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.

6 Lessons from Danish Legacy Masters

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

1. Preparation

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

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

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


2. Eldrazi

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

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


3. Grixis Delver

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

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

He basically said

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

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


4. Death and Taxes

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


5. Black/Red Reanimator

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

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


6. Elves

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

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

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

Does Ixalan Limited suck?

Hi guys, welcome back. It’s been a while but I wanted a chance to play with the new cards so I could actually give an informed opinion. I have only been drafting so far and done about 15 and my initial impressions are good. At first glance the set looks like it could get boring super quickly because of the tribes; just pick a tribe and take all the cards you see in that tribe.

When you think about it, that isn’t much different from a normal set where you just pick your colors and take the best card in those colors. What makes a normal set interesting are the times where the correct pick isn’t just the best card in your colors but something that synergizes with what else you have going on.

The equivalent in Ixalan is then when the correct pick is not just the best card in your tribe, but that is often going to be because there is a super powerful card in your colors that doesn’t have any tribal synergies. I haven’t gone deep enough yet to know how often these things happen but at least you have to consider both tribe and colors when making a pick which is more than the base level for a normal set. I hope there will be rare times when you get to draft a treasure deck for example and I will be looking for it (probably at the expense of tickets), but today I want to talk about what has been the best tribe for me this far; vampires.

Anoited DeaconUnassuming, I know

The key to this deck for me is Anointed Deacon; most of the vampires are 2 or less power and this is the guy that can push them through. With Bishop’s Soldier, Queen’s Commission, Paladin of the Bloodstained, and Call to the Feast, boosting power is worth double sometimes and since the lifelink makes racing difficult, your opponent will often have to start trading real cards for each of your tokens. If you ever get two deacons down together, it becomes extremely hard to lose.

Aside from the lifelinkers my favorite creatures in the deck are Skymarch Bloodletter, Legion Conquistador, both undersized creatures that benefit from getting an extra two power (or 4). You even get two good one drops in Duskborne Skymarcher and Vicious Conquistador. While they’re both uncommons, it’s unlikely that anyone else will be interested in them. Glorifier of Dusk is also good in the deck, but it doesn’t need as much help as the other guys.

Other good uncommons for the deck are Adanto Vanguard (which is also just a great aggressive card), Deathless Ancient, and Bishop of the Bloodstained if you are really deep in the tribe. Once you find that the archetype is open, there are also some great rares that you can expect will come to you if someone opened them; Sanctum Seeker and Mavren Fein, Dusk Apostle. These are straight bombs for you and pretty poor for anyone else.

That actually brings me to a side note on the format which is that the rares in this set are less ridiculous than they often are. Yes, you still have things like Regisaur Alpha and the planeswalkers which are insane, but I don’t think there is anything on the level of Glorybringer and because of the tribal theme, a lot of the good rares are only good in specific contexts, so your first pick will not be a windmill slam rare or mythic as often as you’re used to.

This to me is one of the most important signs of a good limited set; You might lose to Sanctum Seeker but at least it required your opponent to draft reasonably well and they would probably still have a deck that could win without drawing it. I actually didn’t even enjoy many of the draft decks where I had Glorybringer because I lost so many games where I didn’t draw it.

So back to vampires, how do you draft them? As I said, Anointed Deacon is the key but I don’t like first picking it. There a lot of generically good black and white cards that you can often first pick, like Contract Killing, Pious Interdiction, Vanquish the Weak, and Adanto Vanguard. Then if cards like that keep coming for the next few picks, maybe including a Deathless Ancient I will start to look for the deacon and the uncommons.

Legion ConquistadorIgnore this card at your own peril

One important thing to keep in mind is if you have passed any Legion Conquistadors. It is likely to wheel and you obviously need more than one for it to be playable. Let’s say it’s pick 6 and I have a couple of removal spells, a deacon, a Bishop’s Soldier and some good card in another color that hasn’t looked open so far. The pick is now between Queen’s Commission, Skymarch Bloodletter and Legion Conquistador.

If I have passed a Conquistador earlier I will probably take it here but if I haven’t, both of the other cards have higher priority (probably the flier first). Two Conquistador is just playable but as soon as you get more than that it becomes insane since it helps stall the ground and with a deacon to help them trade up, it will grind the opponent out quite effectively.

So you have a couple of removal spells, a deacon and a couple of vampires and now you have to choose between a Contract Killing and a Queen’s Bay Soldier (your first two drop). I am going to go out on a limb here and say you should lean towards the removal spell. The reason for that is that there is so much lifegain in this archetype that your curve matters less than it normally does in limited.

This particular example might be a stretch and it also depends if you have any lifegain so far, but keep in mind that the tools are available in this archetype to stabilize both the board and your life total. Of course, you would also like to have a board presence so your deacon has an effect the turn it comes down so if it’s a Bishop’s Soldier instead, I’d probably take it. I guess a more general way to express it is that you often don’t have to take subpar cards for curve considerations if you have a lot of good ways to gain life.

That’s about what I have learned so far. I will spend next week playing a lot of Standard so I’ll hopefully have something to report back soon. Until then, thanks for reading and good luck in the queues.

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:

If you want more Modern action, tune in to my twitch channel and follow me on twitter!

Beating Modern #1

Hello and welcome back, this time for the first piece of an article series about Modern! Three at a time, I will be running through the most popular Modern decks out there and tell you how to beat them in your next Modern tournament. Feel free to add more tips and tricks in the comments! Also, you can skip the prologue and go straight to the matchup guides if you live outside of Germany and the Nordic countries.

Prologue

This article series is brought to you by Snapcardster and a Danish union called “Eternal Magic Kbh“. The union started out many years ago with the intentions to play a lot of Legacy and make great tournaments for the mature audience who were not very interested in Standard. Once or twice a year, around 100 players gathered in Copenhagen to play in “Danish Legacy Masters“, and the events were always a huge success. A few years ago, Modern was added as a supported format as a reaction to the high demand and broad audience of the format. Because of the support from the state, these tournaments have way better prizes than normal tournaments at your local game store.

Because I love watching the Danish tournament scene grow, and I am privileged to be a part of Snapcardster, I had to use this amazing platform to recommend this tournament to anyone within a reasonable reach of Copenhagen. I know many players from Germany, Sweden and Norway have previously visited this tournament and always had a great time – sometimes even brought back the crown and made some friendly rivalries along the way.

You can find the event information about “Danish Modern Masters”, which is also a PPTQ, here.


Grixis Death’s Shadow

This deck is a tempo deck most of the time, but don’t underestimate its’ ability to grind with the best of them using Kolaghan’s Command and Snapcaster Mage – especially together. Its’ low land count make it possible to gain virtual card advantage over a long game of Magic where the opponent will naturally draw more lands, assuming they play more than 18-19. Also expect to face both versions of Liliana after the new planeswalker rule is in effect.

You want targeted removal spells and lots of it to beat it, preferably paired with Snapcaster Mage. Fatal Push, Engineered Explosives and Abrupt Decay do nothing against the delve creatures, and Death’s Shadow can live through Dismember some percentage of the time, while Path to Exile and Terminate do the job against all of their threats.

Death’s Shadow is weak to heavy boardstate decks like Abzan Company, Affinity and Humans because of their ability to race and deal a lot of damage out of nowhere. Similarly, if you are playing Burn, don’t Lava Spike them for three every turn. Instead you should aim to do large chunks of damage in a few turns to limit the number of big attacks from Death’s Shadow. Some games Death’s Shadow will take advantage of the small damage you are dealing them and stop the last lethal burn spell with a timely Stubborn Denial or two. Don’t play into their lifeloss plan at their pace.


Sideboard Options


Affinity

Affinity is an aggressive deck looking to win the game via the combat step. Most of their cards are not very impressive on their own, but synergize very well. You will be taking advantage of that in your quest to beat them.

The deck is composed of bad cards and payoff cards, with the payoff cards being: Cranial Plating, Arcbound Ravager, Steel Overseer, Master of Etherium and to some extent Etched Champion and Signal Pest. If you manage to deal with these, you will win the game most of the time. Don’t Spell Snare a Vault Skirge, don’t Fatal Push a Memnite, and don’t Thoughtseize a Galvanic Blast.

Arcbound Ravager is a very complicated card to play against. Just like the Affinity player, you have to do exact math and be aware of each and every modular option at their disposal. I like killing the Ravager early to make them make a decision about additional +1/+1 counters, and some people like having the removal spell at the ready when your opponent goes all in. Find your style and stick to it.

The eight creature lands of the deck represent a very effective angle of attack, so always pay close attention to which Nexus they are sitting on. You can die from poison out of nowhere from either Ravager’s modular or the double black costed activated ability on Cranial Plating, and the Blinkmoth Nexus can pump even Inkmoth.

Keep an eye out for Blood Moon out of their sideboard if you happen to play a deck that is weak to it.


Sideboard Options


Burn

A very linear deck with one simple goal: reduce your opponent’s life total to 0 as fast as possible using hasty creatures and direct burn spells. While dedicated lifegain, Kitchen Finks and Lightning Helix for instance, is great for obvious reasons, let us talk about other ways to get an edge in the matchup.

First of all, your mana base is super important. Some decks can afford to run a lot of basics and fastlands (Spirebluff Canal and its’ friends), and this is a great start to beating Burn – actually forcing them to do the full twenty damage to you. You need to watch out though, because sometimes fetching a basic instead of shockland will cost you tempo and there for indirectly life in the long run. That brings me to the next point.

You need to establish a clock against Burn and not give them too many draw steps to find enough gas to finish you off. Delve creatures, Tarmogoyf, Master of Etherium, Thought-Knot Seer and Reality Smasher are all great at pressuring their life total at a fast pace.

Because Burn needs a critical mass of relevant cards, one-for-one answers are good against it. Spell Snare‘ing an Eidolon of the Great Revel, Fatal Push‘ing a Goblin Guide or Inquisition of Kozilek‘ing away a Boros Charm are all great plays that improve your odds of beating it. The more you trade spells one for one with the deck, the more firmly you put your self in the driver seat.

Sideboard Options

Please share all the inside information you have about the above decks. Sharing knowledge is power! Thank you all for reading, and I’ll see you next time where I cover three more decks you can be sure to face in your next Modern event!

If you want more Modern action, tune in to my twitch channel and follow me on twitter!