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.

5 lessons from Nationals

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


1. Metagaming

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

UB Control by Anders Gotfredsen

Creatures (6)
The Scarab God
Torrential Gearhulk

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

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

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

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

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


2. Remember you have an opponent

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

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

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


3. Don’t get married to your first picks

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

UW by Anders Gotfredsen

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

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


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

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

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

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

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


5. Never give up (and learn math)

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

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

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

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

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

How to beat Ramunap Red (… and zombies)

This weekend, the Pro Tour finally happened and Standard is alive again. The top 8 contained 6 Ramunap red decks, and red was the talk of the weekend.

It’s a very powerful deck with some very fast draws and at the same time a lot of staying power between Hazoret, the Fervent and Ramunap Ruins. If you think you can just play a truckload of cheap/mass removal and be safe, you have another thing coming. So is this the new caw blade? First of all, we need to look deeper than just the decks in the top 8.

This has always been overvalued, because remember the Swiss includes 6 rounds of draft. We also have to keep in mind that basically all the top pros/teams brought Bomat Courier and friends to the table and it was almost 25% of the starting metagame so you should expect to see some copies doing well.

I prefer to look at the decklists published on the coverage page sorted by standard record. That reveals the following: 1 Ramunap Red went 10-0. 2 Zombies and 1 Ramunap Red went 9-1. 1 Ramunap Red and 1 BG Constrictor went 8-1-1. At 8-2 were 6 Ramunap Red, 2 BG Constrictor, 2 Zombies, 1 Four Color Vehicles and 1 Temur Energy. Going down 7-3 there were 12 Ramunap Red, 13 Zombies and 7 BG Constrictor with a few copies of assorted other decks.

Any of these could have been in the top 8 depending on their limited records. Considering that there were more than twice as many red decks as zombies and almost three times as many red decks as constrictor, you could argue that Ramunap Red actually did worse than the other two. Additionally, there was a Standard PTQ on MTGO on Saturday with a top 8 of 3 Zombies, 2 Constrictor, 2 RG Ramp and zero(!) Ramunap Red decks. What I take from all of this is that Ramunap Red is very beatable.

It will continue to show up in the coming tournaments because a lot of people will just copy a list from the pt top 8, especially the winning one, but the decks you should really Metagame against right now are zombies and BG Constrictor. Luckily, all three decks have a comparable game plan: cheap aggressive creatures backed up by resilient, hard-hitting top end threats. First of all we need cheap removal; these decks hit the board early and hard and if you take too much damage from their cheap creatures, you will be hard pressed to keep up answers to their late game.

Second, you need a way to take over the game, once you’ve dealt with their early onslaught. You need to close the game out fast or it could slip away to their top decked Hazoret, Dark Salvation or Verdurous Gearhulk. Lastly, you need to be prepared for their sideboard plans. All of them pack extra punch and Resillience in the board, mostly in the form of Planeswalkers like Ob Nixilis Reignited, Liliana, the Last Hope and extra copies of Chandra, Torch of Defiance. Don’t just board in a bunch of extra Fatal Pushes and Sweltering Suns, lest you risk losing to one of these.

My current way to deal with these 3 decks is BR Midrange. It started just after Hour of Devastation came out, when I saw this list 5-0 a league:

BR Midrange

Creatures (9)
Glorybringer
Goblin Dark-Dwellers
Gonti, Lord of Luxury
Kalitas, Traitor of Ghet

Spells (25)
Abrade
Chandra, Torch of Defiance
Doomfall
Fatal Push
Hour of Glory
Liliana, Death’s Majesty
Liliana, the Last Hope
Live Fast
Magma Spray
Never // Return
Lands (26)
Aether Hub
Canyon Slough
Endless Sands
Evolving Wilds
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

I took it for a spin and liked a lot of it, but there were a few problems; there was too much of a gap between the early removal and the late game.

You often needed to be able to play 5-6 removal spells in the first 4 turns to have enough room for your 5 drops to take over. And then other games you needed to draw much less removal and more big threats because they had a slower start and answers to your first 2 threats. It was basically the classic non-blue control deck problem where you needed to draw the right half of your deck without any card selection.

I knew I wanted 4 Liliana for sure because it was both removal and threat at a cheap cost but other than that I wasn’t too sure. Then last week, Paul Rietzl 5-0’d a league with a similar deck that also top 8’ed the MTGO PTQ the weekend prior:

BR Midrange - 5:o Standard League by Paul Rietzl

Creatures (12)
Demon of Dark Schemes
Glint-Sleeve Siphoner
Glorybringer
Goblin Dark-Dwellers
Kalitas, Traitor of Ghet

Spells (22)
Abrade
Chandra, Torch of Defiance
Collective Brutality
Doomfall
Harnessed Lightning
Liliana, the Last Hope
Live Fast
Ruinous Path
Lands (26)
Aether Hub
Blighted Fen
Canyon Slough
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

The key for me is the 4 Glint-Sleeve Siphoner.

It might look out of place in a control deck but it helps keep the cards flowing and at two mana, it will rarely be stuck in your hand, and you can play it and a removal spell on the same turn in the midgame. It also puts the opponent in an awkward spot for sideboarding because if they board out their removal, they could just flat out lose to it but if they keep removal in for it, they lessen their chances of enacting their own game plan because of a card you might not draw.

It even presents them with a dilemma in-game when you play it turn two because they have to spend mana to kill it in which case it did the same for you as a removal spell; keeping one of their threats off the board.

Along with the 4 Lilianas you have strong proactive early plays that are good against both aggro and control meaning the losses to ‘drawing the wrong half of your deck’ become much less frequent. I was not satisfied with the removal suite though; nothing at 1 mana and 6 at 2 is just not going to cut it against Ramunap red.

I also think you need ways to deal with Hazoret in a deck like this and Doomfall won’t hit it when you don’t have enough cheap removal to keep their small stuff off the board. I want some Grasp of Darkness instead of Harnessed Lightning and some combination of Fatal Push and Magma Spray. Spray is very good in the metagame but Kalitas, Traitor of Ghet is a big part of our plan and push is much better against gb so I think 3 Fatal Push, 1 Magma Spray will be good for now.

You want more against Ramunap red and zombies but that’s what sideboards are for. I’ll give my current list before discussing further:

BR Midrange by Anders Gotfredsen

Creatures (11)
Glint-Sleeve Siphoner
Glorybringer
Goblin Dark-Dwellers
Kalitas, Traitor of Ghet

Spells (23)
Abrade
Chandra, Torch of Defiance
Doomfall
Fatal Push
Grasp of Darkness
Liliana, the Last Hope
Live Fast
Magma Spray
Ruinous Path
Lands (26)
Aether Hub
Canyon Slough
Evolving Wilds
Foreboding Ruins
Mountain
Smoldering Marsh
Swamp

Sideboard (15)
Chandra’s Defeat
Magma Spray
Never // Return
Ob Nixilis Reignited
Lost Legacy
Dispossess
Transgress the Mind
Dreamstealer
Sweltering Suns
Chandra, Flamecaller

Against the current “big 3”, the plan is pretty straightforward; keep the board clear for the first few turns, stick a planeswalker or Kalitas and snowball the advantage from them.

If you have Liliana for turn 3, let one or two of their one toughness creatures live. If you have Kalitas, try to conserve your removal until he hits the board. It’s not easy knowing when you should play him turn 4 and when you should wait until you can leave up a removal spell the same turn.

Some of the red decks play Collective Defiance but people almost always copy the winning list (especially when it’s someone as well known as PV) so I would default to running it out turn 4 for now. Zombies have both Grasp of Darkness and Dark Salvation so here I would lean towards having removal the same turn as I play Kalitas.

Of course some games you see their hand with turn 3 Doomfall and the choice will be easy.

Doomfall is an interesting card for standard. I didn’t even consider it for constructed when I first saw it but it has the same kind of flexibility that makes Supreme Will good; it has an “answer” mode and a mode for when you don’t need to deal with something they have played.

The big difference of course is that Doomfall is a sorcery, and sorcery hurts a modal card much more than a one dimensional card. Specifically, exiling Hazoret after it has attacked you once is unpleasant. Unfortunately, discard spells tend to be sorcery so we’ll have to make do. It is bad against Ramunap Red and servicable against Zombies and good against Constrictor but I think you need it main to not auto lose game 1 to decks like ramp and control.

Just having a few makes a big difference when you’re playing Goblin Dark-Dwellers, and as long as it’s not completely dead in any matchup, I think you can get away with it.

The thing I’m most uncertain of is the mix of 5-drops. Goblin Dark-Dwellers is both a good card and a personal favourite of mine, which I fear makes me a bit biased.

The problem is that a lot of the time your first opportunity to play is on an empty board and it happens that you don’t have Live Fast in the yard and either no Doomfall or the opponent has no cards in hand. Glorybringer is often fine to jam on an empty board, though it is true that removal can answer it cleanly compared to the goblins.

There are also situations where the opponent has 2 or more creatures and you can’t really afford to exert it to kill one of them leaving you tapped out and defenseless, where goblins can both kill a creature and stay back to block.

What Glorybringer excels at, which I initially underrated, is end games, and while the goblins are also hard to block, 4 flying haste power is a big deal. Hopefully further testing will give me a clearer indication of which way to lean (if any).

I think we should have the aggressive decks covered by now so let me finish with the two other decks I would expect to face: UR(x) control and RG Ramp. Both are going to be very tough game 1 (maybe you should even move the Doomfalls out of the main and just concede game 1 to be even more sure to crush aggro.

But you still have a shot against control since they have a lot of useless removal, so maybe they are fine). Against control, hope to draw as little removal as possible outside of the stuff that kills Torrential Gearhulk; it is possible to just run them out of wincons. You have value creatures, discard and planeswalkers so you can come out on top if you pace your spells properly. Try to hold on to your discard until you can play it and a threat the same turn to overwhelm their mana.

Post board we get even more discard and a new favorite of mine; Dreamstealer. This is a nightmare for them. They have to spend a removal spell on it the first time around and when it comes back they can’t even block it with gearhulk so it’s a guaranteed two for one and if they don’t kill either half, they pretty much just lose on the spot. I haven’t played against ramp yet but it looks rough.

You only have 3 Doomfall that really do anything game 1 and unless you can snipe their only Hour of Promise, it don’t know how you win game 1. You get to bring in more discard along with a Lost Legacy, but it’s probably not enough to make it a good matchup overall. Ramp might pick up in popularity now and I will consider adding another Lost Legacy to the board in that case.

I really like this deck as it has a lot of play to it and a lot of room for innovation to the list. I just saw someone has 5-0’d a league with 4 Gifted Aetherborn instead of the siphoners. If I keep facing all aggro decks, that is a change very much worth considering. Give it a try if you like grinding, and let me know any ideas you have for the deck.

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