ritual, Cabal Ritual, Lotus Petal and Lion’s Eye Diamond to accelerate out Ad Nauseam or Past in Flames either natural drawn or found with Infernal Tutor. The tutor makes sure you can end your turn by searching up a lethal Tendrils of Agony. To clear the way of pesky counter magic, a total number of 6 or 7 Cabal Therapy and Duress are included.

Some opening hands allow for quick kills where others need to set up a later kill with the numerous cantrips. Gitaxian Probe provides free information about the opponent’s hand, while Brainstorm and Ponder do their usual job of digging for what you need.

In order to give yourself the best chance of beating Storm, you need to fight them on several axis. In my experience, if you can attack Storm on at least two of the following areas, you are in good shape:

1) Clock. The faster you can get them low on life, the better. The damage also interacts favorably with Ad Nauseam.
2) Counter magic. Counterspells are good, and Flusterstorm is the best of the bunch.
3) Discard spells. Going for their hand is good for obvious reasons and provides information on how to play out your hand.
4) Graveyard hate. Attacking the graveyard means that Ad Nauseam or Empty the Warrens are their only path to victory.
5) Hateful permanents. They will only have a few answers to permaments in their deck, so getting one into play around their discard spells is important.


Grixis Delver

Many color combinations of Delver decks have come and gone through the years, but in 2017 it’s all about Grixis. Deathrite Shaman is too good not to play and needs black mana, and your removal spell of choice – Lightning Bolt – can finish off players and still kill most of the creatures in the format. Furthermore, red offers some great sideboard options while also adding Young Pyromancer to the threat base. Speaking of which, their different threats can’t be dealt with by the same cards, so keep that in mind.

They usually run a full playset of Deathrite Shaman and Delver of Secrets and then a mix of Young Pyromancer, Gurmag Angler and True-Name Nemesis. While Fatal Push and Lightning Bolt take care of the first two, and True-Name and Pyromancer die to various -1/-1 effects, the Angler is very resilient to non-Swords to Plowshares removal. The difficulty of dealing with its creatures is one of the deck’s greatest strengths.

Playing and hopefully winning against Grixis Delver demands that you can navigate around some of their most important disruptive cards. Let’s go through them one by one.

“Can I afford to play around Wasteland?” is the most important question you have to ask your self. I’ve seen my share of players who played around Wasteland and as a result weren’t able to cast all of their spells. Don’t be that guy. Sometimes you need to make them have it and power through it, and sometimes you need to bridge a gap between two turns where you are immune to Wasteland. Storm and Sneak and Show are the most common decks for these situations with turn 1 basic Island and a cantrip.

Daze raises different questions than Wasteland, but they have their similarities. Early in the game you have to take stand to whether you can play around Daze all game or you’re going to run into it eventually. Keep in mind though, that waiting one turn to boost your odds of resolving a spell can backfire against a tempo deck like Grixis Delver. Wasteland, Cabal Therapy and Force of Will from the top of their library can punish you for sandbagging spells in fear of Daze, so I suggest you cast your spells on curve the majority of the time unless it’s a crucial one.

Playing around Cabal Therapy can be a few things. You need a lot of knowledge about what your opponent is most likely to name depending on the situation, which can be very hard. You should make sure not to have two of the same card in hand if you can avoid it. Aside from Brainstorm and Ponder, another way to do this is playing out the card you have two copies of if you have to decide between two spells for the turn. For example, if you have two Thalia, Guardian of Thraben and one Stoneforge Mystic in hand, chances are you should be playing out the Thalia regardless of what the best play would be in respect of the Therapy.

Stifle in combination with Wasteland can really mess up your plans. In some scenarios, fetching out a nonbasic before the opponent has mana for Stifle, even though they run 4 Wasteland, can be the correct play. Sometimes you need to play out fetch lands and cast no spells and make your opponent keep up the mana long enough for the Stifle to be irrelevant or until they decide to make a move. Since they run relatively few lands, chances are that they will not be able to advance the board while keeping up Stifle. Be proactive if you don’t have the ability to keep making land drops or wait it out – your deck will typically be better in the long game.

That will do it for the first installment of Beating Legacy. Next week I will be back with some more tips and tricks for a few relevant Legacy matchups. In the meantime please add your best advice for beating Storm and Grixis Delver in the comments on facebook, twitter, reddit or where ever you are reading this.

Temur’s next Move

So William Jensen crushed Worlds in what looked like a most deserved tournament win in terms of preparation and level of play. Of course he got lucky along the way but I don’t think anyone has won a tournament without luck. His and his PGO brothers’ weapon of choice was a very finely tuned version of Temur Energy (you don’t randomly put one Supreme Will and one Glimmer of Genius in your deck for Worlds), and it begs the question: “why play anything else?” An identical copy even won the MTGO PTQ on Saturday.


Temur Energy

Creatures (23)
Bristling Hydra
Glorybringer
Longtusk Cub
Rogue Refiner
Servant of the Conduit
Whirler Virtuoso

Spells (15)
Abrade
Attune with Aether
Commit // Memory
Confiscation Coup
Essence Scatter
Harnessed Lightning
Magma Spray
Lands (22)
Aether Hub
Botanical Sanctum
Forest
Island
Mountain
Rootbound Crag
Spirebluff Canal

Sideboard (15)
Negate
Abrade
Confiscation Coup
Supreme Will
Glimmer of Genius
Torrential Gearhulk
Chandra, Torch of Defiance
Aethersphere Harvester
Chandra's Defeat
Appetite for the Unnatural

To answer the question, let’s start before the rotation where I thought UB Control was a good choice against Temur and the metagame as a whole. Two important changes mean that this is no longer the case. First, the departure of Grasp of Darkness really hurts, especially against Monored where you also lose Flaying Tendrils and Kalitas, Traitor of Ghet. Vraska’s Contempt is considerably worse as the two life just isn’t enough to remedy two extra mana spent to kill Hazoret the Fervent (or heaven forbid, one of the cheaper creatures).

Against Temur it is also a blow because you now have to lean heavily on Fatal Push in the early game. With Grasp you could board out some number of Pushes and still be able to deal with early Longtusk Cubs and Servant of the Conduits. Having to keep in all four Pushes means you end up in spots like Kelvin Chew did in game 4 of the semifinals where he drew all four and had to spend two on Thopter tokens while not being able to kill the Whirler Virtuoso that made them. If just one Push had been a Grasp I think he would have won that game.

Second, you can now expect Temur to have Essence Scatter in the main deck. Having such a tempo positive way to deal with The Scarab God for good or Torrential Gearhulk while stopping the trigger is huge. Of course they don’t always have it and the God is still game over if you untap with it but it does change the matchup and the way you have to play. Search for Azcanta is getting rave reviews but I just don’t think it does enough to make UB the place to be (although I have only played 4 leagues with it).

Generally I would say the way to punish Temur is to play a focused strategy that goes over the top of them. There are two decks that I think do this in Standard, Anointed Procession decks and God-Pharaoh’s Gift decks. The problem is that these decks have either/both consistency issues and/or trouble against the other big decks (UB and Monored).
So even if you beat Temur (which you might not if they prepared their sideboard for you) you aren’t necessarily favored against the metagame. There was an Anointed Procession deck that crushed the PTQ Swiss and it looks to have addressed at least the inconsistency issues with Champion of Wits, so I will be exploring that avenue soon. For now, though, I want to play the best deck and beat the mirror, a tried and true strategy:


Temur Energy

Creatures (23)
Bristling Hydra
Glorybringer
Longtusk Cub
Rogue Refiner
Servant of the Conduit
Whirler Virtuoso

Spells (15)
Abrade
Attune with Aether
Chandra, Torch of Defiance
Confiscation Coup
Essence Scatter
Harnessed Lightning
Magma Spray
Lands (22)
Aether Hub
Botanical Sanctum
Forest
Island
Mountain
Rootbound Crag
Spirebluff Canal

Sideboard (15)
Negate
Struggle // Survive
Confiscation Coup
Carnage Tyrant
Nicol Bolas, God-Pharaoh
Chandra, Torch of Defiance
Aethersphere Harvester
Chandra’s Defeat
Appetite for the Unnatural
Nissa, Vital Force

This list isn’t revolutionary but the core of the deck is so large now that there is limited room to maneuver, in the main deck at least. I like Chandra a lot and I was actually surprised to see PGO omit her from the main. I hope it was because they wanted to strand opposing Negates and that there isn’t a bigger picture that I’m not seeing (interestingly the control decks largely omitted Negate from their main decks).

As the Worlds list indicate, the sideboard is fair game and where you really make your edge with a deck like this. I haven’t liked the Torrential Gearhulk plan that much so I want to make room for some real mirror-breakers. I think Nicol Bolas is the best for the job but I don’t know if it’s a good idea to play more than one seven-drop.

As I mentioned earlier, The Scarab God has lost a little luster with Essence Scatters being more populous, but it is still the next best in my view. However, you need to play a Swamp which I would like to avoid. The mirror isn’t everything and your mana is pretty stretched as it is. You could put a Swamp in the board but I think Swamp and a God is worse than, for example Nissa and Confiscation Coup.

By the way, I had a great chat with my friend Mattia De Colle and he brought up a good point about Confiscation Coup: what are you actually hoping to steal in the mirror? Longtusk Cub is a great target but you usually board it out. Taking The Scarab God is obviously amazing but many aren’t even playing it. Then you’re basically left with a tapped Glorybringer which means you get a two for two (I’m assuming it killed a creature so the creature and your coup for their Glorybringer and a Harnessed Lightning which they often have since you save it for Glorybringer mostly).

I guess it helps you get Glorybringer superiority but we think the game more often comes down to Bristling Hydra superiority. I will still bring in coup for the mirror but it’s mostly for mono red.

I will board in Carnage Tyrant in the mirror but it’s really there to crush UB. Bristling Hydra is your best threat against them and the tyrant is even better. It’s basically Bontu’s Last Reckoning or game over. Nissa is also quite the boss against control, I only lost one game where it stuck and that was because I punted.

Initially I wanted to cut Appetite for the Unnatural because it just seemed unimportant but with Anointed Procession and God-Pharaoh’s Gift on the rise, it gets to stay. This is also where I hope Struggle // Survive will come in handy. These decks can seem like tough matchups and you can easily lose to their good draws. They are inherently inconsistent though as they need Anointed Procession or God-Pharaoh’s Gift respectively to do broken things.

Since you have answers to both of them, it is possible to keep them from functioning properly in which case you just need to make sure to close out the game before they can find another one. This is a prime example of why Temur is the best deck: it might only be an 8 on the power level scale but it is an 8 almost every game, whereas something like tokens regularly varies from 2 to 10.

The final point I want to discuss is flooding. My list has 22 lands, the Scarab God version goes up to 23. Then you have 4 Attune with Aether which thins your library a bit but still almost counts as a land, and 4 Servant of the Conduit. That’s almost half your deck just making mana (yes you get a bit of extra energy but still).

Variance and observation bias probably plays a role here but I’ve flooded a lot since I picked the deck up a couple of weeks ago and I can’t help but wonder if there are too many mana sources in the deck. I don’t have any conclusion so feel free to chime in but I will try shaving a servant since it pretty much always gets killed turn 2 and is a pretty bad draw late.

I hope I can find something that beats Temur consistently before the Pro Tour but I am content with it as my fallback plan. Let me know what ideas you have for both. Thanks for reading.

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.

Beating Modern #3

Editorial Note: Make sure to check out Beating Modern #1 and Beating Modern #2. They are great. Trust me.

Welcome back to yet another batch of basic guides to beating the usual suspects of Modern. I’m really enjoying writing these overall matchup blueprints, but I enjoy getting your input even more. Maybe you have played the deck for three years and my testing is useless compared to your expertise. Great, then contribute in the comments here, on facebook, reddit or where ever you are reading this. Let us get better together!


BG/x Midrange

Black and Green-based Midrange decks with one mana discard spells, Tarmogoyf and Liliana of the Veil fall under this category. Even though their threatbase and removal suite will differ and depend on their splash color (if any), playing against these different versions of the archetype feels very similar. Ideally, their objective is to grind both players down on resources so their superior card quality can take over the game. They use cheap discard and cheap removal spells to make sure the game doesn’t get out of hand quickly, so turns 1-2 it is very difficult to get an edge there.

Collected Company is a very good example of what BG/x Midrange is weak to. Cards they can’t use Inquisition of Kozilek, Abrupt Decay or other 1-for-1 removal spells to deal with. Four-mana planeswalkers, Reality Smasher and Gurmag Angler are other good examples, while – if you are playing Affinity – your best threat against them is Etched Champion.

They lean hard on Liliana of the Veil to get pairity in cards and keep the board clean, so cards that match up well against her are at a premium. Lingering Souls, Kitchen Finks, Voice of Resurgence and Matter Reshaper come to mind when thinking about main deck cards, and Obstinate Baloth can blow the BG/x player out after sideboard.

This archetype has traditionally been weak to “big mana” decks like Tron and Scapeshift strategies, and that is still true today. Ramp your lands onto the battlefield and trust that your deck with much higher top end will draw better than your BG/x opponent. Any respectable BG/x sideboard will contain Fulminator Mage, sometimes combined with Surgical Extraction or some main deck Ghost Quarters, so they will also come prepared.

Good Sideboard Cards


Abzan Company

Abzan Company is a creature combo deck that tries to assemble either Vizier of Remedies + Devoted Druid + Duskwatch Recruiter and finish the game with Walking Ballista or Rhonas the Indomitable or the old infinite life combo of Viscera Seer, Kitchen Finks and Vizier of Remedies. The only non-creature spells in the deck are Collected Company and Chord of Calling, and combatting those is how you get the upper hand in the matchup.

The deck also plays a couple of Gavony Township, and these serve as a great plan B when they can’t assemble their combo. Keep in mind that if you are playing a fair deck, a long game against Abzan Company will most likely result in Gavony Township taking over the game.

When they lead on Noble Hierarch or Birds of Paradise, you should always kill it with Fatal Push and Lightning Bolt, and the same goes for Devoted Druid on turn two, but later on managing your removal spells can be tricky. Having one ready at instant speed means you can break up their infinite combo and leave them with a 2/1 vanilla creature and Duskwatch Recruiter which ability is somewhat expensive to use. Also note that the Devoted Druid will be summoning sick, so you always have time to remove it from the board before they combo.

Grafdigger’s Cage is fantastic because it stops persist from Kitchen Finks plus all of their eight green search spells. Anger of the Gods is another great card that will deal with most board states and the Kitchen Finks completely.

Good Sideboard Cards


Blue/White Control

(written by U/W Control pilot Anders Gotfredsen)

U/W Control has pretty much always been a major deck in Magic all the way back to Brian Weissman’s ‘The Deck’ from 1996. Back then it was all about staying alive and eventually kill your opponent with whatever slow – but resilient – win condition was available. With Modern having so many different strategies, staying alive indefinitely against everything is an impossible task, but the win conditions have also gotten more powerful, and counterspells and board sweepers are still great against most decks.

The main plan revolves around planeswalkers, mainly Gideon of the Trials, Jace, Architect of Thought and Gideon Jura which they keep alive with Supreme Verdict, Cryptic Command and cheap interaction like Path to Exile, Mana Leak and Snapcaster Mage. The deck is very good at dealing with conventional creature strategies because if you play one creature at a time, Path to Exile or either Gideon buy them a turn, but if you play more than one, Supreme Verdict can get you.

The way to beat U/W is by not just playing creatures and attack with them. This means you want creatures that provide value even if they are killed right away (these often come as a Collected Company which is also great against U/W) or non-creature threats like planeswalkers or Valakut, the Molten Pinnacle. U/W Control can also be quite weak to Tron decks, because even though they have Spreading Seas and Tectonic Edge, they don’t close out the game fast enough to stop the big Eldrazi from being cast. Lantern Control also has a great U/W matchup because it sidesteps the whole creature damage plan and have inevitability for the long game they will surely reach.

Generally, U/W isn’t a deck that has it’s own game plan that you should aim to disrupt; they want to stop you from enacting your game plan and so you beat them by having a plan that they’re not prepared for.

Good Sideboard Cards:

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